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Blacklight

  • casting time1 action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 round/level (D)

The caster creates an area of total darkness. The darkness is impenetrable to normal vision and darkvision, but the caster can see normally within the blacklit area. Creatures outside the spell's area, even the caster, cannot see through it.

The spell can be cast on a point in space, but the effect is stationary cast on a mobile object. A character can cast the spell on a creature, and the effect then radiates from the creature and moves as it moves. Unattended objects and points in space do not get saving throws or benefit from spell resistance.

Blacklight counters or dispels any light spell of equal or lower level. The 3rd-level cleric spell daylight counters or dispels blacklight.

Wizard Evocation

Hardening

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationPermanent

This spell increases the hardness of materials. For every two caster levels, increase by 1 the hardness of the material targeted by the spell. This hardness increase improves only the material's resistance to damage. Nothing else is modified by the improvement.

The hardening spell does not in any way affect resistance to other forms of transformation.

This spell affects up to 10 cubic feet per level of the spellcaster.

If cast upon a metal or mineral, the volume is reduced to 1 cubic foot per level.

Wizard Transmutation

Maddening Scream

  • casting timeOne action
  • rangeTouch

  • componentsV
  • duration1d4+1 rounds

The subject cannot keep him or herself from behaving as though completely mad. This spell makes it impossible for the victim to do anything other than race about caterwauling.

The effect worsens the Armor Class of the creature by 4, makes Reflex saving throws impossible except on a roll of 20, and makes it impossible to use a shield.

Wizard Enchantment

Undeath to Death

  • casting time1 action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, M, DF
  • durationInstantaneous

Undeath to death snuffs out the animating forces of undead creatures, killing them instantly. The spell slays 1d4 HD worth of undead creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first

Wizard Necromancy

Gathering of Maggots

  • casting time7 days
  • rangeNone

  • componentsV, S, DF
  • durationPermanent

When this spell is cast, worms or maggots slither and crawl their way inexorably toward the corpse touched. Over the course of the next week, they consume the flesh of the corpse, and when the last bit of the corpse is devoured, the creature is returned to a semblance of life as a worm that walks.

Wizard Conjuration

Animus Blast

  • casting time1 standard action
  • range300 ft.

  • componentsV, S
  • durationInstantaneous

When this spell is cast, enemies within range are dealt 10d6 points of cold damage. However, up to twenty of those victims that perish as a result of this blast are then instantly animated as Medium skeletons. These skeletons serve the character indefinitely. The character cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow the character to exceed the normal limit for controlled undead work just as well with undead created with animus blast.

Wizard Evocation

Animus Blizzard

  • casting time1 minute
  • range300 ft.

  • componentsV, S
  • durationInstantaneous

When this spell is cast, enemies within range are dealt 30d6 points of cold damage. However, up to five victims that perish as a result of this blast are then instantly animated as wights. These five wights serve the character indefinitely. The character cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow the character to exceed the normal limit for controlled undead work just as well with undead created with animus blizzard.

Wizard Evocation

Contingent Resurrection

  • casting time1 minute
  • rangeTouch

  • componentsV, S, DF
  • durationContingent until expended, then instantaneous

Contingent resurrection returns the subject to life if he or she is slain. Once cast, the spell remains quiescent and does not activate until the trigger conditions have been met (but each day it remains untriggered, it uses up an epic spell slot, even if the character cast it on another creature). Once triggered, the spell is expended. If the subject is killed (the trigger), he or she is restored to life and complete health 1 minute later, so long as even a tiny bit of dust remains for Contingent resurrection to act upon. A shaft of light shines down from the heavens, illuminating the subject and everything within 20 feet. The creature is restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject loses one level (or 1 point of Constitution if the subject was 1st level). Contingent resurrection does not work on a creature that has died of old age.

Wizard Conjuration

Create Living Vault (Ritual)

  • casting time100 days, 11 minutes
  • range0 ft.

  • componentsV, S, XP
  • durationInstantaneous

The character creates a construct known as a living vault to protect and hide his or her treasures. Upon completion, the vault initially measures only 5 feet on a side, but it gradually increases to its proper size over the following 4d4 days. The vault is attuned to the character, allowing him or her alone entrance and egress in a manner similar to a dimension door spell. When the character desires the vault to hide itself, he or she gives it a simple command. To summon the vault, the character may cast a sending spell or arrange some other manner to contact it.

Wizard Conjuration

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Crown of Vermin [1/3]

  • casting time1 minute
  • rangePersonal

  • componentsV, S
  • duration20 rounds (D)

After casting crown of vermin, one thousand venomous, biting and stinging spiders, scorpions, beetles, and centipedes erupt from the very air around the character. This swarm forms a living aura around the character to a radius of 10 feet. The character is immune to his or her own crown of vermin. The swarm goes where the character goes at his or her speed, even if the character takes to the air or water (though water drowns the vermin after 1 full round of immersion, unless the spell is cast underwater, in which case aquatic or marine vermin answer the call and cannot leave the water). Each vermin in the crown of vermin bites a creature who enters the area occupied by the effect (or the character forces the effect into an area occupied by another creature) for 1 point of damage, and then dies. Each victim takes enough points of damage to kill it, destroying that number of vermin in the process. Victims get a Reflex saving throw each round to avoid the full press, and if successful, take only 10d10 bites (and 10d10 points of damage). A total of 1,000 points of damage can be dealt to those who fall prey to the crown of vermin. The vermin have damage reduction 1/epic, so the

Wizard Conjuration

Crown of Vermin [2/3]

  • casting time1 minute
  • rangePersonal

  • componentsV, S
  • duration20 rounds (D)

vermin's natural weapons are treated as epic for the purpose of overcoming damage reduction. If there aren't enough vermin to kill all the creatures in the spell's effect, the creature with the fewest hit points is affected first, then the creature with the second fewest hit points, and so on. After all creatures that can be killed have been killed, any remaining damage is distributed among the survivors equally.

The character has utter control over the vermin in his or her aura, and can force them into areas that would normally deter common vermin. The character can completely suppress his or her vermin aura as a free action so that no vermin are visible at all. The time that vermin are suppressed does not count toward the spell's duration. Alternatively, the character can roughly shape and move the vermin in any fashion he or she desires within the limits of the 10-foot-radius spread as a move-equivalent action. The vermin cannot be wrested from the character's control through any means. The vermin make all saving throws to avoid damaging effects using the character's base saving throw bonuses. They gain the character's spell resistance, if any, and they get saving throws against spells that would

Wizard Conjuration

Crown of Vermin [3/3]

  • casting time1 minute
  • rangePersonal

  • componentsV, S
  • duration20 rounds (D)

otherwise automatically slay vermin. A character can see through his or her crown of vermin without difficulty, but gains one-half concealment against enemy attacks launched both outside and within the character's crown of vermin.

Wizard Conjuration

Damnation

  • casting time1 standard action
  • rangeNone

  • componentsV, S, XP
  • durationInstantaneous (20 hours for compulsion)

The character sends his or her foe to hell. If the character succeeds at a melee touch attack, the target must succeed at a Will saving throw (DC = the standard epic spell DC + 15). If he or she fails this saving throw, he or she is sent straight to a layer of a lawful evil plane (or a chaotic evil plane, at the character's option) swarming with fiends. The subject will not willingly leave the plane for 20 hours, believing that his or her predicament is a just reward for an ill-spent life. Even after the compulsion fades, he or she must devise his or her own escape from the plane. Unless the GM devises a specific location and scenario in the Nine Hells, the subject encounters a group of 1d4 pit fiends (or balors, if in a chaotic evil plane) every hour he or she spends in hell.

Wizard Enchantment [Mind-Affecting]

Demise Unseen

  • casting time1 standard action
  • range300 ft.

  • componentsV, S
  • durationInstantaneous

The character instantly slays a single target and at the same moment animate the body so that it appears that nothing has happened to the creature. The target's companions (if any) do not immediately realize what has transpired. The target receives a Fortitude saving throw to survive the attack. If the save fails, the target remains in its exact position with no apparent ill effects. In reality, it is now a ghoul under the character's control. The target's companions notice nothing unusual about the state of the target until they interact with it, at which time each companion receives a Will saving throw to notice discrepancies. The ghoul serves the character indefinitely. The character cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow the character to exceed the normal limit for controlled undead work just as well with undead created with demise unseen.

Wizard Necromancy, Illusion (Figment)

Dire Winter

  • casting time1 minute
  • range1,000 ft.

  • componentsV, S, XP
  • duration20 hours

The creature or object targeted emanates bitter cold to a radius of 1,000 feet for 20 hours. The emanated cold deals 2d6 points of damage per round against unprotected creatures (the target is susceptible if not magically protected or otherwise resistant to the energy). The intense cold freezes water out of the air, causing constant snowfall and wind. The snow and wind produce a blizzard effect within the area.

Wizard Evocation

Dragon Knight (Ritual)

  • casting time1 standard action
  • range75 ft.

  • componentsV, S, Ritual
  • duration20 rounds (D)

This spell summons an adult red dragon. It appears where the character designates and acts immediately. It attacks the character's opponents to the best of its abilities (on the first round, it prefers to breathe fire on an enemy, if possible). The character can direct the dragon not to attack, to attack particular enemies, or to perform other actions. This is a ritual spell requiring two other spellcasters, each of which must contribute an unused 8th-level spell slot to the casting.

Wizard Conjuration

Dragon Strike (Ritual)

  • casting time1 standard action
  • range75 ft.

  • componentsV, S, Ritual, XP
  • duration20 rounds (D)

This spell summons ten adult red dragons. They appear where the character designates and act immediately. They attack the character's opponents to the best of their abilities (on the first round, they all prefer to simultaneously breathe fire on an enemy, if possible). The character can direct the dragons not to attack, to attack particular enemies, or to perform other actions.

Wizard Conjuration

Dreamscape [1/2]

  • casting time1 minute
  • rangeTouch

  • componentsV, S
  • durationInstantaneous (D)

The character and any creatures he or she touches are drawn into the region of dreams. The character can take more than one creature along (subject to the character's weight limit), but all must be touching each other. The character physically enters the land of dreams, leaving nothing behind. For every minute the character moves through the dream landscape, he or she can 'wake' to find him or her self five miles displaced in the waking world. The character does not know precisely where he or she will come out in the waking world, nor the conditions of the waking world through which the character travels. The character knows approximately where he or she will end up based on time spent traveling in dream. Dreamscape can also be used to travel to other planes that contain creatures that dream, but doing this requires crossing into the dreams of outsiders, where the character is subject to the dangers of alien dream realities. This is a potentially perilous proposition. Transferring to another plane of existence requires 1d4 hours of uninterrupted journey. Any creatures touched by the character when Dreamscape is cast also make the transition to the borders of unconscious thought. They may

Wizard Conjuration

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Dreamscape [2/2]

  • casting time1 minute
  • rangeTouch

  • componentsV, S
  • durationInstantaneous (D)

opt to follow the character, wander off into the dreams of others, or stumble back into the waking world (50% chance for either of the latter results if they are lost or abandoned by the character). Creatures unwilling to accompany the character into the region of dreams receive a Will save, negating the effect if successful.

Wizard Conjuration

Eclipse

  • casting time10 minutes
  • range200 miles

  • componentsV, S, XP
  • durationUp to 8 hours (D)

With this spell, the character can create a limited eclipse, as though a heavenly body moves between the sun and the earth. The landscape within a five-mile radius of the character's location experiences the dimming of the sun as a disk the character creates passes in front of it, culminating in a complete blackout and accompanying coronal ring. The eclipse follows the character across the landscape for up to 8 hours, or until the sun goes down, or until the character dismisses the eclipse. The character does not need to concentrate on the eclipse while it lasts.

Wizard Conjuration

Eidolon [1/2]

  • casting time1 minute
  • range5 ft.

  • componentsV, S, XP
  • duration8 hours

Upon casting eidolon, the character creates a duplicate version of him or her self as the character was when he or she was a 21st-level character, and the character gains one negative level while the duplicate persists. For each additional negative level the character bestow upon him or her self at the time of casting, the eidolon has one additional character level. No matter how many negative levels the character bestows on him or her self, the eidolon can never have more character levels than the character has (taking the negative levels into account). Treat the duplicate as the character with a number of negative levels conferred that would lower him or her to the character level of the eidolon. The eidolon is considered fresh and rested when created. It may cast any spell the character has access to, including an epic spell. Use the eidolon's Spellcraft modifier as the basis for the number of epic spells it can cast in a day, and its effective character level as a basis for its skills, feats, and other abilities. The eidolon is effectively lower level than the character and probably can't cast all the spells he or she knows. A powerful enough eidolon might conceivably cast the eidolon

Wizard Conjuration

Eidolon [2/2]

  • casting time1 minute
  • range5 ft.

  • componentsV, S, XP
  • duration8 hours

spell itself. The eidolon appears in whatever mundane clothing the character desires when initially conjured, but it has no other possessions. It shares part of the character's soul, so it is the character for all intents and purposes. The character and his or her eidolon communicate with each other normally. Usually, the eidolon does not begrudge its brief existence, because it is still part of the character. If the eidolon is killed prior to the expiration of the spell's duration, the character immediately regains the lost levels. Normally, the eidolon does not last long enough to threaten the character with permanent level drain.

Wizard Conjuration

Enslave (Ritual)

  • casting time1 standard action
  • range75 ft.

  • componentsV, S, XP
  • durationPermanent

The character makes a permanent thrall of any living creature. The character establishes a telepathic link with the subject's mind. If the creature has a language, the character can generally force the subject to perform as he or she desires, within the limits of its abilities. If the creature has no language, the character can communicate only basic commands. The character knows what the subject is experiencing, but does not receive direct sensory input from it. A subject forced to take an action against its nature receives a saving throw with a penalty of -10 to resist taking that particular action, but if it succeeds, it still remains the character's thrall despite its minor mutiny. Once a subject makes a successful saving throw to resist a specific order, it makes all future saving throws to resist taking that specific action without a penalty. Protection from evil or a similar spell can prevent the character from exercising control or using the telepathic link while the subject is so protected, but it does not prevent the establishment of enslave or dispel it.

Wizard Enchantment

Epic Counterspell

  • casting time1 standard action
  • range300 ft.

  • componentsV, S
  • durationInstantaneous

To use epic counterspell, select an opponent as the target. The character does this by readying an action, electing to wait to complete his or her action until the opponent tries to cast a spell (the character may still move his or her speed, because readying a counterspell is a standard action). If the target tries to cast a spell, make a dispel check: Roll d20+40 against a DC of 11 + the foe's caster level. If the check is successful, the character's spell negates the foe's spell.

Wizard Abjuration

Epic Mage Armor

  • casting time1 minute
  • rangeTouch

  • componentsV, S
  • duration24 hours (D)

An invisible but tangible field of force surrounds the subject of epic mage armor, providing a +20 armor bonus to Armor Class. Unlike mundane armor, epic mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Because epic mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

Wizard Conjuration

Epic Repulsion

  • casting time10 minutes
  • rangeTouch

  • componentsV, S
  • durationPermanent

The character can create a permanent ward against a specific creature type. Any creature of the specified type cannot attack or touch the warded creature or object. The protection ends if the warded creature makes an attack against or intentionally moves to within 5 feet of a specified creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

Wizard Abjuration

Epic Spell Reflection

  • casting time41 days, 11 minutes
  • rangeTouch

  • componentsV, S, XP
  • durationPermanent

The character can create a permanent ward against all spells of 1st through 9th level that target the subject. These spells are reflected back on the caster. Spells that affect an area are not affected by this spell.

Wizard Abjuration

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Eternal Freedom

  • casting time1 minute
  • rangeTouch

  • componentsV, S, Ritual, XP
  • durationPermanent

The subject becomes permanently immune to the following specific spells, effects, and spell-like abilities: entangle, hold, imprisonment, paralysis, petrification, sleep, slow, stunning, temporal stasis, and web. This is a ritual spell requiring ten other spellcasters, each of whom must contribute an unused 9th-level spell slot to the casting.

Wizard Abjuration

Greater Spell Resistance

  • casting time1 minute
  • rangeTouch

  • componentsV, S, Ritual
  • duration20 hours

The character grants the subject touched spell resistance 35 until the duration expires. The spell resistance granted does not stack, but overlaps with, any previous spell resistance. This is a ritual spell, requiring two other spellcasters, each of whom must contribute an unused 6th-level spell slot to the casting.

Wizard Transmutation

Greater Ruin

  • casting time1 standard action
  • range12,000 ft.

  • componentsV, S, XP
  • durationInstantaneous

The character deals 35d6 points of damage to a single target within range and line of sight. If the target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated. Only a trace of fine dust remains. XP Cost: 2,000 XP.

Wizard Transmutation

Hellball

  • casting time1 standard action
  • range300 ft.

  • componentsV, S, XP
  • durationInstantaneous

A hellball deals 10d6 points of acid damage, 10d6 points of fire damage, 10d6 points of electricity damage, and 10d6 points of sonic damage to all creatures within the area. Unattended objects also take this damage. The character takes 10d6 points of damage upon casting (in addition to burning 200 XP). The character points his or her finger and determine the range (distance and height) at which the hellball is to detonate. A sun-bright, fist-sized globe of energy streaks forth and, unless it impacts a material body or solid barrier prior to attaining the indicated range, expands into its full area.

Wizard Evocation

Kinetic Control

  • casting time1 minute
  • rangePersonal

  • components touch
  • durationV, S

12 hours or until discharged

Wizard Abjuration

Let Go of Me

  • casting time1 free action
  • rangeTouch (see text)

  • componentsNone
  • durationInstantaneous

The character deals 20d6 points of damage to any creature grappling him or her. The damage dealt is of no particular type or energy-it is a purely destructive impulse. If grappled by a magical force the force is automatically destroyed.

Wizard Transmutation

Living Lightning

  • casting time1 standard action
  • range300 ft. or 150 ft.

  • componentsNone
  • durationInstantaneous

The character develops a spell that he or she can cast

Wizard Evocation

Lord of Nightmares [1/2]

  • casting time1 standard action
  • range75 ft.

  • componentsV, S, XP
  • duration20 rounds

The character is possessed by a dream larva. For 20 rounds, the dream larva's body physically replaces the character's, though the dream larva has the character's equipment. The dream larva is free to call on all its own powers and abilities, or use the character's equipment. The character's consciousness and physical form are suppressed for the duration of the possession. The character has no way to dismiss the spell, communicate, or otherwise maintain awareness once possession has commenced. The dream larva, temporarily freed from its imprisonment in some distant nightmare, will attempt to slay and incapacitate any creature it can see or find, whether it is a friend or foe of the caster. Casting lord of nightmares entails some risk for the caster, since it's unknown what a dream larva might do over the course of 20 rounds. The larva will dispatch all enemies it can find before turning to its own concerns. Sometimes a dream larva will attempt to place itself in a dangerous or precarious situation prior to the end of the spell, leaving the caster to extricate him or herself. If the dream larva is slain during the duration of the spell, the character's consciousness is instantly restored to

Wizard Conjuration

Lord of Nightmares [2/2]

  • casting time1 standard action
  • range75 ft.

  • componentsV, S, XP
  • duration20 rounds

aware-ness within his or her own body. The character's condition remains what it was when he or she completed casting lord of nightmares, regardless of what damage the dream larva received. However, magic item charges used, potions consumed, and other physical resources used up by the dream larva are permanent.

Wizard Conjuration

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Mass Frog

  • casting time1 standard action
  • range300 ft.

  • componentsV, S
  • durationPermanent

This epic spell turns all Medium or smaller creatures in the area into frogs. The transformed creatures retain their mental faculties, including personality, Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in Consitution score), alignment, base attack bonus, base save bonuses, extraordinary abilities, spells, and spell-like abilities, but not supernatural abilities. They assume the physical characteristics of frogs, including natural size and Strength, Dexterity, and Constitution scores. (Use the statistics for the toad.) All the creatures' equipment drops to the ground upon transformation.

Wizard Transmutation

Momento Mori

  • casting time1 quickened action
  • range300 ft.

  • componentsNone
  • durationInstantaneous

As a free action that counts as a quickened spell, the character wills the target dead without a word or gesture. The character's thought snuffs out the life force of a living creature of 160 or fewer HD, killing it instantly. The subject is entitled to a Fortitude saving throw (DC 30 + relevant ability modifier) to have a chance of surviving the attack. If the save is successful, the target instead takes 3d6+20 points of damage.

Wizard Necromancy

Mummy Dust

  • casting time1 standard action
  • rangeTouch

  • componentsV, S ,M, XP
  • durationInstantaneous

When the character sprinkles the dust of ground mummies in conjunction with casting mummy dust, two Large 18-HD mummies (see below) spring up from the dust in an area adjacent to the character. The mummies follow the character's every command according to their abilities, until they are destroyed or the character loses control of them by attempting to control more Hit Dice of undead than he or she has caster levels.

Mummy, Advanced: CR 8

Large undead Necromancy

Nailed to the Sky

  • casting time1 standard action
  • range300 ft.

  • componentsV, S ,XP
  • durationInstantaneous

Nailed to the sky actually places the target so far from the surface of the world and at such a speed that it keeps missing the surface as it falls back, so it enters an eternal orbit. Unless the target can magically fly or has some other form of non-physical propulsion available, the target is stuck until someone else rescues it. Even if the target can fly, the surface is 2 to 4 hours away, assuming a fly spell, which allows a maximum speed of 720 feet per round while descending. The target may not survive that long. Depending on the world where Nailed to the sky is cast, conditions so far from its surface may be deadly. Deleterious effects include scorching heat, cold, and vacuum. Targets subject to these conditions take 2d6 points of damage each from heat or cold and 1d4 points of damage from the vacuum each round. The target immediately begins to suffocate.

Large undead Conjuration

Origin of Species: Achaierai

  • casting time100 days, 11 minutes
  • range0 ft.

  • componentsV, S, DF, XP
  • durationPermanent

This spell creates a new creature: an achaierai. When first created, the achaierai is Medium, but it grows to Large size in 1d4 days. A created achaierai does not possess the treasure, culture, or specific knowledge of a normal achaierai. If released to be among its own kind, it quickly picks up achaierai traits and alignment.

Large undead Conjuration

Peripety

  • casting time1 minute
  • rangePersonal

  • componentsV, S
  • duration12 hours

Ranged attacks targeted against the character rebound on the original attacker. Any time during the duration, five attacks are automatically reflected back on the original attacker

Large undead Abjuration

Pestilence

  • casting time10 minutes
  • range0 ft.

  • componentsV, S, Ritual, XP
  • durationInstantaneous

When pestilence is successfully cast, a wave of illness radites outward from the site of the ritual, instantly infecting every living thing in the area with the debilitating disease known as slimy doom. Within 24 hours, everything in the area begins to show signs of rot and decay.

Each day that a victim fails a Fortitude save, it takes 1d4 points of temporary Constitution damage. If the victim then fails a second save, 1 point of that damage is permanent drain. If the victim succeeds at the first saving throw of the day on consecutive days, he or she has recovered from the disease. This magical form of the disease is not contagious and will not spread beyond those initially infected. Fruits and vegetables infected with slimy doom are unfit for consumption, as are disease-ridden livestock. This is a ritual spell requiring two other spellcasters, each of whom must expend an unused epic spell slot for the casting. The primary caster must also burn 10,000 XP.

Large undead Conjuration, Necromancy

Rain of Fire

  • casting time1 minute
  • range0 ft.

  • componentsV, S
  • duration20 hours

This spell summons a swirling thunderstorm that rains fire rather than raindrops down on the character and everything within a two-mile radius of him or her. Everything caught unprotected or unsheltered in the flaming deluge takes 1 point of fire damage each round. A successful Reflex save results in no damage, but the save must be repeated each round. Unless the ground is exceedingly damp, all vegetation is eventually blackened and destroyed, leaving behind a barren wasteland similar to the aftermath of a grass or forest fire. The fiery storm is stationary and persists even if the caster leaves.

Large undead Evocation

Raise Island

  • casting time65 days, 11 minutes
  • range0 ft.

  • componentsV, S, XP, Ritual
  • durationPermanent

The character can literally raise a new island from out of the sea, bringing to the surface a sandy or rocky but otherwise barren protrusion that is solid, stable, and permanently established. The island is roughly circular and about 200 feet in diameter. Raise island only works if the ocean is less than 1,000 feet deep where the spell is cast.

Large undead Conjuration

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Ruin

  • casting time1 full round
  • range12,000 ft.

  • componentsV, S, XP
  • durationInstantaneous

The character deals 20d6 points of damage to a single target within range and line of sight. If the target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated. Only a trace of fine dust remains.

Large undead Transmutation

Safe Time

  • casting time1 minute
  • rangeTouch

  • componentsV, S
  • durationContingent until expended, then 1 round of safe time

Safe time can move the character (or the target) out of harm's way by shunting him or her into a static time stream. Once cast, the spell remains quiescent and does not activate until the trigger conditions have been met. Each day it remains untriggered, it uses up an epic spell slot, even if you cast it on another creature. Once triggered, the spell is expended normally. When the character would otherwise be subject to any instantaneous effect that would deal him or her 50 or more points of damage, he or she is instead transported to a static time stream where time ceases to flow. The character's condition becomes fixed-no force or effect can harm him or her until 1 round of real time has passed. Thus, the character avoids the damage he or she would otherwise receive, but the character also misses out on one round of activity. To the character, no time passes at all, but to onlookers who are part of real time, the character stands frozen and fixed in space for 1 full round.

Large undead Conjuration

Soul Dominion

  • casting time10 minutes
  • rangeSee text

  • componentsV, S
  • duration20 minutes (D)

When a character casts this spell, he or she is temporarily able to take control of another sentient creature with whom the character is familiar (by meeting, observing, or successfully scrying the subject). The target receives a Will save, and if successful, prevents the character from making the telepathic connection. The target is aware of the attempted takeover as a strange, momentary tingling. If the Will save fails, the character is able to control the subject's body as if it were his or her own, hearing, seeing, feeling, smelling, and tasting everything the target senses. Once the character dismisses the spell or its duration ends, the target resumes control of its body, fully aware of all events that occurred, having been a helpless witness trapped inside its own body. The target knows the name and general nature of its possessor if it succeeds at an additional Will saving throw. A character cannot control undead or incorporeal creatures with soul dominion.

Large undead Divination, Enchantment

Soul Scry

  • casting time10 minutes
  • rangeSee text

  • componentsV, S
  • duration20 minutes (D)

When a character casts this spell, he or she is temporarily able to tap the consciousness of another sentient creature with whom the character is familiar (by meeting, observing, or successfully scrying the subject), experiencing everything he or she does with all five senses. The target receives a Will save, and if successful, prevents the character from making the telepathic connection. Whether the saving throw is successful or not, the target is unaware of the attempted intrusion. Once the subject is tapped, the character is able to hear, see, feel, smell, and taste everything the subject senses. The character cannot control the subject, however. The character can only see what the subject chooses to look at, and the character tastes something only if the subject eats or drinks it during the spell's duration. During this time, the character's own body remains in a trance-like state. If the subject takes damage, the character senses the injuries, although his or her own body does not actually suffer any ill effects. If the subject is knocked unconscious or killed, the spell immediately ends.

Large undead Divination

Spell Worm

  • casting time1 standard action
  • range75 ft.

  • componentsV, S
  • duration20 hours or until completed

On a failed save, the subject must spend a standard action each round abandoning his or her highest-level spell (or losing his or her highest-level unused spell slot). Each round, the subject eliminates another spell or spell slot, moving to lower-level spells once all the higher-level spells are gone. In the case of prepared spells, the subject decides which spells to abandon at each level. If the subject has more than one standard action allowed in the round, he or she may spend those actions as he or she desires. The subject doesn't realize the spells or spell slots are gone until he or she tries to cast a spell and finds it unavailable. Abandoning a spell slot or losing a spell is standard action, but it does not draw an attack of opportunity. It is a purely mental exercise not obvious to observers.

Large undead Enchantment

Summon Behemoth

  • casting time1 standard action
  • range75 ft.

  • componentsV, S
  • duration20 rounds (D)

The character can summon a behemoth to attack his or her enemies. It appears where the character designates and acts immediately, on the character's turn. It attacks the character's opponents to the best of its ability. If the character can communicate with the creature, he or she can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.

Large undead Conjuration

Superb Dispelling

  • casting time1 standard action
  • range300 ft.

  • componentsV, S
  • durationInstantaneous

As greater dispel magic, except that the maximum bonus on the dispel check is +40, and the character takes 10d6 points of backlash damage.

Large undead Abjuration

Time Duplicate [1/2]

  • casting time1 free action
  • rangeNone

  • componentsV, S
  • duration1 round (see text)

The character snatches him or her self from 1 round in the future, depositing this future self in an adjacent space as a free action that counts as a quickened spell. The character's future self is technically only a possible future self (the time stream is a maelstrom of multiple probabilities), but snatching that future self from 1 round in the future collapses probability, and the possible future becomes the definite future. The character and his or her future self are both free to act normally this round (the character has already used up the limit of one quickened spell per round, but his or her duplicate hasn't). The future self has all the resources the character has at the moment he or she finishes casting time duplicate. Because the future self was previously only a possibility, his or her resources are not depleted as a result of whatever might occur this round (even if the character dies this round). Likewise, he or she doesn't have any special knowledge of what might occur during this round. Because the future self is still part of the time stream, the round it spends with the character is a round it misses in its own future. Because the chracter's future duplicate is also the

Large undead Conjuration

Time Duplicate [2/2]

  • casting time1 free action
  • rangeNone

  • componentsV, S
  • duration1 round (see text)

character, the character misses the next round as well. He or she simply isn't there. Tampering with the time stream is a tricky business. Here is a round-by-round summary.

Round One: The character casts time duplicate, the future self from round two arrives, and both act normally.

Round Two: The future self-the character-gets snatched back in time to help the past self. During this round, there are no versions of the character present.

Round Three: The character rejoins the time stream. The character arrives in the same location and condition that the future self ended with at the end of the first round. Any resources (spells, damage, staff charges) the future self used up in round one are gone for real. Record them now. Using this spell to snatch a single future self stretches time and probability to its limit

Large undead Conjuration

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Vengeful Gaze of God

  • casting time1 standard action
  • range12,000 ft.

  • componentsV, S
  • durationInstantaneous

The target of this spell is subject to 305d6 points of damage (or half of that if a Fortitude save succeeds). If the target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. The caster is likewise dealt 200d6 points of damage

Large undead Transmutation

Verdigris

  • casting time1 minute
  • range300 ft.

  • componentsV, S
  • duration24 hours

This spell creates a tsunami of grass, shrubs, and trees that overgrows the area like a tidal wave. The plant growth creeps and curls across every-thing in the area, ensnaring it and coiling around it as if it had been growing there for a century or more. Creatures in the area must make a Reflex saving throw to avoid the fast-moving growth, which otherwise deals 10d6 points of damage from the crushing press. Buildings are engulfed and they likewise take 10d6 points of damage. Those destroyed by the damage have their foundations uprooted and walls crumbled. The plant growth remains for 24 hours, after which it vanishes.

Large undead Conjuration

Verdigris Tsunami

  • casting time10 minutes
  • range1,500 ft.

  • componentsV, S, Ritual, XP
  • durationPermanent

This spell creates a tsunami of grass, shrubs, and trees that overgrows the area like a tidal wave. The plant growth creeps and curls across every-thing in the area, ensnaring it and coiling around it as if it had been growing there for a century or more. Creatures in the area must make a Reflex saving throw to avoid the fast-moving growth, which otherwise deals 40d6 points of damage from the crushing press. Buildings are engulfed and they likewise take 40d6 points of damage. Those destroyed by the damage have their foundations uprooted and walls crumbled. The plant growth is permanent. This is a ritual spell requiring fourteen other spellcasters, each of whom must contribute an unused 6th-level spell slot to the casting.

Large undead Conjuration

Seed: Afflict [1/2]

  • casting time1 standard action
  • range300 ft.

  • componentsV, S
  • duration20 minutes

Afflicts the target with a -2 morale penalty on attack rolls, checks, and saving throws. For each additional -1 penalty assessed on either the target's attack rolls, checks, or saving throws, increase the Spellcraft DC by +2. A character may also develop a spell with this seed that afflicts the target with a -1 penalty on caster level checks, a -1 penalty to an ability score, a -1 penalty to spell resistance, or a -1 penalty to some other aspect of the target. For each additional -1 penalty assessed in one of the above categories, increase the Spell-craft DC by +4. This seed can afflict a character's ability scores to the point where they reach 0, except for Constitution where 1 is the minimum. If a factor is applied to increase the duration of this seed, ability score penalties instead become temporary ability damage. If a factor is applied to make the duration permanent, any ability score penalties become permanent ability drain. Finally, by increasing the Spellcraft DC by +2, one of the target's senses can be afflicted: sight, smell, hearing, taste, touch, or a special sense the target possesses. If the target fails its saving throw, the sense selected doesn't function for the spell's duration, with

Large undead Enchantment

Seed: Afflict [2/2]

  • casting time1 standard action
  • range300 ft.

  • componentsV, S
  • duration20 minutes

all attendant penalties that apply for losing the specified sense.

Large undead Enchantment

Seed: Animate

  • casting time1 minute
  • range300 ft.

  • componentsV, S
  • duration20 rounds

This seed can imbue inanimate objects with mobility and a semblance of life (not actual life). The animated object attacks whomever or whatever the caster initially designates. The animated object can be of any nonmagical material. The caster can also animate part of a larger mass of raw matter, such as a volume of water in the ocean, part of a stony wall, or the earth itself, as long as the volume of material does not exceed 20 cubic feet. For each additional 10 cubic feet of matter animated, increase the Spellcraft DC by +1, up to 1,000 cubic feet. For each additional 100 cubic feet of matter animated after the first 1,000 cubic feet, increase the spellcraft DC by +1. For each additional Hit Die granted to an animated object of a given size, increase the Spellcraft DC by +2. To animate attended objects (objects carried or worn by another creature), increase the Spellcraft DC by +10.

Large undead Transmutation

Seed: Animate Dead [1/3]

  • casting time1 minute
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

The caster can turn the bones or bodies of dead creatures into undead that follow his or her spoken commands. The undead can follow the caster, or they can remain in an area and attack any creature (or a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed undead can't be animated again.) Intelligent undead can follow more sophisticated commands. The animate dead seed allows a character to create 20 HD of undead. For each additional 1 HD of undead created, increase the Spellcraft DC by +1. The undead created remain under the caster's control indefinitely. A caster can naturally control 1 HD per caster level of undead creatures he or she has personally created, regardless of the method used. If the caster exceeds this number, newly created creatures fall under his or her control, and excess undead from previous castings become uncontrolled (the caster chooses which creatures are released). If the caster is a cleric, any undead he or she commands through his or her ability to command or rebuke undead do not count toward the limit. For each additional 2 HD of undead to be controlled, increase the Spellcraft DC by +1. Only undead in excess of

Large undead Necromancy

Seed: Animate Dead [2/3]

  • casting time1 minute
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

20 HD created with this seed can be controlled using this DC adjustment. To both create and control more than 20 HD of undead, increase the Spellcraft DC by +3 per additional 2 HD of undead.

Type of Undead: All types of undead can be created with the animate dead seed, although creating more powerful undead increases the Spellcraft DC of the epic spell, according to the table below. The GM must set the Spellcraft DC for undead not included on the table, using similar undead as a basis for comparison.

Undead
Spellcraft DC Modifier
Undead
Spellcraft DC Modifier
Skeleton
-12
Wraith
-2
Zombie
-12
Mummy
+0
Ghoul
-10
Spectre
+2
Shadow
-8
Morhg

Large undead Necromancy

Seed: Animate Dead [3/3]

  • casting time1 minute
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

+4
Ghast
-6
Vampire
+6
Wight
-4
Ghost
+8

Large undead Necromancy

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Seed: Armor

  • casting time1 minute
  • rangeTouch

  • componentsV, S
  • duration24 hours (D)

This seed grants a creature additional armor, providing a +4 bonus to Armor Class. The bonus is either an armor bonus or a natural armor bonus, whichever the caster selects. Unlike mundane armor, the Armor seed provides an intangible protection that entails no armor check penalty, arcane spell failure chance, or speed reduction. Incorporeal creatures can't bypass the Armor seed the way they can ignore normal armor. For each additional point of Armor Class bonus, increase the Spellcraft DC by +2. The caster can also grant a creature a +1 bonus to Armor Class using a different bonus type, such as deflection, divine, or insight. For each additional point of bonus to Armor Class of one of these types, increase the Spellcraft DC by +10.

Large undead Conjuration

Seed: Banish

  • casting time1 minute
  • range75 ft.

  • componentsV, S
  • durationInstantaneous

This seed forces extraplanar creatures out of the caster's home plane. The caster can banish up to 14 HD of extraplanar creatures. For each additional 2 HD of extraplanar creatures banished, increase the Spellcraft DC by +1. To specify a type or sub-type of creature other than outsider to be banished, increase the Spellcraft DC by +20.

Large undead Abjuration

Seed: Compel

  • casting time1 minute
  • range75 ft.

  • componentsV, M
  • duration20 hours or until completed

This seed compels a target to follow a course of activity. At the basic level of effect, a spell using the compel seed must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do an obviously harmful act automatically negates the effect (unless the Spellcraft DC has been increased to avoid this limitation

Large undead Enchantment

Seed: Conceal

  • casting time1 minute
  • rangePersonal or touch

  • componentsV, S
  • duration200 minutes or until expended (D)

This seed can conceal a creature or object touched from sight, even from darkvision. If the subject is a creature carrying gear, the gear vanishes too, rendering the creature invisible. A spell using the conceal seed ends if the subject attacks any creature. Actions directed at unattended objects do not break the spell, and causing harm indirectly is not an attack. To create invisibility that lasts regardless of the actions of the subject, increase the Spellcraft DC by +4. Alternatively, this seed can conceal the exact location of the subject so that it appears to be about 2 feet away from its true location

Large undead Illusion

Seed: Conjure [1/2]

  • casting time1 minute
  • range0 ft.

  • componentsV, S
  • duration8 hours

This seed creates a nonmagical, unattended object of nonliving matter of up to 20 cubic feet in volume. The caster must succeed at an appropriate skill check to make a complex item. The seed can create matter ranging in hardness and rarity from vegetable matter all the way up to mithral and even adamantine. Simple objects have a natural duration of 24 hours. For each additional cubic foot of matter created, increase the Spellcraft DC by +2. Attempting to use any created object as a material component or a resource during epic spell development causes the spell to fail and the object to disappear.

The Conjure seed can be used in conjunction with the life and fortify seeds for an epic spell that creates an entirely new creature, if made permanent. To give a creature spell-like abilities, apply other epic seeds to the epic spell that replicate the desired ability. To give the creature a supernatural or extraordinary ability rather than a spell-like ability, double the cost of the relevant seed. Remember that two doublings equals a tripling, and so forth. To give a creature Hit Dice, use the fortify seed. Each 5 hit points granted to the creature gives it an

Large undead Conjuration

Seed: Conjure [2/2]

  • casting time1 minute
  • range0 ft.

  • componentsV, S
  • duration8 hours

additional 1 HD. Once successfully created, the new creature will breed true.

Large undead Conjuration

Seed: Contact [1/2]

  • casting time1 minute
  • rangeSee text

  • componentsV, S
  • duration200 minutes

This seed forges a telepathic bond with a particular creature with which the caster is familiar (or one that the caster can currently see directly or through magical means) and can converse back and forth. The subject recognizes the caster if it knows him or her. It can answer in like manner immediately, though it does not have to. The caster can forge a communal bond among more than two creatures. For each additional creature contacted, increase the Spellcraft DC by +1. The bond can be established only among willing subjects, which therefore receive no saving throw or spell resistance. For telepathic communication through the bond regardless of language, increase the Spellcraft DC by +4. No special influence is established as a result of the bond, only the power to communicate at a distance.

At the base Spellcraft DC of 20, a caster can also use the contact seed to imbue an object (or creature) with a message he or she prepares that appears as written text for the spell's duration or is spoken aloud in a language the caster knows. The spoken message can be of any length, but the length of written text is limited to what can be contained (as text of a readable size) on the surface of

Large undead Divination

Seed: Contact [2/2]

  • casting time1 minute
  • rangeSee text

  • componentsV, S
  • duration200 minutes

the target. The message is delivered when specific conditions are fulfilled according to the caster's desire when the spell is cast.

Large undead Divination

Seed: Delude

  • casting time1 minute
  • range12,000 ft.

  • componentsV, S
  • durationConcentration plus 20 hours

A spell developed with the delude seed creates the visual illusion of an object, creature, or force, as visualized by the caster. The caster can move the image within the limits of the size of the effect by concentrating (the image is otherwise stationary). The image disappears when struck by an opponent unless the caster causes the illusion to react appropriately. For an illusion that includes audible, olfactory, tactile, taste, and thermal aspects, increase the Spellcraft DC by +2 per extra aspect. Even realistic tactile and thermal illusions can't deal damage, however. For each additional image to be created, increase the Spellcraft DC by +1. For an illusion that follows a script determined by the caster, increase the Spellcraft DC by +9. The figment follows the script without the caster having to concentrate on it. The illusion can include intelligible speech if desired. For an illusion that makes any area appear to be something other than it is, increase the Spellcraft DC by +4. Additional components, such as sounds, can be added as noted above. Concealing creatures requires additional spell development using this or other seeds.

Large undead Illusion

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Seed: Destroy

  • casting time1 minute
  • range12,000 ft.

  • componentsV, S
  • durationInstantaneous

This seed deals 20d6 points of damage to the target. The damage is of no particular type or energy. For each additional 1d6 points of damage dealt, increase the Spellcraft DC by +2. If the target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. Up to a 10-foot cube of nonliving matter is affected, so a spell using the Destroy seed destroys only part of any very large object or structure targeted. The Destroy seed affects even magical matter, energy fields, and force effects that are normally only affected by the disintegrate spell. Such effects are automatically destroyed. Epic spells using the Ward seed may also be destroyed, though the caster must succeed at an opposed caster level check against the other spellcaster to bring down a Ward spell.

Large undead Transmutation

Seed: Dispel [1/2]

  • casting time1 minute
  • range300 ft.

  • componentsV, S
  • durationInstantaneous

This seed can end ongoing spells that have been cast on a creature or object, temporarily suppress the magical abilities of a magic item, or end ongoing spells (or at least their effects) within an area. A dispelled spell ends as if its duration had expired. The Dispel seed can defeat all spells, even those not normally subject to dispel magic. The Dispel seed can dispel (but not counter) the ongoing effects of supernatural abilities as well as spells, and it affects spell-like effects just as it affects spells. One creature, object, or spell is the target of the Dispel seed. The caster makes a dispel check against the spell or against each ongoing spell currently in effect on the object or creature. A dispel check is 1d20 + 10 against a DC of 11 + the target spell's caster level. For each additional +1 on the dispel check, increase the Spellcraft DC by +1. If targeting an object or creature that is the effect of an ongoing spell, make a dispel check to end the spell that affects the object or creature. If the object targeted is a magic item, make a dispel check against the item's caster level. If succeessful, all the item's magical properties are suppressed for 1d4 rounds,

Large undead Abjuration

Seed: Dispel [2/2]

  • casting time1 minute
  • range300 ft.

  • componentsV, S
  • durationInstantaneous

after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface is temporarily closed. A magic item's physical properties are unchanged. Any creature, object, or spell is potentially subject to the Dispel seed, even the spells of gods and the abilities of artifacts. A character automatically succeeds on the dispel check against any spell that he or she cast him or her self.

Large undead Abjuration

Seed: Energy [1/3]

  • casting time1 minute
  • range300 ft. or touched creature or object of 2,000 lb. or less

  • componentsV, S
  • durationInstantaneous or 20 hours (see text)

This seed uses whichever one of five energy types the caster chooses: acid, cold, electricity, fire, or sonic. The caster can cast the energy forth as a bolt, imbue an object with the energy, or create a freestanding manifestation of the energy. If the spell developed using the energy seed releases a bolt, that bolt instantaneously deals 10d6 points of damage of the appropriate energy type, and all in the bolt's area must make a Reflex save for half damage. For each additional 1d6 points of damage dealt, increase the Spellcraft DC by +2. The bolt begins at the caster's fingertips. To imbue another creature with the ability to use an energy bolt as a spell-like ability at its option or when a particular condition is met, increase the Spellcraft DC by +25. The caster can also cause a creature or object to emanate the specific energy type out to a radius of 10 feet for 20 hours. The emanated energy deals 2d6 points of energy damage per round against unprotected creatures (the target creature is susceptible if not separately warded or otherwise resistant to the energy). For each additional 1d6 points of damage emanated, increase the Spellcraft DC by +2. The caster may also create a wall, half-circle,

Large undead Evocation

Seed: Energy [2/3]

  • casting time1 minute
  • range300 ft. or touched creature or object of 2,000 lb. or less

  • componentsV, S
  • durationInstantaneous or 20 hours (see text)

circle, dome, or sphere of the desired energy that emanates the energy for up to 20 hours. One side of the wall, selected by the caster, sends forth waves of energy, dealing 2d4 points of energy damage to creatures within 10 feet and 1d4 points of energy damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and in each round that a creature enters or remains in the area. In addition, the wall deals 2d6+20 points of energy damage to any creature passing through it. The wall deals double damage to undead creatures. For each additional 1d4 points of damage, increase the Spellcraft DC by +2.

The caster can also use the energy seed to create a spell that carefully releases and balances the emanation of cold, electricity, and fire, creating specific weather effects for a period of 20 hours. Using the energy seed this way has a base Spellcraft DC of 25. The area extends to a two-mile-radius centered on the caster. Once the spell is cast, the weather takes 10 minutes to manifest. Ordinarily, a caster can't directly target a creature or object, though indirect effects are possible. This seed can create cold snaps, heat waves, thunderstorms, fogs,

Large undead Evocation

Seed: Energy [3/3]

  • casting time1 minute
  • range300 ft. or touched creature or object of 2,000 lb. or less

  • componentsV, S
  • durationInstantaneous or 20 hours (see text)

blizzards-even a tornado that moves randomly in the affected area. Creating targeted damaging effects requires an additional use of the energy seed.

Large undead Evocation

Seed: Foresee [1/2]

  • casting time1 minute
  • rangePersonal

  • componentsV, S
  • durationInstantaneous or concentration (see text)

The caster can foretell the immediate future, or gain information about specific questions. He or she is 90% likely to receive a meaningful reading of the future of the next 30 minutes. If successful, the caster knows if a particular action will bring good results, bad results, or no result. For each additional 30 minutes into the future, multiply the Spellcraft DC by x2. For better results, the caster can pose up to ten specific questions (one per round while he or she concentrates) to unknown powers of other planes, but the base Spellcraft DC for such an attempt is 23. The answers return in a language the caster understands, but use only one-word replies: 'yes,' 'no,' 'maybe,' 'never,' 'irrelevant,' or some other one-word answer. Unlike 0- to 9th-level spells of similar type, all questions answered are 90% likely to be answered truthfully. However, a specific spell using the foresee seed can only be cast once every five weeks. The foresee seed is also useful for epic spells requiring specific information before functioning, such as spells using the reveal and Transport seeds. The foresee seed can also be used to gain one basic piece of information about a living

Large undead Divination

Seed: Foresee [2/2]

  • casting time1 minute
  • rangePersonal

  • componentsV, S
  • durationInstantaneous or concentration (see text)

target: level, class, alignment, or some special ability (or one of an object's magical abilities, if any). For each additional piece of information revealed, increase the Spellcraft DC by +2.

Large undead Divination

Seed: Fortify

  • casting time1 minute
  • rangeTouch

  • componentsV, S
  • duration20 hours

permanent for age adjustment

Large undead Transmutation

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Seed: Heal [1/2]

  • casting time1 minute
  • rangeTouch

  • componentsV, S, DF
  • durationInstantaneous

Spells developed with the heal seed channel positive energy into a creature to wipe away disease and injury. Such a spell completely cures all diseases, blindness, deafness, hit point damage, and temporary ability damage. To restore permanently drained ability score points, increase the Spellcraft DC by +6. The heal seed neutralizes poisons in the subject's system so that no additional damage or effects are suffered. It offsets feeblemindedness and cures mental disorders caused by spells or injury to the brain. It dispels all magical effects penalizing the character's abilities, including effects caused by spells, even epic spells developed with the afflict seed. Only a single application of the spell is needed to simultaneously achieve all these effects. This seed does not restore levels or Constitution points lost due to death. To dispel all negative levels afflicting the target, increase the Spellcraft DC by +2. This reverses level drains by a force or creature. The drained levels are restored only if the creature lost the levels within the last 20 weeks. For each additional week since the levels were drained, increase the Spellcraft DC by +2.

Against undead, the

Large undead Conjuration

Seed: Heal [2/2]

  • casting time1 minute
  • rangeTouch

  • componentsV, S, DF
  • durationInstantaneous

influx of positive energy causes the loss of all but 1d4 hit points if the undead fails a Fortitude saving throw.

An epic caster with 24 ranks in Knowledge (arcana), Knowledge (nature), or Knowledge (religion) can cast a spell developed with a special version of the heal seed that flushes negative energy into the subject, healing undead completely but causing the loss of all but 1d4 hit points in living creatures if they fail a Fortitude saving throw. Alternatively, a living target that fails its Fortitude saving throw could gain four negative levels for the next 8 hours. For each additional negative level bestowed, increase the Spellcraft DC by +4, and for each extra hour the negative levels persist, increase the Spellcraft DC by +2. If the subject has at least as many negative levels as Hit Dice, it dies. If the subject survives and the negative levels persist for 24 hours or longer, the subject must make another Fortitude saving throw, or the negative levels are converted to actual level loss.

Large undead Conjuration

Seed: Life [1/2]

  • casting time1 minute
  • rangeTouch

  • componentsV, S, DF
  • durationInstantaneous

A spell developed with the life seed will restore life and complete vigor to any deceased creature. The condition of the remains is not a factor. So long as some small portion of the creature's body still exists, it can be returned to life, but the portion receiving the spell must have been part of the creature's body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.) The creature can have been dead for no longer than two hundred years. For each additional ten years, increase the Spellcraft DC by +1. The creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject loses one level (or 1 point of Constitution if the subject was 1st level). The life seed cannot revive someone who has died of old age.

An epic caster with 24 ranks in Knowledge (arcana), Knowledge (nature), or Knowledge (religion) can cast a spell developed with a special version of the life seed that gives actual life to normally inanimate objects. The caster can give inanimate plants and animals a soul, personality, and humanlike sentience. To succeed, the caster must make a Will save

Large undead Conjuration

Seed: Life [2/2]

  • casting time1 minute
  • rangeTouch

  • componentsV, S, DF
  • durationInstantaneous

(DC 10 + the target's Hit Dice, or the Hit Dice a plant will have once it comes to life).

The newly living object, intelligent animal, or sentient plant is friendly toward the caster. An object or plant has characteristics as if it were an animated object, except that its Intelligence, Wisdom, and Charisma scores are all 3d6. Animated objects and plants gain the ability to move their limbs, projections, roots, carved legs and arms, or other appendages, and have senses similar to a human's. A newly intelligent animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Objects, animals, and plants speak one language that the caster knows, plus one additional language that he or she knows per point of Intelligence bonus (if any).

Large undead Conjuration

Seed: Reflect [1/2]

  • casting time1 minute
  • rangePersonal

  • componentsV, S
  • durationUntil expended or 12 hours

Attacks targeted against the caster rebound on the original attacker. Each use of the reflect seed in an epic spell is effective against one type of attack only: spells (and spell-like effects), ranged attacks, or melee attacks. To reflect an area spell, where the caster is not the target but are caught in the vicinity, increase the Spellcraft DC by +20. A single successful use of reflect expends its protection. Spells developed with the reflect seed against spells and spell-like effects return all spell effects of up to 1st level. For each additional level of spells to be reflected, increase the Spellcraft DC by +20. Epic spells are treated as 10th-level spells for this purpose.

The desired effect is automatically reflected if the spell in question is 9th level or lower. An opposed caster level check is required when the reflect seed is used against another epic spell. If the enemy spellcaster gets his or her spell through by winning the caster level check, the epic spell using the reflect seed is not expended, just momentarily suppressed.

If the reflect seed is used against a melee attack or ranged attack, five such attacks are automatically

Large undead Abjuration

Seed: Reflect [2/2]

  • casting time1 minute
  • rangePersonal

  • componentsV, S
  • durationUntil expended or 12 hours

reflected back on the original attacker. For each additional attack reflected, increase the Spellcraft DC by +4. The reflected attack rebounds on the attacker using the same attack roll. Once the allotted attacks are reflected, the spell using the reflect seed is expended.

Large undead Abjuration

Seed: Reveal

  • casting time1 minute
  • rangeSee text

  • componentsV, S
  • duration20 minutes (D)

The caster of this seed can see some distant location or hear the sounds at some distant location almost as if he or she was there. To both hear and see, increase the Spellcraft DC by +2. Distance is not a factor, but the locale must be known-a place familiar to the caster or an obvious one. The spell creates an invisible sensor that can be dispelled. Lead sheeting or magical protection blocks the spell, and the caster senses that the spell is so blocked. If the caster prefers to create a mobile sensor (speed 30 feet) that he or she controls, increase the Spellcraft DC by +2. To use the reveal seed to reach one specific different plane of existence, increase the Spellcraft DC by +8. To allow magically enhanced senses to work through a spell built with the reveal seed, increase the Spellcraft DC by +4. To cast any spell from the sensor whose range is touch or greater, increase the Spellcraft DC by +6

Large undead Divination

Seed: Slay

  • casting time1 minute
  • range300 ft.

  • componentsV, S
  • durationInstantaneous

A spell developed using the Slay seed snuffs out the life force of a living creature, killing it instantly. The Slay seed kills a creature of up to 80 HD. The subject is entitled to a Fortitude saving throw to survive the attack. If the save is successful, it instead takes 3d6+20 points of damage. For each additional 80 HD affected (or each additional creature affected), increase the Spellcraft DC by +8. Alternatively, a caster can use the Slay seed in an epic spell to suppress the life force of the target by bestowing 2d4 negative levels on the target (or half as many negative levels on a successful Fortitude save). For each additional 1d4 negative levels bestowed, increase the Spellcraft DC by +4. If the subject has at least as many negative levels as Hit Dice, it dies. If the subject survives and the negative levels persist for 24 hours or longer, the subject must make another Fortitude saving throw, or the negative levels are converted to actual level loss.

Large undead Necromancy

Seed: Summon

  • casting time1 minute
  • range75 ft.

  • componentsV, S
  • duration20 rounds (D)

This seed can summon an outsider. It appears where the caster designates and acts immediately, on his or her turn, if its spell resistance is overcome and it fails a Will saving throw. It attacks the caster's opponents to the best of its ability. If the caster can communicate with the outsider, he or she can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures an outsider the caster selects of CR 2 or less. For each +1 CR of the summoned outsider, increase the Spellcraft DC by +2. For each additional outsider of the same Challenge Rating summoned, multiply the Spellcraft DC by x2. When a caster develops a spell with the summon seed that summons an air, chaotic, earth, evil, fire, good, lawful, or water creature, the completed spell is also of that type.

If the caster increases the Spellcraft DC by +10, he or she can summon a creature of CR 2 or less from another monster type or subtype. The summoned creature is assumed to have been plucked from some other plane (or somewhere on the same plane). The summoned creature attacks the caster's opponents to the best of its ability

Large undead Conjuration

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Seed: Transform

  • casting time1 minute
  • range300 ft.

  • componentsV, S
  • durationPermanent

Spells using the transform seed change the subject into another form of creature or object. The new form can range in size from Diminutive to one size larger than the subject's normal form. For each additional increment of size change, increase the Spellcraft DC by +6. If the caster wants to transform a nonmagical, inanimate object into a creature of his or her type or transform a creature into a nonmagical, inanimate object, increase the Spellcraft DC by +10. To change a creature of one type into another type increase the Spellcraft DC by +5.

Transformations involving nonmagical, inanimate substances with hardness are more difficult

Large undead Transmutation

Seed: Transport [1/2]

  • casting time1 minute
  • rangeTouch

  • componentsV, S
  • durationInstantaneous, or 5 rounds for temporal transport

Spells using the Transport seed instantly take the caster to a designated destination, regardless of distance. For interplanar travel, increase the Spellcraft DC by +4. For each additional 50 pounds in objects and willing creatures beyond the base 1,000 pounds, increase the Spellcraft DC by +2. The base use of the Transport seed provides instantaneous travel through the Astral Plane. To shift the transportation medium to another medium increase the Spellcraft DC by +2. The caster does not need to make a saving throw, nor is spell resistance applicable to him or her. Only objects worn or carried (attended) by another person receive saving throws and spell resistance. For a spell intended to transport unwilling creatures, increase the Spellcraft DC by +4. The caster must have at least a reliable description of the place to which he or she is transporting. If the caster attempts to use the Transport seed with insufficient or misleading information, the character disappears and simply reappear in his or her original location.

As a special use of the Transport seed, a caster can develop a spell that temporarily transports him or her into a different time stream

Large undead Conjuration

Seed: Transport [2/2]

  • casting time1 minute
  • rangeTouch

  • componentsV, S
  • durationInstantaneous, or 5 rounds for temporal transport

(leaving the caster in the same physical location)

Large undead Conjuration

Seed: Ward [1/3]

  • casting time1 minute
  • rangeTouch

  • componentsV, S
  • duration24 hours

This seed can grant a creature protection from damage of a specified type. The caster can protect a creature from standard damage or from energy damage. The caster can protect a creature or area from magic. Alternatively, he or she can hedge out a type of creature from a specified area. A ward against standard damage protects a creature from whichever two the caster selects of the three damage types: bludgeoning, piercing, and slashing. For a ward against all three types, increase the Spellcraft DC by +4. Each round, the spell created with the Ward seed absorbs the first 5 points of damage the creature would otherwise take, regardless of whether the source of the damage is natural or magical. For each additional point of protection, increase the Spellcraft DC by +2.

A ward against energy grants a creature protection from whichever one the caster selects of the five energy types: acid, cold, electricity, fire, or sonic. Each round, the spell absorbs the first 5 points of damage the creature would otherwise take from the specified energy type, regardless of whether the source of damage is natural or magical. The spell protects the recipient's equipment as well. For each additional point

Large undead Abjuration

Seed: Ward [2/3]

  • casting time1 minute
  • rangeTouch

  • componentsV, S
  • duration24 hours

of protection, increase the Spellcraft DC by +1.

A ward against a specific type of creature prevents bodily contact from whichever one of several monster types the caster selects. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. The protection ends if the warded creature makes an attack against or intentionally moves within 5 feet of the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

A ward against magic creates an immobile, faintly shimmering magical sphere (with radius 10 feet) that surrounds the caster and excludes all spell effects of up to 1st level. Alternatively, the caster can ward just the target and not create the radius effect. For each additional level of spells to be excluded, increase the Spellcraft DC by +20 (but see below). The area or effect of any such spells does not include the area of the ward, and such spells fail to affect any target within the ward. This includes spell-like abilities and spells or spell-like effects from magic items. However, any type of spell can be cast through or out of the ward.

Large undead Abjuration

Seed: Ward [3/3]

  • casting time1 minute
  • rangeTouch

  • componentsV, S
  • duration24 hours

The caster can leave and return to the protected area without penalty (unless the spell specifically targets a creature and does not provide a radius effect). The ward could be brought down by a targeted dispel magic spell. Epic spells using the Dispel seed may bring down a ward if the enemy spellcaster succeeds at a caster level check. The ward may also be brought down with a targeted epic spell using the Destroy seed if the enemy spellcaster succeeds at a caster level check.

Instead of creating an epic spell that uses the Ward seed to nullify all spells of a given level and lower, the caster can create a ward that nullifies a specific spell (or specific set of spells). For each specific spell so nullified, increase the Spellcraft DC by +2 per spell level above 1st.

Large undead Abjuration

Genesis [1/2]

  • casting time1 week (8 hours/day)
  • range180 ft. (see text)

  • componentsV, S, M, XP
  • durationInstantaneous

The spellcaster creates a finite plane with limited access: a demiplane. Demiplanes created by this power are very small, very minor planes.

A character can only cast this spell while on the Ethereal Plane. When he or she casts the spell, a local density fluctuation precipitates the creation of a demiplane. At first, the fledgling plane grows at a rate of 1 foot in radius per day to an initial maximum radius of 180 feet as it rapidly draws substance from surrounding ethereal vapors and protomatter.

The spellcaster determines the environment within the demiplane when he or she first casts genesis, reflecting most any desire the spellcaster can visualize. The spellcaster determines factors such as atmosphere, water, temperature, and the general shape of the terrain. This spell cannot create life (including vegetation), nor can it create construction (such as buildings, roads, wells, dungeons, and so forth). The spellcaster must add these things in some other fashion if he or she desires. Once the basic demiplane reaches its maximum size, the spellcaster can continue to cast this spell to enlarge the demiplane, adding another 180 feet of radius to the demiplane each

Large undead Conjuration

Genesis [2/2]

  • casting time1 week (8 hours/day)
  • range180 ft. (see text)

  • componentsV, S, M, XP
  • durationInstantaneous

time.

Large undead Conjuration

Dweomer of Transference [1/2]

  • casting time1 minute
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • duration1 round/level

With this spell, you form a radiating corona around the head of a psionic ally, then convert some of your spells into psionic power points. When you finish casting dweomer of transference, a red-orange glow surrounds the psionic creature's head. For the duration of the spell, any spells cast at the subject don't have their usual effect, instead converting themselves harmlessly into psionic energy that the subject can use as energy for psionic powers. You can cast any spell you like at the subject, even area spells, effect spells, and spells for whom the subject would ordinarily not be a legitimate target. The spells don't do anything other than provide the subject with power points, but you must still cast them normally, obeying the component and range requirements listed in the description of each spell.

For each spell you cast into the dweomer of transference, the psionic creature gets temporary power points, according to the following table. The transference isn't perfectly efficient. The temporary power points acquired through a dweomer of transference dissipate after 1 hour if they haven't already been spent.

Large undeadEvocation
0 0
0 0
0 0
0 0
0 0
0 0
9 9
9 9
4 4

Dweomer of Transference [2/2]

  • casting time1 minute
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • duration1 round/level

cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

Spell Level
Power Points Acquired
0
0
1st
1
2nd
2
3rd
4
4th
6
5th
8
6th
10
7th
12
8th
14
9th
16

Large undead Evocation

Mental Pinnacle [1/2]

  • casting time1 standard action
  • rangePersonal

  • componentsV, S, M
  • duration1 round/level

For a brief time, you achieve the mental dominance of a powerful psion, able to lash out at enemies using only the power of your mind. Your revel in your new mental powers to the point that you disdain using spells, even in the form of effects from magic items. You gain a +4 enhancement bonus to Intelligence and Wisdom, 3 power points per caster level, and access to the following powers.

  • Mind ThrustA: Deal 1d10 damage.
  • Ego WhipA: Deal 1d4 Cha damage and daze for 1 round.
  • Psionic BlastA: Stun creatures in 30-ft. cone for 1 round.
  • Id Insinuation: Swift tendrils of thought disrupt and confuse your target.
  • Psychic CrushA: Brutally crush subject's mental essence, reducing subject to -1 hit points.

You manifest the powers as a psion of your caster level does, creating displays as described in each power's description. You lose your spellcasting ability, including your ability to use spell activation or spell completion magic items, just as if those spells were no longer on your class list. For the duration of this spell, you use magic items and psionic items as if you were a psion with only the five

Large undead Transmutation

Mental Pinnacle [2/2]

  • casting time1 standard action
  • rangePersonal

  • componentsV, S, M
  • duration1 round/level

powers given above on your class list.

Any unspent power points dissipate when the spell ends.

Large undead Transmutation

Probe Thoughts

  • casting time1 minute
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • durationConcentration

All the subject's memories and knowledge are accessible to you, ranging from memories deep below the surface to those still easily called to mind. You can learn the answer to one question per round, to the best of the subject's knowledge. You can also probe a sleeping subject, though the subject may make a Will save against the DC of the probe thoughts spell to wake after each question. Subjects who do not wish to be probed can attempt to move beyond the power's range, unless somehow hindered. You pose the questions telepathically, and the answers to those questions are imparted directly to your mind. You and the target do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to your questions.

Large undead Divination

Psychic Turmoil

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 round/level

With this spell, you create an invisible field that leeches away the power points of psionic characters standing within the emanation. Nonpsionic characters are unaffected.

When the spell is cast and at the beginning of each of your subsequent turns, psionic creatures within the area of the psychic turmoil lose 1 power point per manifester level they have. Characters who succeed on a Will save when they first come into contact with the emanation lose only half as many power points (round down) each round. Characters get only one save attempt against any particular psychic turmoil effect, even if they leave the spell's area and later return.

Large undead Abjuration

Psychic Turmoil, Greater

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 round/level

As psychic turmoil, except you gain 1 temporary hit point for each power point the spell takes from a psionic creature. The temporary hit points last for 1 hour.

Large undead Abjuration

Telepathic Bond, Lesser

  • casting time1 standard action
  • range30 ft.

  • componentsV, S
  • duration10 min./level

You forge a telepathic bond with another creature with an Intelligence score of 6 or higher. The bond can be established only with a willing subject. You can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).

Large undead Divination

Acid Arrow

  • casting time1 standard action
  • rangeLong (400 ft. + 40 ft./level)

  • componentsV, S, M, F
  • duration1 round + 1 round per three levels

A magical arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels (to a maximum of 18th), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in that round.

Large undead Conjuration

Acid Fog

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, M/DF
  • duration1 round/level

Acid fog creates a billowing mass of misty vapors similar to that produced by a solid fog spell. In addition to slowing creatures down and obscuring sight, this spell's vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.

Large undead Conjuration

4 4
6 6
6 6
6 6
5 5
7 7
3 3
2 2
6 6

Acid Splash

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • durationInstantaneous

You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage.

Large undead Conjuration

Alarm [1/2]

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, F/DF
  • duration2 hours/level (D)

Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.

Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental 'ping' that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.

Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.

In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.

Ethereal or astral creatures do not trigger the alarm.

alarm can be made

Large undead Abjuration

Alarm [2/2]

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, F/DF
  • duration2 hours/level (D)

permanent with a permanency spell.

Large undead Abjuration

Alter Self [1/3]

  • casting time1 standard action
  • rangePersonal

  • componentsV, S
  • duration10 min./level (D)

You assume the form of a creature of the same type as your normal form. The new form must be within one size category of your normal size. The maximum HD of an assumed form is equal to your caster level, to a maximum of 5 HD at 5th level. You can change into a member of your own kind or even into yourself.

You retain your own ability scores. Your class and level, hit points, alignment, base attack bonus, and base save bonuses all remain the same. You retain all supernatural and spell-like special attacks and qualities of your normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack).

You keep all extraordinary special attacks and qualities derived from class levels, but you lose any from your normal form that are not derived from class levels.

If the new form is capable of speech, you can communicate normally. You retain any spellcasting ability you had in your original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components.

Large undead Transmutation

Alter Self [2/3]

  • casting time1 standard action
  • rangePersonal

  • componentsV, S
  • duration10 min./level (D)

You acquire the physical qualities of the new form while retaining your own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for nonflying movement), natural armor bonus, natural weapons (such as claws, bite, and so on), racial skill bonuses, racial bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal.

You do not gain any extraordinary special attacks or special qualities not noted above under physical qualities, such as darkvision, low-light vision, blindsense, blindsight, fast healing, regeneration, scent, and so forth.

You do not gain any supernatural special attacks, special qualities, or spell-like abilities of the new form. Your creature type and subtype (if any) remain the same regardless of your new form. You cannot take the form of any creature with a template, even if that template doesn't change the creature type or subtype.

You can

Large undead Transmutation

Alter Self [3/3]

  • casting time1 standard action
  • rangePersonal

  • componentsV, S
  • duration10 min./level (D)

freely designate the new form's minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form's significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form's kind. You are effectively disguised as an average member of the new form's race. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.

When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can't wear in your normal form fall off and land at your feet

Large undead Transmutation

Analyze Dweomer

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, F
  • duration1 round/level (D)

You discern all spells and magical properties present in a number of creatures or objects. Each round, you may examine a single creature or object that you can see as a free action. In the case of a magic item, you learn its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level.

An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. An object that makes its save cannot be affected by any other analyze dweomer spells for 24 hours.

analyze dweomer does not function when used on an artifact.

Large undead Divination

Animal Growth [1/2]

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S
  • duration1 min./level

A number of animals grow to twice their normal size and eight times their normal weight. This alteration changes each animal's size category to the next largest, grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a -2 size penalty to Dexterity. The creature's existing natural armor bonus increases by 2. The size change also affects the animal's modifier to AC and attack rolls and its base damage. The animal's space and reach change as appropriate to the new size, but its speed does not change.

The spell also grants each subject damage reduction 10/magic and a +4 resistance bonus on saving throws. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it- the spell cannot be used to crush a creature by increasing its size.

All equipment worn or carried by an animal is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment.

Large undead Transmutation

Animal Growth [2/2]

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S
  • duration1 min./level

Any enlarged item that leaves the enlarged creature's possession instantly returns to its normal size.

The spell gives no means of command or influence over the enlarged animals.

Multiple magical effects that increase size do not stack.

Large undead Transmutation

0 0
1 1
1 1
2 2
2 2
2 2
6 6
5 5
5 5

Animate Dead [1/2]

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.

The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can't be animated again.)

Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate dead. (The desecrate spell doubles this limit)

The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.

Skeletons: A skeleton can be created only from a mostly intact

Large undead Necromancy

Animate Dead [2/2]

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.

Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.

Large undead Necromancy

Animate Objects

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S
  • duration1 round/level

You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate.

An animated object can be of any nonmagical material. You may animate one Small or smaller object or an equivalent number of larger objects per caster level. A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two. You can change the designated target or targets as a move action, as if directing an active spell.

This spell cannot animate objects carried or worn by a creature.

Animate objects can be made permanent with a permanency spell.

Large undead Transmutation

Animate Rope [1/2]

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S
  • duration1 round/level

You can animate a nonliving ropelike object. The maximum length assumes a rope with a 1-inch diameter.

Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope's diameter by half.

The possible commands are 'coil' (form a neat, coiled stack), 'coil and knot,' 'loop,' 'loop and knot,' 'tie and knot,' and the opposites of all of the above ('uncoil,' and so forth). You can give one command each round as a move action, as if directing an active spell.

The rope can enwrap only a creature or an object within 1 foot of it-it does not snake outward-so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1- inch-diameter hempen rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spellcasting that is bound by this spell must make a DC 15 Concentration check to cast a spell. An entangled creature can slip free with a DC 20 Escape

Large undead Transmutation

Animate Rope [2/2]

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S
  • duration1 round/level

Artist check.

The rope itself and any knots tied in it are not magical.

This spell grants a +2 bonus on any Use Rope checks you make when using the transmuted rope.

The spell cannot animate objects carried or worn by a creature.

Large undead Transmutation

Antimagic Field [1/2]

  • casting time1 standard action
  • range10 ft.

  • componentsV, S, M/DF
  • duration10 min./level (D)

An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.

An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell's duration.

Summoned creatures of any type and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.)

A normal

Large undead Abjuration

Antimagic Field [2/2]

  • casting time1 standard action
  • range10 ft.

  • componentsV, S, M/DF
  • duration10 min./level (D)

creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities, however, may be temporarily nullified by the field. dispel magic does not remove the field.

Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field (see the individual spell descriptions). Artifacts and deities are unaffected by mortal magic such as this.

Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.

Large undead Abjuration

Antipathy

  • casting time1 hour
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M/DF
  • duration2 hours/level (D)

You cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment to be repelled must be named.

Creatures of the designated kind or alignment feel an overpowering urge to leave the area or to avoid the affected item.

A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort reduces the creature's Dexterity score by 4 points.

Antipathy counters and dispels sympathy.

Large undead Enchantment

Arcane Eye

  • casting time10 minutes
  • rangeUnlimited

  • componentsV, S, M
  • duration1 min./level (D)

You create an invisible magical sensor that sends you visual information. You can create the arcane eye at any point you can see, but it can then travel outside your line of sight without hindrance. An arcane eye travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. It sees exactly as you would see if you were there.

The eye can travel in any direction as long as the spell lasts. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter. The eye can't enter another plane of existence, even through a gate or similar magical portal.

You must concentrate to use an arcane eye. If you do not concentrate, the eye is inert until you again concentrate.

Large undead Divination

4 4
4 4
6 6
1 1
1 1
6 6
6 6
8 8
4 4

Arcane Lock

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M
  • durationPermanent

An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it

Large undead Abjuration

Arcane Mark

  • casting time1 standard action
  • range0 ft.

  • componentsV, S
  • durationPermanent

This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.

See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.

If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month.

arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).

Large undead Universal

Arcane Sight

  • casting time1 standard action
  • rangePersonal

  • componentsV, S
  • duration1 min./level (D)

This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but Arcane sight does not require concentration and discerns aura location and power more quickly.

You know the location and power of all magical auras within your sight. An aura's power depends on a spell's functioning level or an item's caster level, as noted in the description of the detect magic spell. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura

Large undead Divination

Arcane Sight, Greater

  • casting time1 standard action
  • rangePersonal

  • componentsV, S
  • duration1 min./level (D)

This spell functions like arcane sight, except that you automatically know which spells or magical effects are active upon any individual or object you see.

Greater arcane sight doesn't let you identify magic items.

Unlike arcane sight, this spell cannot be made permanent with a permanency spell.

Large undead Divination

Astral Projection [1/2]

  • casting time30 minutes
  • rangeTouch

  • componentsV, S, M
  • durationSee text

By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether.

You can bring the astral forms of other willing creatures with you, provided that these subjects are linked in a circle with you at the time of the casting. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey, your companions are stranded wherever you left them.

You project your astral self onto the Astral Plane, leaving your physical body behind on the Material Plane in a state of suspended animation. The spell projects an astral copy of you and all you wear or carry onto the Astral Plane. Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will. To enter one, you leave the Astral Plane, forming a new physical body (and equipment) on the plane of existence you have chosen to enter.

While you are on the Astral Plane, your astral body is connected at all times to your physical body by a silvery cord. If the cord is broken, you are killed, astrally and physically. Luckily, very few things can destroy a silver

Large undead Necromancy

Astral Projection [2/2]

  • casting time30 minutes
  • rangeTouch

  • componentsV, S, M
  • durationSee text

cord. When a second body is formed on a different plane, the incorporeal silvery cord remains invisibly attached to the new body. If the second body or the astral form is slain, the cord simply returns to your body where it rests on the Material Plane, thereby reviving it from its state of suspended animation. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane

Large undead Necromancy

Baleful Polymorph

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • durationPermanent

As polymorph, except that you change the subject into a Small or smaller animal of no more than 1 HD. If the new form would prove fatal to the creature the subject gets a +4 bonus on the save.

If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses its extraordinary, supernatural, and spell-like abilities, loses its ability to cast spells (if it had the ability), and gains the alignment, special abilities, and Intelligence, Wisdom, and Charisma scores of its new form in place of its own. It still retains its class and level (or HD), as well as all benefits deriving therefrom (such as base attack bonus, base save bonuses, and hit points). It retains any class features (other than spellcasting) that aren't extraordinary, supernatural, or spell-like abilities.

Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action.

Large undead Transmutation

Banishment

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, F
  • durationInstantaneous

A banishment spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished.

You can improve the spell's chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your caster level check to overcome the target's spell resistance (if any), the saving throw DC increases by 2.

Certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on the caster level check against spell resistance and increasing the save DC by 4).

Large undead Abjuration

Bear's Endurance

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, DF
  • duration1 min./level

The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth.

Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are.

Large undead Transmutation

2 2
0 0
3 3
7 7
9 9
9 9
5 5
7 7
2 2

Bear's Endurance, Mass

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, DF
  • duration1 min./level

Mass bear's endurance works like bear's endurance, except that it affects multiple creatures.

Large undead Transmutation

Bestow Curse

  • casting time1 standard action
  • rangeTouch

  • componentsV, S
  • durationPermanent

You place a curse on the subject. Choose one of the following three effects.

  • -6 decrease to an ability score (minimum 1).
  • -4 penalty on attack rolls, saves, ability checks, and skill checks.
  • Each turn, the target has a 50% chance to act normally

Large undead Necromancy

Binding [1/4]

  • casting timeOne minute
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsThe components for a binding spell vary according to the version of the spell, but they always include a continuous chanting utterance read from the scroll or spellbook page containing the spell, somatic gestures, and materials appropriate to the form of binding used. These components can include such items as miniature chains of special metals, soporific herbs of the rarest sort (for slumber bindings), a bell jar of the finest crystal, and the like.
  • durationSee text (D)

A binding spell creates a magical restraint to hold a creature. The target gets an initial saving throw only if its Hit Dice equal at least one-half your caster level.

You may have as many as six assistants help you with the spell. For each assistant who casts suggestion, your caster level for this casting of binding increases by 1. For each assistant who casts dominate animal, dominate person, or dominate monster, your caster level for this casting of binding increases by a number equal to one-third of that assistant's level, provided that the spell's target is appropriate for a binding spell. Since the assistants' spells are cast simply to improve your caster level for the purpose of the binding spell, saving throws and spell resistance against the assistants' spells are irrelevant. Your caster level determines whether the target gets an initial Will saving throw and how long the binding lasts. All binding spells are dismissible.

Regardless of the version of binding you cast, you can specify triggering conditions that end the spell and release the creature whenever they occur. These triggers

Large undead Enchantment

Binding [2/4]

  • casting timeOne minute
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsThe components for a binding spell vary according to the version of the spell, but they always include a continuous chanting utterance read from the scroll or spellbook page containing the spell, somatic gestures, and materials appropriate to the form of binding used. These components can include such items as miniature chains of special metals, soporific herbs of the rarest sort (for slumber bindings), a bell jar of the finest crystal, and the like.
  • durationSee text (D)

can be as simple or elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or alignment but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, or hit points don't qualify. Once the spell is cast, its triggering conditions cannot be changed. Setting a release condition increases the save DC (assuming a saving throw is allowed) by 2.

If you are casting any of the first three versions of binding (those with limited durations), you may cast additional binding spells to prolong the effect, since the durations overlap. If you do so, the target gets a saving throw at the end of the first spell's duration, even if your caster level was high enough to disallow an initial saving throw. If the creature succeeds on this save, all the binding spells it has received are broken.

The binding spell has six versions. Choose one of the following versions when you cast the spell.

Chaining: The subject is confined by restraints that generate an Antipathy spell affecting all creatures who approach

Large undead Enchantment

Binding [3/4]

  • casting timeOne minute
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsThe components for a binding spell vary according to the version of the spell, but they always include a continuous chanting utterance read from the scroll or spellbook page containing the spell, somatic gestures, and materials appropriate to the form of binding used. These components can include such items as miniature chains of special metals, soporific herbs of the rarest sort (for slumber bindings), a bell jar of the finest crystal, and the like.
  • durationSee text (D)

the subject, except you. The duration is one year per caster level. The subject of this form of binding is confined to the spot it occupied when it received the spell.

Slumber: This version causes the subject to become comatose for as long as one year per caster level. The subject does not need to eat or drink while slumbering, nor does it age. This form of binding is more difficult to cast than chaining, making it slightly easier to resist. Reduce the spell's save DC by 1.

Bound Slumber: This combination of chaining and slumber lasts for as long as one month per caster level. Reduce the save DC by 2.

Hedged Prison: The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means. The effect is permanent. Reduce the save DC by 3.

Metamorphosis: The subject assumes gaseous form, except for its head or face. It is held harmless in a jar or other container, which may be transparent if you so choose. The creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities. The

Large undead Enchantment

Binding [4/4]

  • casting timeOne minute
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsThe components for a binding spell vary according to the version of the spell, but they always include a continuous chanting utterance read from the scroll or spellbook page containing the spell, somatic gestures, and materials appropriate to the form of binding used. These components can include such items as miniature chains of special metals, soporific herbs of the rarest sort (for slumber bindings), a bell jar of the finest crystal, and the like.
  • durationSee text (D)

binding is permanent. The subject does not need to breathe, eat, or drink while metamorphosed, nor does it age. Reduce the save DC by 4.

Minimus Containment: The subject is shrunk to a height of 1 inch or even less and held within some gem, jar, or similar object. The binding is permanent. The subject does not need to breathe, eat, or drink while contained, nor does it age. Reduce the save DC by 4.

You can't dispel a binding spell with dispel magic or a similar effect, though an antimagic field or Mage's disjunction affects it normally. A bound extraplanar creature cannot be sent back to its home plane due to dismissal, banishment, or a similar effect.

In addition to the specially made props suited to the specific type of binding (cost 500 gp), the spell requires opals worth at least 500 gp for each HD of the target and a vellum depiction or carved statuette of the subject to be captured.

Large undead Enchantment

Black Tentacles

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, M
  • duration1 round/level (D)

This spell conjures a field of rubbery black tentacles, each 10 feet long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot-including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength.

Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles. Treat the tentacles attacking a particular target as a Large creature with a base attack bonus equal to your caster level and a Strength score of 19. Thus, its grapple check modifier is equal to your caster level +8. The tentacles are immune to all types of damage.

Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 points of bludgeoning damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes.

Any creature that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren't grappling with the tentacles may move through the area at only half normal speed.

Large undead Conjuration

Blight

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, DF
  • durationInstantaneous

This spell withers a single plant of any size. An affected plant creature takes 1d6 points of damage per level (maximum 15d6) and may attempt a Fortitude saving throw for half damage. A plant that isn't a creature doesn't receive a save and immediately withers and dies.

This spell has no effect on the soil or surrounding plant life.

Large undead Necromancy

Blindness/Deafness

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV
  • durationPermanent (D)

You call upon the powers of unlife to render the subject blinded or deafened, as you choose.

Large undead Necromancy

6 6
4 4
8 8
8 8
8 8
8 8
4 4
5 5
2 2

Blink [1/3]

  • casting time1 standard action
  • rangePersonal

  • componentsV, S
  • duration1 round/level (D)

You 'blink' back and forth between the Material Plane and the Ethereal Plane. You look as though you're winking in and out of reality very quickly and at random.

Blinking has several effects, as follows.

Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn't help opponents, since you're ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).

If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.

Any individually targeted spell has a 50% chance to fail against you while you're Blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane.

While blinking, you take only half damage from area attacks (but full damage from those that extend onto

Large undead Transmutation

Blink [2/3]

  • casting time1 standard action
  • rangePersonal

  • componentsV, S
  • duration1 round/level (D)

the Ethereal Plane). You strike as an invisible creature (with a +2 bonus on attack rolls), denying your target any Dexterity bonus to AC.

You take only half damage from falling, since you fall only while you are material.

While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled. You can move at only three-quarters speed (because movement on the Ethereal Plane is at half speed, and you spend about half your time there and half your time material.)

Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones.

An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures.

An ethereal creature can see and hear the Material Plane, but everything looks

Large undead Transmutation

Blink [3/3]

  • casting time1 standard action
  • rangePersonal

  • componentsV, S
  • duration1 round/level (D)

gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet.

Force effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can't attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material.

Large undead Transmutation

Blur

  • casting time1 standard action
  • rangeTouch

  • componentsV
  • duration1 min./level (D)

The subject's outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance).

A see invisibility spell does not counteract the blur effect, but a true seeing spell does.

Opponents that cannot see the subject ignore the spell's effect (though fighting an unseen opponent carries penalties of its own).

Large undead Illusion

Break Enchantment

  • casting time1 minute
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • durationInstantaneous

This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is 25.

If the spell is one that cannot be dispelled by dispel magic, Break enchantment works only if that spell is 5th level or lower.

If the effect comes from some permanent magic item Break enchantment does not remove the curse from the item, but it does frees the victim from the item's effects.

Large undead Abjuration

Bull's Strength

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M/DF
  • duration1 min./level

The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.

Large undead Transmutation

Bull's Strength, Mass

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M/DF
  • duration1 min./level

This spell functions like bull's strength, except that it affects multiple creatures.

Large undead Transmutation

Burning Hands

  • casting time1 standard action
  • range15 ft.

  • componentsV, S
  • durationInstantaneous

A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

Large undead Evocation

Cat's Grace

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M
  • duration1 min./level

The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.

Large undead Transmutation

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3 3
3 3
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5 5
2 2
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1 1
2 2

Cat's Grace, Mass

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 min./level

This spell functions like cat's grace, except that it affects multiple creatures.

Large undead Transmutation

Cause Fear

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • duration1d4 rounds or 1 round

see text

Large undead Necromancy

Chain Lightning

  • casting time1 standard action
  • rangeLong (400 ft. + 40 ft./level)

  • componentsV, S, F
  • durationInstantaneous

This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets.

The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down).

Each target can attempt a Reflex saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.

Large undead Evocation

Charm Monster

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • durationOne day/level

This spell functions like charm person, except that the effect is not restricted by creature type or size.

Large undead Enchantment

Charm Monster, Mass

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV
  • durationOne day/level

This spell functions like charm monster, except that mass charm monster affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you choose a creature with too many HD.

Large undead Enchantment

Charm Person

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • duration1 hour/level

This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.

Large undead Enchantment

Chill Touch

  • casting time1 standard action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.

An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.

Large undead Necromancy

Circle of Death

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, M
  • durationInstantaneous

A circle of death snuffs out the life force of living creatures, killing them instantly.

The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first

Large undead Necromancy

Clairaudience/Clairvoyance

  • casting time10 minutes
  • rangeLong (400 ft. + 40 ft./level)

  • componentsV, S, F/DF
  • duration1 min./level (D)

Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don't need line of sight or line of effect, but the locale must be known-a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn't move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10- foot radius around the center of the spell's effect. Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.

Large undead Divination

6 6
1 1
6 6
4 4
8 8
1 1
1 1
6 6
3 3

Clenched Fist

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, F/DF
  • duration1 round/level (D)

This spell functions like interposing hand, except that the hand can interpose itself, push, or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours.

The hand attacks once per round, and its attack bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +11 for the hand's Strength score (33), -1 for being Large. The hand deals 1d8+11 points of damage on each attack, and any creature struck must make a Fortitude save (against this spell's save DC) or be stunned for 1 round. Directing the spell to a new target is a move action.

The clenched fist can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does, but at a +15 bonus on the Strength check.

Clerics who cast this spell name it for their deities.

Large undead Evocation

Clone [1/2]

  • casting time10 minutes
  • range0 ft.

  • componentsV, S, M, F
  • durationInstantaneous

This spell makes an inert duplicate of a creature. If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return). The original's physical remains, should they still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails.

To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature's living body. The piece of flesh need not be fresh, but it must be kept from rotting. Once the spell is cast, the duplicate must be grown in a laboratory for 2d4 months.

When the clone is completed, the original's soul enters it immediately, if that creature is already dead. The clone is physically identical with the original and possesses the same personality and memories as the original. In other respects, treat the clone as if it were the original character raised from the dead, including the loss of one level or 2 points of Constitution

Large undead Necromancy

Clone [2/2]

  • casting time10 minutes
  • range0 ft.

  • componentsV, S, M, F
  • durationInstantaneous

(if the original was a 1st-level character). If this Constitution adjustment would give the clone a Constitution score of 0, the spell fails. If the original creature has lost levels since the flesh sample was taken and died at a lower level than the clone would otherwise be, the clone is one level below the level at which the original died.

The spell duplicates only the original's body and mind, not its equipment.

A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh, which rots if not preserved.

Large undead Necromancy

Cloudkill

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S
  • duration1 min./level

This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).

A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one's breath doesn't help, but creatures immune to poison are unaffected by the spell.

Unlike a fog cloud, the cloudkill moves away from you at 10 feet per round, rolling along the surface of the ground.

Figure out the cloud's new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell.

Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater.

Large undead Conjuration

Color Spray

  • casting time1 standard action
  • range15 ft.

  • componentsV, S, M
  • durationInstantaneous

see text

Large undead Illusion

Command Undead

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • durationOne day/level

This spell allows you some degree of control over an undead creature. Assuming the subject is intelligent, it perceives your words and actions in the most favorable way (treat its attitude as friendly). It will not attack you while the spell lasts. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.

A nonintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as 'come here,' 'go there,' 'fight,' 'stand still,' and so on. Nonintelligent undead won't resist suicidal or obviously harmful orders.

Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell.

Your commands are not telepathic. The undead creature must be able to hear you.

Large undead Necromancy

Comprehend Languages

  • casting time1 standard action
  • rangePersonal

  • componentsV, S, M/DF
  • duration10 min./level

You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.

Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.

Comprehend languages can be made permanent with a permanency spell.

Large undead Divination

Cone of Cold

  • casting time1 standard action
  • range60 ft.

  • componentsV, S, M/DF
  • durationInstantaneous

Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6).

Large undead Evocation

Confusion [1/2]

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, M/DF
  • duration1 round/level

This spell causes the targets to become confused, making them unable to independently determine what they will do.

Roll on the following table at the beginning of each subject's turn each round to see what the subject does in that round.

d%
Behavior
01-10
Attack caster with melee or ranged weapons (or close with caster if attack is not possible).
11-20
Act normally.
21-50
Do nothing but babble incoherently.
51-70
Flee away from caster at top possible speed.
71-100
Attack nearest creature (for this purpose, a familiar counts as part of the subject's self).

A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any

Large undead Enchantment

8 8
8 8
8 8
5 5
1 1
2 2
1 1
5 5
4 4

Confusion [2/2]

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, M/DF
  • duration1 round/level

special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Large undead Enchantment

Contact Other Plane [1/4]

  • casting time10 minutes
  • rangePersonal

  • componentsV
  • durationConcentration

You send your mind to another plane of existence (an Elemental Plane or some plane farther removed) in order to receive advice and information from powers there. (See the accompanying table for possible consequences and results of the attempt.) The powers reply in a language you understand, but they resent such contact and give only brief answers to your questions. (All questions are answered with 'yes,' 'no,' 'maybe,' 'never,' 'irrelevant,' or some other one-word answer.)

You must concentrate on maintaining the spell (a standard action) in order to ask questions at the rate of one per round. A question is answered by the power during the same round. For every two caster levels, you may ask one question.

Contact with minds far removed from your home plane increases the probability that you will incur a decrease to Intelligence and Charisma, but the chance of the power knowing the answer, as well as the probability of the entity answering correctly, are likewise increased by moving to distant planes.

Once the Outer Planes are reached, the power of the deity contacted determines the effects. (Random results obtained from the table are subject to the personalities of

Large undead Divination

Contact Other Plane [2/4]

  • casting time10 minutes
  • rangePersonal

  • componentsV
  • durationConcentration

individual deities.)

On rare occasions, this divination may be blocked by an act of certain deities or forces.

Plane Contacted
Avoid Int/Cha Decrease
True Answer
Don't Know
Lie
Random Answer
Elemental Plane
DC 7/1 week
01-34
35-62
63-83
84-100
(appropriate)
(DC 7/1 week)
(01-68)
(69-75)
(76-98)
(99-100)
Positive/Negative Energy Plane
DC 8/1 week
01-39
40-65
66-86
87-100
Astral Plane
DC 9/1 week
01-44
45-67
68-88
89-100
Outer Plane, demideity

Large undead Divination

Contact Other Plane [3/4]

  • casting time10 minutes
  • rangePersonal

  • componentsV
  • durationConcentration

DC 10/2 weeks
01-49
50-70
71-91
92-100
Outer Plane, lesser deity
DC 12/3 weeks
01-60
61-75
76-95
96-100
Outer Plane, intermediate deity
DC 14/4 weeks
01-73
74-81
82-98
99-100
Outer Plane, greater deity
DC 16/5 weeks
01-88
89-90
91-99
100

Avoid Int/Cha Decrease: You must succeed on an Intelligence check against this DC to avoid a decrease in Intelligence and Charisma. If the check fails, your Intelligence and Charisma scores each fall to 8 for the stated duration, and you become unable to cast arcane spells. If you lose Intelligence and Charisma, the effect strikes as soon as the first question is asked, and no answer is received. (The entries in parentheses are for questions that pertain to the appropriate Elemental Plane.)

Results of a Successful Contact: d% is rolled for the result shown on the table:

True Answer: You get a true, one-word answer. Questions that cannot be answered in this way are answered randomly.

Don't Know: The entity tells you that it doesn't know.

Lie: The entity intentionally lies to you.

Random Answer: The entity tries to lie but doesn't know the answer, so it makes one up.

Large undead Divination

Contagion [1/2]

  • casting time1 standard action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

The subject contracts a disease selected from the table below, which strikes immediately (no incubation period). The DC noted is for the subsequent saves (use contagion's normal save DC for the initial saving throw).

Disease
DC
Damage
Blinding sickness
16
1d4 Str1
Cackle fever
16
1d6 Wis
Filth fever
12
1d3 Dex and 1d3 Con
Mindfire
12
1d4 Int
Red ache
15
1d6 Str
Shakes
13
1d8 Dex
Slimy doom
14
1d4 Con
1 Each time a

Large undead Necromancy

Contagion [2/2]

  • casting time1 standard action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

victim takes 2 or more points of Strength damage from blinding sickness, he or she must make another Fortitude save (using the disease's save DC) or be permanently blinded.

Large undead Necromancy

Contingency

  • casting timeAt least 10 minutes
  • range see text

  • componentsPersonal
  • durationV, S, M, F

One day/level (D) or until discharged

Large undead Evocation

Continual Flame

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M
  • durationPermanent

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered and hidden but not smothered or quenched.

Light spells counter and dispel darkness spells of an equal or lower level.

Large undead Evocation

4 4
5 5
5 5
5 5
5 5
4 4
4 4
6 6
2 2

Control Undead

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 min./level

This spell enables you to command undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior.

Intelligent undead creatures remember that you controlled them.

Large undead Necromancy

Control Water [1/2]

  • casting time1 standard action
  • rangeLong (400 ft. + 40 ft./level)

  • componentsV, S, M/DF
  • duration10 min./level (D)

Depending on the version you choose, the control water spell raises or lowers water.

Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level x 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures.

Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.

With either version, you may reduce one horizontal dimension by half and double the other

Large undead Transmutation

Control Water [2/2]

  • casting time1 standard action
  • rangeLong (400 ft. + 40 ft./level)

  • componentsV, S, M/DF
  • duration10 min./level (D)

horizontal dimension.

Large undead Transmutation

Control Weather

  • casting time10 minutes
  • range see text

  • components2 miles
  • durationV, S

4d12 hours

see text Transmutation

Create Greater Undead

  • casting time1 hour
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • durationInstantaneous

This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of undead you can create is based on your caster level, as shown on the table below.

Caster Level
Undead Created
15th or lower
Shadow
16th-17th
Wraith
18th-19th
Spectre
20th or higher
Devourer

see text Necromancy

Create Undead

  • casting time1 hour
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • durationInstantaneous

A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create is based on your caster level, as shown on the table below.

Caster Level
Undead Created
11th or lower
Ghoul
12th-14th
Ghast
15th-17th
Mummy
18th or higher
Mohrg

You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.

This spell must be cast at night.

see text Necromancy

Crushing Despair

  • casting time1 standard action
  • range30 ft.

  • componentsV, S, M
  • duration1 min./level

An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.

Crushing despair counters and dispels good hope.

see text Enchantment

Crushing Hand

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, M, F/DF
  • duration1 round/level (D)

This spell functions like interposing hand, except that the hand can interpose itself, push, or crush one opponent that you select.

The crushing hand can grapple an opponent like grasping hand does. Its grapple bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +12 for the hand's Strength score (35), +4 for being Large. The hand deals 2d6+12 points of damage (lethal, not nonlethal) on each successful grapple check against an opponent.

The crushing hand can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does, but at a +18 bonus.

Directing the spell to a new target is a move action.

Clerics who cast this spell name it for their deities.

see text Evocation

Dancing Lights

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S
  • duration1 minute (D)

Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that 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 a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.

Dancing lights can be made permanent with a permanency spell.

see text Evocation

7 7
4 4
4 4
7 7
8 8
6 6
4 4
9 9
0 0

Darkness

  • casting time1 standard action
  • rangeTouch

  • componentsV, M/DF
  • duration10 min./level (D)

This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.

Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness.

If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.

darkness counters or dispels any light spell of equal or lower spell level.

see text Evocation

Darkvision

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour/level

The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness.

Darkvision can be made permanent with a permanency spell.

see text Transmutation

Daylight

  • casting time1 standard action
  • rangeTouch

  • componentsV, S
  • duration10 min./level (D)

The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.

If daylight is cast on a small object that is then placed inside or under a light- proof covering, the spell's effects are blocked until the covering is removed.

daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

daylight counters or dispels any darkness spell of equal or lower level, such as darkness.

see text Evocation

Daze

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 round

This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it.

see text Enchantment

Daze Monster

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, M
  • duration1 round

This spell functions like daze, but daze monster can affect any one living creature of any type. Creatures of 7 or more HD are not affected.

see text Enchantment

Deep Slumber

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 min./level

This spell functions like sleep, except that it affects 10 HD of creatures.

see text Enchantment

Delayed Blast Fireball

  • casting time1 standard action
  • rangeLong (400 ft. + 40 ft./level)

  • componentsV, S, M
  • duration5 rounds or less

see text

see text Evocation

Demand

  • casting time10 minutes
  • rangeSee text

  • componentsV, S, M/DF
  • duration1 round

see text

see text Enchantment

Detect Magic

  • casting time1 standard action
  • range60 ft.

  • componentsV, S
  • durationConcentration, up to 1 min./level (D)

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura

see text Divination

2 2
2 2
3 3
0 0
2 2
3 3
7 7
8 8
0 0

Detect Poison

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • durationInstantaneous

You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.

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.

see text Divination

Detect Scrying

  • casting time1 standard action
  • range40 ft.

  • componentsV, S, M
  • duration24 hours

You immediately become aware of any attempt to observe you by means of a divination (scrying) spell or effect. The spell's area radiates from you and moves as you move. You know the location of every magical sensor within the spell's area.

If the scrying attempt originates within the area, you also know its location

see text Divination

Detect Secret Doors

  • casting time1 standard action
  • range60 ft.

  • componentsV, S
  • durationConcentration, up to 1 min./level (D)

You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of secret doors.

2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location.

Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by you. Each round, you can turn to detect secret doors in a new area. 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.

see text Divination

Detect Thoughts

  • casting time1 standard action
  • range60 ft.

  • componentsV, S, F/DF
  • durationConcentration, up to 1 min./level (D)

You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).

2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can't see the creatures whose thoughts you are detecting.

3rd Round: Surface thoughts of any mind in the area. A target's Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up.

Each round, you can turn to detect thoughts in a new area. 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.

see text Divination

Detect Undead [1/3]

  • casting time1 standard action
  • range60 ft.

  • componentsV, S, M/DF
  • durationConcentration, up to 1 minute/level (D)

You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.

1st Round: Presence or absence of undead auras.

2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura's strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends.

3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the following table:

see text Divination

Detect Undead [2/3]

  • casting time1 standard action
  • range60 ft.

  • componentsV, S, M/DF
  • durationConcentration, up to 1 minute/level (D)

maxcol='3' curcol='3'>

HD
Strength
1 or lower
Faint
2-4
Moderate
5-10
Strong
11 or higher
Overwhelming

Lingering Aura: An undead aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength
Duration of Lingering Aura
Faint
1d6 rounds
Moderate
1d6 minutes
Strong
1d6x10 minutes
Overwhelming
1d6 days

Each round, you can turn to detect undead in a new area. 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

see text Divination

Detect Undead [3/3]

  • casting time1 standard action
  • range60 ft.

  • componentsV, S, M/DF
  • durationConcentration, up to 1 minute/level (D)

dirt blocks it.

see text Divination

Dimension Door [1/2]

  • casting time1 standard action
  • rangeLong (400 ft. + 40 ft./level)

  • componentsV
  • durationInstantaneous

You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired-whether by simply visualizing the area or by stating direction. After using this spell, you can't take any other actions until your next turn. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.

If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is

see text Conjuration

Dimension Door [2/2]

  • casting time1 standard action
  • rangeLong (400 ft. + 40 ft./level)

  • componentsV
  • durationInstantaneous

no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.

see text Conjuration

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Dimensional Anchor

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S
  • duration1 min./level

A green ray springs from your outstretched hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.

A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.

see text Abjuration

Dimensional Lock

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S
  • durationOne day/level

You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. Once dimensional lock is in place, extradimensional travel into or out of the area is not possible.

A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.

see text Abjuration

Discern Location

  • casting time10 minutes
  • rangeUnlimited

  • componentsV, S, DF
  • durationInstantaneous

A Discern location spell is among the most powerful means of locating creatures or objects. Nothing short of a mind blank spell or the direct intervention of a deity keeps you from learning the exact location of a single individual or object. Discern location circumvents normal means of protection from scrying or location. The spell reveals the name of the creature or object's location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies.

To find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once.

see text Divination

Disguise Self

  • casting time1 standard action
  • rangePersonal

  • componentsV, S
  • duration10 min./level (D)

You make yourself-including clothing, armor, weapons, and equipment-look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.

The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment.

If you use this spell to create a disguise, you get a +10 bonus on the Disguise check.

A creature that interacts with the glamer gets a Will save to recognize it as an illusion.

see text Illusion

Disintegrate

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, M/DF
  • durationInstantaneous

A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature's equipment is unaffected.

When used against an object, the ray simply disintegrates as much as one 10- foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.

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 entirely disintegrated.

Only the first creature or object struck can be affected

see text Transmutation

Dismissal

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, DF
  • durationInstantaneous

This spell forces an extraplanar creature back to its proper plane if it fails a special Will save (DC = spell's save DC - creature's HD + your caster level). If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.

see text Abjuration

Dispel Magic [1/2]

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S
  • durationInstantaneous

You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. dispel magic can dispel (but not counter) spell-like effects just as it does spells.

Note: The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect.

You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:

Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell's caster level. If you succeed on a particular check, that spell is

see text Abjuration

Dispel Magic [2/2]

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S
  • durationInstantaneous

dispelled

see text Abjuration

Dispel Magic, Greater

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S
  • durationInstantaneous

This spell functions like dispel magic, except that the maximum caster level on your dispel check is +20 instead of +10.

Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can't dispel that effect.

see text Abjuration

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Displacement

  • casting time1 standard action
  • rangeTouch

  • componentsV, M
  • duration1 round/level (D)

The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. However, unlike actual total concealment, displacement does not prevent enemies from targeting the creature normally. True seeing reveals its true location.

see text Illusion

Disrupt Undead

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • durationInstantaneous

You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.

see text Necromancy

Dominate Monster

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • durationOne day/level

This spell functions like dominate person, except that the spell is not restricted by creature type.

see text Enchantment

Dominate Person [1/2]

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • durationOne day/level

You can control the actions of any humanoid creature through a telepathic link that you establish with the subject's mind.

If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as 'Come here,' 'Go there,' 'Fight,' and 'Stand still.' You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.

Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject's behavior is being influenced by an enchantment effect (see the Sense Motive skill description).

Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.

By concentrating

see text Enchantment

Dominate Person [2/2]

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • durationOne day/level

fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can't communicate with you. You can't actually see through the subject's eyes, so it's not as good as being there yourself, but you still get a good idea of what's going on.

Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.

If you don't spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.

Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it.

see text Enchantment

Dream [1/2]

  • casting time1 minute
  • rangeUnlimited

  • componentsV, S
  • durationSee text

You, or a messenger touched by you, sends a phantasmal message to others in the form of a dream. At the beginning of the spell, you must name the recipient or identify him or her by some title that leaves no doubt as to identity. The messenger then enters a trance, appears in the intended recipient's dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient.

Once the message is delivered, the messenger's mind returns instantly to its body. The duration of the spell is the time required for the messenger to enter the recipient's dream and deliver the message.

If the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance. The messenger can remain in the trance until the recipient goes to sleep, then enter the recipient's dream and deliver the message as normal. A messenger that is disturbed during the trance comes awake, ending the spell.

Creatures who don't sleep (such as

see text Illusion

Dream [2/2]

  • casting time1 minute
  • rangeUnlimited

  • componentsV, S
  • durationSee text

elves, but not half-elves) or don't dream cannot be contacted by this spell.

The messenger is unaware of its own surroundings or of the activities around it while in the trance. It is defenseless both physically and mentally (always fails any saving throw) while in the trance.

see text Illusion

Eagle's Splendor

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M/DF
  • duration1 min./level

The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Sorcerers and bards (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spell's effect do increase.

see text Transmutation

Eagle's Splendor, Mass

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M/DF
  • duration1 min./level

This spell functions like eagle's splendor, except that it affects multiple creatures.

see text Transmutation

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Elemental Swarm

  • casting time10 minutes
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S
  • duration10 min./level (D)

This spell opens a portal to an Elemental Plane and summons elementals from it. A druid can choose the plane (Air, Earth, Fire, or Water)

see text Conjuration

Endure Elements

  • casting time1 standard action
  • rangeTouch

  • componentsV, S
  • duration24 hours

A creature protected by Endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves). The creature's equipment is likewise protected.

Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

see text Abjuration

Energy Drain

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • durationInstantaneous

This spell functions like enervation, except that the creature struck gains 2d4 negative levels, and the negative levels last longer.

There is no saving throw to avoid gaining the negative levels, but 24 hours after gaining them, the subject must make a Fortitude saving throw (DC = energy drain spell's save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, the negative level also goes away, but one of the subject's character levels is permanently drained.

An undead creature struck by the ray gains 2d4x5 temporary hit points for 1 hour.

see text Necromancy

Enervation

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • durationInstantaneous

You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If the attack succeeds, the subject gains 1d4 negative levels.

If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a -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 his or her highest available level. Negative levels stack.

Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of permanently draining the victim's levels, but the negative levels from enervation don't last long enough to do so.

An undead creature struck by the ray gains 1d4x5 temporary hit points for 1 hour.

see text Necromancy

Enlarge Person [1/2]

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 min./level (D)

This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.

If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it- the spell cannot be used to crush a creature by increasing its size.

All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon)

see text Transmutation

Enlarge Person [2/2]

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 min./level (D)

instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell.

Multiple magical effects that increase size do not stack,.

Enlarge person counters and dispels reduce person.

Enlarge person can be made permanent with a permanency spell.

see text Transmutation

Enlarge Person, Mass

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 min./level (D)

This spell functions like enlarge person, except that it affects multiple creatures.

see text Transmutation

Erase

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • durationInstantaneous

erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is 90%.

Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. (A natural 1 or 2 is always a failure on this check.) If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.

see text Transmutation

Ethereal Jaunt [1/2]

  • casting time1 standard action
  • rangePersonal

  • componentsV, S
  • duration1 round/level (D)

You become ethereal, along with your equipment. For the duration of the spell, you are in a place called the Ethereal Plane, which overlaps the normal, physical, Material Plane. When the spell expires, you return to material existence.

An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.

Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can't attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane.

Treat other ethereal creatures and ethereal objects as if they were material.

If you end the spell and become material while inside a material object (such as a

see text Transmutation

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Ethereal Jaunt [2/2]

  • casting time1 standard action
  • rangePersonal

  • componentsV, S
  • duration1 round/level (D)

solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel.

see text Transmutation

Etherealness

  • casting time1 standard action
  • rangeTouch

  • components see text
  • durationV, S

1 min./level (D)

see text Transmutation

Expeditious Retreat

  • casting time1 standard action
  • rangePersonal

  • componentsV, S
  • duration1 min./level (D)

This spell increases your base land speed by 30 feet. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Jump skill).

see text Transmutation

Explosive Runes

  • casting time1 standard action
  • rangeTouch

  • componentsV, S
  • durationPermanent until discharged (D)

You trace these mystic runes upon a book, map, scroll, or similar object bearing written information. The runes detonate when read, dealing 6d6 points of force damage. Anyone next to the runes (close enough to read them) takes the full damage with no saving throw

see text Abjuration

Eyebite

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • duration1 round per three levels

see text

see text Necromancy

Fabricate

  • casting timeSee text
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • durationInstantaneous

You convert material of one sort into a product that is of the same material. Creatures or magic items cannot be created or transmuted by the fabricate spell. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication. If you work with a mineral, the target is reduced to 1 cubic foot per level instead of 10 cubic feet.

You must make an appropriate Craft check to fabricate articles requiring a high degree of craftsmanship.

Casting requires 1 round per 10 cubic feet (or 1 cubic foot) of material to be affected by the spell.

see text Transmutation

False Life

  • casting time1 standard action
  • rangePersonal

  • componentsV, S, M
  • duration1 hour/level or until discharged

see text

see text Necromancy

False Vision

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour/level (D)

Any divination (scrying) spell used to view anything within the area of this spell instead receives a false image (as the major image spell), as defined by you at the time of casting. As long as the duration lasts, you can concentrate to change the image as desired. While you aren't concentrating, the image remains static.

see text Illusion

Fear

  • casting time1 standard action
  • range30 ft.

  • componentsV, S, M
  • duration1 round/level or 1 round

see text

see text Necromancy

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Feather Fall [1/2]

  • casting time1 free action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV
  • durationUntil landing or 1 round/level

The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes.

The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature's maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.

You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round. You may even cast this spell when it isn't your turn.

This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the object does half normal damage based on its weight, with no

see text Transmutation

Feather Fall [2/2]

  • casting time1 free action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV
  • durationUntil landing or 1 round/level

bonus for the height of the drop.

Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.

see text Transmutation

Feeblemind

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, M
  • durationInstantaneous

If the target creature fails a Will saving throw, its Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a -4 penalty on its saving throw.

see text Enchantment

Finger of Death

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • durationInstantaneous

You can slay any one living creature within range. The target is entitled to a Fortitude saving throw to survive the attack. If the save is successful, the creature instead takes 3d6 points of damage +1 point per caster level (maximum +25).

The subject might die from damage even if it succeeds on its saving throw.

see text Necromancy

Fire Shield [1/2]

  • casting time1 standard action
  • rangePersonal

  • componentsV, S, M/DF
  • duration1 round/level (D)

This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or fire-based attacks (your choice).

Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage +1 point per caster level (maximum +15). This damage is either cold damage (if the shield protects against fire-based attacks) or fire damage (if the shield protects against cold-based attacks). If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you.

When casting this spell, you appear to immolate yourself, but the flames are thin and wispy, giving off light equal to only half the illumination of a normal torch (10 feet). The color of the flames is determined randomly (50% chance of either color)-blue or green if the chill shield is cast, violet or blue if the warm shield is employed. The special powers of each version are as follows.

Warm Shield: The flames are warm to the touch. You take only half

see text Evocation

Fire Shield [2/2]

  • casting time1 standard action
  • rangePersonal

  • componentsV, S, M/DF
  • duration1 round/level (D)

damage from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.

Chill Shield: The flames are cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.

see text Evocation

Fire Trap [1/2]

  • casting time10 minutes
  • rangeTouch

  • componentsV, S, M
  • durationPermanent until discharged (D)

fire trap creates a fiery explosion when an intruder opens the item that the trap protects. A fire trap can ward any object that can be opened and closed.

When casting fire trap, you select a point on the object as the spell's center. When someone other than you opens the object, a fiery explosion fills the area within a 5-foot radius around the spell's center. The flames deal 1d4 points of fire damage +1 point per caster level (maximum +20). The item protected by the trap is not harmed by this explosion.

A fire trapped item cannot have a second closure or warding spell placed on it.

A knock spell does not bypass a fire trap. An unsuccessful dispel magic spell does not detonate the spell.

Underwater, this ward deals half damage and creates a large cloud of steam.

You can use the fire trapped object without discharging it, as can any individual to whom the object was specifically attuned when cast. Attuning a fire trapped object to an individual usually involves setting a password that you can share with friends.

Note: Magic traps such as fire trap

see text Abjuration

Fire Trap [2/2]

  • casting time10 minutes
  • rangeTouch

  • componentsV, S, M
  • durationPermanent until discharged (D)

are hard to detect and disable. A rogue (only) can use the Search skill to find a fire trap and Disable Device to thwart it. The DC in each case is 25 + spell level (DC 27 for a druid's fire trap or DC 29 for the arcane version).

see text Abjuration

Fireball

  • casting time1 standard action
  • rangeLong (400 ft. + 40 ft./level)

  • componentsV, S, M
  • durationInstantaneous

A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.

You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must 'hit' the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits

see text Evocation

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Flame Arrow

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration10 min./level

You turn ammunition (such as arrows, bolts, shuriken, and stones) into fiery projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won't ignite a creature it strikes.

see text Transmutation

Flaming Sphere

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, M/DF
  • duration1 round/level

A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.

The sphere moves as long as you actively direct it (a move action for you)

see text Evocation

Flare

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV
  • durationInstantaneous

This cantrip creates a burst of light. If you cause the light to burst directly in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.

see text Evocation

Flesh to Stone

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, M
  • durationInstantaneous

The subject, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch.

Only creatures made of flesh are affected by this spell.

see text Transmutation

Fly

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, F/DF
  • duration1 min./level

The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.

Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.

see text Transmutation

Floating Disk

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 hour/level

You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 100 pounds of weight per caster level. (If used to transport a liquid, its capacity is 2 gallons.) The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you. The disk winks out of existence when the spell duration expires. The disk also winks out if you move beyond range or try to take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it.

see text Evocation

Fog Cloud

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft. level)

  • componentsV, S
  • duration10 min./level

A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).

A moderate wind (11+ mph) disperses the fog in 4 rounds

see text Conjuration

Forcecage

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration2 hours/level (D)

This powerful spell brings into being an immobile, invisible cubical prison composed of either bars of force or solid walls of force (your choice).

Creatures within the area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails. Teleportation and other forms of astral travel provide a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal travel.

Like a wall of force spell, a forcecage resists dispel magic, but it is vulnerable to a disintegrate spell, and it can be destroyed by a sphere of annihilation or a rod of cancellation.

Barred Cage: This version of the spell produces a 20-foot cube made of bands of force (similar to a wall of force spell) for bars. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of passing through such a small space can escape

see text Evocation

Forceful Hand

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, F
  • duration1 round/level (D)

This spell functions like interposing hand, except that the forceful hand pursues and pushes away the opponent that you designate. Treat this attack as a bull rush with a +14 bonus on the Strength check (+8 for Strength 27, +4 for being Large, and a +2 bonus for charging, which it always gets). The hand always moves with the opponent to push that target back the full distance allowed, and it has no speed limit. Directing the spell to a new target is a move action.

A very strong creature could not push the hand out of its way because the latter would instantly reposition itself between the creature and you, but an opponent could push the hand up against you by successfully bull rushing it.

see text Evocation

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Foresight

  • casting time1 standard action
  • rangePersonal or touch

  • componentsV, S, M/DF
  • duration10 min./level

This spell grants you a powerful sixth sense in relation to yourself or another. Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC.

When another creature is the subject of the spell, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay. The subject, however, does not gain the insight bonus to AC and Reflex saves.

see text Divination

Fox's Cunning

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M/DF
  • duration1 min./level

The transmuted creature becomes smarter. The spell grants a +4 enhancement bonus to Intelligence, adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier. Wizards (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save DCs for spells they cast while under this spell's effect do increase. This spell doesn't grant extra skill points.

see text Transmutation

Fox's Cunning, Mass

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M/DF
  • duration1 min./level

This spell functions like fox's cunning, except that it affects multiple creatures.

see text Transmutation

Freedom

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels) or see text

  • componentsV, S
  • durationInstantaneous

The subject is freed from spells and effects that restrict its movement, including binding, entangle, grappling, imprisonment, maze, paralysis, petrification, pinning, sleep, slow, stunning, temporal stasis, and web. To free a creature from imprisonment or maze, you must know its name and background, and you must cast this spell at the spot where it was entombed or banished into the maze.

see text Abjuration

Freezing Sphere

  • casting time1 standard action
  • rangeLong (400 ft. + 40 ft./level)

  • componentsV, S, F
  • durationInstantaneous or 1 round/level

see text

see text Evocation

Gaseous Form [1/2]

  • casting time1 standard action
  • rangeTouch

  • componentsS, M/DF
  • duration2 min./level (D)

The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains damage reduction 10/magic and becomes immune to poison and critical hits. It can't attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. (This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials.) The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.

A gaseous creature can't run, but it can fly at a speed of 10 feet (maneuverability perfect). It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can't enter water or other liquid. It also can't manipulate objects or activate items, even those carried along with its gaseous

see text Transmutation

Gaseous Form [2/2]

  • casting time1 standard action
  • rangeTouch

  • componentsS, M/DF
  • duration2 min./level (D)

form. Continuously active items remain active, though in some cases their effects may be moot.

see text Transmutation

Gate

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, XP
  • duration see text

Instantaneous or concentration (up to 1 round/level)

see text Conjuration

Geas/Quest

  • casting time10 minutes
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV
  • durationOne day/level or until discharged (D)

This spell functions similarly to lesser geas, except that it affects a creature of any HD and allows no saving throw.

Instead of taking penalties to ability scores (as with lesser geas), the subject takes 3d6 points of damage each day it does not attempt to follow the geas/quest. Additionally, each day it must make a Fortitude saving throw or become sickened. These effects end 24 hours after the creature attempts to resume the geas/quest.

A remove curse spell ends a geas/quest spell only if its caster level is at least two higher than your caster level. Break enchantment does not end a geas/quest, but limited wish, miracle, and wish do.

Bards, sorcerers, and wizards usually refer to this spell as geas, while clerics call the same spell quest.

see text Enchantment

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Geas, Lesser [1/2]

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV
  • durationOne day/level or until discharged (D)

A lesser geas places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. The creature must have 7 or fewer Hit Dice and be able to understand you. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.

The geased creature must follow the given instructions until the geas is completed, no matter how long it takes.

If the instructions involve some open-ended task that the recipient cannot complete through his own actions the spell remains in effect for a maximum of one day per caster level. A clever recipient can subvert some instructions:

If the subject is prevented from obeying the lesser geas for 24 hours, it takes a -2 penalty to each of its ability scores. Each day, another -2 penalty accumulates, up to a total of -8. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the lesser geas.

A lesser geas (and all ability score penalties)

see text Enchantment

Geas, Lesser [2/2]

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV
  • durationOne day/level or until discharged (D)

can be ended by break enchantment, limited wish, remove curse, miracle, or wish. dispel magic does not affect a lesser geas.

see text Enchantment

Gentle Repose

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M/DF
  • durationOne day/level

You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see raise dead). Days spent under the influence of this spell don't count against the time limit. Additionally, this spell makes transporting a fallen comrade more pleasant.

The spell also works on severed body parts and the like.

see text Necromancy

Ghost Sound

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 round/level (D)

Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound Ghost sound creates when casting it and cannot thereafter change the sound's basic character.

The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a Ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.

Ghost sound can enhance the effectiveness of a silent image spell.

Ghost sound can be made permanent with a permanency spell.

see text Illusion

Ghoul Touch

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M
  • duration1d6+2 rounds

Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.

Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.

see text Necromancy

Glitterdust

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, M
  • duration1 round/level

A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.

Any creature covered by the dust takes a -40 penalty on Hide checks.

see text Conjuration

Globe of Invulnerability

  • casting time1 standard action
  • range10 ft.

  • componentsV, S, M
  • duration1 round/level (D)

This spell functions like lesser globe of invulnerability, except that it also excludes 4th-level spells and spell-like effects.

see text Abjuration

Globe of Invulnerability, Lesser

  • casting time1 standard action
  • range10 ft.

  • componentsV, S, M
  • duration1 round/level (D)

An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area or effect of any such spells does not include the area of the lesser globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. However, any type of spell can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a targeted dispel magic spell, but not by an area dispel magic. You can leave and return to the globe without penalty.

Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.

If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether lesser globe of invulnerability stops it.

see text Abjuration

Grasping Hand

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, F/DF
  • duration1 round/level (D)

This spell functions like interposing hand, except the hand can also grapple one opponent that you select. The grasping hand gets one grapple attack per round.

Its attack bonus to make contact equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for wizards, clerics, and sorcerers, respectively), +10 for the hand's Strength score (31), -1 for being Large. Its grapple bonus is this same figure, except with a +4 modifier for being Large instead of -1. The hand holds but does not harm creatures it grapples.

Directing the spell to a new target is a move action.

The grasping hand can also bull rush an opponent as forceful hand does, but at a +16 bonus on the Strength check (+10 for Strength 35, +4 for being Large, and a +2 bonus for charging, which it always gets), or interpose itself as interposing hand does.

Clerics who cast this spell name it for their deities.

see text Evocation

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Grease

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 round/level (D)

A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).

The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.

see text Conjuration

Guards and Wards

  • casting time30 minutes
  • rangeAnywhere within the area to be warded

  • componentsV, S, M, F
  • duration2 hours/level (D)

This powerful spell is primarily used to defend your stronghold. The ward protects 200 square feet per caster level. The warded area can be as much as 20 feet high, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them

see text Abjuration

Gust of Wind [1/2]

  • casting time1 standard action
  • range60 ft.

  • componentsV, S
  • duration1 round

This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path.

A Tiny or smaller creature on the ground is knocked down and rolled 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 2d6x10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting.

Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6x10 feet.

Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6x5 feet.

Large or larger creatures may move normally within a gust of wind effect.

A gust of wind can't move a creature beyond the limit of its range.

Any creature, regardless of size, takes a -4 penalty on ranged attacks and Listen checks in the area of a gust of wind.

The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.

see text Evocation

Gust of Wind [2/2]

  • casting time1 standard action
  • range60 ft.

  • componentsV, S
  • duration1 round

In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.

gust of wind can be made permanent with a permanency spell.

see text Evocation

Hallucinatory Terrain

  • casting time10 minutes
  • rangeLong (400 ft. + 40 ft./level)

  • componentsV, S, M
  • duration2 hours/level (D)

You make natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance.

see text Illusion

Halt Undead

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, M
  • duration1 round/level

This spell renders as many as three undead creatures immobile. A nonintelligent undead creature gets no saving throw

see text Necromancy

Haste [1/2]

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 round/level

The transmuted creatures move and act more quickly than normal. This extra speed has several effects.

When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)

A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed.

Multiple haste effects don't stack. haste dispels

see text Transmutation

Haste [2/2]

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 round/level

and counters slow.

see text Transmutation

Heroism

  • casting time1 standard action
  • rangeTouch

  • componentsV, S
  • duration10 min./level

This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks.

see text Enchantment

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Heroism, Greater

  • casting time1 standard action
  • rangeTouch

  • componentsV, S
  • duration1 min./level

This spell functions like heroism, except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20).

see text Enchantment

Hideous Laughter

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 round/level

This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally.

A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster's receives a +4 bonus on its saving throw, because humor doesn't 'translate' well.

see text Enchantment

Hold Monster

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, M/DF
  • duration1 round/level (D)

see text

see text Enchantment

Hold Monster, Mass

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, F/DF
  • duration1 round/level (D)

see text

see text Enchantment

Hold Person

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, F/DF
  • duration1 round/level (D)

see text

see text Enchantment

Hold Person, Mass

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, F/DF
  • duration1 round/level (D)

see text

see text Enchantment

Hold Portal

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV
  • duration1 min./level (D)

This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate a hold portal spell.

For a portal affected by this spell, add 5 to the normal DC for forcing open the portal.

see text Abjuration

Horrid Wilting

  • casting time1 standard action
  • rangeLong (400 ft. + 40 ft./level)

  • componentsV, S, M/DF
  • durationInstantaneous

This spell evaporates moisture from the body of each subject living creature, dealing 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage per caster level (maximum 20d8).

see text Necromancy

Hypnotic Pattern

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV (Brd only), S, M
  • duration see text

Concentration + 2 rounds

see text Illusion

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Hypnotism

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • duration2d4 rounds (D)

Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total Hit Dice of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated.

If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of -2.

While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request.

A creature that fails its saving throw does not remember that you enspelled it.

see text Enchantment

Ice Storm

  • casting time1 standard action
  • rangeLong (400 ft. + 40 ft./level)

  • componentsV, S, M/DF
  • duration1 full round

Great magical hailstones pound down for 1 full round, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. A -4 penalty applies to each Listen check made within the ice storm's effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects (other than the damage dealt).

see text Evocation

Identify

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M/DF
  • durationInstantaneous

The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).

Identify does not function when used on an artifact.

see text Divination

Illusory Script

  • casting time1 minute or longer
  • range see text

  • componentsTouch
  • durationV, S, M

One day/level (D)

see text Illusion

Illusory Wall

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • durationPermanent

This spell creates the illusion of a wall, floor, ceiling, or similar surface. It appears absolutely real when viewed, but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, any detection abilities that do not require sight work normally. Touch or a probing search reveals the true nature of the surface, though such measures do not cause the illusion to disappear.

see text Illusion

Imprisonment

  • casting time1 standard action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

When you cast imprisonment and touch a creature, it is entombed in a state of suspended animation (see the temporal stasis spell) in a small sphere far beneath the surface of the earth. The subject remains there unless a freedom spell is cast at the locale where the imprisonment took place. Magical search by a crystal ball, a locate object spell, or some other similar divination does not reveal the fact that a creature is imprisoned, but discern location does. A wish or miracle spell will not free the recipient, but will reveal where it is entombed. If you know the target's name and some facts about its life, the target takes a -4 penalty on its save.

see text Abjuration

Incendiary Cloud

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S
  • duration1 round/level

An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers. The smoke obscures all sight as a fog cloud does. In addition, the white-hot embers within the cloud deal 4d6 points of fire damage to everything within the cloud on your turn each round. All targets can make Reflex saves each round to take half damage.

As with a cloudkill spell, the smoke moves away from you at 10 feet per round. Figure out the smoke's new spread each round based on its new point of origin, which is 10 feet farther away from where you were when you cast the spell. By concentrating, you can make the cloud (actually its point of origin) move as much as 60 feet each round. Any portion of the cloud that would extend beyond your maximum range dissipates harmlessly, reducing the remainder's spread thereafter.

As with fog cloud, wind disperses the smoke, and the spell can't be cast underwater.

see text Conjuration

Insanity

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S
  • durationInstantaneous

The affected creature suffers from a continuous confusion effect, as the spell.

Remove curse does not remove insanity. Greater restoration, heal, limited wish, miracle, or wish can restore the creature.

see text Enchantment

Instant Summons

  • casting time1 standard action
  • rangeSee text

  • componentsV, S, M
  • durationPermanent until discharged

You call some nonliving item from virtually any location directly to your hand.

First, you must place your arcane mark on the item. Then you cast this spell, which magically and invisibly inscribes the name of the item on a sapphire worth at least 1,000 gp. Thereafter, you can summon the item by speaking a special word (set by you when the spell is cast) and crushing the gem. The item appears instantly in your hand. Only you can use the gem in this way.

If the item is in the possession of another creature, the spell does not work, but you know who the possessor is and roughly where that creature is located when the summons occurs.

The inscription on the gem is invisible. It is also unreadable, except by means of a read magic spell, to anyone but you.

The item can be summoned from another plane, but only if no other creature has claimed ownership of it.

see text Conjuration

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Interposing Hand [1/2]

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, F
  • duration1 round/level (D)

interposing hand creates a Large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the hand-it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however.

An interposing hand is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as you do when you're undamaged, and its AC is 20 (-1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don't cause damage do not affect it.

The hand never provokes attacks of opportunity from opponents. It cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster.

Disintegrate or a successful dispel magic destroys it.

Any creature weighing

see text Evocation

Interposing Hand [2/2]

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, F
  • duration1 round/level (D)

2,000 pounds or less that tries to push past the hand is slowed to half its normal speed. The hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature's attacks.

Directing the spell to a new target is a move action.

see text Evocation

Invisibility

  • casting time1 standard action
  • rangePersonal or touch

  • componentsV, S, M/DF
  • duration1 min./level (D)

The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible

see text Illusion

Invisibility, Greater

  • casting time1 standard action
  • rangePersonal or touch

  • componentsV, S
  • duration1 round/level (D)

This spell functions like invisibility, except that it doesn't end if the subject attacks.

see text Illusion

Invisibility, Mass

  • casting time1 standard action
  • rangeLong (400 ft. + 40 ft./level)

  • componentsV, S, M
  • duration1 min./level (D)

This spell functions like invisibility, except that the effect is mobile with the group and is broken when anyone in the group attacks. Individuals in the group cannot see each other. The spell is broken for any individual who moves more than 180 feet from the nearest member of the group. (If only two individuals are affected, the one moving away from the other one loses its invisibility. If both are moving away from each other, they both become visible when the distance between them exceeds 180 feet.)

see text Illusion

Invisibility Sphere

  • casting time1 standard action
  • rangePersonal or touch

  • componentsV, S, M
  • duration1 min./level (D)

This spell functions like invisibility, except that this spell confers invisibility upon all creatures within 10 feet of the recipient. The center of the effect is mobile with the recipient.

Those affected by this spell can see each other and themselves as if unaffected by the spell. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Affected creatures (other than the recipient) who attack negate the invisibility only for themselves. If the spell recipient attacks, the invisibility sphere ends.

see text Illusion

Iron Body [1/2]

  • casting time1 standard action
  • rangePersonal

  • componentsV, S, M/DF
  • duration1 min./level (D)

This spell transforms your body into living iron, which grants you several powerful resistances and abilities.

You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire of all kinds. However, you also become vulnerable to all special attacks that affect iron golems.

You gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 50% and a -8 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can't use potions) or play wind instruments.

Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and you are considered armed when making unarmed attacks.

Your weight increases by a factor of ten,

see text Transmutation

Iron Body [2/2]

  • casting time1 standard action
  • rangePersonal

  • componentsV, S, M/DF
  • duration1 min./level (D)

causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the ocean-at least until the spell duration expires.

see text Transmutation

Irresistible Dance

  • casting time1 standard action
  • rangeTouch

  • componentsV
  • duration1d4+1 rounds

The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a -4 penalty to Armor Class and a -10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds. The dancing subject provokes attacks of opportunity each round on its turn.

see text Enchantment

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Jump

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M
  • duration1 min./level (D)

The subject gets a +10 enhancement bonus on Jump checks. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.

see text Transmutation

Keen Edge

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • duration10 min./level

This spell makes a weapon magically keen, improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon. A threat range of 20 becomes 19-20, a threat range of 19-20 becomes 17-20, and a threat range of 18-20 becomes 15-20. The spell can be cast only on piercing or slashing weapons. If cast on arrows or crossbow bolts, the keen edge 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.)

Multiple effects that increase a weapon's threat range (such as the keen edge spell and the Improved Critical feat) don't stack. You can't cast this spell on a natural weapon, such as a claw.

see text Transmutation

Knock

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV
  • durationInstantaneous

see text

see text Transmutation

Legend Lore [1/2]

  • casting timeSee text
  • rangePersonal

  • componentsV, S, M, F
  • durationSee text

legend lore brings to your mind legends about an important person, place, or thing. If the person or thing is at hand, or if you are in the place in question, the casting time is only 1d4x10 minutes. If you have only detailed information on the person, place, or thing, the casting time is 1d10 days, and the resulting lore is less complete and specific (though it often provides enough information to help you find the person, place, or thing, thus allowing a better legend lore result next time). If you know only rumors, the casting time is 2d6 weeks, and the resulting lore is vague and incomplete (though it often directs you to more detailed information, thus allowing a better legend lore result next time).

During the casting, you cannot engage in other than routine activities: eating, sleeping, and so forth. When completed, the divination brings legends (if any) about the person, place, or things to your mind. These may be legends that are still current, legends that have been forgotten, or even information that has never been generally known. If the person, place, or thing is not of legendary importance, you gain no information. As a rule of thumb, characters who are

see text Divination

Legend Lore [2/2]

  • casting timeSee text
  • rangePersonal

  • componentsV, S, M, F
  • durationSee text

11th level and higher are 'legendary,' as are the sorts of creatures they contend with, the major magic items they wield, and the places where they perform their key deeds.

see text Divination

Levitate

  • casting time1 standard action
  • rangePersonal or close (25 ft. + 5 ft./2 levels)

  • componentsV, S, F
  • duration1 min./level (D)

Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round

see text Transmutation

Light

  • casting time1 standard action
  • rangeTouch

  • componentsV, M/DF
  • duration10 min./level (D)

This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.

A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.

see text Evocation

Lightning Bolt

  • casting time1 standard action
  • range120 ft.

  • componentsV, S, M
  • durationInstantaneous

You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.

The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits

see text Evocation

Limited Wish [1/2]

  • casting time1 standard action
  • rangeSee text

  • componentsV, S, XP
  • durationSee text

A limited wish lets you create nearly any type of effect. For example, a limited wish can do any of the following things.

  • Duplicate any sorcerer/wizard spell of 6th level or lower, provided the spell is not of a school prohibited to you.
  • Duplicate any other spell of 5th level or lower, provided the spell is not of a school prohibited to you.
  • Duplicate any sorcerer/wizard spell of 5th level or lower, even if it's of a prohibited school.
  • Duplicate any other spell of 4th level or lower, even if it's of a prohibited school.
  • Undo the harmful effects of many spells, such as geas/quest or insanity.
  • Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a -7 penalty on its next saving throw.

A duplicated spell allows saving throws and spell resistance as normal (but the save DC is for a 7th-level spell). When a limited wish duplicates a spell that has an XP cost, you must pay that cost or 300 XP, whichever is more. When a limited wish spell duplicates a spell with a material

see text Universal

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Limited Wish [2/2]

  • casting time1 standard action
  • rangeSee text

  • componentsV, S, XP
  • durationSee text

component that costs more than 1,000 gp, you must provide that component.

see text Universal

Locate Creature

  • casting time1 standard action
  • rangeLong (400 ft. + 40 ft./level)

  • componentsV, S, M
  • duration10 min./level

This spell functions like locate object, except this spell locates a known or familiar creature.

You slowly turn and sense when you are facing in the direction of the creature to be located, provided it is within range. You also know in which direction the creature is moving, if any.

The spell can locate a creature of a specific kind or a specific creature known to you. It cannot find a creature of a certain type. To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once.

Running water blocks the spell. It cannot detect objects. It can be fooled by mislead, nondetection, and polymorph spells.

see text Divination

Locate Object

  • casting time1 standard action
  • rangeLong (400 ft. + 40 ft./level)

  • componentsV, S, F/DF
  • duration1 min./level

You sense the direction of a well-known or clearly visualized object. You can search for general items, in which case you locate the nearest one of its kind if more than one is within range. Attempting to find a certain item requires a specific and accurate mental image

see text Divination

Mage Armor

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, F
  • duration1 hour/level (D)

An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

see text Conjuration

Mage Hand

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • durationConcentration

You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.

see text Transmutation

Mage's Disjunction [1/2]

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV
  • durationInstantaneous

All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. That is, spells and spell-like effects are separated into their individual components (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item. An item in a creature's possession uses its own Will save bonus or its possessor's Will save bonus, whichever is higher.

You also have a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.

Even artifacts are subject to disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items. Additionally, if an artifact is destroyed, you must make a DC 25 Will save or permanently lose all spellcasting abilities. (These abilities cannot be recovered by mortal magic, not even miracle or wish.)

Note: Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or

see text Abjuration

Mage's Disjunction [2/2]

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV
  • durationInstantaneous

connection with the device.

see text Abjuration

Mage's Faithful Hound

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 hour/caster level or until discharged, then 1 round/caster level

see text

see text Conjuration

Mage's Lucubration

  • casting time1 standard action
  • rangePersonal

  • componentsV, S
  • durationInstantaneous

You instantly recall any one spell of 5th level or lower that you have used during the past 24 hours. The spell must have been actually cast during that period. The recalled spell is stored in your mind as through prepared in the normal fashion.

If the recalled spell requires material components, you must provide them. The recovered spell is not usable until the material components are available.

see text Transmutation

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Mage's Magnificent Mansion

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, F
  • duration2 hours/level (D)

You conjure up an extradimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the mansion, and the portal is shut and made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you desire to the limit of the spell's effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the mansion.

Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond.

see text Conjuration

Mage's Private Sanctum

  • casting time10 minutes
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration24 hours (D)

This spell ensures privacy. Anyone looking into the area from outside sees only a dark, foggy mass. Darkvision cannot penetrate it. No sounds, no matter how loud, can escape the area, so nobody can eavesdrop from outside. Those inside can see out normally.

Divination (scrying) spells cannot perceive anything within the area, and those within are immune to detect thoughts. The ward prevents speech between those inside and those outside (because it blocks sound), but it does not prevent other communication, such as a sending or message spell, or telepathic communication, such as that between a wizard and her familiar.

The spell does not prevent creatures or objects from moving into and out of the area.

Mage's private sanctum can be made permanent with a permanency spell.

see text Abjuration

Mage's Sword [1/2]

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, F
  • duration1 round/level (D)

This spell brings into being a shimmering, swordlike plane of force. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The sword attacks its designated target once each round on your turn. Its attack bonus is equal to your caster level + your Int bonus or your Cha bonus (for wizards or sorcerers, respectively) with an additional +3 enhancement bonus. As a force effect, it can strike ethereal and incorporeal creatures. It deals 4d6+3 points of force damage, with a threat range of 19-20 and a critical multiplier of x2.

The sword always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. If the sword goes beyond the spell range from you, if it goes out of your sight, or if you are not directing it, the sword returns to you and hovers.

Each round after the first, you can use a standard action to switch the sword to a new target. If you do not, the sword continues to attack the previous round's target.

The sword cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of

see text Evocation

Mage's Sword [2/2]

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, F
  • duration1 round/level (D)

cancellation affects it. The sword's AC is 13 (10, +0 size bonus for Medium object, +3 deflection bonus).

If an attacked creature has spell resistance, the resistance is checked the first time Mage's sword strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell.

see text Evocation

Magic Aura

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, F
  • durationOne day/level (D)

You alter an item's aura so that it registers to detect spells (and spells with similar capabilities) as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify.

If the object bearing magic aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object's actual qualities if he succeeds on a Will save. Otherwise, he believes the aura and no amount of testing reveals what the true magic is.

If the targeted item's own aura is exceptionally powerful (if it is an artifact, for instance), magic aura doesn't work.

Note: A magic weapon, shield, or suit of armor must be a masterwork item, so a sword of average make, for example, looks suspicious if it has a magical aura.

see text Illusion

Magic Circle Against Chaos

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M/DF
  • duration10 min./level

This spell functions like magic circle against evil, except that it is similar to protection from chaos instead of protection from evil, and it can imprison a nonlawful called creature.

see text Abjuration

Magic Circle Against Evil [1/4]

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M/DF
  • duration10 min./level

All creatures within the area gain the effects of a protection from evil spell, and no nongood summoned creatures can enter the area either. You must overcome a creature's spell resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies' spell resistance.

This spell has an alternative version that you may choose when casting it. A magic circle against evil can be focused inward rather than outward. When focused inward, the spell binds a nongood called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle's boundaries. If a creature too large to fit into the spell's area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only.

A magic circle leaves much to be desired as a trap. If the circle of

see text Abjuration

Magic Circle Against Evil [2/4]

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M/DF
  • duration10 min./level

powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means. You can prevent the creature's extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself.

You can add a special diagram (a two-dimensional

see text Abjuration

Magic Circle Against Evil [3/4]

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M/DF
  • duration10 min./level

bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20.

A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram-even a straw laid across it. However, the

see text Abjuration

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Magic Circle Against Evil [4/4]

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M/DF
  • duration10 min./level

creature itself cannot disturb the diagram either directly or indirectly, as noted above.

This spell is not cumulative with protection from evil and vice versa.

see text Abjuration

Magic Circle Against Good

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M/DF
  • duration10 min./level

This spell functions like magic circle against evil, except that it is similar to protection from good instead of protection from evil, and it can imprison a nonevil called creature.

see text Abjuration

Magic Circle Against Law

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M/DF
  • duration10 min./level

This spell functions like magic circle against evil, except that it is similar to protection from law instead of protection from evil, and it can imprison a nonchaotic called creature.

see text Abjuration

Magic Jar [1/3]

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, F
  • duration1 hour/level or until you return to your body

By casting magic jar, you place your soul in a gem or large crystal (known as the magic jar), leaving your body lifeless. Then you can attempt to take control of a nearby body, forcing its soul into the magic jar. You may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when you send your soul back to your own body, leaving the receptacle empty.

To cast the spell, the magic jar must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body is, as near as anyone can tell, dead.

While in the magic jar, you can sense and attack any life force within 10 feet per caster level (and on the same plane of existence). You do need line of effect from the jar to the creatures. You cannot determine the exact creature types or positions of these creatures. In a group of life forces, you can sense a difference of 4 or more Hit Dice between one creature and another and can determine whether a life force is powered by positive or negative energy. (Undead creatures are powered by

see text Necromancy

Magic Jar [2/3]

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, F
  • duration1 hour/level or until you return to your body

negative energy. Only sentient undead creatures have, or are, souls.)

You could choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature you attempt to possess is determined randomly.

Attempting to possess a body is a full-round action. It is blocked by protection from evil or a similar ward. You possess the body and force the creature's soul into the magic jar unless the subject succeeds on a Will save. Failure to take over the host leaves your life force in the magic jar, and the target automatically succeeds on further saving throws if you attempt to possess its body again.

If you are successful, your life force occupies the host body, and the host's life force is imprisoned in the magic jar. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can't choose to activate the body's

see text Necromancy

Magic Jar [3/3]

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, F
  • duration1 hour/level or until you return to your body

extraordinary or supernatural abilities. The creature's spells and spell-like abilities do not stay with the body.

As a standard action, you can shift freely from a host to the magic jar if within range, sending the trapped soul back to its body. The spell ends when you shift from the jar to your own body.

If the host body is slain, you return to the magic jar, if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain.

If the spell ends while you are in the magic jar, you return to your body (or die if your body is out of range or destroyed). If the spell ends while you are in a host, you return to your body (or die, if it is out of range of your current position), and the soul in the magic jar returns to its body (or dies if it is out of range). Destroying the receptacle ends the spell, and the spell can be dispelled at either the magic jar or at the host's location.

see text Necromancy

Magic Missile

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S
  • durationInstantaneous

A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.

The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can't be singled out. Inanimate objects are not damaged by the spell.

For every two caster levels beyond 1st, you gain an additional missile-two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

see text Evocation

Magic Mouth

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • durationPermanent until discharged

This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs. The message, which must be twenty-five or fewer words long, can be in any language known by you and can be delivered over a period of 10 minutes. The mouth cannot utter verbal components, use command words, or activate magical effects. It does, however, move according to the words articulated

see text Illusion

Magic Weapon

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, DF
  • duration1 min./level

Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. (An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls.)

You can't cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell.

see text Transmutation

3 3
3 3
3 3
5 5
5 5
5 5
1 1
2 2
1 1

Magic Weapon, Greater

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M/DF
  • duration1 hour/level

This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5).

Alternatively, you can affect as many as fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation when used. (Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.)

see text Transmutation

Major Creation

  • casting time10 minutes
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • durationSee text

This spell functions like minor creation, except that you can also create an object of mineral nature: stone, crystal, metal, or the like. The duration of the created item varies with its relative hardness and rarity, as indicated on the following table.

Hardness and Rarity Examples
Duration
Vegetable matter
2 hr./level
Stone, crystal, base metals
1 hr./level
Precious metals
20 min./level
Gems
10 min./level
Rare metal1
1 round/level
1 Includes adamantine, alchemical silver, and mithral. You can't use major creation to create a cold iron item.

see text Conjuration

Major Image

  • casting time1 standard action
  • rangeLong (400 ft. + 40 ft./level)

  • componentsV, S, F
  • durationConcentration + 3 rounds

This spell functions like silent image, except that sound, smell, and thermal illusions are included in the spell effect. While concentrating, you can move the image within the range.

The image disappears when struck by an opponent unless you cause the illusion to react appropriately.

see text Illusion

Maze

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • durationSee text

You banish the subject into an extradimensional labyrinth of force planes. Each round on its turn, it may attempt a DC 20 Intelligence check to escape the labyrinth as a full-round action. If the subject doesn't escape, the maze disappears after 10 minutes, forcing the subject to leave.

On escaping or leaving the maze, the subject reappears where it had been when the maze spell was cast. If this location is filled with a solid object, the subject appears in the nearest open space. Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape a maze spell, although a plane shift spell allows it to exit to whatever plane is designated in that spell. Minotaurs are not affected by this spell.

see text Conjuration

Mending

  • casting time1 standard action
  • range10 ft.

  • componentsV, S
  • durationInstantaneous

Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.

Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item's magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).

see text Transmutation

Message

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, F
  • duration10 min./level

You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn't transcend language barriers.

Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips.

see text Transmutation

Meteor Swarm

  • casting time1 standard action
  • rangeLong (400 ft. + 40 ft./level)

  • componentsV, S
  • durationInstantaneous

Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects. When you cast it, four 2- foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select. The meteor spheres leave a fiery trail of sparks.

If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by one of these spheres takes 2d6 points of bludgeoning damage (no save) and receives no saving throw against the sphere's fire damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target's space. You may aim more than one meteor at the same target.

Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of fire damage to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each. (Fire resistance applies to each sphere's damage individually.)

see text Evocation

Mind Blank

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • duration24 hours

The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts. This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects. Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to affect the subject's mind or to gain information about it. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn't detected. Scrying attempts that are targeted specifically at the subject do not work at all.

see text Abjuration

Mind Fog

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S
  • duration30 minutes and 2d6 rounds

see text

see text Enchantment

3 3
5 5
3 3
8 8
0 0
0 0
9 9
8 8
5 5

Minor Creation

  • casting time1 minute
  • range0 ft.

  • componentsV, S, M
  • duration1 hour/level (D)

You create a nonmagical, unattended object of nonliving, vegetable matter. The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed on an appropriate skill check to make a complex item.

Attempting to use any created object as a material component causes the spell to fail.

see text Conjuration

Minor Image

  • casting time1 standard action
  • rangeLong (400 ft. + 40 ft./level)

  • componentsV, S, F
  • durationConcentration +2 rounds

This spell functions like silent image, except that minor image includes some minor sounds but not understandable speech.

see text Illusion

Mirage Arcana

  • casting time1 standard action
  • rangeLong (400 ft. + 40 ft./level)

  • componentsV, S
  • durationConcentration +1 hour/level (D)

This spell functions like hallucinatory terrain, except that it enables you to make any area appear to be something other than it is. The illusion includes audible, visual, tactile, and olfactory elements. Unlike hallucinatory terrain, the spell can alter the appearance of structures (or add them where none are present). Still, it can't disguise, conceal, or add creatures (though creatures within the area might hide themselves within the illusion just as they can hide themselves within a real location).

see text Illusion

Mirror Image

  • casting time1 standard action
  • rangePersonal

  • components see text
  • durationV, S

1 min./level (D)

see text Illusion

Misdirection

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • duration1 hour/level

By means of this spell, you misdirect the information from divination spells that reveal auras (detect evil, detect magic, discern lies, and the like). On casting the spell, you choose another object within range. For the duration of the spell, the subject of misdirection is detected as if it were the other object. (Neither the subject nor the other object gets a saving throw against this effect.) Detection spells provide information based on the second object rather than on the actual target of the detection unless the caster of the detection succeeds on a Will save. For instance, you could make yourself detect as a tree if one were within range at casting: not evil, not lying, not magical, neutral in alignment, and so forth. This spell does not affect other types of divination magic (augury, detect thoughts, clairaudience/clairvoyance, and the like).

see text Illusion

Mislead

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsS
  • duration1 round/level (D) and concentration + 3 rounds

see text

see text Illusion

Mnemonic Enhancer

  • casting time10 minutes
  • rangePersonal

  • componentsV, S, M, F
  • durationInstantaneous

Casting this spell allows you to prepare additional spells or retain spells recently cast. Pick one of these two versions when the spell is cast.

Prepare: You prepare up to three additional levels of spells. A cantrip counts as 1/2 level for this purpose. You prepare and cast these spells normally.

Retain: You retain any spell of 3rd level or lower that you had cast up to 1 round before you started casting the mnemonic enhancer. This restores the previously cast spell to your mind.

In either event, the spell or spells prepared or retained fade after 24 hours (if not cast).

see text Transmutation

Moment of Prescience

  • casting time1 standard action
  • rangePersonal

  • componentsV, S
  • duration1 hour/level or until discharged

This spell grants you a powerful sixth sense in relation to yourself. Once during the spell's duration, you may choose to use its effect. This spell grants you an insight bonus equal to your caster level (maximum +25) on any single attack roll, opposed ability or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack (even if flat-footed). Activating the effect doesn't take an action

see text Divination

Mount

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration2 hours/level (D)

You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.

see text Conjuration

4 4
2 2
5 5
2 2
2 2
6 6
4 4
8 8
1 1

Move Earth

  • casting timeSee text
  • rangeLong (400 ft. + 40 ft./level)

  • componentsV, S, M
  • durationInstantaneous

Move earth moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth.

However, in no event can rock formations be collapsed or moved. The area to be affected determines the casting time. For every 150-foot square (up to 10 feet deep), casting takes 10 minutes. The maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move.

This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacierlike fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography.

The spell cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle.

This spell has no effect on earth creatures.

see text Transmutation

Nightmare [1/3]

  • casting time10 minutes
  • rangeUnlimited

  • componentsV, S
  • durationInstantaneous

You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate.

The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the subject fatigued and unable to regain arcane spells for the next 24 hours.

The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature.

Knowledge
Will Save Modifier
None1
+10
Secondhand (you have heard of the subject)
+5
Firsthand (you have met the subject)
+0
Familiar (you know the subject well)
-5
1 You must have some sort of connection to a creature you have no knowledge of.

see text Illusion

Nightmare [2/3]

  • casting time10 minutes
  • rangeUnlimited

  • componentsV, S
  • durationInstantaneous

Connection
Will Save Modifier
Likeness or picture
-2
Possession or garment
-4
Body part, lock of hair, bit of nail, etc.
-10

Dispel evil cast on the subject while you are casting the spell dispels the nightmare and causes you to be stunned for 10 minutes per caster level of the dispel evil.

If the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a spell or the spell ends.

If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance.

see text Illusion

Nightmare [3/3]

  • casting time10 minutes
  • rangeUnlimited

  • componentsV, S
  • durationInstantaneous

You are defenseless, both physically and mentally, while in the trance. (You always fail any saving throw, for example.)

Creatures who don't sleep (such as elves, but not half-elves) or dream are immune to this spell.

see text Illusion

Nondetection

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour/level

The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast nondetection. If you cast Nondetection on yourself or on an item currently in your possession, the DC is 15 + your caster level.

If cast on a creature, Nondetection wards the creature's gear as well as the creature itself.

see text Abjuration

Obscure Object

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M/DF
  • duration8 hours (D)

This spell hides an object from location by divination (scrying) effects, such as the scrying spell or a crystal ball. Such an attempt automatically fails (if the divination is targeted on the object) or fails to perceive the object (if the divination is targeted on a nearby location, object, or person).

see text Abjuration

Obscuring Mist

  • casting time1 standard action
  • range20 ft.

  • componentsV, S
  • duration1 min./level

A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage.

This spell does not function underwater.

see text Conjuration

Open/Close

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, F
  • durationInstantaneous

You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect.

see text Transmutation

Overland Flight

  • casting time1 standard action
  • rangePersonal

  • componentsV, S
  • duration1 hour/level

This spell functions like a fly spell, except you can fly at a speed of 40 feet (30 feet if wearing medium or heavy armor, or if carrying a medium or heavy load) with average maneuverability. When using this spell for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). This means you can cover 64 miles in an eight-hour period of flight (or 48 miles at a speed of 30 feet).

see text Transmutation

6 6
5 5
5 5
5 5
3 3
2 2
1 1
0 0
5 5

Owl's Wisdom

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M/DF
  • duration1 min./level

The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills. Clerics, druids, paladins, and rangers (and other Wisdom-based spellcasters) who receive owl's wisdom do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase.

see text Transmutation

Owl's Wisdom, Mass

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M/DF
  • duration1 min./level

This spell functions like owl's wisdom, except that it affects multiple creatures.

see text Transmutation

Passwall

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour/level (D)

You create a passage through wooden, plaster, or stone walls, but not through metal or other harder materials. The passage is 10 feet deep plus an additional 5 feet deep per three caster levels above 9th (15 feet at 12th, 20 feet at 15th, and a maximum of 25 feet deep at 18th level). If the wall's thickness is more than the depth of the passage created, then a single passwall simply makes a niche or short tunnel. Several passwall spells can then form a continuing passage to breach very thick walls. When passwall ends, creatures within the passage are ejected out the nearest exit. If someone dispels the passwall or you dismiss it, creatures in the passage are ejected out the far exit, if there is one, or out the sole exit if there is only one.

see text Transmutation

Permanency

  • casting time2 rounds
  • rangeSee text

  • componentsV, S, XP
  • durationPermanent

see text

see text Universal

Permanent Image

  • casting time1 standard action
  • rangeLong (400 ft. + 40 ft./level)

  • componentsV, S, F
  • durationPermanent (D)

This spell functions like silent image, except that the figment includes visual, auditory, olfactory, and thermal elements, and the spell is permanent. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating.

see text Illusion

Persistent Image

  • casting time1 standard action
  • rangeLong (400 ft. + 40 ft./level)

  • componentsV, S, F
  • duration1 min./level (D)

This spell functions like silent image, except that the figment includes visual, auditory, olfactory, and thermal components, and the figment follows a script determined by you. The figment follows that script without your having to concentrate on it. The illusion can include intelligible speech if you wish.

see text Illusion

Phantasmal Killer

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S
  • durationInstantaneous

You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell's subject can see the phantasmal killer. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage.

If the subject of a phantasmal killer attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack.

see text Illusion

Phantom Steed [1/2]

  • casting time10 minutes
  • range0 ft.

  • componentsV, S
  • duration1 hour/level (D)

You conjure a Large, quasi-real, horselike creature. The steed can be ridden only by you or by the one person for whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it.

The mount has an AC of 18 (-1 size, +4 natural armor, +5 Dex) and 7 hit points +1 hit point per caster level. If it loses all its hit points, the phantom steed disappears. A phantom steed has a speed of 20 feet per caster level, to a maximum of 240 feet. It can bear its rider's weight plus up to 10 pounds per caster level.

These mounts gain certain powers according to caster level. A mount's abilities include those of mounts of lower caster levels.

8th Level: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.

10th Level: The mount can use water walk at will (as the spell, no action required to activate this ability).

12th Level: The mount can use air walk at will (as the

see text Conjuration

Phantom Steed [2/2]

  • casting time10 minutes
  • range0 ft.

  • componentsV, S
  • duration1 hour/level (D)

spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.

14th Level: The mount can fly at its speed (average maneuverability).

see text Conjuration

2 2
6 6
5 5
5 5
6 6
5 5
4 4
3 3
3 3

Phantom Trap

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M
  • durationPermanent (D)

This spell makes a lock or other small mechanism seem to be trapped to anyone who can detect traps. You place the spell upon any small mechanism or device, such as a lock, hinge, hasp, cork, cap, or ratchet. Any character able to detect traps, or who uses any spell or device enabling trap detection, is 100% certain a real trap exists. Of course, the effect is illusory and nothing happens if the trap is 'sprung'

see text Illusion

Phase Door [1/2]

  • casting time1 standard action
  • range0 ft.

  • componentsV
  • durationOne usage per two levels

This spell creates an ethereal passage through wooden, plaster, or stone walls, but not other materials. The phase door is invisible and inaccessible to all creatures except you, and only you can use the passage. You disappear when you enter the phase door and appear when you exit. If you desire, you can take one other creature (Medium or smaller) through the door. This counts as two uses of the door. The door does not allow light, sound, or spell effects through it, nor can you see through it without using it. Thus, the spell can provide an escape route, though certain creatures, such as phase spiders, can follow with ease. A gem of true seeing or similar magic reveals the presence of a phase door but does not allow its use.

A phase door is subject to dispel magic. If anyone is within the passage when it is dispelled, he is harmlessly ejected just as if he were inside a passwall effect.

You can allow other creatures to use the phase door by setting some triggering condition for the door. Such conditions can be as simple or elaborate as you desire. They can be based on a creature's name, identity, or alignment, but

see text Conjuration

Phase Door [2/2]

  • casting time1 standard action
  • range0 ft.

  • componentsV
  • durationOne usage per two levels

otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points don't qualify.

phase door can be made permanent with a permanency spell.

see text Conjuration

Planar Binding

  • casting time10 minutes
  • rangeClose (25 ft. + 5 ft./2 levels)

  • components see text
  • durationV, S

Instantaneous

see text Conjuration

Planar Binding, Greater

  • casting time10 minutes
  • rangeClose (25 ft. + 5 ft./2 levels)

  • components see text
  • durationV, S

Instantaneous

see text Conjuration

Planar Binding, Lesser

  • casting time10 minutes
  • rangeClose (25 ft. + 5 ft./2 levels)

  • components see text
  • durationV, S

Instantaneous

see text Conjuration

Plane Shift

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, F
  • durationInstantaneous

You move yourself or some other creature to another plane of existence or alternate dimension. If several willing persons link hands in a circle, as many as eight can be affected by the plane shift at the same time. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. From the Material Plane, you can reach any other plane, though you appear 5 to 500 miles (5d%) from your intended destination.

Note: Plane shift transports creatures instantaneously and then ends. The creatures need to find other means if they are to travel back.

see text Conjuration

Polar Ray

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, F
  • durationInstantaneous

A blue-white ray of freezing air and ice springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of cold damage per caster level (maximum 25d6).

see text Evocation

Polymorph

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M
  • duration1 min./level (D)

This spell functions like alter self, except that you change the willing subject into another form of living creature. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form can't have more Hit Dice than your caster level (or the subject's HD, whichever is lower), to a maximum of 15 HD at 15th level. You can't cause a subject to assume a form smaller than Fine, nor can you cause a subject to assume an incorporeal or gaseous form. The subject's creature type and subtype (if any) change to match the new form.

Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting

see text Transmutation

2 2
7 7
7 7
6 6
8 8
5 5
7 7
8 8
4 4

Polymorph Any Object [1/3]

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M/DF
  • durationSee text

This spell functions like polymorph, except that it changes one object or creature into another. The duration of the spell depends on how radical a change is made from the original state to its enchanted state. The duration is determined by using the following guidelines.

Changed Subject Is:
Increase to Duration Factor 1
Same kingdom (animal, vegetable, mineral)
+5
Same class (mammals, fungi, metals, etc.)
+2
Same size
+2
Related (twig is to tree, wolf fur is to wolf, etc.)
+2
Same or lower Intelligence
+2
1 Add all that apply. Look up the total on the next table.

see text Transmutation

Polymorph Any Object [2/3]

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M/DF
  • durationSee text

cellspacing='2' frame='VOID' rules='ROWS'>

Duration Factor
Duration
Example
0
20 minutes
Pebble to human
2
1 hour
Marionette to human
4
3 hours
Human to marionette
5
12 hours
Lizard to manticore
6
2 days
Sheep to wool coat
7
1 week
Shrew to manticore
9+
Permanent
Manticore to shrew

Unlike polymorph, polymorph any object does grant the creature the Intelligence score of its new form. If the original form didn't have a Wisdom or Charisma score, it gains those scores as appropriate for the new form.

Damage taken by the new form can result in the injury

see text Transmutation

Polymorph Any Object [3/3]

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M/DF
  • durationSee text

or death of the polymorphed creature. In general, damage occurs when the new form is changed through physical force.

A nonmagical object cannot be made into a magic item with this spell. Magic items aren't affected by this spell.

This spell cannot create material of great intrinsic value, such as copper, silver, gems, silk, gold, platinum, mithral, or adamantine. It also cannot reproduce the special properties of cold iron in order to overcome the damage reduction of certain creatures.

This spell can also be used to duplicate the effects of baleful polymorph, polymorph, flesh to stone, stone to flesh, transmute mud to rock, transmute metal to wood, or transmute rock to mud.

see text Transmutation

Power Word Blind

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV
  • durationSee text

You utter a single word of power that causes one creature of your choice to become blinded, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 201 or more hit points is unaffected by power word blind.

Hit Points
Duration
50 or less
Permanent
51-100
1d4+1 minutes
101-200
1d4+1 rounds

see text Enchantment

Power Word Kill

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV
  • durationInstantaneous

You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Any creature that currently has 101 or more hit points is unaffected by power word kill.

see text Enchantment

Power Word Stun

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV
  • durationSee text

You utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 151 or more hit points is unaffected by power word stun.

Hit Points
Duration
50 or less
4d4 rounds
51-100
2d4 rounds
101-150
1d4 rounds

see text Enchantment

Prestidigitation

  • casting time1 standard action
  • range10 ft.

  • componentsV, S
  • duration1 hour

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a Prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a Prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a Prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

see text Universal

Prismatic Sphere

  • casting time1 standard action
  • range10 ft.

  • componentsV
  • duration10 min./level (D)

This spell functions like prismatic wall, except you conjure up an immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you from all forms of attack. The sphere flashes in all colors of the visible spectrum.

The sphere's blindness effect on creatures with less than 8 HD lasts 2d4x10 minutes.

You can pass into and out of the Prismatic sphere and remain near it without harm. However, when you're inside it, the sphere blocks any attempt to project something through the sphere (including spells). Other creatures that attempt to attack you or pass through suffer the effects of each color, one at a time.

Typically, only the upper hemisphere of the globe will exist, since you are at the center of the sphere, so the lower half is usually excluded by the floor surface you are standing on.

The colors of the sphere have the same effects as the colors of a prismatic wall.

Prismatic sphere can be made permanent with a permanency spell.

see text Abjuration

Prismatic Spray

  • casting time1 standard action
  • range60 ft.

  • componentsV, S
  • durationInstantaneous

This spell causes seven shimmering, intertwined, multicolored beams of light to spray from your hand. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in the area is randomly struck by one or more beams, which have additional effects.

1d8
Color of Beam
Effect
1
Red
20 points fire damage (Reflex half)
2
Orange
40 points acid damage (Reflex half)
3
Yellow
80 points electricity damage (Reflex half)
4
Green
Poison (Kills

see text Evocation

8 8
8 8
8 8
7 7
9 9
8 8
0 0
9 9
7 7

Prismatic Wall

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • duration10 min./level (D)

Prismatic wall creates a vertical, opaque wall-a shimmering, multicolored plane of light that protects you from all forms of attack. The wall flashes with seven colors, each of which has a distinct power and purpose. The wall is immobile, and you can pass through and remain near the wall without harm. However, any other creature with less than 8 HD that is within 20 feet of the wall is blinded for 2d4 rounds by the colors if it looks at the wall.

The wall's maximum proportions are 4 feet wide per caster level and 2 feet high per caster level. A Prismatic wall spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted.

Each color in the wall has a special effect. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack you or pass through the wall, and the magic needed to negate each color.

The wall can be destroyed, color by color, in consecutive order, by various magical effects

see text Abjuration

Programmed Image

  • casting time1 standard action
  • rangeLong (400 ft. + 40 ft./level)

  • componentsV, S, F
  • durationPermanent until triggered, then 1 round/level

This spell functions like silent image, except that this spell's figment activates when a specific condition occurs. The figment includes visual, auditory, olfactory, and thermal elements, including intelligible speech.

You set the triggering condition (which may be a special word) when casting the spell. The event that triggers the illusion can be as general or as specific and detailed as desired but must be based on an audible, tactile, olfactory, or visual trigger. The trigger cannot be based on some quality not normally obvious to the senses, such as alignment. (See magic mouth for more details about such triggers.)

see text Illusion

Project Image [1/2]

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, M
  • duration1 round/level (D)

You tap energy from the Plane of Shadow to create a quasi-real, illusory version of yourself. The projected image looks, sounds, and smells like you but is intangible. The projected image mimics your actions (including speech) unless you direct it to act differently (which is a move action).

You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a free action. While you are using its senses, your body is considered blinded and deafened.

If you desire, any spell you cast whose range is touch or greater can originate from the projected image instead of from you. The projected image can't cast any spells on itself except for illusion spells. The spells affect other targets normally, despite originating from the projected image.

Objects are affected by the projected image as if they had succeeded on their Will save.

You must maintain line of effect to the projected image at all times. If your line of effect is obstructed, the spell ends. If you use dimension door, teleport, plane shift, or a similar

see text Illusion

Project Image [2/2]

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, M
  • duration1 round/level (D)

spell that breaks your line of effect, even momentarily, the spell ends.

see text Illusion

Protection from Arrows

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, F
  • duration1 hour/level or until discharged

The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/magic against ranged weapons. (This spell doesn't grant you the ability to damage creatures with similar damage reduction.) Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.

see text Abjuration

Protection from Chaos

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M/DF
  • duration1 min./level (D)

This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks from chaotic creatures, and chaotic summoned creatures cannot touch the subject.

see text Abjuration

Protection from Energy

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, DF
  • duration10 min./level or until discharged

protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.

Note: Protection from energy overlaps (and does not stack with) resist energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.

see text Abjuration

Protection from Evil [1/2]

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M/DF
  • duration1 min./level (D)

This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in

see text Abjuration

Protection from Evil [2/2]

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M/DF
  • duration1 min./level (D)

place before the spell is cast. This second effect works regardless of alignment.

Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

see text Abjuration

8 8
6 6
7 7
7 7
2 2
1 1
3 3
1 1
1 1

Protection from Good

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M/DF
  • duration1 min./level (D)

This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks from good creatures, and good summoned creatures cannot touch the subject.

see text Abjuration

Protection from Law

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M/DF
  • duration1 min./level (D)

This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks from lawful creatures, and lawful summoned creatures cannot touch the subject.

see text Abjuration

Protection from Spells

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M, F
  • duration10 min./level

The subject gains a +8 resistance bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities).

see text Abjuration

Prying Eyes

  • casting time1 minute
  • rangeOne mile

  • componentsV, S, M
  • duration1 hour/level

see text (D)

see text Divination

Prying Eyes, Greater

  • casting time1 minute
  • rangeOne mile

  • componentsV, S, M
  • duration1 hour/level

see text (D)

see text Divination

Pyrotechnics

  • casting time1 standard action
  • rangeLong (400 ft. + 40 ft./level)

  • componentsV, S, M
  • duration1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud

see text

see text Transmutation

Rage

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S
  • durationConcentration + 1 round/level (D)

Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC. The effect is otherwise identical with a barbarian's rage except that the subjects aren't fatigued at the end of the rage.

see text Enchantment

Rainbow Pattern

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV (Brd only), S, M, F
  • duration see text

Concentration +1 round/level (D)

see text Illusion

Ray of Enfeeblement

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • duration1 min./level

A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject's Strength score cannot drop below 1.

see text Necromancy

1 1
1 1
8 8
5 5
8 8
2 2
3 3
4 4
1 1

Ray of Exhaustion

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 min./level

A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike a target.

The subject is immediately exhausted for the spell's duration. A successful Fortitude save means the creature is only fatigued.

A character that is already fatigued instead becomes exhausted.

This spell has no effect on a creature that is already exhausted. Unlike normal exhaustion or fatigue, the effect ends as soon as the spell's duration expires.

see text Necromancy

Ray of Frost

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • durationInstantaneous

A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.

see text Evocation

Read Magic

  • casting time1 standard action
  • rangePersonal

  • componentsV, S, F
  • duration10 min./level

By means of Read magic, you can decipher magical inscriptions on objects-books, scrolls, weapons, and the like-that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

Read magic can be made permanent with a permanency spell.

see text Divination

Reduce Person [1/2]

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 min./level (D)

This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature's size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.

A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent's square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn't change the target's speed.

All equipment worn or carried by a creature is similarly reduced by the spell.

Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).

see text Transmutation

Reduce Person [2/2]

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 min./level (D)

Multiple magical effects that reduce size do not stack.

Reduce person counters and dispels Enlarge person.

Reduce person can be made permanent with a permanency spell.

see text Transmutation

Reduce Person, Mass

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 min./level (D)

This spell functions like reduce person, except that it affects multiple creatures.

see text Transmutation

Refuge

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M
  • durationPermanent until discharged

You create powerful magic in some specially prepared object. This object contains the power to instantly transport its possessor across any distance within the same plane to your abode. Once the item is transmuted, you must give it willingly to a creature and at the same time inform it of a command word to be spoken when the item is used. To make use of the item, the subject speaks the command word at the same time that it rends or breaks the item (a standard action). When this is done, the individual and all objects it is wearing and carrying (to a maximum of the character's heavy load) are instantly transported to your abode. No other creatures are affected (aside from a familiar that is touching the subject).

You can alter the spell when casting it so that it transports you to within 10 feet of the possessor of the item when it is broken and the command word spoken. You will have a general idea of the location and situation of the item possessor at the time the refuge spell is discharged, but once you decide to alter the spell in this fashion, you have no choice whether or not to be transported.

see text Conjuration

Remove Curse

  • casting time1 standard action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

Remove curse instantaneously removes all curses on an object or a creature. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the creature afflicted with any such cursed item to remove and get rid of it. Certain special curses may not be countered by this spell or may be countered only by a caster of a certain level or higher.

Remove curse counters and dispels bestow curse.

see text Abjuration

Repulsion

  • casting time1 standard action
  • rangeUp to 10 ft./level

  • componentsV, S, F/DF
  • duration1 round/level (D)

An invisible, mobile field surrounds you and prevents creatures from approaching you. You decide how big the field is at the time of casting (to the limit your level allows). Any creature within or entering the field must attempt a save. If it fails, it becomes unable to move toward you for the duration of the spell. Repelled creatures' actions are not otherwise restricted.

They can fight other creatures and can cast spells and attack you with ranged weapons. If you move closer to an affected creature, nothing happens. (The creature is not forced back.) The creature is free to make melee attacks against you if you come within reach. If a repelled creature moves away from you and then tries to turn back toward you, it cannot move any closer if it is still within the spell's area.

see text Abjuration

3 3
0 0
0 0
1 1
1 1
4 4
9 9
4 4
6 6

Resilient Sphere

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 min./level (D)

A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell's duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, a disintegrate spell, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally.

The subject may struggle, but the sphere cannot be physically moved either by people outside it or by the struggles of those within.

see text Evocation

Resistance

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M/DF
  • duration1 minute

You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.

Resistance can be made permanent with a permanency spell.

see text Abjuration

Resist Energy

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, DF
  • duration10 min./level

This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as well.

Resist energy absorbs only damage. The subject could still suffer unfortunate side effects.

Note: Resist energy overlaps (and does not stack with) protection from energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.

see text Abjuration

Reverse Gravity

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, M/DF
  • duration1 round/level (D)

This spell reverses gravity in an area, causing all unattached objects and creatures within that area to fall upward and reach the top of the area in 1 round. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward.

Provided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself when the spell strikes. Creatures who can fly or levitate can keep themselves from falling.

see text Transmutation

Rope Trick [1/2]

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour/level (D)

When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space that is outside the multiverse of extradimensional spaces ('planes'). Creatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size). Creatures in the space can pull the rope up into the space, making the rope 'disappear.' In that case, the rope counts as one of the eight creatures that can fit in the space. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free.

Spells cannot be cast across the extradimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if a 3-foot-by- 5-foot window were centered on the rope. The window is present on the Material Plane, but it's invisible, and even creatures that can see the window can't see through it. Anything inside the extradimensional space drops out when the spell

see text Transmutation

Rope Trick [2/2]

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour/level (D)

ends. The rope can be climbed by only one person at a time. The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space.

Note: It is hazardous to create an extradimensional space within an existing extradimensional space or to take an extradimensional space into an existing one.

see text Transmutation

Scare

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, M
  • duration1 round/level or 1 round

see text for cause fear

see text Necromancy

Scintillating Pattern

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • durationConcentration + 2 rounds

A twisting pattern of discordant, coruscating colors weaves through the air, affecting creatures within it. The spell affects a total number of Hit Dice of creatures equal to your caster level (maximum 20). Creatures with the fewest HD are affected first

see text Illusion

Scorching Ray

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • durationInstantaneous

You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.

The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.

see text Evocation

4 4
0 0
2 2
7 7
2 2
2 2
2 2
8 8
2 2

Screen

  • casting time10 minutes
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • duration24 hours

This spell combines several elements to create a powerful protection from scrying and direct observation. When casting the spell, you dictate what will and will not be observed in the spell's area. The illusion created must be stated in general terms. Once the conditions are set, they cannot be changed.

Attempts to scry the area automatically detect the image stated by you with no save allowed. Sight and sound are appropriate to the illusion created.

Direct observation may allow a save (as per a normal illusion), if there is cause to disbelieve what is seen. Even entering the area does not cancel the illusion or necessarily allow a save, assuming that hidden beings take care to stay out of the way of those affected by the illusion.

see text Illusion

Scrying [1/2]

  • casting time1 hour
  • rangeSee text

  • componentsV, S, M/DF, F
  • duration1 min./level

You can see and hear some creature, which may be at any distance. If the subject succeeds on a Will save, the scrying attempt simply fails. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.

Knowledge
Will Save Modifier
None1
+10
Secondhand (you have heard of the subject)
+5
Firsthand (you have met the subject)
+0
Familiar (you know the subject well)
-5
1 You must have some sort of connection to a creature you have no knowledge of.
Connection
Will Save Modifier

see text Divination

Scrying [2/2]

  • casting time1 hour
  • rangeSee text

  • componentsV, S, M/DF, F
  • duration1 min./level

Likeness or picture
-2
Possession or garment
-4
Body part, lock of hair, bit of nail, etc.
-10

If the save fails, you can see and hear the subject and the subject's immediate surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet.

As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, and message.

If the save succeeds, you can't attempt to scry on that subject again for at least 24 hours.

see text Divination

Scrying, Greater

  • casting time1 standard action
  • rangeSee text

  • componentsV, S
  • duration1 hour/level

This spell functions like scrying, except as noted above. Additionally, all of the following spells function reliably through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, message, read magic, and tongues.

see text Divination

Secret Chest [1/2]

  • casting time10 minutes
  • rangeSee text

  • componentsV, S, F
  • durationSixty days or until discharged

You hide a chest on the Ethereal Plane for as long as sixty days and can retrieve it at will. The chest can contain up to 1 cubic foot of material per caster level (regardless of the chest's actual size, which is about 3 feet by 2 feet by 2 feet). If any living creatures are in the chest, there is a 75% chance that the spell simply fails. Once the chest is hidden, you can retrieve it by concentrating (a standard action), and it appears next to you.

The chest must be exceptionally well crafted and expensive, constructed for you by master crafters. The cost of such a chest is never less than 5,000 gp. Once it is constructed, you must make a tiny replica (of the same materials and perfect in every detail), so that the miniature of the chest appears to be a perfect copy. (The replica costs 50 gp.) You can have but one pair of these chests at any given time-even a wish spell does not allow more. The chests are nonmagical and can be fitted with locks, wards, and so on, just as any normal chest can be.

To hide the chest, you cast the spell while touching both the chest and the replica. The chest vanishes into the Ethereal Plane. You need the replica to recall the chest. After

see text Conjuration

Secret Chest [2/2]

  • casting time10 minutes
  • rangeSee text

  • componentsV, S, F
  • durationSixty days or until discharged

sixty days, there is a cumulative chance of 5% per day that the chest is irretrievably lost. If the miniature of the chest is lost or destroyed, there is no way, not even with a wish spell, that the large chest can be summoned back, although an extraplanar expedition might be mounted to find it.

Living things in the chest eat, sleep, and age normally, and they die if they run out of food, air, water, or whatever they need to survive.

see text Conjuration

Secret Page

  • casting time10 minutes
  • rangeTouch

  • componentsV, S, M
  • durationPermanent

Secret page alters the contents of a page so that they appear to be something entirely different. The text of a spell can be changed to show even another spell. Explosive runes or Sepia snake sigil can be cast upon the secret page.

A comprehend languages spell alone cannot reveal a secret page's contents. You are able to reveal the original contents by speaking a special word. You can then peruse the actual page, and return it to its secret page form at will. You can also remove the spell by double repetition of the special word. A detect magic spell reveals dim magic on the page in question but does not reveal its true contents. True seeing reveals the presence of the hidden material but does not reveal the contents unless cast in combination with comprehend languages. A secret page spell can be dispelled, and the hidden writings can be destroyed by means of an erase spell.

see text Transmutation

Secure Shelter

  • casting time10 minutes
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M, F
  • duration see text

2 hours/level (D)

see text Conjuration

See Invisibility

  • casting time1 standard action
  • rangePersonal

  • componentsV, S, M
  • duration10 min./level (D)

You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.

The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.

See invisibility can be made permanent with a permanency spell.

see text Divination

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Seeming

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S
  • duration12 hours (D)

This spell functions like disguise self, except that you can change the appearance of other people as well. Affected creatures resume their normal appearances if slain.

Unwilling targets can negate the spell's effect on them by making Will saves or with spell resistance.

see text Illusion

Sending

  • casting time10 minutes
  • rangeSee text

  • componentsV, S, M/DF
  • duration1 round

see text

see text Evocation

Sepia Snake Sigil

  • casting time10 minutes
  • rangeTouch

  • componentsV, S, M
  • durationPermanent or until discharged

until released or 1d4 days + one day/level

see text Conjuration

Sequester

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M
  • durationOne day/level (D)

When cast, this spell not only prevents divination spells from working to detect or locate the creature or object affected by sequester, it also renders the affected creature or object invisible to any form of sight or seeing (as the invisibility spell). The spell does not prevent the subject from being discovered through tactile means or through the use of devices. Creatures affected by sequester become comatose and are effectively in a state of suspended animation until the spell wears off or is dispelled.

Note: The Will save prevents an attended or magical object from being sequestered. There is no save to see the sequestered creature or object or to detect it with a divination spell.

see text Abjuration

Shades

  • casting time1 standard action
  • rangeSee text

  • componentsV, S
  • durationSee text

This spell functions like shadow conjuration, except that it mimics sorcerer and wizard conjuration spells of 8th level or lower. The illusory conjurations created deal four-fifths (80%) damage to nonbelievers, and nondamaging effects are 80% likely to work against nonbelievers.

see text Illusion

Shadow Conjuration [1/2]

  • casting time1 standard action
  • rangeSee text

  • componentsV, S
  • durationSee text

You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. Shadow conjuration can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 3rd level or lower.

Shadow conjurations are actually one-fifth (20%) as strong as the real things, though creatures who believe the Shadow conjurations to be real are affected by them at full strength.

Any creature that interacts with the conjured object, force, or creature can make a Will save to recognize its true nature.

Spells that deal damage have normal effects unless the affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth (20%) damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to shadow conjuration's level (4th) rather than the spell's normal level. In addition, any effect created by Shadow conjuration allows spell

see text Illusion

Shadow Conjuration [2/2]

  • casting time1 standard action
  • rangeSee text

  • componentsV, S
  • durationSee text

resistance, even if the spell it is simulating does not. Shadow objects or substances have normal effects except against those who disbelieve them.

Against disbelievers, they are 20% likely to work.

A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it's recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature's damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature's AC bonuses are one-fifth as large.

A creature that succeeds on its save sees the Shadow conjurations as transparent images superimposed on vague, shadowy forms.

Objects automatically succeed on their Will saves against this spell.

see text Illusion

Shadow Conjuration, Greater

  • casting time1 standard action
  • rangeSee text

  • componentsV, S
  • durationSee text

This spell functions like shadow conjuration, except that it can duplicate any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 6th level or lower. The illusory conjurations created deal three-fifths (60%) damage to nonbelievers, and nondamaging effects are 60% likely to work against nonbelievers.

see text Illusion

Shadow Evocation

  • casting time1 standard action
  • rangeSee text

  • componentsV, S
  • durationSee text

You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 4th level or lower. (For a spell with more than one level, use the best one applicable to you.)

Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a shadow evocation, a damaging spell deals only one-fifth (20%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow evocation's level (5th) rather than the spell's normal level.

Nondamaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect.

Objects automatically succeed on their Will saves against this spell.

see text Illusion

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Shadow Evocation, Greater

  • casting time1 standard action
  • rangeSee text

  • componentsV, S
  • durationSee text

This spell functions like shadow evocation, except that it enables you to create partially real, illusory versions of sorcerer or wizard evocation spells of 7th level or lower. If recognized as a greater shadow evocation, a damaging spell deals only three-fifths (60%) damage.

see text Illusion

Shadow Walk [1/2]

  • casting time1 standard action
  • rangeTouch

  • componentsV, S
  • duration1 hour/level (D)

To use the Shadow walk spell, you must be in an area of shadowy illumination. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (subject to your level limit), but all must be touching each other.

In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.

Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can't make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It's impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10x100 feet in a random horizontal direction

see text Illusion

Shadow Walk [2/2]

  • casting time1 standard action
  • rangeTouch

  • componentsV, S
  • duration1 hour/level (D)

from your desired endpoint. If this would place you within a solid object, you are shunted 1d10x1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).

Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours.

Any creatures touched by you when Shadow walk is cast also make the transition to the borders of the Plane of Shadow.

They may opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow receive a Will saving throw, negating the effect if successful.

see text Illusion

Shapechange

  • casting time1 standard action
  • rangePersonal

  • componentsV, S, F
  • duration10 min./level (D)

This spell functions like polymorph, except that it enables you to assume the form of any single nonunique creature (of any type) from Fine to Colossal size. The assumed form cannot have more than your caster level in Hit Dice (to a maximum of 25 HD). Unlike polymorph, this spell allows incorporeal or gaseous forms to be assumed.

You gain all extraordinary and supernatural abilities (both attacks and qualities) of the assumed form, but you lose your own supernatural abilities. You also gain the type of the new form in place of your own. The new form does not disorient you. Parts of your body or pieces of equipment that are separated from you do not revert to their original forms.

You can become just about anything you are familiar with. You can change form once each round as a free action. The change takes place either immediately before your regular action or immediately after it, but not during the action. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.

see text Transmutation

Shatter

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M/DF
  • durationInstantaneous

shatter creates a loud, ringing noise that breaks brittle, nonmagical objects

see text Evocation

Shield

  • casting time1 standard action
  • rangePersonal

  • componentsV, S
  • duration1 min./level (D)

Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The Shield has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can't use the Shield spell for cover.

see text Abjuration

Shocking Grasp

  • casting time1 standard action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).

see text Evocation

Shout

  • casting time1 standard action
  • range30 ft.

  • componentsV
  • durationInstantaneous

You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 15d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save.

A shout spell cannot penetrate a silence spell.

see text Evocation

Shout, Greater

  • casting time1 standard action
  • range60 ft.

  • componentsV, S, F
  • durationInstantaneous

This spell functions like shout, except that the cone deals 10d6 points of sonic damage (or 1d6 points of sonic damage per caster level, maximum 20d6, against exposed brittle or crystalline objects or crystalline creatures). It also causes creatures to be stunned for 1 round and deafened for 4d6 rounds. A creature in the area of the cone can negate the stunning and halve both the damage and the duration of the deafness with a successful Fortitude save. A creature holding vulnerable objects can attempt a Reflex save to negate the damage to those objects.

see text Evocation

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Shrink Item

  • casting time1 standard action
  • rangeTouch

  • componentsV, S
  • durationOne day/level

see text

see text Transmutation

Silent Image

  • casting time1 standard action
  • rangeLong (400 ft. + 40 ft./level)

  • componentsV, S, F
  • durationConcentration

This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.

see text Illusion

Simulacrum [1/2]

  • casting time12 hours
  • range0 ft.

  • componentsV, S, M, XP
  • durationInstantaneous

Simulacrum creates an illusory duplicate of any creature. The duplicate creature is partially real and formed from ice or snow. It appears to be the same as the original, but it has only one-half of the real creature's levels or Hit Dice (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD). You can't create a simulacrum of a creature whose Hit Dice or levels exceed twice your caster level. You must make a Disguise check when you cast the spell to determine how good the likeness is. A creature familiar with the original might detect the ruse with a successful Spot check (opposed by the caster's Disguise check) or a DC 20 Sense Motive check.

At all times the simulacrum remains under your absolute command. No special telepathic link exists, so command must be exercised in some other manner. A simulacrum has no ability to become more powerful. It cannot increase its level or abilities. If reduced to 0 hit points or otherwise destroyed, it reverts to snow and melts instantly into nothingness. A complex process requiring at least 24 hours, 100 gp per hit point, and a fully equipped magical laboratory can repair damage to a

see text Illusion

Simulacrum [2/2]

  • casting time12 hours
  • range0 ft.

  • componentsV, S, M, XP
  • durationInstantaneous

simulacrum.

see text Illusion

Sleep

  • casting time1 round
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, M
  • duration1 min./level

A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first.

Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted.

Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).

sleep does not target unconscious creatures, constructs, or undead creatures.

see text Enchantment

Sleet Storm

  • casting time1 standard action
  • rangeLong (400 ft. + 40 ft./level)

  • componentsV, S, M/DF
  • duration1 round/level

Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Balance check. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Balance skill for details).

The sleet extinguishes torches and small fires.

see text Conjuration

Slow

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 round/level

An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.

Multiple Slow effects don't stack. Slow counters and dispels haste.

see text Transmutation

Solid Fog

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft. level)

  • componentsV, S, M
  • duration1 min./level

This spell functions like fog cloud, but in addition to obscuring sight, the Solid fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into Solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can't take a 5-foot step while in solid fog.

However, unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.

Solid fog can be made permanent with a permanency spell. A permanent Solid fog dispersed by wind reforms in 10 minutes.

see text Conjuration

Soul Bind

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, F
  • durationPermanent

You draw the soul from a newly dead body and imprison it in a black sapphire gem. The subject must have been dead no more than 1 round per caster level. The soul, once trapped in the gem, cannot be returned through clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or a wish. Only by destroying the gem or dispelling the spell on the gem can one free the soul (which is then still dead).

see text Necromancy

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Spectral Hand [1/2]

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S
  • duration1 min./level (D)

A ghostly, glowing hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the spectral hand. The spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can. After it delivers a spell, or if the hand goes beyond the spell range, goes out of your sight, the hand returns to you and hovers.

The hand is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (half damage on a failed Reflex save and no damage on a successful save), your save bonuses, and an AC of at least 22. Your Intelligence modifier applies to the hand's AC as if it were the hand's Dexterity modifier. The hand has 1 to 4 hit points, the same number that you lost in creating

see text Necromancy

Spectral Hand [2/2]

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S
  • duration1 min./level (D)

it.

see text Necromancy

Spell Turning [1/2]

  • casting time1 standard action
  • rangePersonal

  • componentsV, S, M/DF
  • durationUntil expended or 10 min./level

Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells.

From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly.

When you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. The subtract the amount of spell turning left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, you and the caster each take a fraction of the damage. For nondamaging spells, each of you has a proportional chance to be affected.

If you and a spellcasting attacker are both warded by Spell turning effects in operation, a resonating field is created.

Roll randomly to determine the result.

d%

see text Abjuration

Spell Turning [2/2]

  • casting time1 standard action
  • rangePersonal

  • componentsV, S, M/DF
  • durationUntil expended or 10 min./level

Effect
01-70
Spell drains away without effect.
71-80
Spell affects both of you equally at full effect.
81-97
Both turning effects are rendered nonfunctional for 1d4 minutes.
98-100
Both of you go through a rift into another plane.

see text Abjuration

Spider Climb

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M
  • duration10 min./level

The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet

see text Transmutation

Statue

  • casting time1 round
  • rangeTouch

  • componentsV, S, M
  • duration1 hour/level (D)

A statue spell turns the subject to solid stone, along with any garments and equipment worn or carried. In statue form, the subject gains hardness 8. The subject retains its own hit points.

The subject can see, hear, and smell normally, but it does not need to eat or breathe. Feeling is limited to those sensations that can affect the granite-hard substance of the individual's body. Chipping is equal to a mere scratch, but breaking off one of the statue's arms constitutes serious damage.

The subject of a statue spell can return to its normal state, act, and then return instantly to the statue state (a free action) if it so desires, as long as the spell duration is in effect.

see text Transmutation

Stinking Cloud

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, M
  • duration1 round/level

stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn.

stinking cloud can be made permanent with a permanency spell. A permanent stinking cloud dispersed by wind reforms in 10 minutes.

see text Conjuration

Stone Shape

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M/DF
  • durationInstantaneous

You can form an existing piece of stone into any shape that suits your purpose. While it's possible to make crude coffers, doors, and so forth with stone shape, fine detail isn't possible. There is a 30% chance that any shape including moving parts simply doesn't work.

see text Transmutation

Stoneskin

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M
  • duration10 min./level or until discharged

The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction 10/adamantine. (It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction.) Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.

see text Abjuration

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Stone to Flesh

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, M
  • durationInstantaneous

This spell restores a petrified creature to its normal state, restoring life and goods. The creature must make a DC 15 Fortitude save to survive the process. Any petrified creature, regardless of size, can be restored.

The spell also can convert a mass of stone into a fleshy substance. Such flesh is inert and lacking a vital life force unless a life force or magical energy is available. (For example, this spell would turn a stone golem into a flesh golem, but an ordinary statue would become a corpse.) You can affect an object that fits within a cylinder from 1 foot to 3 feet in diameter and up to 10 feet long or a cylinder of up to those dimensions in a larger mass of stone.

see text Transmutation

Suggestion

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, M
  • duration1 hour/level or until completed

You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.

The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.

A very reasonable suggestion causes the save to be made with a penalty (such as -1 or -2).

see text Enchantment

Suggestion, Mass

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, M
  • duration1 hour/level or until completed

This spell functions like suggestion, except that it can affect more creatures. The same suggestion applies to all these creatures.

see text Enchantment

Summon Monster I

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, F/DF
  • duration1 round/level (D)

This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.

When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

see text Conjuration

Summon Monster II

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, F/DF
  • duration1 round/level (D)

This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.

see text Conjuration

Summon Monster III

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, F/DF
  • duration1 round/level (D)

This spell functions like summon monster I, except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.

see text Conjuration

Summon Monster IV

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, F/DF
  • duration1 round/level (D)

This spell functions like summon monster I, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list.

see text Conjuration

Summon Monster V

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, F/DF
  • duration1 round/level (D)

This spell functions like summon monster I, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

see text Conjuration

Summon Monster VI

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, F/DF
  • duration1 round/level (D)

This spell functions like summon monster I, except you can summon one creature from the 6th-level list, 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

see text Conjuration

6 6
3 3
6 6
1 1
2 2
3 3
4 4
5 5
6 6

Summon Monster VII

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, F/DF
  • duration1 round/level (D)

This spell functions like summon monster I, except that you can summon one creature from the 7th-level list, 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

see text Conjuration

Summon Monster VIII

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, F/DF
  • duration1 round/level (D)

This spell functions like summon monster I, except that you can summon one creature from the 8th-level list, 1d3 creatures of the same kind from the 7th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

see text Conjuration

Summon Monster IX [1/10]

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, F/DF
  • duration1 round/level (D)

This spell functions like summon monster I, except that you can summon one creature from the 9th-level list, 1d3 creatures of the same kind from the 8th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

Summon Monster
1st Level
Celestial dog
LG
Celestial owl
LG
Celestial giant fire beetle
NG
Celestial porpoise1
NG
Celestial badger
CG
Celestial monkey
CG
Fiendish dire rat
LE
Fiendish raven
LE
Fiendish

see text Conjuration

Summon Monster IX [2/10]

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, F/DF
  • duration1 round/level (D)

monstrous centipede, Medium
NE
Fiendish monstrous scorpion, Small
NE
Fiendish hawk
CE
Fiendish monstrous spider, Small
CE
Fiendish octopus1
CE
Fiendish snake, Small viper
CE
2nd Level
Celestial giant bee
LG
Celestial giant bombardier beetle
NG
Celestial riding dog
NG
Celestial eagle
CG
Lemure (devil)
LE
Fiendish squid1
LE
Fiendish wolf
LE

see text Conjuration

Summon Monster IX [3/10]

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, F/DF
  • duration1 round/level (D)

curcol='3'> Fiendish monstrous centipede, Large
NE
Fiendish monstrous scorpion, Medium
NE
Fiendish shark, Medium1
NE
Fiendish monstrous spider, Medium
CE
Fiendish snake, Medium viper
CE
3rd Level
Celestial black bear
LG
Celestial bison
NG
Celestial dire badger
CG
Celestial hippogriff
CG
Elemental, Small (any)
N
Fiendish ape
LE
Fiendish dire weasel
LE
Hell hound
LE

see text Conjuration

Summon Monster IX [4/10]

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, F/DF
  • duration1 round/level (D)

maxcol='3' curcol='3'> Fiendish snake, constrictor
LE
Fiendish boar
NE
Fiendish dire bat
NE
Fiendish monstrous centipede, Huge
NE
Fiendish crocodile
CE
Dretch (demon)
CE
Fiendish snake, Large viper
CE
Fiendish wolverine
CE
4th Level
Archon, lantern
LG
Celestial giant owl
LG
Celestial giant eagle
CG
Celestial lion
CG
Mephit (any)
N
Fiendish dire wolf

see text Conjuration

Summon Monster IX [5/10]

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, F/DF
  • duration1 round/level (D)

LE
Fiendish giant wasp
LE
Fiendish giant praying mantis
NE
Fiendish shark, Large1
NE
Yeth hound
NE
Fiendish monstrous spider, Large
CE
Fiendish snake, Huge viper
CE
Howler
CE
5th Level
Archon, hound
LG
Celestial brown bear
LG
Celestial giant stag beetle
NG
Celestial sea cat1
NG
Celestial griffon
CG
Elemental, Medium (any)

see text Conjuration

Summon Monster IX [6/10]

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, F/DF
  • duration1 round/level (D)

N
Achaierai
LE
Devil, bearded
LE
Fiendish deinonychus
LE
Fiendish dire ape
LE
Fiendish dire boar
NE
Fiendish shark, Huge
NE
Fiendish monstrous scorpion, Large
NE
Shadow mastiff
NE
Fiendish dire wolverine
CE
Fiendish giant crocodile
CE
Fiendish tiger
CE
6th Level
Celestial polar bear
LG
Celestial orca whale1
NG

see text Conjuration

Summon Monster IX [7/10]

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, F/DF
  • duration1 round/level (D)

curcol='3'> Bralani (eladrin)
CG
Celestial dire lion
CG
Elemental, Large (any)
N
Janni (genie)
N
Chaos beast
CN
Devil, chain
LE
Xill
LE
Fiendish monstrous centipede, Gargantuan
NE
Fiendish rhinoceros
NE
Fiendish elasmosaurus1
CE
Fiendish monstrous spider, Huge
CE
Fiendish snake, giant constrictor
CE
7th Level
Celestial elephant
LG
Avoral

see text Conjuration

7 7
8 8
9 9
9 9
9 9
9 9
9 9
9 9
9 9

Summon Monster IX [8/10]

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, F/DF
  • duration1 round/level (D)

(guardinal)
NG
Celestial baleen whale1
NG
Djinni (genie)
CG
Elemental, Huge (any)
N
Invisible stalker
N
Devil, bone
LE
Fiendish megaraptor
LE
Fiendish monstrous scorpion, Huge
NE
Babau (demon)
CE
Fiendish giant octopus1
CE
Fiendish girallon
CE
8th Level
Celestial dire bear
LG
Celestial cachalot whale1
NG

see text Conjuration

Summon Monster IX [9/10]

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, F/DF
  • duration1 round/level (D)

Celestial triceratops
NG
Lillend
CG
Elemental, greater (any)
N
Fiendish giant squid1
LE
Hellcat
LE
Fiendish monstrous centipede, Colossal
NE
Fiendish dire tiger
CE
Fiendish monstrous spider, Gargantuan
CE
Fiendish tyrannosaurus
CE
Vrock (demon)
CE
9th Level
Couatl
LG
Leonal (guardinal)
NG
Celestial roc
CG
Elemental, elder (any)

see text Conjuration

Summon Monster IX [10/10]

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, F/DF
  • duration1 round/level (D)

N
Devil, barbed
LE
Fiendish dire shark1
NE
Fiendish monstrous scorpion, Gargantuan
NE
Night hag
NE
Bebilith (demon)
CE
Fiendish monstrous spider, Colossal
CE
Hezrou (demon)
CE
1 May be summoned only into an aquatic or watery environment.

see text Conjuration

Summon Swarm

  • casting time1 round
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M/DF
  • durationConcentration + 2 rounds

You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.

see text Conjuration

Sunburst

  • casting time1 standard action
  • rangeLong (400 ft. + 40 ft./level)

  • componentsV, S, M/DF
  • durationInstantaneous

Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half.

An undead creature caught within the globe takes 1d6 points of damage per caster level (maximum 25d6), or half damage if a Reflex save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fail its save.

The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.

Sunburst dispels any darkness spells of lower than 9th level within its area.

see text Evocation

Symbol of Death

  • casting time10 minutes
  • range0 ft.

  • components see text
  • durationV, S, M

See text

see text Necromancy

Symbol of Fear

  • casting time10 minutes
  • range0 ft.

  • components see text
  • durationV, S, M

See text

see text Necromancy

Symbol of Insanity

  • casting time10 minutes
  • range0 ft.

  • components see text
  • durationV, S, M

See text

see text Enchantment

Symbol of Pain

  • casting time10 minutes
  • range0 ft.

  • components see text
  • durationV, S, M

See text

see text Necromancy

9 9
9 9
9 9
2 2
8 8
8 8
6 6
8 8
5 5

Symbol of Persuasion

  • casting time10 minutes
  • range0 ft.

  • components see text
  • durationV, S, M

See text

see text Enchantment

Symbol of Sleep

  • casting time10 minutes
  • range0 ft.

  • components see text
  • durationV, S, M

See text

see text Enchantment

Symbol of Stunning

  • casting time10 minutes
  • range0 ft.

  • components see text
  • durationV, S, M

See text

see text Enchantment

Symbol of Weakness

  • casting time10 minutes
  • range0 ft.

  • components see text
  • durationV, S, M

See text

see text Necromancy

Sympathy

  • casting time1 hour
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration2 hours/level (D)

You cause an object or location to emanate magical vibrations that attract either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The particular kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment must be named.

Creatures of the specified kind or alignment feel elated and pleased to be in the area or desire to touch or to possess the object. The compulsion to stay in the area or touch the object is overpowering. If the save is successful, the creature is released from the enchantment, but a subsequent save must be made 1d6x10 minutes later. If this save fails, the affected creature attempts to return to the area or object.

Sympathy counters and dispels antipathy.

see text Enchantment

Telekinesis

  • casting time1 standard action
  • rangeLong (400 ft. + 40 ft./level)

  • componentsV, S
  • durationConcentration (up to 1 round/level) or instantaneous

see text

see text Transmutation

Telekinetic Sphere [1/2]

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 min./level (D)

This spell functions like resilient sphere, with the addition that the creatures or objects inside the globe are nearly weightless. Anything contained within an telekinetic sphere weighs only one-sixteenth of its normal weight. You can telekinetically lift anything in the sphere that normally weighs 5,000 pounds or less. The telekinetic control extends from you out to medium range (100 feet + 10 feet per caster level) after the sphere has succeeded in encapsulating its contents.

You can move objects or creatures in the sphere that weigh a total of 5,000 pounds or less by concentrating on the sphere. You can begin moving a sphere in the round after casting the spell. If you concentrate on doing so (a standard action), you can move the sphere as much as 30 feet in a round. If you cease concentrating, the sphere does not move in that round (if on a level surface) or descends at its falling rate (if aloft) until it reaches a level surface, or the spell's duration expires, or you begin concentrating again. If you cease concentrating (voluntarily or due to failing a Concentration check), you can resume concentrating on your next turn or any later turn during the spell's

see text Evocation

Telekinetic Sphere [2/2]

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 min./level (D)

duration.

The sphere falls at a rate of only 60 feet per round, which is not fast enough to cause damage to the contents of the sphere.

You can move the sphere telekinetically even if you are in it.

see text Evocation

Telepathic Bond

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration10 min./level (D)

You forge a telepathic bond among yourself and a number of willing creatures, each of which must have an Intelligence score of 3 or higher. Each creature included in the link is linked to all the others. The creatures can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).

If desired, you may leave yourself out of the telepathic bond forged. This decision must be made at the time of casting.

Telepathic bond can be made permanent with a permanency spell, though it only bonds two creatures per casting of permanency.

see text Divination

6 6
5 5
7 7
7 7
8 8
5 5
8 8
8 8
5 5

Teleport [1/4]

  • casting time1 standard action
  • rangePersonal and touch

  • componentsV
  • durationInstantaneous

This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.

You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.

To see how well the teleportation

see text Conjuration

Teleport [2/4]

  • casting time1 standard action
  • rangePersonal and touch

  • componentsV
  • durationInstantaneous

works, roll d% and consult the Teleport table. Refer to the following information for definitions of the terms on the table.

Familiarity: 'Very familiar' is a place where you have been very often and where you feel at home. 'Studied carefully' is a place you know well, either because you can currently see it, you've been there often, or you have used other means (such as scrying) to study the place for at least one hour. 'Seen casually' is a place that you have seen more than once but with which you are not very familiar. 'Viewed once' is a place that you have seen once, possibly using magic.

'False destination' is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from.

On Target: You appear where you want to be.

Off Target: You appear safely a random distance away from the destination in a random

see text Conjuration

Teleport [3/4]

  • casting time1 standard action
  • rangePersonal and touch

  • componentsV
  • durationInstantaneous

direction. Distance off target is 1d10x1d10% of the distance that was to be traveled. The direction off target is determined randomly

Similar Area: You wind up in an area that's visually or thematically similar to the target area.

Generally, you appear in the closest similar place within range. If no such area exists within the spell's range, the spell simply fails instead.

Mishap: You and anyone else teleporting with you have gotten 'scrambled.' You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time 'Mishap' comes up, the characters take more damage and must reroll.

Familiarity
On Target
Off Target
Similar Area
Mishap
Very familiar
01-97
98-99
100
-
Studied carefully
01-94

see text Conjuration

Teleport [4/4]

  • casting time1 standard action
  • rangePersonal and touch

  • componentsV
  • durationInstantaneous

95-97
98-99
100
Seen casually
01-88
89-94
95-98
99-100
Viewed once
01-76
77-88
89-96
97-100
False destination (1d20+80)
-
-
81-92
93-100

see text Conjuration

Teleport Object

  • casting time1 standard action
  • rangeTouch

  • componentsV
  • durationInstantaneous

This spell functions like teleport, except that it teleports an object, not you. Creatures and magical forces cannot be teleported.

If desired, the target object can be sent to a distant location on the Ethereal Plane. In this case, the point from which the object was teleported remains faintly magical until the item is retrieved. A successful targeted dispel magic spell cast on that point brings the vanished item back from the Ethereal Plane.

see text Conjuration

Teleport, Greater

  • casting time1 standard action
  • rangePersonal and touch

  • componentsV
  • durationInstantaneous

This spell functions like teleport, except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible.

see text Conjuration

Teleportation Circle

  • casting time10 minutes
  • range0 ft.

  • componentsV, M
  • duration10 min./level (D)

You create a circle on the floor or other horizontal surface that teleports, as greater teleport, any creature who stands on it to a designated spot. Once you designate the destination for the circle, you can't change it. The spell fails if you attempt to set the circle to teleport creatures into a solid object, to a place with which you are not familiar and have no clear description, or to another plane.

The circle itself is subtle and nearly impossible to notice. If you intend to keep creatures from activating it accidentally, you need to mark the circle in some way.

teleportation circle can be made permanent with a permanency spell. A permanent teleportation circle that is disabled becomes inactive for 10 minutes, then can be triggered again as normal.

Note: Magic traps such as teleportation circle are hard to detect and disable. A rogue (only) can use the Search skill to find the circle and Disable Device to thwart it. The DC in each case is 25 + spell level, or 34 in the case of teleportation circle.

see text Conjuration

Temporal Stasis

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M
  • durationPermanent

You must succeed on a melee touch attack. You place the subject into a state of suspended animation. For the creature, time ceases to flow and its condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. This state persists until the magic is removed (such as by a successful dispel magic spell or a freedom spell).

see text Transmutation

Time Stop

  • casting time1 standard action
  • rangePersonal

  • componentsV
  • duration1d4+1 rounds (apparent time)

see text

see text Transmutation

5 5
5 5
5 5
5 5
7 7
7 7
9 9
8 8
9 9

Tiny Hut

  • casting time1 standard action
  • range20 ft.

  • componentsV, S, M
  • duration2 hours/level (D)

You create an unmoving, opaque sphere of force of any color you desire around yourself. Half the sphere projects above the ground, and the lower hemisphere passes through the ground. As many as nine other Medium creatures can fit into the field with you

see text Evocation

Tongues

  • casting time1 standard action
  • rangeTouch

  • componentsV, M/DF
  • duration10 min./level

This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don't speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.

Tongues can be made permanent with a permanency spell.

see text Divination

Touch of Fatigue

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M
  • duration1 round/level

You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target.

The subject is immediately fatigued for the spell's duration.

This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires.

see text Necromancy

Touch of Idiocy

  • casting time1 standard action
  • rangeTouch

  • componentsV, S
  • duration10 min./level

With a touch, you reduce the target's mental faculties. Your successful melee touch attack applies a 1d6 penalty to the target's Intelligence, Wisdom, and Charisma scores. This penalty can't reduce any of these scores below 1.

This spell's effect may make it impossible for the target to cast some or all of its spells, if the requisite ability score drops below the minimum required to cast spells of that level.

see text Enchantment

Transformation

  • casting time1 standard action
  • rangePersonal

  • componentsV, S, M
  • duration1 round/level

You become a virtual fighting machine- stronger, tougher, faster, and more skilled in combat. Your mind-set changes so that you relish combat and you can't cast spells, even from magic items.

You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).

You lose your spellcasting ability, including your ability to use spell activation or spell completion magic items, just as if the spells were no longer on your class list.

see text Transmutation

Transmute Mud to Rock

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, M/DF
  • durationPermanent

This spell transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral) permanently.

Any creature in the mud is allowed a Reflex save to escape before the area is hardened to stone.

Transmute mud to rock counters and dispels transmute rock to mud.

see text Transmutation

Transmute Rock to Mud

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, M/DF
  • durationPermanent

see text

see text Transmutation

Trap the Soul

  • casting time1 standard action or see text
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M, (F)
  • duration see text

Permanent

see text Conjuration

True Seeing

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M
  • duration1 min./level

You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of True seeing conferred is 120 feet.

True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use True seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.

see text Divination

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True Strike

  • casting time1 standard action
  • rangePersonal

  • componentsV, F
  • durationSee text

You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.

see text Divination

Undeath to Death

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, M/DF
  • durationInstantaneous

This spell functions like circle of death, except that it destroys undead creatures as noted above.

see text Necromancy

Unseen Servant

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 hour/level

An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained. Its speed is 15 feet.

The servant cannot attack in any way

see text Conjuration

Vampiric Touch

  • casting time1 standard action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous/1 hour

see text

see text Necromancy

Veil

  • casting time1 standard action
  • rangeLong (400 ft. + 40 ft./level)

  • componentsV, S
  • durationConcentration + 1 hour/level (D)

You instantly change the appearance of the subjects and then maintain that appearance for the spell's duration. You can make the subjects appear to be anything you wish. The subjects look, feel, and smell just like the creatures the spell makes them resemble. Affected creatures resume their normal appearances if slain. You must succeed on a Disguise check to duplicate the appearance of a specific individual. This spell gives you a +10 bonus on the check.

Unwilling targets can negate the spell's effect on them by making Will saves or with spell resistance. Those who interact with the subjects can attempt Will disbelief saves to see through the glamer, but spell resistance doesn't help.

see text Illusion

Ventriloquism

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, F
  • duration1 min./level (D)

You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).

see text Illusion

Vision

  • casting time1 standard action
  • rangePersonal

  • componentsV, S, M, XP
  • durationSee text

This spell functions like legend lore, except that it works more quickly but produces some strain on you. You pose a question about some person, place, or object, then cast the spell. If the person or object is at hand or if you are in the place in question, you receive a vision about it by succeeding on a caster level check (1d20 +1 per caster level

see text Divination

Wail of the Banshee

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV
  • durationInstantaneous

You emit a terrible scream that kills creatures that hear it (except for yourself ). Creatures closest to the point of origin are affected first.

see text Necromancy

Wall of Fire

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, M/DF
  • durationConcentration + 1 round/level

An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each round to all creatures in the area. In addition, the wall deals 2d6 points of fire damage +1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures.

If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that length goes out. (Do not divide cold damage by 4, as normal for objects.)

Wall of fire can be made permanent with a permanency spell. A permanent Wall of fire that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength.

see text Evocation

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Wall of Force

  • casting time1 standard action
  • rangeClose (25 ft. + 5 ft./2 levels)

  • componentsV, S, M
  • duration1 round /level (D)

A wall of force spell creates an invisible wall of force. The wall cannot move, it is immune to damage of all kinds, and it is unaffected by most spells, including dispel magic. However, disintegrate immediately destroys it, as does a rod of cancellation, a sphere of annihilation, or a mage's disjunction spell. Breath weapons and spells cannot pass through the wall in either direction, although dimension door, teleport, and similar effects can bypass the barrier. It blocks ethereal creatures as well as material ones (though ethereal creatures can usually get around the wall by floating under or over it through material floors and ceilings). Gaze attacks can operate through a wall of force.

The caster can form the wall into a flat, vertical plane whose area is up to one 10- foot square per level. The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature, the spell fails.

wall of force can be made permanent with a permanency spell.

see text Evocation

Wall of Ice [1/2]

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, M
  • duration1 min./level

This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected. A wall of ice cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. Any creature adjacent to the wall when it is created may attempt a Reflex save to disrupt the wall as it is being formed. A successful save indicates that the spell automatically fails. Fire can melt a wall of ice, and it deals full damage to the wall (instead of the normal half damage taken by objects). Suddenly melting a wall of ice creates a great cloud of steamy fog that lasts for 10 minutes.

Ice Plane: A sheet of strong, hard ice appears. The wall is 1 inch thick per caster level. It covers up to a 10-foot-square area per caster level (so a 10th-level wizard can create a wall of ice 100 feet long and 10 feet high, a wall 50 feet long and 20 feet high, or some other combination of length and height that does not exceed 1,000 square feet). The plane can be oriented in any fashion as long as it is anchored. A vertical wall need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite

see text Evocation

Wall of Ice [2/2]

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, M
  • duration1 min./level

sides.

Each 10-foot square of wall has 3 hit points per inch of thickness. Creatures can hit the wall automatically. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 + caster level.

Even when the ice has been broken through, a sheet of frigid air remains. Any creature stepping through it (including the one who broke through the wall) takes 1d6 points of cold damage +1 point per caster level (no save).

Hemisphere: The wall takes the form of a hemisphere whose maximum radius is 3 feet + 1 foot per caster level. The hemisphere is as hard to break through as the ice plane form, but it does not deal damage to those who go through a breach.

see text Evocation

Wall of Iron [1/2]

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, M
  • durationInstantaneous

You cause a flat, vertical iron wall to spring into being. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to fit the available space.

A wall of iron is 1 inch thick per four caster levels. You can double the wall's area by halving its thickness. Each 5- foot square of the wall has 30 hit points per inch of thickness and hardness 10. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 25 + 2 per inch of thickness.

If you desire, the wall can be created vertically resting on a flat surface but not attached to the surface, so that it can be tipped over to fall on and crush creatures beneath it. The wall is 50% likely to tip in either direction if left unpushed. Creatures can push the wall in one direction rather than letting it fall randomly. A creature must make a DC 40 Strength check to push the wall over. Creatures with room to flee the falling wall may do so

see text Conjuration

Wall of Iron [2/2]

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, M
  • durationInstantaneous

by making successful Reflex saves. Any Large or smaller creature that fails takes 10d6 points of damage. The wall cannot crush Huge and larger creatures.

Like any iron wall, this wall is subject to rust, perforation, and other natural phenomena.

see text Conjuration

Wall of Stone

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, M/DF
  • durationInstantaneous

This spell creates a wall of rock that merges into adjoining rock surfaces. A wall of stone is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. You can double the wall's area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object.

Unlike a wall of iron, you can create a wall of stone in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation

see text Conjuration

Water Breathing

  • casting time1 standard action
  • rangeTouch

  • componentsV, S, M/DF
  • duration2 hours/level

see text

see text Transmutation

Waves of Exhaustion

  • casting time1 standard action
  • range60 ft.

  • componentsV, S
  • durationInstantaneous

Waves of negative energy cause all living creatures in the spell's area to become exhausted. This spell has no effect on a creature that is already exhausted.

see text Necromancy

Waves of Fatigue

  • casting time1 standard action
  • range30 ft.

  • componentsV, S
  • durationInstantaneous

Waves of negative energy render all living creatures in the spell's area fatigued. This spell has no effect on a creature that is already fatigued.

see text Necromancy

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Web [1/2]

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, M
  • duration10 min./level (D)

web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web won't cause you to become entangled.

Anyone in the effect's area when the spell is cast must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can't move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by

see text Conjuration

Web [2/2]

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, M
  • duration10 min./level (D)

which the check result exceeds 10.

If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.

The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.

web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes.

see text Conjuration

Weird

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S
  • durationInstantaneous

This spell functions like phantasmal killer, except it can affect more than one creature. Only the affected creatures see the phantasmal creatures attacking them, though you see the attackers as shadowy shapes.

If a subject's Fortitude save succeeds, it still takes 3d6 points of damage and is stunned for 1 round. The subject also takes 1d4 points of temporary Strength damage.

see text Illusion

Whispering Wind

  • casting time1 standard action
  • range1 mile/level

  • componentsV, S
  • durationNo more than 1 hour/level or until discharged (destination is reached)

You send a message or sound on the wind to a designated spot. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates.

You can prepare the spell to bear a message of no more than twenty-five words, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air. You can likewise cause the whispering wind to move as slowly as 1 mile per hour or as quickly as 1 mile per 10 minutes.

When the spell reaches its objective, it swirls and remains in place until the message is delivered. As with magic mouth, whispering wind cannot speak verbal components, use command words, or activate magical effects.

see text Transmutation

Wind Wall

  • casting time1 standard action
  • rangeMedium (100 ft. + 10 ft./level)

  • componentsV, S, M/DF
  • duration1 round/level

An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).

While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points.

see text Evocation

Wish [1/3]

  • casting time1 standard action
  • rangeSee text

  • componentsV, XP
  • durationSee text

Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter reality to better suit you.

Even wish, however, has its limits.

A Wish can produce any one of the following effects.

  • Duplicate any wizard or sorcerer spell of 8th level or lower, provided the spell is not of a school prohibited to you.
  • Duplicate any other spell of 6th level or lower, provided the spell is not of a school prohibited to you.
  • Duplicate any wizard or sorcerer spell of 7th level or lower even if it's of a prohibited school.
  • Duplicate any other spell of 5th level or lower even if it's of a prohibited school.
  • Undo the harmful effects of many other spells, such as geas/quest or insanity.
  • Create a nonmagical item of up to 25,000 gp in value.
  • Create a magic item, or add to the powers of an existing magic item.
  • Grant a creature a +1 inherent bonus to an ability score. Two to five Wish spells cast in immediate succession can grant a creature a +2 to +5 inherent bonus to an ability score (two wishes for a +2 inherent bonus, three for a +3

see text Universal

Wish [2/3]

  • casting time1 standard action
  • rangeSee text

  • componentsV, XP
  • durationSee text

inherent bonus, and so on). Inherent bonuses are instantaneous, so they cannot be dispelled. Note: An inherent bonus may not exceed +5 for a single ability score, and inherent bonuses to a particular ability score do not stack, so only the best one applies.

  • Remove injuries and afflictions. A single Wish can aid one creature per caster level, and all subjects are cured of the same kind of affliction. For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same wish. A Wish can never restore the experience point loss from casting a spell or the level or Constitution loss from being raised from the dead.
  • Revive the dead. A Wish can bring a dead creature back to life by duplicating a resurrection spell. A Wish can revive a dead creature whose body has been destroyed, but the task takes two wishes, one to recreate the body and another to infuse the body with life again. A Wish cannot prevent a character who was brought back to life from losing an experience level.
  • Transport travelers. A Wish can lift one creature
  • see text Universal

    Wish [3/3]

    • casting time1 standard action
    • rangeSee text

    • componentsV, XP
    • durationSee text

    per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.

  • Undo misfortune. A Wish can undo a single recent event. The Wish forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish could undo an opponent's successful save, a foe's successful critical hit (either the attack roll or the critical roll), a friend's failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.
  • You may try to use a Wish to produce greater effects than these, but doing so is dangerous. (The Wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.)

    Duplicated spells allow saves and spell resistance as normal (but save DCs are for 9th-level spells).

    see text Universal

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    description

    see text

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    see text

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    The caster creates an area of total darkness. The darkness is impenetrable to normal vision and darkvision, but the caster can see normally within the blacklit area. Creatures outside the spell's area, even the caster, cannot see through it.

    The spell can be cast on a point in space, but the effect is stationary cast on a mobile object. A character can cast the spell on a creature, and the effect then radiates from the creature and moves as it moves. Unattended objects and points in space do not get saving throws or benefit from spell resistance.

    Blacklight counters or dispels any light spell of equal or lower level. The 3rd-level cleric spell daylight counters or dispels blacklight.

    see text

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    This spell increases the hardness of materials. For every two caster levels, increase by 1 the hardness of the material targeted by the spell. This hardness increase improves only the material's resistance to damage. Nothing else is modified by the improvement.

    The hardening spell does not in any way affect resistance to other forms of transformation.

    This spell affects up to 10 cubic feet per level of the spellcaster.

    If cast upon a metal or mineral, the volume is reduced to 1 cubic foot per level.

    see text

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    The subject cannot keep him or herself from behaving as though completely mad. This spell makes it impossible for the victim to do anything other than race about caterwauling.

    The effect worsens the Armor Class of the creature by 4, makes Reflex saving throws impossible except on a roll of 20, and makes it impossible to use a shield.

    see text

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    Undeath to death snuffs out the animating forces of undead creatures, killing them instantly. The spell slays 1d4 HD worth of undead creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first

    see text

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    When this spell is cast, worms or maggots slither and crawl their way inexorably toward the corpse touched. Over the course of the next week, they consume the flesh of the corpse, and when the last bit of the corpse is devoured, the creature is returned to a semblance of life as a worm that walks.

    see text

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    When this spell is cast, enemies within range are dealt 10d6 points of cold damage. However, up to twenty of those victims that perish as a result of this blast are then instantly animated as Medium skeletons. These skeletons serve the character indefinitely. The character cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow the character to exceed the normal limit for controlled undead work just as well with undead created with animus blast.

    see text

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    When this spell is cast, enemies within range are dealt 30d6 points of cold damage. However, up to five victims that perish as a result of this blast are then instantly animated as wights. These five wights serve the character indefinitely. The character cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow the character to exceed the normal limit for controlled undead work just as well with undead created with animus blizzard.

    see text

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    Contingent resurrection returns the subject to life if he or she is slain. Once cast, the spell remains quiescent and does not activate until the trigger conditions have been met (but each day it remains untriggered, it uses up an epic spell slot, even if the character cast it on another creature). Once triggered, the spell is expended. If the subject is killed (the trigger), he or she is restored to life and complete health 1 minute later, so long as even a tiny bit of dust remains for Contingent resurrection to act upon. A shaft of light shines down from the heavens, illuminating the subject and everything within 20 feet. The creature is restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject loses one level (or 1 point of Constitution if the subject was 1st level). Contingent resurrection does not work on a creature that has died of old age.

    see text


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    The character creates a construct known as a living vault to protect and hide his or her treasures. Upon completion, the vault initially measures only 5 feet on a side, but it gradually increases to its proper size over the following 4d4 days. The vault is attuned to the character, allowing him or her alone entrance and egress in a manner similar to a dimension door spell. When the character desires the vault to hide itself, he or she gives it a simple command. To summon the vault, the character may cast a sending spell or arrange some other manner to contact it.

    see text

    [1/3]

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    After casting crown of vermin, one thousand venomous, biting and stinging spiders, scorpions, beetles, and centipedes erupt from the very air around the character. This swarm forms a living aura around the character to a radius of 10 feet. The character is immune to his or her own crown of vermin. The swarm goes where the character goes at his or her speed, even if the character takes to the air or water (though water drowns the vermin after 1 full round of immersion, unless the spell is cast underwater, in which case aquatic or marine vermin answer the call and cannot leave the water). Each vermin in the crown of vermin bites a creature who enters the area occupied by the effect (or the character forces the effect into an area occupied by another creature) for 1 point of damage, and then dies. Each victim takes enough points of damage to kill it, destroying that number of vermin in the process. Victims get a Reflex saving throw each round to avoid the full press, and if successful, take only 10d10 bites (and 10d10 points of damage). A total of 1,000 points of damage can be dealt to those who fall prey to the crown of vermin. The vermin have damage reduction 1/epic, so the

    see text

    [2/3]

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    vermin's natural weapons are treated as epic for the purpose of overcoming damage reduction. If there aren't enough vermin to kill all the creatures in the spell's effect, the creature with the fewest hit points is affected first, then the creature with the second fewest hit points, and so on. After all creatures that can be killed have been killed, any remaining damage is distributed among the survivors equally.

    The character has utter control over the vermin in his or her aura, and can force them into areas that would normally deter common vermin. The character can completely suppress his or her vermin aura as a free action so that no vermin are visible at all. The time that vermin are suppressed does not count toward the spell's duration. Alternatively, the character can roughly shape and move the vermin in any fashion he or she desires within the limits of the 10-foot-radius spread as a move-equivalent action. The vermin cannot be wrested from the character's control through any means. The vermin make all saving throws to avoid damaging effects using the character's base saving throw bonuses. They gain the character's spell resistance, if any, and they get saving throws against spells that would

    see text

    [3/3]

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    otherwise automatically slay vermin. A character can see through his or her crown of vermin without difficulty, but gains one-half concealment against enemy attacks launched both outside and within the character's crown of vermin.

    see text

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    The character sends his or her foe to hell. If the character succeeds at a melee touch attack, the target must succeed at a Will saving throw (DC = the standard epic spell DC + 15). If he or she fails this saving throw, he or she is sent straight to a layer of a lawful evil plane (or a chaotic evil plane, at the character's option) swarming with fiends. The subject will not willingly leave the plane for 20 hours, believing that his or her predicament is a just reward for an ill-spent life. Even after the compulsion fades, he or she must devise his or her own escape from the plane. Unless the GM devises a specific location and scenario in the Nine Hells, the subject encounters a group of 1d4 pit fiends (or balors, if in a chaotic evil plane) every hour he or she spends in hell.

    see text

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    The character instantly slays a single target and at the same moment animate the body so that it appears that nothing has happened to the creature. The target's companions (if any) do not immediately realize what has transpired. The target receives a Fortitude saving throw to survive the attack. If the save fails, the target remains in its exact position with no apparent ill effects. In reality, it is now a ghoul under the character's control. The target's companions notice nothing unusual about the state of the target until they interact with it, at which time each companion receives a Will saving throw to notice discrepancies. The ghoul serves the character indefinitely. The character cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow the character to exceed the normal limit for controlled undead work just as well with undead created with demise unseen.

    see text

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    The creature or object targeted emanates bitter cold to a radius of 1,000 feet for 20 hours. The emanated cold deals 2d6 points of damage per round against unprotected creatures (the target is susceptible if not magically protected or otherwise resistant to the energy). The intense cold freezes water out of the air, causing constant snowfall and wind. The snow and wind produce a blizzard effect within the area.

    see text

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    This spell summons an adult red dragon. It appears where the character designates and acts immediately. It attacks the character's opponents to the best of its abilities (on the first round, it prefers to breathe fire on an enemy, if possible). The character can direct the dragon not to attack, to attack particular enemies, or to perform other actions. This is a ritual spell requiring two other spellcasters, each of which must contribute an unused 8th-level spell slot to the casting.

    see text

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    This spell summons ten adult red dragons. They appear where the character designates and act immediately. They attack the character's opponents to the best of their abilities (on the first round, they all prefer to simultaneously breathe fire on an enemy, if possible). The character can direct the dragons not to attack, to attack particular enemies, or to perform other actions.

    see text


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    The character and any creatures he or she touches are drawn into the region of dreams. The character can take more than one creature along (subject to the character's weight limit), but all must be touching each other. The character physically enters the land of dreams, leaving nothing behind. For every minute the character moves through the dream landscape, he or she can 'wake' to find him or her self five miles displaced in the waking world. The character does not know precisely where he or she will come out in the waking world, nor the conditions of the waking world through which the character travels. The character knows approximately where he or she will end up based on time spent traveling in dream. Dreamscape can also be used to travel to other planes that contain creatures that dream, but doing this requires crossing into the dreams of outsiders, where the character is subject to the dangers of alien dream realities. This is a potentially perilous proposition. Transferring to another plane of existence requires 1d4 hours of uninterrupted journey. Any creatures touched by the character when Dreamscape is cast also make the transition to the borders of unconscious thought. They may

    see text

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    opt to follow the character, wander off into the dreams of others, or stumble back into the waking world (50% chance for either of the latter results if they are lost or abandoned by the character). Creatures unwilling to accompany the character into the region of dreams receive a Will save, negating the effect if successful.

    see text

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    With this spell, the character can create a limited eclipse, as though a heavenly body moves between the sun and the earth. The landscape within a five-mile radius of the character's location experiences the dimming of the sun as a disk the character creates passes in front of it, culminating in a complete blackout and accompanying coronal ring. The eclipse follows the character across the landscape for up to 8 hours, or until the sun goes down, or until the character dismisses the eclipse. The character does not need to concentrate on the eclipse while it lasts.

    see text

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    Upon casting eidolon, the character creates a duplicate version of him or her self as the character was when he or she was a 21st-level character, and the character gains one negative level while the duplicate persists. For each additional negative level the character bestow upon him or her self at the time of casting, the eidolon has one additional character level. No matter how many negative levels the character bestows on him or her self, the eidolon can never have more character levels than the character has (taking the negative levels into account). Treat the duplicate as the character with a number of negative levels conferred that would lower him or her to the character level of the eidolon. The eidolon is considered fresh and rested when created. It may cast any spell the character has access to, including an epic spell. Use the eidolon's Spellcraft modifier as the basis for the number of epic spells it can cast in a day, and its effective character level as a basis for its skills, feats, and other abilities. The eidolon is effectively lower level than the character and probably can't cast all the spells he or she knows. A powerful enough eidolon might conceivably cast the eidolon

    see text

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    spell itself. The eidolon appears in whatever mundane clothing the character desires when initially conjured, but it has no other possessions. It shares part of the character's soul, so it is the character for all intents and purposes. The character and his or her eidolon communicate with each other normally. Usually, the eidolon does not begrudge its brief existence, because it is still part of the character. If the eidolon is killed prior to the expiration of the spell's duration, the character immediately regains the lost levels. Normally, the eidolon does not last long enough to threaten the character with permanent level drain.

    see text

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    The character makes a permanent thrall of any living creature. The character establishes a telepathic link with the subject's mind. If the creature has a language, the character can generally force the subject to perform as he or she desires, within the limits of its abilities. If the creature has no language, the character can communicate only basic commands. The character knows what the subject is experiencing, but does not receive direct sensory input from it. A subject forced to take an action against its nature receives a saving throw with a penalty of -10 to resist taking that particular action, but if it succeeds, it still remains the character's thrall despite its minor mutiny. Once a subject makes a successful saving throw to resist a specific order, it makes all future saving throws to resist taking that specific action without a penalty. Protection from evil or a similar spell can prevent the character from exercising control or using the telepathic link while the subject is so protected, but it does not prevent the establishment of enslave or dispel it.

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    To use epic counterspell, select an opponent as the target. The character does this by readying an action, electing to wait to complete his or her action until the opponent tries to cast a spell (the character may still move his or her speed, because readying a counterspell is a standard action). If the target tries to cast a spell, make a dispel check: Roll d20+40 against a DC of 11 + the foe's caster level. If the check is successful, the character's spell negates the foe's spell.

    see text

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    An invisible but tangible field of force surrounds the subject of epic mage armor, providing a +20 armor bonus to Armor Class. Unlike mundane armor, epic mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Because epic mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

    see text

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    The character can create a permanent ward against a specific creature type. Any creature of the specified type cannot attack or touch the warded creature or object. The protection ends if the warded creature makes an attack against or intentionally moves to within 5 feet of a specified creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

    see text


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    The character can create a permanent ward against all spells of 1st through 9th level that target the subject. These spells are reflected back on the caster. Spells that affect an area are not affected by this spell.

    see text

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    The subject becomes permanently immune to the following specific spells, effects, and spell-like abilities: entangle, hold, imprisonment, paralysis, petrification, sleep, slow, stunning, temporal stasis, and web. This is a ritual spell requiring ten other spellcasters, each of whom must contribute an unused 9th-level spell slot to the casting.

    see text

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    The character grants the subject touched spell resistance 35 until the duration expires. The spell resistance granted does not stack, but overlaps with, any previous spell resistance. This is a ritual spell, requiring two other spellcasters, each of whom must contribute an unused 6th-level spell slot to the casting.

    see text

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    The character deals 35d6 points of damage to a single target within range and line of sight. If the target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated. Only a trace of fine dust remains. XP Cost: 2,000 XP.

    see text

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    A hellball deals 10d6 points of acid damage, 10d6 points of fire damage, 10d6 points of electricity damage, and 10d6 points of sonic damage to all creatures within the area. Unattended objects also take this damage. The character takes 10d6 points of damage upon casting (in addition to burning 200 XP). The character points his or her finger and determine the range (distance and height) at which the hellball is to detonate. A sun-bright, fist-sized globe of energy streaks forth and, unless it impacts a material body or solid barrier prior to attaining the indicated range, expands into its full area.

    see text

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    Once a character has cast this spell, he or she can absorb, store, and redirect the energy contained in any physical (melee or ranged) attack. The character absorbs 20 points of each separate slashing, bludgeoning, and piercing attack made against him or her, saving it for later. A character can absorb up to 150 points of damage in this fashion

    see text

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    The character deals 20d6 points of damage to any creature grappling him or her. The damage dealt is of no particular type or energy-it is a purely destructive impulse. If grappled by a magical force the force is automatically destroyed.

    see text

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    The character develops a spell that he or she can cast

    see text

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    The character is possessed by a dream larva. For 20 rounds, the dream larva's body physically replaces the character's, though the dream larva has the character's equipment. The dream larva is free to call on all its own powers and abilities, or use the character's equipment. The character's consciousness and physical form are suppressed for the duration of the possession. The character has no way to dismiss the spell, communicate, or otherwise maintain awareness once possession has commenced. The dream larva, temporarily freed from its imprisonment in some distant nightmare, will attempt to slay and incapacitate any creature it can see or find, whether it is a friend or foe of the caster. Casting lord of nightmares entails some risk for the caster, since it's unknown what a dream larva might do over the course of 20 rounds. The larva will dispatch all enemies it can find before turning to its own concerns. Sometimes a dream larva will attempt to place itself in a dangerous or precarious situation prior to the end of the spell, leaving the caster to extricate him or herself. If the dream larva is slain during the duration of the spell, the character's consciousness is instantly restored to

    see text


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    aware-ness within his or her own body. The character's condition remains what it was when he or she completed casting lord of nightmares, regardless of what damage the dream larva received. However, magic item charges used, potions consumed, and other physical resources used up by the dream larva are permanent.

    see text

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    This epic spell turns all Medium or smaller creatures in the area into frogs. The transformed creatures retain their mental faculties, including personality, Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in Consitution score), alignment, base attack bonus, base save bonuses, extraordinary abilities, spells, and spell-like abilities, but not supernatural abilities. They assume the physical characteristics of frogs, including natural size and Strength, Dexterity, and Constitution scores. (Use the statistics for the toad.) All the creatures' equipment drops to the ground upon transformation.

    see text

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    As a free action that counts as a quickened spell, the character wills the target dead without a word or gesture. The character's thought snuffs out the life force of a living creature of 160 or fewer HD, killing it instantly. The subject is entitled to a Fortitude saving throw (DC 30 + relevant ability modifier) to have a chance of surviving the attack. If the save is successful, the target instead takes 3d6+20 points of damage.

    see text

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    When the character sprinkles the dust of ground mummies in conjunction with casting mummy dust, two Large 18-HD mummies (see below) spring up from the dust in an area adjacent to the character. The mummies follow the character's every command according to their abilities, until they are destroyed or the character loses control of them by attempting to control more Hit Dice of undead than he or she has caster levels.

    Mummy, Advanced: CR 8

    Large undead

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    Nailed to the sky actually places the target so far from the surface of the world and at such a speed that it keeps missing the surface as it falls back, so it enters an eternal orbit. Unless the target can magically fly or has some other form of non-physical propulsion available, the target is stuck until someone else rescues it. Even if the target can fly, the surface is 2 to 4 hours away, assuming a fly spell, which allows a maximum speed of 720 feet per round while descending. The target may not survive that long. Depending on the world where Nailed to the sky is cast, conditions so far from its surface may be deadly. Deleterious effects include scorching heat, cold, and vacuum. Targets subject to these conditions take 2d6 points of damage each from heat or cold and 1d4 points of damage from the vacuum each round. The target immediately begins to suffocate.

    Large undead

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    This spell creates a new creature: an achaierai. When first created, the achaierai is Medium, but it grows to Large size in 1d4 days. A created achaierai does not possess the treasure, culture, or specific knowledge of a normal achaierai. If released to be among its own kind, it quickly picks up achaierai traits and alignment.

    Large undead

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    Ranged attacks targeted against the character rebound on the original attacker. Any time during the duration, five attacks are automatically reflected back on the original attacker

    Large undead

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    When pestilence is successfully cast, a wave of illness radites outward from the site of the ritual, instantly infecting every living thing in the area with the debilitating disease known as slimy doom. Within 24 hours, everything in the area begins to show signs of rot and decay.

    Each day that a victim fails a Fortitude save, it takes 1d4 points of temporary Constitution damage. If the victim then fails a second save, 1 point of that damage is permanent drain. If the victim succeeds at the first saving throw of the day on consecutive days, he or she has recovered from the disease. This magical form of the disease is not contagious and will not spread beyond those initially infected. Fruits and vegetables infected with slimy doom are unfit for consumption, as are disease-ridden livestock. This is a ritual spell requiring two other spellcasters, each of whom must expend an unused epic spell slot for the casting. The primary caster must also burn 10,000 XP.

    Large undead

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    This spell summons a swirling thunderstorm that rains fire rather than raindrops down on the character and everything within a two-mile radius of him or her. Everything caught unprotected or unsheltered in the flaming deluge takes 1 point of fire damage each round. A successful Reflex save results in no damage, but the save must be repeated each round. Unless the ground is exceedingly damp, all vegetation is eventually blackened and destroyed, leaving behind a barren wasteland similar to the aftermath of a grass or forest fire. The fiery storm is stationary and persists even if the caster leaves.

    Large undead


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    The character can literally raise a new island from out of the sea, bringing to the surface a sandy or rocky but otherwise barren protrusion that is solid, stable, and permanently established. The island is roughly circular and about 200 feet in diameter. Raise island only works if the ocean is less than 1,000 feet deep where the spell is cast.

    Large undead

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    The character deals 20d6 points of damage to a single target within range and line of sight. If the target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated. Only a trace of fine dust remains.

    Large undead

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    Safe time can move the character (or the target) out of harm's way by shunting him or her into a static time stream. Once cast, the spell remains quiescent and does not activate until the trigger conditions have been met. Each day it remains untriggered, it uses up an epic spell slot, even if you cast it on another creature. Once triggered, the spell is expended normally. When the character would otherwise be subject to any instantaneous effect that would deal him or her 50 or more points of damage, he or she is instead transported to a static time stream where time ceases to flow. The character's condition becomes fixed-no force or effect can harm him or her until 1 round of real time has passed. Thus, the character avoids the damage he or she would otherwise receive, but the character also misses out on one round of activity. To the character, no time passes at all, but to onlookers who are part of real time, the character stands frozen and fixed in space for 1 full round.

    Large undead

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    When a character casts this spell, he or she is temporarily able to take control of another sentient creature with whom the character is familiar (by meeting, observing, or successfully scrying the subject). The target receives a Will save, and if successful, prevents the character from making the telepathic connection. The target is aware of the attempted takeover as a strange, momentary tingling. If the Will save fails, the character is able to control the subject's body as if it were his or her own, hearing, seeing, feeling, smelling, and tasting everything the target senses. Once the character dismisses the spell or its duration ends, the target resumes control of its body, fully aware of all events that occurred, having been a helpless witness trapped inside its own body. The target knows the name and general nature of its possessor if it succeeds at an additional Will saving throw. A character cannot control undead or incorporeal creatures with soul dominion.

    Large undead

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    When a character casts this spell, he or she is temporarily able to tap the consciousness of another sentient creature with whom the character is familiar (by meeting, observing, or successfully scrying the subject), experiencing everything he or she does with all five senses. The target receives a Will save, and if successful, prevents the character from making the telepathic connection. Whether the saving throw is successful or not, the target is unaware of the attempted intrusion. Once the subject is tapped, the character is able to hear, see, feel, smell, and taste everything the subject senses. The character cannot control the subject, however. The character can only see what the subject chooses to look at, and the character tastes something only if the subject eats or drinks it during the spell's duration. During this time, the character's own body remains in a trance-like state. If the subject takes damage, the character senses the injuries, although his or her own body does not actually suffer any ill effects. If the subject is knocked unconscious or killed, the spell immediately ends.

    Large undead

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    On a failed save, the subject must spend a standard action each round abandoning his or her highest-level spell (or losing his or her highest-level unused spell slot). Each round, the subject eliminates another spell or spell slot, moving to lower-level spells once all the higher-level spells are gone. In the case of prepared spells, the subject decides which spells to abandon at each level. If the subject has more than one standard action allowed in the round, he or she may spend those actions as he or she desires. The subject doesn't realize the spells or spell slots are gone until he or she tries to cast a spell and finds it unavailable. Abandoning a spell slot or losing a spell is standard action, but it does not draw an attack of opportunity. It is a purely mental exercise not obvious to observers.

    Large undead

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    The character can summon a behemoth to attack his or her enemies. It appears where the character designates and acts immediately, on the character's turn. It attacks the character's opponents to the best of its ability. If the character can communicate with the creature, he or she can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.

    Large undead

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    As greater dispel magic, except that the maximum bonus on the dispel check is +40, and the character takes 10d6 points of backlash damage.

    Large undead

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    The character snatches him or her self from 1 round in the future, depositing this future self in an adjacent space as a free action that counts as a quickened spell. The character's future self is technically only a possible future self (the time stream is a maelstrom of multiple probabilities), but snatching that future self from 1 round in the future collapses probability, and the possible future becomes the definite future. The character and his or her future self are both free to act normally this round (the character has already used up the limit of one quickened spell per round, but his or her duplicate hasn't). The future self has all the resources the character has at the moment he or she finishes casting time duplicate. Because the future self was previously only a possibility, his or her resources are not depleted as a result of whatever might occur this round (even if the character dies this round). Likewise, he or she doesn't have any special knowledge of what might occur during this round. Because the future self is still part of the time stream, the round it spends with the character is a round it misses in its own future. Because the chracter's future duplicate is also the

    Large undead


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    character, the character misses the next round as well. He or she simply isn't there. Tampering with the time stream is a tricky business. Here is a round-by-round summary.

    Round One: The character casts time duplicate, the future self from round two arrives, and both act normally.

    Round Two: The future self-the character-gets snatched back in time to help the past self. During this round, there are no versions of the character present.

    Round Three: The character rejoins the time stream. The character arrives in the same location and condition that the future self ended with at the end of the first round. Any resources (spells, damage, staff charges) the future self used up in round one are gone for real. Record them now. Using this spell to snatch a single future self stretches time and probability to its limit

    Large undead

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    The target of this spell is subject to 305d6 points of damage (or half of that if a Fortitude save succeeds). If the target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. The caster is likewise dealt 200d6 points of damage

    Large undead

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    This spell creates a tsunami of grass, shrubs, and trees that overgrows the area like a tidal wave. The plant growth creeps and curls across every-thing in the area, ensnaring it and coiling around it as if it had been growing there for a century or more. Creatures in the area must make a Reflex saving throw to avoid the fast-moving growth, which otherwise deals 10d6 points of damage from the crushing press. Buildings are engulfed and they likewise take 10d6 points of damage. Those destroyed by the damage have their foundations uprooted and walls crumbled. The plant growth remains for 24 hours, after which it vanishes.

    Large undead

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    This spell creates a tsunami of grass, shrubs, and trees that overgrows the area like a tidal wave. The plant growth creeps and curls across every-thing in the area, ensnaring it and coiling around it as if it had been growing there for a century or more. Creatures in the area must make a Reflex saving throw to avoid the fast-moving growth, which otherwise deals 40d6 points of damage from the crushing press. Buildings are engulfed and they likewise take 40d6 points of damage. Those destroyed by the damage have their foundations uprooted and walls crumbled. The plant growth is permanent. This is a ritual spell requiring fourteen other spellcasters, each of whom must contribute an unused 6th-level spell slot to the casting.

    Large undead

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    Afflicts the target with a -2 morale penalty on attack rolls, checks, and saving throws. For each additional -1 penalty assessed on either the target's attack rolls, checks, or saving throws, increase the Spellcraft DC by +2. A character may also develop a spell with this seed that afflicts the target with a -1 penalty on caster level checks, a -1 penalty to an ability score, a -1 penalty to spell resistance, or a -1 penalty to some other aspect of the target. For each additional -1 penalty assessed in one of the above categories, increase the Spell-craft DC by +4. This seed can afflict a character's ability scores to the point where they reach 0, except for Constitution where 1 is the minimum. If a factor is applied to increase the duration of this seed, ability score penalties instead become temporary ability damage. If a factor is applied to make the duration permanent, any ability score penalties become permanent ability drain. Finally, by increasing the Spellcraft DC by +2, one of the target's senses can be afflicted: sight, smell, hearing, taste, touch, or a special sense the target possesses. If the target fails its saving throw, the sense selected doesn't function for the spell's duration, with

    Large undead

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    all attendant penalties that apply for losing the specified sense.

    Large undead

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    This seed can imbue inanimate objects with mobility and a semblance of life (not actual life). The animated object attacks whomever or whatever the caster initially designates. The animated object can be of any nonmagical material. The caster can also animate part of a larger mass of raw matter, such as a volume of water in the ocean, part of a stony wall, or the earth itself, as long as the volume of material does not exceed 20 cubic feet. For each additional 10 cubic feet of matter animated, increase the Spellcraft DC by +1, up to 1,000 cubic feet. For each additional 100 cubic feet of matter animated after the first 1,000 cubic feet, increase the spellcraft DC by +1. For each additional Hit Die granted to an animated object of a given size, increase the Spellcraft DC by +2. To animate attended objects (objects carried or worn by another creature), increase the Spellcraft DC by +10.

    Large undead

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    The caster can turn the bones or bodies of dead creatures into undead that follow his or her spoken commands. The undead can follow the caster, or they can remain in an area and attack any creature (or a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed undead can't be animated again.) Intelligent undead can follow more sophisticated commands. The animate dead seed allows a character to create 20 HD of undead. For each additional 1 HD of undead created, increase the Spellcraft DC by +1. The undead created remain under the caster's control indefinitely. A caster can naturally control 1 HD per caster level of undead creatures he or she has personally created, regardless of the method used. If the caster exceeds this number, newly created creatures fall under his or her control, and excess undead from previous castings become uncontrolled (the caster chooses which creatures are released). If the caster is a cleric, any undead he or she commands through his or her ability to command or rebuke undead do not count toward the limit. For each additional 2 HD of undead to be controlled, increase the Spellcraft DC by +1. Only undead in excess of

    Large undead

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    20 HD created with this seed can be controlled using this DC adjustment. To both create and control more than 20 HD of undead, increase the Spellcraft DC by +3 per additional 2 HD of undead.

    Type of Undead: All types of undead can be created with the animate dead seed, although creating more powerful undead increases the Spellcraft DC of the epic spell, according to the table below. The GM must set the Spellcraft DC for undead not included on the table, using similar undead as a basis for comparison.

    Undead
    Spellcraft DC Modifier
    Undead
    Spellcraft DC Modifier
    Skeleton
    -12
    Wraith
    -2
    Zombie
    -12
    Mummy
    +0
    Ghoul
    -10
    Spectre
    +2
    Shadow
    -8
    Morhg

    Large undead


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    +4
    Ghast
    -6
    Vampire
    +6
    Wight
    -4
    Ghost
    +8

    Large undead

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    This seed grants a creature additional armor, providing a +4 bonus to Armor Class. The bonus is either an armor bonus or a natural armor bonus, whichever the caster selects. Unlike mundane armor, the Armor seed provides an intangible protection that entails no armor check penalty, arcane spell failure chance, or speed reduction. Incorporeal creatures can't bypass the Armor seed the way they can ignore normal armor. For each additional point of Armor Class bonus, increase the Spellcraft DC by +2. The caster can also grant a creature a +1 bonus to Armor Class using a different bonus type, such as deflection, divine, or insight. For each additional point of bonus to Armor Class of one of these types, increase the Spellcraft DC by +10.

    Large undead

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    This seed forces extraplanar creatures out of the caster's home plane. The caster can banish up to 14 HD of extraplanar creatures. For each additional 2 HD of extraplanar creatures banished, increase the Spellcraft DC by +1. To specify a type or sub-type of creature other than outsider to be banished, increase the Spellcraft DC by +20.

    Large undead

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    This seed compels a target to follow a course of activity. At the basic level of effect, a spell using the compel seed must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do an obviously harmful act automatically negates the effect (unless the Spellcraft DC has been increased to avoid this limitation

    Large undead

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    This seed can conceal a creature or object touched from sight, even from darkvision. If the subject is a creature carrying gear, the gear vanishes too, rendering the creature invisible. A spell using the conceal seed ends if the subject attacks any creature. Actions directed at unattended objects do not break the spell, and causing harm indirectly is not an attack. To create invisibility that lasts regardless of the actions of the subject, increase the Spellcraft DC by +4. Alternatively, this seed can conceal the exact location of the subject so that it appears to be about 2 feet away from its true location

    Large undead

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    This seed creates a nonmagical, unattended object of nonliving matter of up to 20 cubic feet in volume. The caster must succeed at an appropriate skill check to make a complex item. The seed can create matter ranging in hardness and rarity from vegetable matter all the way up to mithral and even adamantine. Simple objects have a natural duration of 24 hours. For each additional cubic foot of matter created, increase the Spellcraft DC by +2. Attempting to use any created object as a material component or a resource during epic spell development causes the spell to fail and the object to disappear.

    The Conjure seed can be used in conjunction with the life and fortify seeds for an epic spell that creates an entirely new creature, if made permanent. To give a creature spell-like abilities, apply other epic seeds to the epic spell that replicate the desired ability. To give the creature a supernatural or extraordinary ability rather than a spell-like ability, double the cost of the relevant seed. Remember that two doublings equals a tripling, and so forth. To give a creature Hit Dice, use the fortify seed. Each 5 hit points granted to the creature gives it an

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    additional 1 HD. Once successfully created, the new creature will breed true.

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    This seed forges a telepathic bond with a particular creature with which the caster is familiar (or one that the caster can currently see directly or through magical means) and can converse back and forth. The subject recognizes the caster if it knows him or her. It can answer in like manner immediately, though it does not have to. The caster can forge a communal bond among more than two creatures. For each additional creature contacted, increase the Spellcraft DC by +1. The bond can be established only among willing subjects, which therefore receive no saving throw or spell resistance. For telepathic communication through the bond regardless of language, increase the Spellcraft DC by +4. No special influence is established as a result of the bond, only the power to communicate at a distance.

    At the base Spellcraft DC of 20, a caster can also use the contact seed to imbue an object (or creature) with a message he or she prepares that appears as written text for the spell's duration or is spoken aloud in a language the caster knows. The spoken message can be of any length, but the length of written text is limited to what can be contained (as text of a readable size) on the surface of

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    the target. The message is delivered when specific conditions are fulfilled according to the caster's desire when the spell is cast.

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    A spell developed with the delude seed creates the visual illusion of an object, creature, or force, as visualized by the caster. The caster can move the image within the limits of the size of the effect by concentrating (the image is otherwise stationary). The image disappears when struck by an opponent unless the caster causes the illusion to react appropriately. For an illusion that includes audible, olfactory, tactile, taste, and thermal aspects, increase the Spellcraft DC by +2 per extra aspect. Even realistic tactile and thermal illusions can't deal damage, however. For each additional image to be created, increase the Spellcraft DC by +1. For an illusion that follows a script determined by the caster, increase the Spellcraft DC by +9. The figment follows the script without the caster having to concentrate on it. The illusion can include intelligible speech if desired. For an illusion that makes any area appear to be something other than it is, increase the Spellcraft DC by +4. Additional components, such as sounds, can be added as noted above. Concealing creatures requires additional spell development using this or other seeds.

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    This seed deals 20d6 points of damage to the target. The damage is of no particular type or energy. For each additional 1d6 points of damage dealt, increase the Spellcraft DC by +2. If the target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. Up to a 10-foot cube of nonliving matter is affected, so a spell using the Destroy seed destroys only part of any very large object or structure targeted. The Destroy seed affects even magical matter, energy fields, and force effects that are normally only affected by the disintegrate spell. Such effects are automatically destroyed. Epic spells using the Ward seed may also be destroyed, though the caster must succeed at an opposed caster level check against the other spellcaster to bring down a Ward spell.

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    This seed can end ongoing spells that have been cast on a creature or object, temporarily suppress the magical abilities of a magic item, or end ongoing spells (or at least their effects) within an area. A dispelled spell ends as if its duration had expired. The Dispel seed can defeat all spells, even those not normally subject to dispel magic. The Dispel seed can dispel (but not counter) the ongoing effects of supernatural abilities as well as spells, and it affects spell-like effects just as it affects spells. One creature, object, or spell is the target of the Dispel seed. The caster makes a dispel check against the spell or against each ongoing spell currently in effect on the object or creature. A dispel check is 1d20 + 10 against a DC of 11 + the target spell's caster level. For each additional +1 on the dispel check, increase the Spellcraft DC by +1. If targeting an object or creature that is the effect of an ongoing spell, make a dispel check to end the spell that affects the object or creature. If the object targeted is a magic item, make a dispel check against the item's caster level. If succeessful, all the item's magical properties are suppressed for 1d4 rounds,

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    after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface is temporarily closed. A magic item's physical properties are unchanged. Any creature, object, or spell is potentially subject to the Dispel seed, even the spells of gods and the abilities of artifacts. A character automatically succeeds on the dispel check against any spell that he or she cast him or her self.

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    This seed uses whichever one of five energy types the caster chooses: acid, cold, electricity, fire, or sonic. The caster can cast the energy forth as a bolt, imbue an object with the energy, or create a freestanding manifestation of the energy. If the spell developed using the energy seed releases a bolt, that bolt instantaneously deals 10d6 points of damage of the appropriate energy type, and all in the bolt's area must make a Reflex save for half damage. For each additional 1d6 points of damage dealt, increase the Spellcraft DC by +2. The bolt begins at the caster's fingertips. To imbue another creature with the ability to use an energy bolt as a spell-like ability at its option or when a particular condition is met, increase the Spellcraft DC by +25. The caster can also cause a creature or object to emanate the specific energy type out to a radius of 10 feet for 20 hours. The emanated energy deals 2d6 points of energy damage per round against unprotected creatures (the target creature is susceptible if not separately warded or otherwise resistant to the energy). For each additional 1d6 points of damage emanated, increase the Spellcraft DC by +2. The caster may also create a wall, half-circle,

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    circle, dome, or sphere of the desired energy that emanates the energy for up to 20 hours. One side of the wall, selected by the caster, sends forth waves of energy, dealing 2d4 points of energy damage to creatures within 10 feet and 1d4 points of energy damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and in each round that a creature enters or remains in the area. In addition, the wall deals 2d6+20 points of energy damage to any creature passing through it. The wall deals double damage to undead creatures. For each additional 1d4 points of damage, increase the Spellcraft DC by +2.

    The caster can also use the energy seed to create a spell that carefully releases and balances the emanation of cold, electricity, and fire, creating specific weather effects for a period of 20 hours. Using the energy seed this way has a base Spellcraft DC of 25. The area extends to a two-mile-radius centered on the caster. Once the spell is cast, the weather takes 10 minutes to manifest. Ordinarily, a caster can't directly target a creature or object, though indirect effects are possible. This seed can create cold snaps, heat waves, thunderstorms, fogs,

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    blizzards-even a tornado that moves randomly in the affected area. Creating targeted damaging effects requires an additional use of the energy seed.

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    The caster can foretell the immediate future, or gain information about specific questions. He or she is 90% likely to receive a meaningful reading of the future of the next 30 minutes. If successful, the caster knows if a particular action will bring good results, bad results, or no result. For each additional 30 minutes into the future, multiply the Spellcraft DC by x2. For better results, the caster can pose up to ten specific questions (one per round while he or she concentrates) to unknown powers of other planes, but the base Spellcraft DC for such an attempt is 23. The answers return in a language the caster understands, but use only one-word replies: 'yes,' 'no,' 'maybe,' 'never,' 'irrelevant,' or some other one-word answer. Unlike 0- to 9th-level spells of similar type, all questions answered are 90% likely to be answered truthfully. However, a specific spell using the foresee seed can only be cast once every five weeks. The foresee seed is also useful for epic spells requiring specific information before functioning, such as spells using the reveal and Transport seeds. The foresee seed can also be used to gain one basic piece of information about a living

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    target: level, class, alignment, or some special ability (or one of an object's magical abilities, if any). For each additional piece of information revealed, increase the Spellcraft DC by +2.

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    Spells using the fortify seed grant a +1 enhancement bonus to whichever one of the following the caster chooses:

    • Any one ability score.
    • Any one kind of saving throw.
    • Spell resistance.
    • Natural armor.

    The fortify seed can also grant energy resistance 1 for one energy type or 1 temporary hit point. For each additional +1 bonus, point of energy resistance, or hit point, increase the Spellcraft DC by +2.

    The fortify seed has a base Spellcraft DC of 23 if it grants a +1 bonus of a type other than enhancement. For each additional +1 bonus of a type other than enhancement, increase the Spellcraft DC by +6. If the caster applies a factor to make the duration permanent, the bonus must be an inherent bonus, and the maximum inherent bonus allowed is +5.

    The fortify seed has a base Spellcraft DC of 27 if it grants a creature a +1 bonus to an ability score or other statistic it does not possess. For each additional +1 bonus, increase the Spellcraft DC by +4. If a spell with the fortify seed grants an inanimate object an ability score it would not normally possess (such as Intelligence),

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    the spell must also incorporate the life seed.

    Granting spell resistance to a creature that doesn't already have it is a special case

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    Spells developed with the heal seed channel positive energy into a creature to wipe away disease and injury. Such a spell completely cures all diseases, blindness, deafness, hit point damage, and temporary ability damage. To restore permanently drained ability score points, increase the Spellcraft DC by +6. The heal seed neutralizes poisons in the subject's system so that no additional damage or effects are suffered. It offsets feeblemindedness and cures mental disorders caused by spells or injury to the brain. It dispels all magical effects penalizing the character's abilities, including effects caused by spells, even epic spells developed with the afflict seed. Only a single application of the spell is needed to simultaneously achieve all these effects. This seed does not restore levels or Constitution points lost due to death. To dispel all negative levels afflicting the target, increase the Spellcraft DC by +2. This reverses level drains by a force or creature. The drained levels are restored only if the creature lost the levels within the last 20 weeks. For each additional week since the levels were drained, increase the Spellcraft DC by +2.

    Against undead, the

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    influx of positive energy causes the loss of all but 1d4 hit points if the undead fails a Fortitude saving throw.

    An epic caster with 24 ranks in Knowledge (arcana), Knowledge (nature), or Knowledge (religion) can cast a spell developed with a special version of the heal seed that flushes negative energy into the subject, healing undead completely but causing the loss of all but 1d4 hit points in living creatures if they fail a Fortitude saving throw. Alternatively, a living target that fails its Fortitude saving throw could gain four negative levels for the next 8 hours. For each additional negative level bestowed, increase the Spellcraft DC by +4, and for each extra hour the negative levels persist, increase the Spellcraft DC by +2. If the subject has at least as many negative levels as Hit Dice, it dies. If the subject survives and the negative levels persist for 24 hours or longer, the subject must make another Fortitude saving throw, or the negative levels are converted to actual level loss.

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    A spell developed with the life seed will restore life and complete vigor to any deceased creature. The condition of the remains is not a factor. So long as some small portion of the creature's body still exists, it can be returned to life, but the portion receiving the spell must have been part of the creature's body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.) The creature can have been dead for no longer than two hundred years. For each additional ten years, increase the Spellcraft DC by +1. The creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject loses one level (or 1 point of Constitution if the subject was 1st level). The life seed cannot revive someone who has died of old age.

    An epic caster with 24 ranks in Knowledge (arcana), Knowledge (nature), or Knowledge (religion) can cast a spell developed with a special version of the life seed that gives actual life to normally inanimate objects. The caster can give inanimate plants and animals a soul, personality, and humanlike sentience. To succeed, the caster must make a Will save

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    (DC 10 + the target's Hit Dice, or the Hit Dice a plant will have once it comes to life).

    The newly living object, intelligent animal, or sentient plant is friendly toward the caster. An object or plant has characteristics as if it were an animated object, except that its Intelligence, Wisdom, and Charisma scores are all 3d6. Animated objects and plants gain the ability to move their limbs, projections, roots, carved legs and arms, or other appendages, and have senses similar to a human's. A newly intelligent animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Objects, animals, and plants speak one language that the caster knows, plus one additional language that he or she knows per point of Intelligence bonus (if any).

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    Attacks targeted against the caster rebound on the original attacker. Each use of the reflect seed in an epic spell is effective against one type of attack only: spells (and spell-like effects), ranged attacks, or melee attacks. To reflect an area spell, where the caster is not the target but are caught in the vicinity, increase the Spellcraft DC by +20. A single successful use of reflect expends its protection. Spells developed with the reflect seed against spells and spell-like effects return all spell effects of up to 1st level. For each additional level of spells to be reflected, increase the Spellcraft DC by +20. Epic spells are treated as 10th-level spells for this purpose.

    The desired effect is automatically reflected if the spell in question is 9th level or lower. An opposed caster level check is required when the reflect seed is used against another epic spell. If the enemy spellcaster gets his or her spell through by winning the caster level check, the epic spell using the reflect seed is not expended, just momentarily suppressed.

    If the reflect seed is used against a melee attack or ranged attack, five such attacks are automatically

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    reflected back on the original attacker. For each additional attack reflected, increase the Spellcraft DC by +4. The reflected attack rebounds on the attacker using the same attack roll. Once the allotted attacks are reflected, the spell using the reflect seed is expended.

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    The caster of this seed can see some distant location or hear the sounds at some distant location almost as if he or she was there. To both hear and see, increase the Spellcraft DC by +2. Distance is not a factor, but the locale must be known-a place familiar to the caster or an obvious one. The spell creates an invisible sensor that can be dispelled. Lead sheeting or magical protection blocks the spell, and the caster senses that the spell is so blocked. If the caster prefers to create a mobile sensor (speed 30 feet) that he or she controls, increase the Spellcraft DC by +2. To use the reveal seed to reach one specific different plane of existence, increase the Spellcraft DC by +8. To allow magically enhanced senses to work through a spell built with the reveal seed, increase the Spellcraft DC by +4. To cast any spell from the sensor whose range is touch or greater, increase the Spellcraft DC by +6

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    A spell developed using the Slay seed snuffs out the life force of a living creature, killing it instantly. The Slay seed kills a creature of up to 80 HD. The subject is entitled to a Fortitude saving throw to survive the attack. If the save is successful, it instead takes 3d6+20 points of damage. For each additional 80 HD affected (or each additional creature affected), increase the Spellcraft DC by +8. Alternatively, a caster can use the Slay seed in an epic spell to suppress the life force of the target by bestowing 2d4 negative levels on the target (or half as many negative levels on a successful Fortitude save). For each additional 1d4 negative levels bestowed, increase the Spellcraft DC by +4. If the subject has at least as many negative levels as Hit Dice, it dies. If the subject survives and the negative levels persist for 24 hours or longer, the subject must make another Fortitude saving throw, or the negative levels are converted to actual level loss.

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    This seed can summon an outsider. It appears where the caster designates and acts immediately, on his or her turn, if its spell resistance is overcome and it fails a Will saving throw. It attacks the caster's opponents to the best of its ability. If the caster can communicate with the outsider, he or she can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures an outsider the caster selects of CR 2 or less. For each +1 CR of the summoned outsider, increase the Spellcraft DC by +2. For each additional outsider of the same Challenge Rating summoned, multiply the Spellcraft DC by x2. When a caster develops a spell with the summon seed that summons an air, chaotic, earth, evil, fire, good, lawful, or water creature, the completed spell is also of that type.

    If the caster increases the Spellcraft DC by +10, he or she can summon a creature of CR 2 or less from another monster type or subtype. The summoned creature is assumed to have been plucked from some other plane (or somewhere on the same plane). The summoned creature attacks the caster's opponents to the best of its ability

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    Spells using the transform seed change the subject into another form of creature or object. The new form can range in size from Diminutive to one size larger than the subject's normal form. For each additional increment of size change, increase the Spellcraft DC by +6. If the caster wants to transform a nonmagical, inanimate object into a creature of his or her type or transform a creature into a nonmagical, inanimate object, increase the Spellcraft DC by +10. To change a creature of one type into another type increase the Spellcraft DC by +5.

    Transformations involving nonmagical, inanimate substances with hardness are more difficult

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    Spells using the Transport seed instantly take the caster to a designated destination, regardless of distance. For interplanar travel, increase the Spellcraft DC by +4. For each additional 50 pounds in objects and willing creatures beyond the base 1,000 pounds, increase the Spellcraft DC by +2. The base use of the Transport seed provides instantaneous travel through the Astral Plane. To shift the transportation medium to another medium increase the Spellcraft DC by +2. The caster does not need to make a saving throw, nor is spell resistance applicable to him or her. Only objects worn or carried (attended) by another person receive saving throws and spell resistance. For a spell intended to transport unwilling creatures, increase the Spellcraft DC by +4. The caster must have at least a reliable description of the place to which he or she is transporting. If the caster attempts to use the Transport seed with insufficient or misleading information, the character disappears and simply reappear in his or her original location.

    As a special use of the Transport seed, a caster can develop a spell that temporarily transports him or her into a different time stream

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    (leaving the caster in the same physical location)

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    This seed can grant a creature protection from damage of a specified type. The caster can protect a creature from standard damage or from energy damage. The caster can protect a creature or area from magic. Alternatively, he or she can hedge out a type of creature from a specified area. A ward against standard damage protects a creature from whichever two the caster selects of the three damage types: bludgeoning, piercing, and slashing. For a ward against all three types, increase the Spellcraft DC by +4. Each round, the spell created with the Ward seed absorbs the first 5 points of damage the creature would otherwise take, regardless of whether the source of the damage is natural or magical. For each additional point of protection, increase the Spellcraft DC by +2.

    A ward against energy grants a creature protection from whichever one the caster selects of the five energy types: acid, cold, electricity, fire, or sonic. Each round, the spell absorbs the first 5 points of damage the creature would otherwise take from the specified energy type, regardless of whether the source of damage is natural or magical. The spell protects the recipient's equipment as well. For each additional point

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    of protection, increase the Spellcraft DC by +1.

    A ward against a specific type of creature prevents bodily contact from whichever one of several monster types the caster selects. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. The protection ends if the warded creature makes an attack against or intentionally moves within 5 feet of the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

    A ward against magic creates an immobile, faintly shimmering magical sphere (with radius 10 feet) that surrounds the caster and excludes all spell effects of up to 1st level. Alternatively, the caster can ward just the target and not create the radius effect. For each additional level of spells to be excluded, increase the Spellcraft DC by +20 (but see below). The area or effect of any such spells does not include the area of the ward, and such spells fail to affect any target within the ward. This includes spell-like abilities and spells or spell-like effects from magic items. However, any type of spell can be cast through or out of the ward.

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    The caster can leave and return to the protected area without penalty (unless the spell specifically targets a creature and does not provide a radius effect). The ward could be brought down by a targeted dispel magic spell. Epic spells using the Dispel seed may bring down a ward if the enemy spellcaster succeeds at a caster level check. The ward may also be brought down with a targeted epic spell using the Destroy seed if the enemy spellcaster succeeds at a caster level check.

    Instead of creating an epic spell that uses the Ward seed to nullify all spells of a given level and lower, the caster can create a ward that nullifies a specific spell (or specific set of spells). For each specific spell so nullified, increase the Spellcraft DC by +2 per spell level above 1st.

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    The spellcaster creates a finite plane with limited access: a demiplane. Demiplanes created by this power are very small, very minor planes.

    A character can only cast this spell while on the Ethereal Plane. When he or she casts the spell, a local density fluctuation precipitates the creation of a demiplane. At first, the fledgling plane grows at a rate of 1 foot in radius per day to an initial maximum radius of 180 feet as it rapidly draws substance from surrounding ethereal vapors and protomatter.

    The spellcaster determines the environment within the demiplane when he or she first casts genesis, reflecting most any desire the spellcaster can visualize. The spellcaster determines factors such as atmosphere, water, temperature, and the general shape of the terrain. This spell cannot create life (including vegetation), nor can it create construction (such as buildings, roads, wells, dungeons, and so forth). The spellcaster must add these things in some other fashion if he or she desires. Once the basic demiplane reaches its maximum size, the spellcaster can continue to cast this spell to enlarge the demiplane, adding another 180 feet of radius to the demiplane each

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    time.

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    With this spell, you form a radiating corona around the head of a psionic ally, then convert some of your spells into psionic power points. When you finish casting dweomer of transference, a red-orange glow surrounds the psionic creature's head. For the duration of the spell, any spells cast at the subject don't have their usual effect, instead converting themselves harmlessly into psionic energy that the subject can use as energy for psionic powers. You can cast any spell you like at the subject, even area spells, effect spells, and spells for whom the subject would ordinarily not be a legitimate target. The spells don't do anything other than provide the subject with power points, but you must still cast them normally, obeying the component and range requirements listed in the description of each spell.

    For each spell you cast into the dweomer of transference, the psionic creature gets temporary power points, according to the following table. The transference isn't perfectly efficient. The temporary power points acquired through a dweomer of transference dissipate after 1 hour if they haven't already been spent.

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    cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

    Spell Level
    Power Points Acquired
    0
    0
    1st
    1
    2nd
    2
    3rd
    4
    4th
    6
    5th
    8
    6th
    10
    7th
    12
    8th
    14
    9th
    16

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    For a brief time, you achieve the mental dominance of a powerful psion, able to lash out at enemies using only the power of your mind. Your revel in your new mental powers to the point that you disdain using spells, even in the form of effects from magic items. You gain a +4 enhancement bonus to Intelligence and Wisdom, 3 power points per caster level, and access to the following powers.

    • Mind ThrustA: Deal 1d10 damage.
    • Ego WhipA: Deal 1d4 Cha damage and daze for 1 round.
    • Psionic BlastA: Stun creatures in 30-ft. cone for 1 round.
    • Id Insinuation: Swift tendrils of thought disrupt and confuse your target.
    • Psychic CrushA: Brutally crush subject's mental essence, reducing subject to -1 hit points.

    You manifest the powers as a psion of your caster level does, creating displays as described in each power's description. You lose your spellcasting ability, including your ability to use spell activation or spell completion magic items, just as if those spells were no longer on your class list. For the duration of this spell, you use magic items and psionic items as if you were a psion with only the five

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    powers given above on your class list.

    Any unspent power points dissipate when the spell ends.

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    All the subject's memories and knowledge are accessible to you, ranging from memories deep below the surface to those still easily called to mind. You can learn the answer to one question per round, to the best of the subject's knowledge. You can also probe a sleeping subject, though the subject may make a Will save against the DC of the probe thoughts spell to wake after each question. Subjects who do not wish to be probed can attempt to move beyond the power's range, unless somehow hindered. You pose the questions telepathically, and the answers to those questions are imparted directly to your mind. You and the target do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to your questions.

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    With this spell, you create an invisible field that leeches away the power points of psionic characters standing within the emanation. Nonpsionic characters are unaffected.

    When the spell is cast and at the beginning of each of your subsequent turns, psionic creatures within the area of the psychic turmoil lose 1 power point per manifester level they have. Characters who succeed on a Will save when they first come into contact with the emanation lose only half as many power points (round down) each round. Characters get only one save attempt against any particular psychic turmoil effect, even if they leave the spell's area and later return.

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    As psychic turmoil, except you gain 1 temporary hit point for each power point the spell takes from a psionic creature. The temporary hit points last for 1 hour.

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    You forge a telepathic bond with another creature with an Intelligence score of 6 or higher. The bond can be established only with a willing subject. You can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).

    Large undead


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    A magical arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels (to a maximum of 18th), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in that round.

    Large undead

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    Acid fog creates a billowing mass of misty vapors similar to that produced by a solid fog spell. In addition to slowing creatures down and obscuring sight, this spell's vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.

    Large undead

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    You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage.

    Large undead

    [1/2]

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    Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.

    Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental 'ping' that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.

    Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.

    In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.

    Ethereal or astral creatures do not trigger the alarm.

    alarm can be made

    Large undead

    [2/2]

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    permanent with a permanency spell.

    Large undead

    [1/3]

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    You assume the form of a creature of the same type as your normal form. The new form must be within one size category of your normal size. The maximum HD of an assumed form is equal to your caster level, to a maximum of 5 HD at 5th level. You can change into a member of your own kind or even into yourself.

    You retain your own ability scores. Your class and level, hit points, alignment, base attack bonus, and base save bonuses all remain the same. You retain all supernatural and spell-like special attacks and qualities of your normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack).

    You keep all extraordinary special attacks and qualities derived from class levels, but you lose any from your normal form that are not derived from class levels.

    If the new form is capable of speech, you can communicate normally. You retain any spellcasting ability you had in your original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components.

    Large undead

    [2/3]

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    You acquire the physical qualities of the new form while retaining your own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for nonflying movement), natural armor bonus, natural weapons (such as claws, bite, and so on), racial skill bonuses, racial bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal.

    You do not gain any extraordinary special attacks or special qualities not noted above under physical qualities, such as darkvision, low-light vision, blindsense, blindsight, fast healing, regeneration, scent, and so forth.

    You do not gain any supernatural special attacks, special qualities, or spell-like abilities of the new form. Your creature type and subtype (if any) remain the same regardless of your new form. You cannot take the form of any creature with a template, even if that template doesn't change the creature type or subtype.

    You can

    Large undead

    [3/3]

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    freely designate the new form's minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form's significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form's kind. You are effectively disguised as an average member of the new form's race. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.

    When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can't wear in your normal form fall off and land at your feet

    Large undead

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    You discern all spells and magical properties present in a number of creatures or objects. Each round, you may examine a single creature or object that you can see as a free action. In the case of a magic item, you learn its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level.

    An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. An object that makes its save cannot be affected by any other analyze dweomer spells for 24 hours.

    analyze dweomer does not function when used on an artifact.

    Large undead


    [1/2]

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    A number of animals grow to twice their normal size and eight times their normal weight. This alteration changes each animal's size category to the next largest, grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a -2 size penalty to Dexterity. The creature's existing natural armor bonus increases by 2. The size change also affects the animal's modifier to AC and attack rolls and its base damage. The animal's space and reach change as appropriate to the new size, but its speed does not change.

    The spell also grants each subject damage reduction 10/magic and a +4 resistance bonus on saving throws. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it- the spell cannot be used to crush a creature by increasing its size.

    All equipment worn or carried by an animal is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment.

    Large undead

    [2/2]

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    Any enlarged item that leaves the enlarged creature's possession instantly returns to its normal size.

    The spell gives no means of command or influence over the enlarged animals.

    Multiple magical effects that increase size do not stack.

    Large undead

    [1/2]

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    This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.

    The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can't be animated again.)

    Regardless of the type of undead you create with this spell, you can't create more HD of undead than twice your caster level with a single casting of animate dead. (The desecrate spell doubles this limit)

    The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.

    Skeletons: A skeleton can be created only from a mostly intact

    Large undead

    [2/2]

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    corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.

    Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.

    Large undead

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    You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate.

    An animated object can be of any nonmagical material. You may animate one Small or smaller object or an equivalent number of larger objects per caster level. A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two. You can change the designated target or targets as a move action, as if directing an active spell.

    This spell cannot animate objects carried or worn by a creature.

    Animate objects can be made permanent with a permanency spell.

    Large undead

    [1/2]

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    You can animate a nonliving ropelike object. The maximum length assumes a rope with a 1-inch diameter.

    Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope's diameter by half.

    The possible commands are 'coil' (form a neat, coiled stack), 'coil and knot,' 'loop,' 'loop and knot,' 'tie and knot,' and the opposites of all of the above ('uncoil,' and so forth). You can give one command each round as a move action, as if directing an active spell.

    The rope can enwrap only a creature or an object within 1 foot of it-it does not snake outward-so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1- inch-diameter hempen rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spellcasting that is bound by this spell must make a DC 15 Concentration check to cast a spell. An entangled creature can slip free with a DC 20 Escape

    Large undead

    [2/2]

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    Artist check.

    The rope itself and any knots tied in it are not magical.

    This spell grants a +2 bonus on any Use Rope checks you make when using the transmuted rope.

    The spell cannot animate objects carried or worn by a creature.

    Large undead

    [1/2]

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    An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.

    An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell's duration.

    Summoned creatures of any type and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.)

    A normal

    Large undead

    [2/2]

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    creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities, however, may be temporarily nullified by the field. dispel magic does not remove the field.

    Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field (see the individual spell descriptions). Artifacts and deities are unaffected by mortal magic such as this.

    Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.

    Large undead


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    You cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment to be repelled must be named.

    Creatures of the designated kind or alignment feel an overpowering urge to leave the area or to avoid the affected item.

    A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort reduces the creature's Dexterity score by 4 points.

    Antipathy counters and dispels sympathy.

    Large undead

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    You create an invisible magical sensor that sends you visual information. You can create the arcane eye at any point you can see, but it can then travel outside your line of sight without hindrance. An arcane eye travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. It sees exactly as you would see if you were there.

    The eye can travel in any direction as long as the spell lasts. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter. The eye can't enter another plane of existence, even through a gate or similar magical portal.

    You must concentrate to use an arcane eye. If you do not concentrate, the eye is inert until you again concentrate.

    Large undead

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    An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it

    Large undead

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    This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.

    See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.

    If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month.

    arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).

    Large undead

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    This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but Arcane sight does not require concentration and discerns aura location and power more quickly.

    You know the location and power of all magical auras within your sight. An aura's power depends on a spell's functioning level or an item's caster level, as noted in the description of the detect magic spell. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura

    Large undead

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    This spell functions like arcane sight, except that you automatically know which spells or magical effects are active upon any individual or object you see.

    Greater arcane sight doesn't let you identify magic items.

    Unlike arcane sight, this spell cannot be made permanent with a permanency spell.

    Large undead

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    By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether.

    You can bring the astral forms of other willing creatures with you, provided that these subjects are linked in a circle with you at the time of the casting. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey, your companions are stranded wherever you left them.

    You project your astral self onto the Astral Plane, leaving your physical body behind on the Material Plane in a state of suspended animation. The spell projects an astral copy of you and all you wear or carry onto the Astral Plane. Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will. To enter one, you leave the Astral Plane, forming a new physical body (and equipment) on the plane of existence you have chosen to enter.

    While you are on the Astral Plane, your astral body is connected at all times to your physical body by a silvery cord. If the cord is broken, you are killed, astrally and physically. Luckily, very few things can destroy a silver

    Large undead

    [2/2]

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    cord. When a second body is formed on a different plane, the incorporeal silvery cord remains invisibly attached to the new body. If the second body or the astral form is slain, the cord simply returns to your body where it rests on the Material Plane, thereby reviving it from its state of suspended animation. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane

    Large undead

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    As polymorph, except that you change the subject into a Small or smaller animal of no more than 1 HD. If the new form would prove fatal to the creature the subject gets a +4 bonus on the save.

    If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses its extraordinary, supernatural, and spell-like abilities, loses its ability to cast spells (if it had the ability), and gains the alignment, special abilities, and Intelligence, Wisdom, and Charisma scores of its new form in place of its own. It still retains its class and level (or HD), as well as all benefits deriving therefrom (such as base attack bonus, base save bonuses, and hit points). It retains any class features (other than spellcasting) that aren't extraordinary, supernatural, or spell-like abilities.

    Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action.

    Large undead


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    A banishment spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished.

    You can improve the spell's chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your caster level check to overcome the target's spell resistance (if any), the saving throw DC increases by 2.

    Certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on the caster level check against spell resistance and increasing the save DC by 4).

    Large undead

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    The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth.

    Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are.

    Large undead

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    Mass bear's endurance works like bear's endurance, except that it affects multiple creatures.

    Large undead

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    You place a curse on the subject. Choose one of the following three effects.

    • -6 decrease to an ability score (minimum 1).
    • -4 penalty on attack rolls, saves, ability checks, and skill checks.
    • Each turn, the target has a 50% chance to act normally

    Large undead

    [1/4]

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    A binding spell creates a magical restraint to hold a creature. The target gets an initial saving throw only if its Hit Dice equal at least one-half your caster level.

    You may have as many as six assistants help you with the spell. For each assistant who casts suggestion, your caster level for this casting of binding increases by 1. For each assistant who casts dominate animal, dominate person, or dominate monster, your caster level for this casting of binding increases by a number equal to one-third of that assistant's level, provided that the spell's target is appropriate for a binding spell. Since the assistants' spells are cast simply to improve your caster level for the purpose of the binding spell, saving throws and spell resistance against the assistants' spells are irrelevant. Your caster level determines whether the target gets an initial Will saving throw and how long the binding lasts. All binding spells are dismissible.

    Regardless of the version of binding you cast, you can specify triggering conditions that end the spell and release the creature whenever they occur. These triggers

    Large undead

    [2/4]

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    can be as simple or elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or alignment but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, or hit points don't qualify. Once the spell is cast, its triggering conditions cannot be changed. Setting a release condition increases the save DC (assuming a saving throw is allowed) by 2.

    If you are casting any of the first three versions of binding (those with limited durations), you may cast additional binding spells to prolong the effect, since the durations overlap. If you do so, the target gets a saving throw at the end of the first spell's duration, even if your caster level was high enough to disallow an initial saving throw. If the creature succeeds on this save, all the binding spells it has received are broken.

    The binding spell has six versions. Choose one of the following versions when you cast the spell.

    Chaining: The subject is confined by restraints that generate an Antipathy spell affecting all creatures who approach

    Large undead

    [3/4]

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    the subject, except you. The duration is one year per caster level. The subject of this form of binding is confined to the spot it occupied when it received the spell.

    Slumber: This version causes the subject to become comatose for as long as one year per caster level. The subject does not need to eat or drink while slumbering, nor does it age. This form of binding is more difficult to cast than chaining, making it slightly easier to resist. Reduce the spell's save DC by 1.

    Bound Slumber: This combination of chaining and slumber lasts for as long as one month per caster level. Reduce the save DC by 2.

    Hedged Prison: The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means. The effect is permanent. Reduce the save DC by 3.

    Metamorphosis: The subject assumes gaseous form, except for its head or face. It is held harmless in a jar or other container, which may be transparent if you so choose. The creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities. The

    Large undead

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    binding is permanent. The subject does not need to breathe, eat, or drink while metamorphosed, nor does it age. Reduce the save DC by 4.

    Minimus Containment: The subject is shrunk to a height of 1 inch or even less and held within some gem, jar, or similar object. The binding is permanent. The subject does not need to breathe, eat, or drink while contained, nor does it age. Reduce the save DC by 4.

    You can't dispel a binding spell with dispel magic or a similar effect, though an antimagic field or Mage's disjunction affects it normally. A bound extraplanar creature cannot be sent back to its home plane due to dismissal, banishment, or a similar effect.

    In addition to the specially made props suited to the specific type of binding (cost 500 gp), the spell requires opals worth at least 500 gp for each HD of the target and a vellum depiction or carved statuette of the subject to be captured.

    Large undead

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    This spell conjures a field of rubbery black tentacles, each 10 feet long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot-including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength.

    Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles. Treat the tentacles attacking a particular target as a Large creature with a base attack bonus equal to your caster level and a Strength score of 19. Thus, its grapple check modifier is equal to your caster level +8. The tentacles are immune to all types of damage.

    Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 points of bludgeoning damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes.

    Any creature that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren't grappling with the tentacles may move through the area at only half normal speed.

    Large undead


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    This spell withers a single plant of any size. An affected plant creature takes 1d6 points of damage per level (maximum 15d6) and may attempt a Fortitude saving throw for half damage. A plant that isn't a creature doesn't receive a save and immediately withers and dies.

    This spell has no effect on the soil or surrounding plant life.

    Large undead

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    You call upon the powers of unlife to render the subject blinded or deafened, as you choose.

    Large undead

    [1/3]

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    You 'blink' back and forth between the Material Plane and the Ethereal Plane. You look as though you're winking in and out of reality very quickly and at random.

    Blinking has several effects, as follows.

    Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn't help opponents, since you're ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).

    If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.

    Any individually targeted spell has a 50% chance to fail against you while you're Blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane.

    While blinking, you take only half damage from area attacks (but full damage from those that extend onto

    Large undead

    [2/3]

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    the Ethereal Plane). You strike as an invisible creature (with a +2 bonus on attack rolls), denying your target any Dexterity bonus to AC.

    You take only half damage from falling, since you fall only while you are material.

    While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled. You can move at only three-quarters speed (because movement on the Ethereal Plane is at half speed, and you spend about half your time there and half your time material.)

    Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones.

    An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures.

    An ethereal creature can see and hear the Material Plane, but everything looks

    Large undead

    [3/3]

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    gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet.

    Force effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can't attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material.

    Large undead

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    The subject's outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance).

    A see invisibility spell does not counteract the blur effect, but a true seeing spell does.

    Opponents that cannot see the subject ignore the spell's effect (though fighting an unseen opponent carries penalties of its own).

    Large undead

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    This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is 25.

    If the spell is one that cannot be dispelled by dispel magic, Break enchantment works only if that spell is 5th level or lower.

    If the effect comes from some permanent magic item Break enchantment does not remove the curse from the item, but it does frees the victim from the item's effects.

    Large undead

    • casting time
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    The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.

    Large undead

    • casting time
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    This spell functions like bull's strength, except that it affects multiple creatures.

    Large undead


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    A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

    Large undead

    • casting time
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    The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.

    Large undead

    • casting time
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    This spell functions like cat's grace, except that it affects multiple creatures.

    Large undead

    • casting time
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    • components
    • duration

    The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect.

    Cause fear counters and dispels remove fear.

    Large undead

    • casting time
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    This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets.

    The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down).

    Each target can attempt a Reflex saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.

    Large undead

    • casting time
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    • components
    • duration

    This spell functions like charm person, except that the effect is not restricted by creature type or size.

    Large undead

    • casting time
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    • components
    • duration

    This spell functions like charm monster, except that mass charm monster affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you choose a creature with too many HD.

    Large undead

    • casting time
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    This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

    The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.

    Large undead

    • casting time
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    A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.

    An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.

    Large undead


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    A circle of death snuffs out the life force of living creatures, killing them instantly.

    The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first

    Large undead

    • casting time
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    Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don't need line of sight or line of effect, but the locale must be known-a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn't move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10- foot radius around the center of the spell's effect. Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.

    Large undead

    • casting time
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    This spell functions like interposing hand, except that the hand can interpose itself, push, or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours.

    The hand attacks once per round, and its attack bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +11 for the hand's Strength score (33), -1 for being Large. The hand deals 1d8+11 points of damage on each attack, and any creature struck must make a Fortitude save (against this spell's save DC) or be stunned for 1 round. Directing the spell to a new target is a move action.

    The clenched fist can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does, but at a +15 bonus on the Strength check.

    Clerics who cast this spell name it for their deities.

    Large undead

    [1/2]

    • casting time
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    This spell makes an inert duplicate of a creature. If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return). The original's physical remains, should they still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails.

    To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature's living body. The piece of flesh need not be fresh, but it must be kept from rotting. Once the spell is cast, the duplicate must be grown in a laboratory for 2d4 months.

    When the clone is completed, the original's soul enters it immediately, if that creature is already dead. The clone is physically identical with the original and possesses the same personality and memories as the original. In other respects, treat the clone as if it were the original character raised from the dead, including the loss of one level or 2 points of Constitution

    Large undead

    [2/2]

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    (if the original was a 1st-level character). If this Constitution adjustment would give the clone a Constitution score of 0, the spell fails. If the original creature has lost levels since the flesh sample was taken and died at a lower level than the clone would otherwise be, the clone is one level below the level at which the original died.

    The spell duplicates only the original's body and mind, not its equipment.

    A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh, which rots if not preserved.

    Large undead

    • casting time
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    This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).

    A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one's breath doesn't help, but creatures immune to poison are unaffected by the spell.

    Unlike a fog cloud, the cloudkill moves away from you at 10 feet per round, rolling along the surface of the ground.

    Figure out the cloud's new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell.

    Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater.

    Large undead

    • casting time
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    A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious.

    Each creature within the cone is affected according to its Hit Dice.

    2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)

    3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.

    5 or more HD: The creature is stunned for 1 round.

    Sightless creatures are not affected by color spray.

    Large undead

    • casting time
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    This spell allows you some degree of control over an undead creature. Assuming the subject is intelligent, it perceives your words and actions in the most favorable way (treat its attitude as friendly). It will not attack you while the spell lasts. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.

    A nonintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as 'come here,' 'go there,' 'fight,' 'stand still,' and so on. Nonintelligent undead won't resist suicidal or obviously harmful orders.

    Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell.

    Your commands are not telepathic. The undead creature must be able to hear you.

    Large undead

    • casting time
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    You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.

    Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.

    Comprehend languages can be made permanent with a permanency spell.

    Large undead


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    Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6).

    Large undead

    [1/2]

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    This spell causes the targets to become confused, making them unable to independently determine what they will do.

    Roll on the following table at the beginning of each subject's turn each round to see what the subject does in that round.

    d%
    Behavior
    01-10
    Attack caster with melee or ranged weapons (or close with caster if attack is not possible).
    11-20
    Act normally.
    21-50
    Do nothing but babble incoherently.
    51-70
    Flee away from caster at top possible speed.
    71-100
    Attack nearest creature (for this purpose, a familiar counts as part of the subject's self).

    A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any

    Large undead

    [2/2]

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    special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

    Large undead

    [1/4]

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    You send your mind to another plane of existence (an Elemental Plane or some plane farther removed) in order to receive advice and information from powers there. (See the accompanying table for possible consequences and results of the attempt.) The powers reply in a language you understand, but they resent such contact and give only brief answers to your questions. (All questions are answered with 'yes,' 'no,' 'maybe,' 'never,' 'irrelevant,' or some other one-word answer.)

    You must concentrate on maintaining the spell (a standard action) in order to ask questions at the rate of one per round. A question is answered by the power during the same round. For every two caster levels, you may ask one question.

    Contact with minds far removed from your home plane increases the probability that you will incur a decrease to Intelligence and Charisma, but the chance of the power knowing the answer, as well as the probability of the entity answering correctly, are likewise increased by moving to distant planes.

    Once the Outer Planes are reached, the power of the deity contacted determines the effects. (Random results obtained from the table are subject to the personalities of

    Large undead

    [2/4]

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    individual deities.)

    On rare occasions, this divination may be blocked by an act of certain deities or forces.

    Plane Contacted
    Avoid Int/Cha Decrease
    True Answer
    Don't Know
    Lie
    Random Answer
    Elemental Plane
    DC 7/1 week
    01-34
    35-62
    63-83
    84-100
    (appropriate)
    (DC 7/1 week)
    (01-68)
    (69-75)
    (76-98)
    (99-100)
    Positive/Negative Energy Plane
    DC 8/1 week
    01-39
    40-65
    66-86
    87-100
    Astral Plane
    DC 9/1 week
    01-44
    45-67
    68-88
    89-100
    Outer Plane, demideity

    Large undead

    [3/4]

    • casting time
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    DC 10/2 weeks
    01-49
    50-70
    71-91
    92-100
    Outer Plane, lesser deity
    DC 12/3 weeks
    01-60
    61-75
    76-95
    96-100
    Outer Plane, intermediate deity
    DC 14/4 weeks
    01-73
    74-81
    82-98
    99-100
    Outer Plane, greater deity
    DC 16/5 weeks
    01-88
    89-90
    91-99
    100

    Avoid Int/Cha Decrease: You must succeed on an Intelligence check against this DC to avoid a decrease in Intelligence and Charisma. If the check fails, your Intelligence and Charisma scores each fall to 8 for the stated duration, and you become unable to cast arcane spells. If you lose Intelligence and Charisma, the effect strikes as soon as the first question is asked, and no answer is received. (The entries in parentheses are for questions that pertain to the appropriate Elemental Plane.)

    Results of a Successful Contact: d% is rolled for the result shown on the table:

    True Answer: You get a true, one-word answer. Questions that cannot be answered in this way are answered randomly.

    Don't Know: The entity tells you that it doesn't know.

    Lie: The entity intentionally lies to you.

    Random Answer: The entity tries to lie but doesn't know the answer, so it makes one up.

    Large undead

    [1/2]

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    The subject contracts a disease selected from the table below, which strikes immediately (no incubation period). The DC noted is for the subsequent saves (use contagion's normal save DC for the initial saving throw).

    Disease
    DC
    Damage
    Blinding sickness
    16
    1d4 Str1
    Cackle fever
    16
    1d6 Wis
    Filth fever
    12
    1d3 Dex and 1d3 Con
    Mindfire
    12
    1d4 Int
    Red ache
    15
    1d6 Str
    Shakes
    13
    1d8 Dex
    Slimy doom
    14
    1d4 Con
    1 Each time a

    Large undead

    [2/2]

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    victim takes 2 or more points of Strength damage from blinding sickness, he or she must make another Fortitude save (using the disease's save DC) or be permanently blinded.

    Large undead


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    You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency. The contingency spell and the companion spell are cast at the same time. The 10-minute casting time is the minimum total for both castings

    Large undead

    • casting time
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    A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered and hidden but not smothered or quenched.

    Light spells counter and dispel darkness spells of an equal or lower level.

    Large undead

    • casting time
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    This spell enables you to command undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior.

    Intelligent undead creatures remember that you controlled them.

    Large undead

    [1/2]

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    Depending on the version you choose, the control water spell raises or lowers water.

    Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level x 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures.

    Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.

    With either version, you may reduce one horizontal dimension by half and double the other

    Large undead

    [2/2]

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    horizontal dimension.

    Large undead

    [1/2]

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    You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in.

    Season
    Possible Weather
    Spring
    Tornado, thunderstorm, sleet storm, or hot weather
    Summer
    Torrential rain, heat wave, or hailstorm
    Autumn
    Hot or cold weather, fog, or sleet
    Winter
    Frigid cold, blizzard, or thaw
    Late winter
    Hurricane-force winds or early spring (coastal area)

    You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather-where lightning strikes, for example, or the exact path of

    Large undead

    [2/2]

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    a tornado. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously.

    Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.

    A druid casting this spell doubles the duration and affects a circle with a 3-mile radius.

    Large undead

    • casting time
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    This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of undead you can create is based on your caster level, as shown on the table below.

    Caster Level
    Undead Created
    15th or lower
    Shadow
    16th-17th
    Wraith
    18th-19th
    Spectre
    20th or higher
    Devourer

    Large undead

    • casting time
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    A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create is based on your caster level, as shown on the table below.

    Caster Level
    Undead Created
    11th or lower
    Ghoul
    12th-14th
    Ghast
    15th-17th
    Mummy
    18th or higher
    Mohrg

    You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.

    This spell must be cast at night.

    Large undead


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    An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.

    Crushing despair counters and dispels good hope.

    Large undead

    • casting time
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    This spell functions like interposing hand, except that the hand can interpose itself, push, or crush one opponent that you select.

    The crushing hand can grapple an opponent like grasping hand does. Its grapple bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +12 for the hand's Strength score (35), +4 for being Large. The hand deals 2d6+12 points of damage (lethal, not nonlethal) on each successful grapple check against an opponent.

    The crushing hand can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does, but at a +18 bonus.

    Directing the spell to a new target is a move action.

    Clerics who cast this spell name it for their deities.

    Large undead

    • casting time
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    Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that 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 a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.

    Dancing lights can be made permanent with a permanency spell.

    Large undead

    • casting time
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    This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.

    Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness.

    If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.

    darkness counters or dispels any light spell of equal or lower spell level.

    Large undead

    • casting time
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    The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness.

    Darkvision can be made permanent with a permanency spell.

    Large undead

    • casting time
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    The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.

    If daylight is cast on a small object that is then placed inside or under a light- proof covering, the spell's effects are blocked until the covering is removed.

    daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

    daylight counters or dispels any darkness spell of equal or lower level, such as darkness.

    Large undead

    • casting time
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    • duration

    This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it.

    Large undead

    • casting time
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    • duration

    This spell functions like daze, but daze monster can affect any one living creature of any type. Creatures of 7 or more HD are not affected.

    Large undead

    • casting time
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    • components
    • duration

    This spell functions like sleep, except that it affects 10 HD of creatures.

    Large undead


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    This spell functions like fireball, except that it is more powerful and can detonate up to 5 rounds after the spell is cast. The burst of flame deals 1d6 points of fire damage per caster level (maximum 20d6).

    The glowing bead created by delayed blast fireball can detonate immediately if you desire, or you can choose to delay the burst for as many as 5 rounds. You select the amount of delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead (see below). If you choose a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10 feet). If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while being handled.

    Large undead

    • casting time
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    This spell functions like sending, but the message can also contain a suggestion (see the suggestion spell), which the subject does its best to carry out. A successful Will save negates the suggestion effect but not the contact itself. The demand, if received, is understood even if the subject's Intelligence score is as low as 1. If the message is impossible or meaningless according to the circumstances that exist for the subject at the time the demand is issued, the message is understood but the suggestion is ineffective.

    The demand's message to the creature must be twenty-five words or less, including the suggestion. The creature can also give a short reply immediately.

    Large undead

    • casting time
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    • duration

    You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

    1st Round: Presence or absence of magical auras.

    2nd Round: Number of different magical auras and the power of the most potent aura.

    3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura

    Large undead

    • casting time
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    You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.

    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.

    Large undead

    • casting time
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    You immediately become aware of any attempt to observe you by means of a divination (scrying) spell or effect. The spell's area radiates from you and moves as you move. You know the location of every magical sensor within the spell's area.

    If the scrying attempt originates within the area, you also know its location

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    You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject.

    1st Round: Presence or absence of secret doors.

    2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location.

    Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by you. Each round, you can turn to detect secret doors in a new area. 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.

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    You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject.

    1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).

    2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can't see the creatures whose thoughts you are detecting.

    3rd Round: Surface thoughts of any mind in the area. A target's Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up.

    Each round, you can turn to detect thoughts in a new area. 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.

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    You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.

    1st Round: Presence or absence of undead auras.

    2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura's strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends.

    3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

    Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the following table:

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    maxcol='3' curcol='3'>

    HD
    Strength
    1 or lower
    Faint
    2-4
    Moderate
    5-10
    Strong
    11 or higher
    Overwhelming

    Lingering Aura: An undead aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

    Original Strength
    Duration of Lingering Aura
    Faint
    1d6 rounds
    Moderate
    1d6 minutes
    Strong
    1d6x10 minutes
    Overwhelming
    1d6 days

    Each round, you can turn to detect undead in a new area. 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

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    dirt blocks it.

    Large undead

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    You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired-whether by simply visualizing the area or by stating direction. After using this spell, you can't take any other actions until your next turn. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

    If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.

    If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is

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    no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.

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    A green ray springs from your outstretched hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.

    A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.

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    You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. Once dimensional lock is in place, extradimensional travel into or out of the area is not possible.

    A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.

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    A Discern location spell is among the most powerful means of locating creatures or objects. Nothing short of a mind blank spell or the direct intervention of a deity keeps you from learning the exact location of a single individual or object. Discern location circumvents normal means of protection from scrying or location. The spell reveals the name of the creature or object's location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies.

    To find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once.

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    You make yourself-including clothing, armor, weapons, and equipment-look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.

    The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment.

    If you use this spell to create a disguise, you get a +10 bonus on the Disguise check.

    A creature that interacts with the glamer gets a Will save to recognize it as an illusion.

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    A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature's equipment is unaffected.

    When used against an object, the ray simply disintegrates as much as one 10- foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.

    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 entirely disintegrated.

    Only the first creature or object struck can be affected

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    This spell forces an extraplanar creature back to its proper plane if it fails a special Will save (DC = spell's save DC - creature's HD + your caster level). If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.

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    You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. dispel magic can dispel (but not counter) spell-like effects just as it does spells.

    Note: The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect.

    You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:

    Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell's caster level. If you succeed on a particular check, that spell is

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    dispelled

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    This spell functions like dispel magic, except that the maximum caster level on your dispel check is +20 instead of +10.

    Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can't dispel that effect.

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    The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. However, unlike actual total concealment, displacement does not prevent enemies from targeting the creature normally. True seeing reveals its true location.

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    You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.

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    This spell functions like dominate person, except that the spell is not restricted by creature type.

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    You can control the actions of any humanoid creature through a telepathic link that you establish with the subject's mind.

    If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as 'Come here,' 'Go there,' 'Fight,' and 'Stand still.' You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.

    Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject's behavior is being influenced by an enchantment effect (see the Sense Motive skill description).

    Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.

    By concentrating

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    fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can't communicate with you. You can't actually see through the subject's eyes, so it's not as good as being there yourself, but you still get a good idea of what's going on.

    Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.

    If you don't spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.

    Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it.

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    You, or a messenger touched by you, sends a phantasmal message to others in the form of a dream. At the beginning of the spell, you must name the recipient or identify him or her by some title that leaves no doubt as to identity. The messenger then enters a trance, appears in the intended recipient's dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient.

    Once the message is delivered, the messenger's mind returns instantly to its body. The duration of the spell is the time required for the messenger to enter the recipient's dream and deliver the message.

    If the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance. The messenger can remain in the trance until the recipient goes to sleep, then enter the recipient's dream and deliver the message as normal. A messenger that is disturbed during the trance comes awake, ending the spell.

    Creatures who don't sleep (such as

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    elves, but not half-elves) or don't dream cannot be contacted by this spell.

    The messenger is unaware of its own surroundings or of the activities around it while in the trance. It is defenseless both physically and mentally (always fails any saving throw) while in the trance.

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    The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Sorcerers and bards (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spell's effect do increase.

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    This spell functions like eagle's splendor, except that it affects multiple creatures.

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    This spell opens a portal to an Elemental Plane and summons elementals from it. A druid can choose the plane (Air, Earth, Fire, or Water)

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    A creature protected by Endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves). The creature's equipment is likewise protected.

    Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

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    This spell functions like enervation, except that the creature struck gains 2d4 negative levels, and the negative levels last longer.

    There is no saving throw to avoid gaining the negative levels, but 24 hours after gaining them, the subject must make a Fortitude saving throw (DC = energy drain spell's save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, the negative level also goes away, but one of the subject's character levels is permanently drained.

    An undead creature struck by the ray gains 2d4x5 temporary hit points for 1 hour.

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    You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If the attack succeeds, the subject gains 1d4 negative levels.

    If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a -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 his or her highest available level. Negative levels stack.

    Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of permanently draining the victim's levels, but the negative levels from enervation don't last long enough to do so.

    An undead creature struck by the ray gains 1d4x5 temporary hit points for 1 hour.

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    This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

    A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.

    If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it- the spell cannot be used to crush a creature by increasing its size.

    All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon)

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    instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell.

    Multiple magical effects that increase size do not stack,.

    Enlarge person counters and dispels reduce person.

    Enlarge person can be made permanent with a permanency spell.

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    This spell functions like enlarge person, except that it affects multiple creatures.

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    erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is 90%.

    Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. (A natural 1 or 2 is always a failure on this check.) If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.

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    You become ethereal, along with your equipment. For the duration of the spell, you are in a place called the Ethereal Plane, which overlaps the normal, physical, Material Plane. When the spell expires, you return to material existence.

    An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.

    Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can't attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane.

    Treat other ethereal creatures and ethereal objects as if they were material.

    If you end the spell and become material while inside a material object (such as a

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    solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel.

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    This spell functions like ethereal jaunt, except that you and other willing creatures joined by linked hands (along with their equipment) become ethereal. Besides yourself, you can bring one creature per three caster levels to the Ethereal Plane. Once ethereal, the subjects need not stay together.

    When the spell expires, all affected creatures on the Ethereal Plane return to material existence.

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    This spell increases your base land speed by 30 feet. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Jump skill).

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    You trace these mystic runes upon a book, map, scroll, or similar object bearing written information. The runes detonate when read, dealing 6d6 points of force damage. Anyone next to the runes (close enough to read them) takes the full damage with no saving throw

    Large undead

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    Each round, you may target a single living creature, striking it with waves of evil power. Depending on the target's HD, this attack has as many as three effects.

    HD
    Effect
    10 or more
    Sickened
    5-9
    Panicked, sickened
    4 or less
    Comatose, panicked, sickened

    The effects are cumulative and concurrent.

    Sickened: Sudden pain and fever sweeps over the subject's body. A sickened creature takes a -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. A creature affected by this spell remains sickened for 10 minutes per caster level. The effects cannot be negated by a remove disease or heal spell, but a remove curse is effective.

    Panicked: The subject becomes panicked for 1d4 rounds. Even after the panic ends, the creature remains shaken

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    for 10 minutes per caster level, and it automatically becomes panicked again if it comes within sight of you during that time. This is a fear effect.

    Comatose: The subject falls into a catatonic coma for 10 minutes per caster level. During this time, it cannot be awakened by any means short of dispelling the effect. This is not a sleep effect, and thus elves are not immune to it.

    The spell lasts for 1 round per three caster levels. You must spend a move action each round after the first to target a foe.

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    You convert material of one sort into a product that is of the same material. Creatures or magic items cannot be created or transmuted by the fabricate spell. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication. If you work with a mineral, the target is reduced to 1 cubic foot per level instead of 10 cubic feet.

    You must make an appropriate Craft check to fabricate articles requiring a high degree of craftsmanship.

    Casting requires 1 round per 10 cubic feet (or 1 cubic foot) of material to be affected by the spell.

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    You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 +1 per caster level (maximum +10).

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    Any divination (scrying) spell used to view anything within the area of this spell instead receives a false image (as the major image spell), as defined by you at the time of casting. As long as the duration lasts, you can concentrate to change the image as desired. While you aren't concentrating, the image remains static.

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    An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.

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    The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes.

    The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature's maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.

    You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round. You may even cast this spell when it isn't your turn.

    This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the object does half normal damage based on its weight, with no

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    bonus for the height of the drop.

    Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.

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    If the target creature fails a Will saving throw, its Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a -4 penalty on its saving throw.

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    You can slay any one living creature within range. The target is entitled to a Fortitude saving throw to survive the attack. If the save is successful, the creature instead takes 3d6 points of damage +1 point per caster level (maximum +25).

    The subject might die from damage even if it succeeds on its saving throw.

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    This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or fire-based attacks (your choice).

    Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage +1 point per caster level (maximum +15). This damage is either cold damage (if the shield protects against fire-based attacks) or fire damage (if the shield protects against cold-based attacks). If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you.

    When casting this spell, you appear to immolate yourself, but the flames are thin and wispy, giving off light equal to only half the illumination of a normal torch (10 feet). The color of the flames is determined randomly (50% chance of either color)-blue or green if the chill shield is cast, violet or blue if the warm shield is employed. The special powers of each version are as follows.

    Warm Shield: The flames are warm to the touch. You take only half

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    damage from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.

    Chill Shield: The flames are cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.

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    fire trap creates a fiery explosion when an intruder opens the item that the trap protects. A fire trap can ward any object that can be opened and closed.

    When casting fire trap, you select a point on the object as the spell's center. When someone other than you opens the object, a fiery explosion fills the area within a 5-foot radius around the spell's center. The flames deal 1d4 points of fire damage +1 point per caster level (maximum +20). The item protected by the trap is not harmed by this explosion.

    A fire trapped item cannot have a second closure or warding spell placed on it.

    A knock spell does not bypass a fire trap. An unsuccessful dispel magic spell does not detonate the spell.

    Underwater, this ward deals half damage and creates a large cloud of steam.

    You can use the fire trapped object without discharging it, as can any individual to whom the object was specifically attuned when cast. Attuning a fire trapped object to an individual usually involves setting a password that you can share with friends.

    Note: Magic traps such as fire trap

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    are hard to detect and disable. A rogue (only) can use the Search skill to find a fire trap and Disable Device to thwart it. The DC in each case is 25 + spell level (DC 27 for a druid's fire trap or DC 29 for the arcane version).

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    A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.

    You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must 'hit' the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

    The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits

    Large undead

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    You turn ammunition (such as arrows, bolts, shuriken, and stones) into fiery projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won't ignite a creature it strikes.

    Large undead

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    A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.

    The sphere moves as long as you actively direct it (a move action for you)

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    This cantrip creates a burst of light. If you cause the light to burst directly in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.

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    The subject, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch.

    Only creatures made of flesh are affected by this spell.

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    The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.

    Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.

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    You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 100 pounds of weight per caster level. (If used to transport a liquid, its capacity is 2 gallons.) The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you. The disk winks out of existence when the spell duration expires. The disk also winks out if you move beyond range or try to take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it.

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    A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).

    A moderate wind (11+ mph) disperses the fog in 4 rounds

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    This powerful spell brings into being an immobile, invisible cubical prison composed of either bars of force or solid walls of force (your choice).

    Creatures within the area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails. Teleportation and other forms of astral travel provide a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal travel.

    Like a wall of force spell, a forcecage resists dispel magic, but it is vulnerable to a disintegrate spell, and it can be destroyed by a sphere of annihilation or a rod of cancellation.

    Barred Cage: This version of the spell produces a 20-foot cube made of bands of force (similar to a wall of force spell) for bars. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of passing through such a small space can escape

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    This spell functions like interposing hand, except that the forceful hand pursues and pushes away the opponent that you designate. Treat this attack as a bull rush with a +14 bonus on the Strength check (+8 for Strength 27, +4 for being Large, and a +2 bonus for charging, which it always gets). The hand always moves with the opponent to push that target back the full distance allowed, and it has no speed limit. Directing the spell to a new target is a move action.

    A very strong creature could not push the hand out of its way because the latter would instantly reposition itself between the creature and you, but an opponent could push the hand up against you by successfully bull rushing it.

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    This spell grants you a powerful sixth sense in relation to yourself or another. Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC.

    When another creature is the subject of the spell, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay. The subject, however, does not gain the insight bonus to AC and Reflex saves.

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    The transmuted creature becomes smarter. The spell grants a +4 enhancement bonus to Intelligence, adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier. Wizards (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save DCs for spells they cast while under this spell's effect do increase. This spell doesn't grant extra skill points.

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    This spell functions like fox's cunning, except that it affects multiple creatures.

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    The subject is freed from spells and effects that restrict its movement, including binding, entangle, grappling, imprisonment, maze, paralysis, petrification, pinning, sleep, slow, stunning, temporal stasis, and web. To free a creature from imprisonment or maze, you must know its name and background, and you must cast this spell at the spot where it was entombed or banished into the maze.

    Large undead

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    freezing sphere creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 10-foot-radius burst, dealing 1d6 points of cold damage per caster level (maximum 15d6) to each creature in the area. An elemental (water) creature instead takes 1d8 points of cold damage per caster level (maximum 15d8).

    If the freezing sphere strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area equal to 100 square feet (a 10- foot square) per caster level (maximum 1,500 square feet). This ice lasts for 1 round per caster level. Creatures that were swimming on the surface of frozen water become trapped in the ice. Attempting to break free is a full-round action. A trapped creature must make a DC 25 Strength check or a DC 25 Escape Artist check to do so.

    You can refrain from firing the globe after completing the spell, if you wish. Treat this as a touch spell for which you are holding the charge. You can hold the charge for as long as 1 round per level, at the end of which time the freezing sphere bursts centered on

    Large undead


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    you (and you receive no saving throw to resist its effect). Firing the globe in a later round is a standard action.

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    The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains damage reduction 10/magic and becomes immune to poison and critical hits. It can't attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. (This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials.) The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.

    A gaseous creature can't run, but it can fly at a speed of 10 feet (maneuverability perfect). It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can't enter water or other liquid. It also can't manipulate objects or activate items, even those carried along with its gaseous

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    form. Continuously active items remain active, though in some cases their effects may be moot.

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    Casting a gate spell has two effects. First, it creates an interdimensional connection between your plane of existence and a plane you specify, allowing travel between those two planes in either direction.

    Second, you may then call a particular individual or kind of being through the gate.

    The gate itself is a circular hoop or disk from 5 to 20 feet in diameter (caster's choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side.

    A gate has a front and a back. Creatures moving through the gate from the front are transported to the other plane

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    This spell functions similarly to lesser geas, except that it affects a creature of any HD and allows no saving throw.

    Instead of taking penalties to ability scores (as with lesser geas), the subject takes 3d6 points of damage each day it does not attempt to follow the geas/quest. Additionally, each day it must make a Fortitude saving throw or become sickened. These effects end 24 hours after the creature attempts to resume the geas/quest.

    A remove curse spell ends a geas/quest spell only if its caster level is at least two higher than your caster level. Break enchantment does not end a geas/quest, but limited wish, miracle, and wish do.

    Bards, sorcerers, and wizards usually refer to this spell as geas, while clerics call the same spell quest.

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    A lesser geas places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. The creature must have 7 or fewer Hit Dice and be able to understand you. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.

    The geased creature must follow the given instructions until the geas is completed, no matter how long it takes.

    If the instructions involve some open-ended task that the recipient cannot complete through his own actions the spell remains in effect for a maximum of one day per caster level. A clever recipient can subvert some instructions:

    If the subject is prevented from obeying the lesser geas for 24 hours, it takes a -2 penalty to each of its ability scores. Each day, another -2 penalty accumulates, up to a total of -8. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the lesser geas.

    A lesser geas (and all ability score penalties)

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    can be ended by break enchantment, limited wish, remove curse, miracle, or wish. dispel magic does not affect a lesser geas.

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    You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see raise dead). Days spent under the influence of this spell don't count against the time limit. Additionally, this spell makes transporting a fallen comrade more pleasant.

    The spell also works on severed body parts and the like.

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    Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound Ghost sound creates when casting it and cannot thereafter change the sound's basic character.

    The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a Ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.

    Ghost sound can enhance the effectiveness of a silent image spell.

    Ghost sound can be made permanent with a permanency spell.

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    Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.

    Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.

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    A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.

    Any creature covered by the dust takes a -40 penalty on Hide checks.

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    This spell functions like lesser globe of invulnerability, except that it also excludes 4th-level spells and spell-like effects.

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    An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area or effect of any such spells does not include the area of the lesser globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. However, any type of spell can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a targeted dispel magic spell, but not by an area dispel magic. You can leave and return to the globe without penalty.

    Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.

    If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether lesser globe of invulnerability stops it.

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    This spell functions like interposing hand, except the hand can also grapple one opponent that you select. The grasping hand gets one grapple attack per round.

    Its attack bonus to make contact equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for wizards, clerics, and sorcerers, respectively), +10 for the hand's Strength score (31), -1 for being Large. Its grapple bonus is this same figure, except with a +4 modifier for being Large instead of -1. The hand holds but does not harm creatures it grapples.

    Directing the spell to a new target is a move action.

    The grasping hand can also bull rush an opponent as forceful hand does, but at a +16 bonus on the Strength check (+10 for Strength 35, +4 for being Large, and a +2 bonus for charging, which it always gets), or interpose itself as interposing hand does.

    Clerics who cast this spell name it for their deities.

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    A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).

    The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.

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    This powerful spell is primarily used to defend your stronghold. The ward protects 200 square feet per caster level. The warded area can be as much as 20 feet high, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them

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    This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path.

    A Tiny or smaller creature on the ground is knocked down and rolled 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 2d6x10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting.

    Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6x10 feet.

    Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6x5 feet.

    Large or larger creatures may move normally within a gust of wind effect.

    A gust of wind can't move a creature beyond the limit of its range.

    Any creature, regardless of size, takes a -4 penalty on ranged attacks and Listen checks in the area of a gust of wind.

    The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.

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    In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.

    gust of wind can be made permanent with a permanency spell.

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    You make natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance.

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    This spell renders as many as three undead creatures immobile. A nonintelligent undead creature gets no saving throw

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    The transmuted creatures move and act more quickly than normal. This extra speed has several effects.

    When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)

    A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

    All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed.

    Multiple haste effects don't stack. haste dispels

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    and counters slow.

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    This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks.

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    This spell functions like heroism, except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20).

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    This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally.

    A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster's receives a +4 bonus on its saving throw, because humor doesn't 'translate' well.

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    This spell functions like hold person, except that it affects any living creature that fails its Will save.

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    This spell functions like hold person, except that it affects multiple creatures and holds any living creature that fails its Will save.

    Large undead


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    The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)

    A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.

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    This spell functions like hold person, except as noted above.

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    This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate a hold portal spell.

    For a portal affected by this spell, add 5 to the normal DC for forcing open the portal.

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    This spell evaporates moisture from the body of each subject living creature, dealing 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage per caster level (maximum 20d8).

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    A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it. Roll 2d4 and add your caster level (maximum 10) to determine the total number of Hit Dice of creatures affected. Creatures with the fewest HD are affected first

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    Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total Hit Dice of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated.

    If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of -2.

    While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request.

    A creature that fails its saving throw does not remember that you enspelled it.

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    Great magical hailstones pound down for 1 full round, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. A -4 penalty applies to each Listen check made within the ice storm's effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects (other than the damage dealt).

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    The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).

    Identify does not function when used on an artifact.

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    You write instructions or other information on parchment, paper, or any suitable writing material. The illusory script appears to be some form of foreign or magical writing. Only the person (or people) designated by you at the time of the casting are able to read the writing

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    This spell creates the illusion of a wall, floor, ceiling, or similar surface. It appears absolutely real when viewed, but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, any detection abilities that do not require sight work normally. Touch or a probing search reveals the true nature of the surface, though such measures do not cause the illusion to disappear.

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    When you cast imprisonment and touch a creature, it is entombed in a state of suspended animation (see the temporal stasis spell) in a small sphere far beneath the surface of the earth. The subject remains there unless a freedom spell is cast at the locale where the imprisonment took place. Magical search by a crystal ball, a locate object spell, or some other similar divination does not reveal the fact that a creature is imprisoned, but discern location does. A wish or miracle spell will not free the recipient, but will reveal where it is entombed. If you know the target's name and some facts about its life, the target takes a -4 penalty on its save.

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    An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers. The smoke obscures all sight as a fog cloud does. In addition, the white-hot embers within the cloud deal 4d6 points of fire damage to everything within the cloud on your turn each round. All targets can make Reflex saves each round to take half damage.

    As with a cloudkill spell, the smoke moves away from you at 10 feet per round. Figure out the smoke's new spread each round based on its new point of origin, which is 10 feet farther away from where you were when you cast the spell. By concentrating, you can make the cloud (actually its point of origin) move as much as 60 feet each round. Any portion of the cloud that would extend beyond your maximum range dissipates harmlessly, reducing the remainder's spread thereafter.

    As with fog cloud, wind disperses the smoke, and the spell can't be cast underwater.

    Large undead

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    The affected creature suffers from a continuous confusion effect, as the spell.

    Remove curse does not remove insanity. Greater restoration, heal, limited wish, miracle, or wish can restore the creature.

    Large undead

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    You call some nonliving item from virtually any location directly to your hand.

    First, you must place your arcane mark on the item. Then you cast this spell, which magically and invisibly inscribes the name of the item on a sapphire worth at least 1,000 gp. Thereafter, you can summon the item by speaking a special word (set by you when the spell is cast) and crushing the gem. The item appears instantly in your hand. Only you can use the gem in this way.

    If the item is in the possession of another creature, the spell does not work, but you know who the possessor is and roughly where that creature is located when the summons occurs.

    The inscription on the gem is invisible. It is also unreadable, except by means of a read magic spell, to anyone but you.

    The item can be summoned from another plane, but only if no other creature has claimed ownership of it.

    Large undead

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    interposing hand creates a Large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the hand-it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however.

    An interposing hand is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as you do when you're undamaged, and its AC is 20 (-1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don't cause damage do not affect it.

    The hand never provokes attacks of opportunity from opponents. It cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster.

    Disintegrate or a successful dispel magic destroys it.

    Any creature weighing

    Large undead

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    2,000 pounds or less that tries to push past the hand is slowed to half its normal speed. The hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature's attacks.

    Directing the spell to a new target is a move action.

    Large undead

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    The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

    Items dropped or put down by an invisible creature become visible

    Large undead

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    This spell functions like invisibility, except that it doesn't end if the subject attacks.

    Large undead


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    This spell functions like invisibility, except that the effect is mobile with the group and is broken when anyone in the group attacks. Individuals in the group cannot see each other. The spell is broken for any individual who moves more than 180 feet from the nearest member of the group. (If only two individuals are affected, the one moving away from the other one loses its invisibility. If both are moving away from each other, they both become visible when the distance between them exceeds 180 feet.)

    Large undead

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    This spell functions like invisibility, except that this spell confers invisibility upon all creatures within 10 feet of the recipient. The center of the effect is mobile with the recipient.

    Those affected by this spell can see each other and themselves as if unaffected by the spell. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Affected creatures (other than the recipient) who attack negate the invisibility only for themselves. If the spell recipient attacks, the invisibility sphere ends.

    Large undead

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    This spell transforms your body into living iron, which grants you several powerful resistances and abilities.

    You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire of all kinds. However, you also become vulnerable to all special attacks that affect iron golems.

    You gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 50% and a -8 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can't use potions) or play wind instruments.

    Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and you are considered armed when making unarmed attacks.

    Your weight increases by a factor of ten,

    Large undead

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    causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the ocean-at least until the spell duration expires.

    Large undead

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    The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a -4 penalty to Armor Class and a -10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds. The dancing subject provokes attacks of opportunity each round on its turn.

    Large undead

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    The subject gets a +10 enhancement bonus on Jump checks. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.

    Large undead

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    This spell makes a weapon magically keen, improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon. A threat range of 20 becomes 19-20, a threat range of 19-20 becomes 17-20, and a threat range of 18-20 becomes 15-20. The spell can be cast only on piercing or slashing weapons. If cast on arrows or crossbow bolts, the keen edge 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.)

    Multiple effects that increase a weapon's threat range (such as the keen edge spell and the Improved Critical feat) don't stack. You can't cast this spell on a natural weapon, such as a claw.

    Large undead

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    The knock spell opens stuck, barred, locked, held, or arcane locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). If used to open a arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each spell can undo as many as two means of preventing egress.

    Large undead

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    legend lore brings to your mind legends about an important person, place, or thing. If the person or thing is at hand, or if you are in the place in question, the casting time is only 1d4x10 minutes. If you have only detailed information on the person, place, or thing, the casting time is 1d10 days, and the resulting lore is less complete and specific (though it often provides enough information to help you find the person, place, or thing, thus allowing a better legend lore result next time). If you know only rumors, the casting time is 2d6 weeks, and the resulting lore is vague and incomplete (though it often directs you to more detailed information, thus allowing a better legend lore result next time).

    During the casting, you cannot engage in other than routine activities: eating, sleeping, and so forth. When completed, the divination brings legends (if any) about the person, place, or things to your mind. These may be legends that are still current, legends that have been forgotten, or even information that has never been generally known. If the person, place, or thing is not of legendary importance, you gain no information. As a rule of thumb, characters who are

    Large undead


    [2/2]

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    11th level and higher are 'legendary,' as are the sorts of creatures they contend with, the major magic items they wield, and the places where they perform their key deeds.

    Large undead

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    Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round

    Large undead

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    This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.

    A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.

    Large undead

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    You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.

    The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits

    Large undead

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    A limited wish lets you create nearly any type of effect. For example, a limited wish can do any of the following things.

    • Duplicate any sorcerer/wizard spell of 6th level or lower, provided the spell is not of a school prohibited to you.
    • Duplicate any other spell of 5th level or lower, provided the spell is not of a school prohibited to you.
    • Duplicate any sorcerer/wizard spell of 5th level or lower, even if it's of a prohibited school.
    • Duplicate any other spell of 4th level or lower, even if it's of a prohibited school.
    • Undo the harmful effects of many spells, such as geas/quest or insanity.
    • Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a -7 penalty on its next saving throw.

    A duplicated spell allows saving throws and spell resistance as normal (but the save DC is for a 7th-level spell). When a limited wish duplicates a spell that has an XP cost, you must pay that cost or 300 XP, whichever is more. When a limited wish spell duplicates a spell with a material

    Large undead

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    component that costs more than 1,000 gp, you must provide that component.

    Large undead

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    This spell functions like locate object, except this spell locates a known or familiar creature.

    You slowly turn and sense when you are facing in the direction of the creature to be located, provided it is within range. You also know in which direction the creature is moving, if any.

    The spell can locate a creature of a specific kind or a specific creature known to you. It cannot find a creature of a certain type. To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once.

    Running water blocks the spell. It cannot detect objects. It can be fooled by mislead, nondetection, and polymorph spells.

    Large undead

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    You sense the direction of a well-known or clearly visualized object. You can search for general items, in which case you locate the nearest one of its kind if more than one is within range. Attempting to find a certain item requires a specific and accurate mental image

    Large undead

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    An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

    Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

    Large undead


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    You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.

    Large undead

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    All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. That is, spells and spell-like effects are separated into their individual components (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item. An item in a creature's possession uses its own Will save bonus or its possessor's Will save bonus, whichever is higher.

    You also have a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.

    Even artifacts are subject to disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items. Additionally, if an artifact is destroyed, you must make a DC 25 Will save or permanently lose all spellcasting abilities. (These abilities cannot be recovered by mortal magic, not even miracle or wish.)

    Note: Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or

    Large undead

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    connection with the device.

    Large undead

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    You conjure up a phantom watchdog that is invisible to everyone but yourself. It then guards the area where it was conjured (it does not move). The hound immediately starts barking loudly if any Small or larger creature approaches within 30 feet of it. (Those within 30 feet of the hound when it is conjured may move about in the area, but if they leave and return, they activate the barking.) The hound sees invisible and ethereal creatures. It does not react to figments, but it does react to shadow illusions.

    If an intruder approaches to within 5 feet of the hound, the dog stops barking and delivers a vicious bite (+10 attack bonus, 2d6+3 points of piercing damage) once per round. The dog also gets the bonuses appropriate to an invisible creature.

    The dog is considered ready to bite intruders, so it delivers its first bite on the intruder's turn. Its bite is the equivalent of a magic weapon for the purpose of damage reduction. The hound cannot be attacked, but it can be dispelled.

    The spell lasts for 1 hour per caster level, but once the hound begins barking, it lasts only 1 round per caster level. If you are ever more than 100 feet distant from the hound, the spell

    Large undead

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    ends.

    Large undead

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    You instantly recall any one spell of 5th level or lower that you have used during the past 24 hours. The spell must have been actually cast during that period. The recalled spell is stored in your mind as through prepared in the normal fashion.

    If the recalled spell requires material components, you must provide them. The recovered spell is not usable until the material components are available.

    Large undead

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    You conjure up an extradimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the mansion, and the portal is shut and made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

    You can create any floor plan you desire to the limit of the spell's effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the mansion.

    Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond.

    Large undead

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    This spell ensures privacy. Anyone looking into the area from outside sees only a dark, foggy mass. Darkvision cannot penetrate it. No sounds, no matter how loud, can escape the area, so nobody can eavesdrop from outside. Those inside can see out normally.

    Divination (scrying) spells cannot perceive anything within the area, and those within are immune to detect thoughts. The ward prevents speech between those inside and those outside (because it blocks sound), but it does not prevent other communication, such as a sending or message spell, or telepathic communication, such as that between a wizard and her familiar.

    The spell does not prevent creatures or objects from moving into and out of the area.

    Mage's private sanctum can be made permanent with a permanency spell.

    Large undead

    [1/2]

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    This spell brings into being a shimmering, swordlike plane of force. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The sword attacks its designated target once each round on your turn. Its attack bonus is equal to your caster level + your Int bonus or your Cha bonus (for wizards or sorcerers, respectively) with an additional +3 enhancement bonus. As a force effect, it can strike ethereal and incorporeal creatures. It deals 4d6+3 points of force damage, with a threat range of 19-20 and a critical multiplier of x2.

    The sword always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. If the sword goes beyond the spell range from you, if it goes out of your sight, or if you are not directing it, the sword returns to you and hovers.

    Each round after the first, you can use a standard action to switch the sword to a new target. If you do not, the sword continues to attack the previous round's target.

    The sword cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of

    Large undead


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    cancellation affects it. The sword's AC is 13 (10, +0 size bonus for Medium object, +3 deflection bonus).

    If an attacked creature has spell resistance, the resistance is checked the first time Mage's sword strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell.

    Large undead

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    You alter an item's aura so that it registers to detect spells (and spells with similar capabilities) as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify.

    If the object bearing magic aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object's actual qualities if he succeeds on a Will save. Otherwise, he believes the aura and no amount of testing reveals what the true magic is.

    If the targeted item's own aura is exceptionally powerful (if it is an artifact, for instance), magic aura doesn't work.

    Note: A magic weapon, shield, or suit of armor must be a masterwork item, so a sword of average make, for example, looks suspicious if it has a magical aura.

    Large undead

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    This spell functions like magic circle against evil, except that it is similar to protection from chaos instead of protection from evil, and it can imprison a nonlawful called creature.

    Large undead

    [1/4]

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    All creatures within the area gain the effects of a protection from evil spell, and no nongood summoned creatures can enter the area either. You must overcome a creature's spell resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies' spell resistance.

    This spell has an alternative version that you may choose when casting it. A magic circle against evil can be focused inward rather than outward. When focused inward, the spell binds a nongood called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle's boundaries. If a creature too large to fit into the spell's area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only.

    A magic circle leaves much to be desired as a trap. If the circle of

    Large undead

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    powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means. You can prevent the creature's extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself.

    You can add a special diagram (a two-dimensional

    Large undead

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    bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20.

    A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram-even a straw laid across it. However, the

    Large undead

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    creature itself cannot disturb the diagram either directly or indirectly, as noted above.

    This spell is not cumulative with protection from evil and vice versa.

    Large undead

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    This spell functions like magic circle against evil, except that it is similar to protection from good instead of protection from evil, and it can imprison a nonevil called creature.

    Large undead

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    This spell functions like magic circle against evil, except that it is similar to protection from law instead of protection from evil, and it can imprison a nonchaotic called creature.

    Large undead


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    By casting magic jar, you place your soul in a gem or large crystal (known as the magic jar), leaving your body lifeless. Then you can attempt to take control of a nearby body, forcing its soul into the magic jar. You may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when you send your soul back to your own body, leaving the receptacle empty.

    To cast the spell, the magic jar must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body is, as near as anyone can tell, dead.

    While in the magic jar, you can sense and attack any life force within 10 feet per caster level (and on the same plane of existence). You do need line of effect from the jar to the creatures. You cannot determine the exact creature types or positions of these creatures. In a group of life forces, you can sense a difference of 4 or more Hit Dice between one creature and another and can determine whether a life force is powered by positive or negative energy. (Undead creatures are powered by

    Large undead

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    negative energy. Only sentient undead creatures have, or are, souls.)

    You could choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature you attempt to possess is determined randomly.

    Attempting to possess a body is a full-round action. It is blocked by protection from evil or a similar ward. You possess the body and force the creature's soul into the magic jar unless the subject succeeds on a Will save. Failure to take over the host leaves your life force in the magic jar, and the target automatically succeeds on further saving throws if you attempt to possess its body again.

    If you are successful, your life force occupies the host body, and the host's life force is imprisoned in the magic jar. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can't choose to activate the body's

    Large undead

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    extraordinary or supernatural abilities. The creature's spells and spell-like abilities do not stay with the body.

    As a standard action, you can shift freely from a host to the magic jar if within range, sending the trapped soul back to its body. The spell ends when you shift from the jar to your own body.

    If the host body is slain, you return to the magic jar, if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain.

    If the spell ends while you are in the magic jar, you return to your body (or die if your body is out of range or destroyed). If the spell ends while you are in a host, you return to your body (or die, if it is out of range of your current position), and the soul in the magic jar returns to its body (or dies if it is out of range). Destroying the receptacle ends the spell, and the spell can be dispelled at either the magic jar or at the host's location.

    Large undead

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    A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.

    The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can't be singled out. Inanimate objects are not damaged by the spell.

    For every two caster levels beyond 1st, you gain an additional missile-two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

    Large undead

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    This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs. The message, which must be twenty-five or fewer words long, can be in any language known by you and can be delivered over a period of 10 minutes. The mouth cannot utter verbal components, use command words, or activate magical effects. It does, however, move according to the words articulated

    Large undead

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    Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. (An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls.)

    You can't cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell.

    Large undead

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    This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5).

    Alternatively, you can affect as many as fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation when used. (Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.)

    Large undead

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    This spell functions like minor creation, except that you can also create an object of mineral nature: stone, crystal, metal, or the like. The duration of the created item varies with its relative hardness and rarity, as indicated on the following table.

    Hardness and Rarity Examples
    Duration
    Vegetable matter
    2 hr./level
    Stone, crystal, base metals
    1 hr./level
    Precious metals
    20 min./level
    Gems
    10 min./level
    Rare metal1
    1 round/level
    1 Includes adamantine, alchemical silver, and mithral. You can't use major creation to create a cold iron item.

    Large undead

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    This spell functions like silent image, except that sound, smell, and thermal illusions are included in the spell effect. While concentrating, you can move the image within the range.

    The image disappears when struck by an opponent unless you cause the illusion to react appropriately.

    Large undead


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    You banish the subject into an extradimensional labyrinth of force planes. Each round on its turn, it may attempt a DC 20 Intelligence check to escape the labyrinth as a full-round action. If the subject doesn't escape, the maze disappears after 10 minutes, forcing the subject to leave.

    On escaping or leaving the maze, the subject reappears where it had been when the maze spell was cast. If this location is filled with a solid object, the subject appears in the nearest open space. Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape a maze spell, although a plane shift spell allows it to exit to whatever plane is designated in that spell. Minotaurs are not affected by this spell.

    Large undead

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    Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.

    Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item's magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).

    Large undead

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    You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn't transcend language barriers.

    Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips.

    Large undead

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    Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects. When you cast it, four 2- foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select. The meteor spheres leave a fiery trail of sparks.

    If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by one of these spheres takes 2d6 points of bludgeoning damage (no save) and receives no saving throw against the sphere's fire damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target's space. You may aim more than one meteor at the same target.

    Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of fire damage to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each. (Fire resistance applies to each sphere's damage individually.)

    Large undead

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    The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts. This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects. Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to affect the subject's mind or to gain information about it. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn't detected. Scrying attempts that are targeted specifically at the subject do not work at all.

    Large undead

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    mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it. Creatures in the mind fog take a -10 competence penalty on Wisdom checks and Will saves. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog is stationary and lasts for 30 minutes (or until dispersed by wind).

    A moderate wind (11+ mph) disperses the fog in four rounds

    Large undead

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    You create a nonmagical, unattended object of nonliving, vegetable matter. The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed on an appropriate skill check to make a complex item.

    Attempting to use any created object as a material component causes the spell to fail.

    Large undead

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    This spell functions like silent image, except that minor image includes some minor sounds but not understandable speech.

    Large undead

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    This spell functions like hallucinatory terrain, except that it enables you to make any area appear to be something other than it is. The illusion includes audible, visual, tactile, and olfactory elements. Unlike hallucinatory terrain, the spell can alter the appearance of structures (or add them where none are present). Still, it can't disguise, conceal, or add creatures (though creatures within the area might hide themselves within the illusion just as they can hide themselves within a real location).

    Large undead


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    Several illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack. The figments stay near you and disappear when struck.

    mirror image creates 1d4 images plus one image per three caster levels (maximum eight images total). These figments separate from you and remain in a cluster, each within 5 feet of at least one other figment or you. You can move into and through a mirror image. When you and the mirror image separate, observers can't use vision or hearing to tell which one is you and which the image. The figments may also move through each other. The figments mimic your actions, pretending to cast spells when you cast a spell, drink potions when you drink a potion, levitate when you levitate, and so on.

    Enemies attempting to attack you or cast spells at you must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a figment. Any successful attack against an image destroys it. An image's AC is 10 + your size modifier + your Dex modifier. Figments seem to react normally to area spells (such as looking like they're burned or dead after being hit by a

    Large undead

    [2/2]

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    fireball).

    While moving, you can merge with and split off from figments so that enemies who have learned which image is real are again confounded.

    An attacker must be able to see the images to be fooled. If you are invisible or an attacker shuts his or her eyes, the spell has no effect. (Being unable to see carries the same penalties as being blinded.)

    Large undead

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    By means of this spell, you misdirect the information from divination spells that reveal auras (detect evil, detect magic, discern lies, and the like). On casting the spell, you choose another object within range. For the duration of the spell, the subject of misdirection is detected as if it were the other object. (Neither the subject nor the other object gets a saving throw against this effect.) Detection spells provide information based on the second object rather than on the actual target of the detection unless the caster of the detection succeeds on a Will save. For instance, you could make yourself detect as a tree if one were within range at casting: not evil, not lying, not magical, neutral in alignment, and so forth. This spell does not affect other types of divination magic (augury, detect thoughts, clairaudience/clairvoyance, and the like).

    Large undead

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    You become invisible (as greater invisibility, a glamer), and at the same time, an illusory double of you (as major image, a figment) appears. You are then free to go elsewhere while your double moves away. The double appears within range but thereafter moves as you direct it (which requires concentration beginning on the first round after the casting). You can make the figment appear superimposed perfectly over your own body so that observers don't notice an image appearing and you turning invisible. You and the figment can then move in different directions. The double moves at your speed and can talk and gesture as if it were real, but it cannot attack or cast spells, though it can pretend to do so.

    The illusory double lasts as long as you concentrate upon it, plus 3 additional rounds. After you cease concentration, the illusory double continues to carry out the same activity until the duration expires. The greater invisibility lasts for 1 round per level, regardless of concentration.

    Large undead

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    Casting this spell allows you to prepare additional spells or retain spells recently cast. Pick one of these two versions when the spell is cast.

    Prepare: You prepare up to three additional levels of spells. A cantrip counts as 1/2 level for this purpose. You prepare and cast these spells normally.

    Retain: You retain any spell of 3rd level or lower that you had cast up to 1 round before you started casting the mnemonic enhancer. This restores the previously cast spell to your mind.

    In either event, the spell or spells prepared or retained fade after 24 hours (if not cast).

    Large undead

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    This spell grants you a powerful sixth sense in relation to yourself. Once during the spell's duration, you may choose to use its effect. This spell grants you an insight bonus equal to your caster level (maximum +25) on any single attack roll, opposed ability or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack (even if flat-footed). Activating the effect doesn't take an action

    Large undead

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    You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.

    Large undead

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    Move earth moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth.

    However, in no event can rock formations be collapsed or moved. The area to be affected determines the casting time. For every 150-foot square (up to 10 feet deep), casting takes 10 minutes. The maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move.

    This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacierlike fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography.

    The spell cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle.

    This spell has no effect on earth creatures.

    Large undead

    [1/3]

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    You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate.

    The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the subject fatigued and unable to regain arcane spells for the next 24 hours.

    The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature.

    Knowledge
    Will Save Modifier
    None1
    +10
    Secondhand (you have heard of the subject)
    +5
    Firsthand (you have met the subject)
    +0
    Familiar (you know the subject well)
    -5
    1 You must have some sort of connection to a creature you have no knowledge of.

    Large undead


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    Connection
    Will Save Modifier
    Likeness or picture
    -2
    Possession or garment
    -4
    Body part, lock of hair, bit of nail, etc.
    -10

    Dispel evil cast on the subject while you are casting the spell dispels the nightmare and causes you to be stunned for 10 minutes per caster level of the dispel evil.

    If the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a spell or the spell ends.

    If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance.

    Large undead

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    You are defenseless, both physically and mentally, while in the trance. (You always fail any saving throw, for example.)

    Creatures who don't sleep (such as elves, but not half-elves) or dream are immune to this spell.

    Large undead

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    The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast nondetection. If you cast Nondetection on yourself or on an item currently in your possession, the DC is 15 + your caster level.

    If cast on a creature, Nondetection wards the creature's gear as well as the creature itself.

    Large undead

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    This spell hides an object from location by divination (scrying) effects, such as the scrying spell or a crystal ball. Such an attempt automatically fails (if the divination is targeted on the object) or fails to perceive the object (if the divination is targeted on a nearby location, object, or person).

    Large undead

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    A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

    A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage.

    This spell does not function underwater.

    Large undead

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    You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect.

    Large undead

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    This spell functions like a fly spell, except you can fly at a speed of 40 feet (30 feet if wearing medium or heavy armor, or if carrying a medium or heavy load) with average maneuverability. When using this spell for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). This means you can cover 64 miles in an eight-hour period of flight (or 48 miles at a speed of 30 feet).

    Large undead

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    The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills. Clerics, druids, paladins, and rangers (and other Wisdom-based spellcasters) who receive owl's wisdom do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase.

    Large undead

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    This spell functions like owl's wisdom, except that it affects multiple creatures.

    Large undead


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    You create a passage through wooden, plaster, or stone walls, but not through metal or other harder materials. The passage is 10 feet deep plus an additional 5 feet deep per three caster levels above 9th (15 feet at 12th, 20 feet at 15th, and a maximum of 25 feet deep at 18th level). If the wall's thickness is more than the depth of the passage created, then a single passwall simply makes a niche or short tunnel. Several passwall spells can then form a continuing passage to breach very thick walls. When passwall ends, creatures within the passage are ejected out the nearest exit. If someone dispels the passwall or you dismiss it, creatures in the passage are ejected out the far exit, if there is one, or out the sole exit if there is only one.

    Large undead

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    This spell makes certain other spells permanent.

    Depending on the spell, you must be of a minimum caster level and must expend a number of XP.

    You can make the following spells permanent in regard to yourself.

    Spell
    Minimum Caster Level
    XP Cost
    Arcane sight
    11th
    1,500 XP
    Comprehend languages
    9th
    500 XP
    Darkvision
    10th
    1,000 XP
    Detect magic
    9th
    500 XP
    Read magic
    9th
    500 XP
    See invisibility
    10th
    1,000 XP
    Tongues
    11th
    1,500

    Large undead

    [2/5]

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    XP

    You cast the desired spell and then follow it with the permanency spell. You cannot cast these spells on other creatures. This application of permanency can be dispelled only by a caster of higher level than you were when you cast the spell.

    In addition to personal use, permanency can be used to make the following spells permanent on yourself, another creature, or an object (as appropriate).

    Spell
    Minimum Caster Level
    XP Cost
    Enlarge person
    9th
    500 XP
    Magic fang
    9th
    500 XP
    Magic fang, greater
    11th
    1,500 XP
    reduce person
    9th
    500 XP
    Resistance
    9th
    500

    Large undead

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    XP
    Telepathic bond 1
    13th
    2,500 XP
    1 Only bonds two creatures per casting of permanency.

    Additionally, the following spells can be cast upon objects or areas only and rendered permanent.

    Spell
    Minimum Caster Level
    XP Cost
    Alarm
    9th
    500 XP
    Animate objects
    14th
    3,000 XP
    Dancing lights
    9th
    500 XP
    Ghost sound
    9th
    500 XP
    Gust of wind
    11th
    1,500 XP
    Invisibility

    Large undead

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    10th
    1,000 XP
    Mage's private sanctum
    13th
    2,500 XP
    Magic mouth
    10th
    1,000 XP
    Phase door
    15th
    3,500 XP
    Prismatic sphere
    17th
    4,500 XP
    prismatic wall
    16th
    4,000 XP
    Shrink item
    11th
    1,500 XP
    Solid fog
    12th
    2,000 XP
    Stinking cloud
    11th
    1,500 XP
    Symbol of death
    16th
    4,000 XP
    Symbol of fear
    14th
    3,000 XP
    Symbol of insanity

    Large undead

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    16th
    4,000 XP
    Symbol of pain
    13th
    2,500 XP
    Symbol of persuasion
    14th
    3,000 XP
    Symbol of sleep
    16th
    4,000 XP
    Symbol of stunning
    15th
    3,500 XP
    Symbol of weakness
    15th
    3,500 XP
    Teleportation circle
    17th
    4,500 XP
    Wall of fire
    12th
    2,000 XP
    Wall of force
    13th
    2,500 XP
    Web
    10th
    1,000 XP

    Spells cast on other creatures, objects, or locations (not on you) are vulnerable to dispel magic as normal.

    Large undead

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    This spell functions like silent image, except that the figment includes visual, auditory, olfactory, and thermal elements, and the spell is permanent. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating.

    Large undead

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    This spell functions like silent image, except that the figment includes visual, auditory, olfactory, and thermal components, and the figment follows a script determined by you. The figment follows that script without your having to concentrate on it. The illusion can include intelligible speech if you wish.

    Large undead

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    You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell's subject can see the phantasmal killer. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage.

    If the subject of a phantasmal killer attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack.

    Large undead


    [1/2]

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    You conjure a Large, quasi-real, horselike creature. The steed can be ridden only by you or by the one person for whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it.

    The mount has an AC of 18 (-1 size, +4 natural armor, +5 Dex) and 7 hit points +1 hit point per caster level. If it loses all its hit points, the phantom steed disappears. A phantom steed has a speed of 20 feet per caster level, to a maximum of 240 feet. It can bear its rider's weight plus up to 10 pounds per caster level.

    These mounts gain certain powers according to caster level. A mount's abilities include those of mounts of lower caster levels.

    8th Level: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.

    10th Level: The mount can use water walk at will (as the spell, no action required to activate this ability).

    12th Level: The mount can use air walk at will (as the

    Large undead

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    spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.

    14th Level: The mount can fly at its speed (average maneuverability).

    Large undead

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    This spell makes a lock or other small mechanism seem to be trapped to anyone who can detect traps. You place the spell upon any small mechanism or device, such as a lock, hinge, hasp, cork, cap, or ratchet. Any character able to detect traps, or who uses any spell or device enabling trap detection, is 100% certain a real trap exists. Of course, the effect is illusory and nothing happens if the trap is 'sprung'

    Large undead

    [1/2]

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    This spell creates an ethereal passage through wooden, plaster, or stone walls, but not other materials. The phase door is invisible and inaccessible to all creatures except you, and only you can use the passage. You disappear when you enter the phase door and appear when you exit. If you desire, you can take one other creature (Medium or smaller) through the door. This counts as two uses of the door. The door does not allow light, sound, or spell effects through it, nor can you see through it without using it. Thus, the spell can provide an escape route, though certain creatures, such as phase spiders, can follow with ease. A gem of true seeing or similar magic reveals the presence of a phase door but does not allow its use.

    A phase door is subject to dispel magic. If anyone is within the passage when it is dispelled, he is harmlessly ejected just as if he were inside a passwall effect.

    You can allow other creatures to use the phase door by setting some triggering condition for the door. Such conditions can be as simple or elaborate as you desire. They can be based on a creature's name, identity, or alignment, but

    Large undead

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    otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points don't qualify.

    phase door can be made permanent with a permanency spell.

    Large undead

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    This spell functions like lesser planar binding, except that you may call a single creature of 12 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 12. Each creature gets a save, makes an independent attempt to escape, and must be individually persuaded to aid you.

    Large undead

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    This spell functions like lesser planar binding, except that you may call a single creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18. Each creature gets a saving throw, makes independent attempts to escape, and must be persuaded to aid you individually.

    Large undead

    [1/3]

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    Casting this spell attempts a dangerous act: to lure a creature from another plane to a specifically prepared trap, which must lie within the spell's range. The called creature is held in the trap until it agrees to perform one service in return for its freedom.

    To create the trap, you must use a magic circle spell, focused inward. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individual's proper name in casting the spell.

    The target creature is allowed a Will saving throw. If the saving throw succeeds, the creature resists the spell. If the saving throw fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called). The creature can escape from the trap with by successfully pitting its spell resistance against your caster level check, by dimensional travel, or with a successful Charisma check (DC 15 + 1/2 your caster level + your Cha modifier). It can try each method once per day. If it breaks loose, it can flee or attack you. A dimensional anchor cast on the creature prevents its escape via dimensional travel. You can also employ a calling diagram

    Large undead

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    (see magic circle against evil) to make the trap more secure.

    If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature's Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones reoffered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you roll a 1 on the Charisma check, the creature breaks free of the binding and can escape or attack you.

    Once the requested service is completed, the creature need only so inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete though its own actions the spell remains in

    Large undead


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    effect for a maximum of one day per caster level, and the creature gains an immediate chance to break free. Note that a clever recipient can subvert some instructions.

    When you use a calling spell to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

    Large undead

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    You move yourself or some other creature to another plane of existence or alternate dimension. If several willing persons link hands in a circle, as many as eight can be affected by the plane shift at the same time. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. From the Material Plane, you can reach any other plane, though you appear 5 to 500 miles (5d%) from your intended destination.

    Note: Plane shift transports creatures instantaneously and then ends. The creatures need to find other means if they are to travel back.

    Large undead

    • casting time
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    A blue-white ray of freezing air and ice springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of cold damage per caster level (maximum 25d6).

    Large undead

    • casting time
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    • components
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    This spell functions like alter self, except that you change the willing subject into another form of living creature. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form can't have more Hit Dice than your caster level (or the subject's HD, whichever is lower), to a maximum of 15 HD at 15th level. You can't cause a subject to assume a form smaller than Fine, nor can you cause a subject to assume an incorporeal or gaseous form. The subject's creature type and subtype (if any) change to match the new form.

    Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting

    Large undead

    [1/3]

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    This spell functions like polymorph, except that it changes one object or creature into another. The duration of the spell depends on how radical a change is made from the original state to its enchanted state. The duration is determined by using the following guidelines.

    Changed Subject Is:
    Increase to Duration Factor 1
    Same kingdom (animal, vegetable, mineral)
    +5
    Same class (mammals, fungi, metals, etc.)
    +2
    Same size
    +2
    Related (twig is to tree, wolf fur is to wolf, etc.)
    +2
    Same or lower Intelligence
    +2
    1 Add all that apply. Look up the total on the next table.

    Large undead

    [2/3]

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    cellspacing='2' frame='VOID' rules='ROWS'>

    Duration Factor
    Duration
    Example
    0
    20 minutes
    Pebble to human
    2
    1 hour
    Marionette to human
    4
    3 hours
    Human to marionette
    5
    12 hours
    Lizard to manticore
    6
    2 days
    Sheep to wool coat
    7
    1 week
    Shrew to manticore
    9+
    Permanent
    Manticore to shrew

    Unlike polymorph, polymorph any object does grant the creature the Intelligence score of its new form. If the original form didn't have a Wisdom or Charisma score, it gains those scores as appropriate for the new form.

    Damage taken by the new form can result in the injury

    Large undead

    [3/3]

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    or death of the polymorphed creature. In general, damage occurs when the new form is changed through physical force.

    A nonmagical object cannot be made into a magic item with this spell. Magic items aren't affected by this spell.

    This spell cannot create material of great intrinsic value, such as copper, silver, gems, silk, gold, platinum, mithral, or adamantine. It also cannot reproduce the special properties of cold iron in order to overcome the damage reduction of certain creatures.

    This spell can also be used to duplicate the effects of baleful polymorph, polymorph, flesh to stone, stone to flesh, transmute mud to rock, transmute metal to wood, or transmute rock to mud.

    Large undead

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    • duration

    You utter a single word of power that causes one creature of your choice to become blinded, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 201 or more hit points is unaffected by power word blind.

    Hit Points
    Duration
    50 or less
    Permanent
    51-100
    1d4+1 minutes
    101-200
    1d4+1 rounds

    Large undead

    • casting time
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    You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Any creature that currently has 101 or more hit points is unaffected by power word kill.

    Large undead


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    You utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 151 or more hit points is unaffected by power word stun.

    Hit Points
    Duration
    50 or less
    4d4 rounds
    51-100
    2d4 rounds
    101-150
    1d4 rounds

    Large undead

    • casting time
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    Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a Prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a Prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a Prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

    Large undead

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    This spell functions like prismatic wall, except you conjure up an immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you from all forms of attack. The sphere flashes in all colors of the visible spectrum.

    The sphere's blindness effect on creatures with less than 8 HD lasts 2d4x10 minutes.

    You can pass into and out of the Prismatic sphere and remain near it without harm. However, when you're inside it, the sphere blocks any attempt to project something through the sphere (including spells). Other creatures that attempt to attack you or pass through suffer the effects of each color, one at a time.

    Typically, only the upper hemisphere of the globe will exist, since you are at the center of the sphere, so the lower half is usually excluded by the floor surface you are standing on.

    The colors of the sphere have the same effects as the colors of a prismatic wall.

    Prismatic sphere can be made permanent with a permanency spell.

    Large undead

    • casting time
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    This spell causes seven shimmering, intertwined, multicolored beams of light to spray from your hand. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in the area is randomly struck by one or more beams, which have additional effects.

    1d8
    Color of Beam
    Effect
    1
    Red
    20 points fire damage (Reflex half)
    2
    Orange
    40 points acid damage (Reflex half)
    3
    Yellow
    80 points electricity damage (Reflex half)
    4
    Green
    Poison (Kills

    Large undead

    • casting time
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    Prismatic wall creates a vertical, opaque wall-a shimmering, multicolored plane of light that protects you from all forms of attack. The wall flashes with seven colors, each of which has a distinct power and purpose. The wall is immobile, and you can pass through and remain near the wall without harm. However, any other creature with less than 8 HD that is within 20 feet of the wall is blinded for 2d4 rounds by the colors if it looks at the wall.

    The wall's maximum proportions are 4 feet wide per caster level and 2 feet high per caster level. A Prismatic wall spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted.

    Each color in the wall has a special effect. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack you or pass through the wall, and the magic needed to negate each color.

    The wall can be destroyed, color by color, in consecutive order, by various magical effects

    Large undead

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    This spell functions like silent image, except that this spell's figment activates when a specific condition occurs. The figment includes visual, auditory, olfactory, and thermal elements, including intelligible speech.

    You set the triggering condition (which may be a special word) when casting the spell. The event that triggers the illusion can be as general or as specific and detailed as desired but must be based on an audible, tactile, olfactory, or visual trigger. The trigger cannot be based on some quality not normally obvious to the senses, such as alignment. (See magic mouth for more details about such triggers.)

    Large undead

    [1/2]

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    You tap energy from the Plane of Shadow to create a quasi-real, illusory version of yourself. The projected image looks, sounds, and smells like you but is intangible. The projected image mimics your actions (including speech) unless you direct it to act differently (which is a move action).

    You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a free action. While you are using its senses, your body is considered blinded and deafened.

    If you desire, any spell you cast whose range is touch or greater can originate from the projected image instead of from you. The projected image can't cast any spells on itself except for illusion spells. The spells affect other targets normally, despite originating from the projected image.

    Objects are affected by the projected image as if they had succeeded on their Will save.

    You must maintain line of effect to the projected image at all times. If your line of effect is obstructed, the spell ends. If you use dimension door, teleport, plane shift, or a similar

    Large undead

    [2/2]

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    spell that breaks your line of effect, even momentarily, the spell ends.

    Large undead

    • casting time
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    The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/magic against ranged weapons. (This spell doesn't grant you the ability to damage creatures with similar damage reduction.) Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.

    Large undead


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    This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks from chaotic creatures, and chaotic summoned creatures cannot touch the subject.

    Large undead

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    protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.

    Note: Protection from energy overlaps (and does not stack with) resist energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.

    Large undead

    [1/2]

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    This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

    First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

    Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in

    Large undead

    [2/2]

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    place before the spell is cast. This second effect works regardless of alignment.

    Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

    Large undead

    • casting time
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    This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks from good creatures, and good summoned creatures cannot touch the subject.

    Large undead

    • casting time
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    This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks from lawful creatures, and lawful summoned creatures cannot touch the subject.

    Large undead

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    The subject gains a +8 resistance bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities).

    Large undead

    [1/2]

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    You create a number of semitangible, visible magical orbs (called 'eyes') equal to 1d4 + your caster level. These eyes move out, scout around, and return as you direct them when casting the spell. Each eye can see 120 feet (normal vision only) in all directions.

    While the individual eyes are quite fragile, they're small and difficult to spot. Each eye is a Fine construct, about the size of a small apple, that has 1 hit point, AC 18 (+8 bonus for its size), flies at a speed of 30 feet with perfect maneuverability, and has a +16 Hide modifier. It has a Spot modifier equal to your caster level (maximum +15) and is subject to illusions, darkness, fog, and any other factors that would affect your ability to receive visual information about your surroundings. An eye traveling through darkness must find its way by touch.

    When you create the eyes, you specify instructions you want them to follow in a command of no more than twenty-five words. Any knowledge you possess is known by the eyes as well.

    In order to report their findings, the eyes must return to your hand. Each replays in your mind all it has seen during its existence. It takes an eye 1 round to replay 1 hour of

    Large undead

    [2/2]

    • casting time
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    recorded images. After relaying its findings, an eye disappears.

    If an eye ever gets more than 1 mile away from you, it instantly ceases to exist. However, your link with the eye is such that you won't know if the eye was destroyed because it wandered out of range or because of some other event.

    The eyes exist for up to 1 hour per caster level or until they return to you. dispel magic can destroy eyes. Roll separately for each eye caught in an area dispel. Of course, if an eye is sent into darkness, it could hit a wall or similar obstacle and destroy itself.

    Large undead


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    This spell functions like prying eyes, except that the eyes can see all things as they actually are, just as if they had true seeing with a range of 120 feet. Thus, they can navigate darkened areas at full normal speed. Also, a greater prying eye's maximum Spot modifier is +25 instead of +15.

    Large undead

    • casting time
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    Pyrotechnics turns a fire into either a burst of blinding fireworks or a thick cloud of choking smoke, depending on the version you choose.

    Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates). These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness.

    Smoke Cloud: A writhing stream of smoke billows out from the source, forming a choking cloud. The cloud spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take -4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply.

    Large undead

    • casting time
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    Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC. The effect is otherwise identical with a barbarian's rage except that the subjects aren't fatigued at the end of the rage.

    Large undead

    • casting time
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    A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. Rainbow pattern fascinates a maximum of 24 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. An affected creature that fails its saves is fascinated by the pattern.

    With a simple gesture (a free action), you can make the rainbow pattern move up to 30 feet per round (moving its effective point of origin). All fascinated creatures follow the moving rainbow of light, trying to get or remain within the effect. Fascinated creatures who are restrained and removed from the pattern still try to follow it. If the pattern leads its subjects into a dangerous area each fascinated creature gets a second save. If the view of the lights is completely blocked creatures who can't see them are no longer affected.

    The spell does not affect sightless creatures.

    Large undead

    • casting time
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    A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject's Strength score cannot drop below 1.

    Large undead

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    A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike a target.

    The subject is immediately exhausted for the spell's duration. A successful Fortitude save means the creature is only fatigued.

    A character that is already fatigued instead becomes exhausted.

    This spell has no effect on a creature that is already exhausted. Unlike normal exhaustion or fatigue, the effect ends as soon as the spell's duration expires.

    Large undead

    • casting time
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    A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.

    Large undead

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    By means of Read magic, you can decipher magical inscriptions on objects-books, scrolls, weapons, and the like-that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

    Read magic can be made permanent with a permanency spell.

    Large undead

    [1/2]

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    This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature's size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.

    A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent's square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn't change the target's speed.

    All equipment worn or carried by a creature is similarly reduced by the spell.

    Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).

    Large undead


    [2/2]

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    Multiple magical effects that reduce size do not stack.

    Reduce person counters and dispels Enlarge person.

    Reduce person can be made permanent with a permanency spell.

    Large undead

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    This spell functions like reduce person, except that it affects multiple creatures.

    Large undead

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    You create powerful magic in some specially prepared object. This object contains the power to instantly transport its possessor across any distance within the same plane to your abode. Once the item is transmuted, you must give it willingly to a creature and at the same time inform it of a command word to be spoken when the item is used. To make use of the item, the subject speaks the command word at the same time that it rends or breaks the item (a standard action). When this is done, the individual and all objects it is wearing and carrying (to a maximum of the character's heavy load) are instantly transported to your abode. No other creatures are affected (aside from a familiar that is touching the subject).

    You can alter the spell when casting it so that it transports you to within 10 feet of the possessor of the item when it is broken and the command word spoken. You will have a general idea of the location and situation of the item possessor at the time the refuge spell is discharged, but once you decide to alter the spell in this fashion, you have no choice whether or not to be transported.

    Large undead

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    Remove curse instantaneously removes all curses on an object or a creature. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the creature afflicted with any such cursed item to remove and get rid of it. Certain special curses may not be countered by this spell or may be countered only by a caster of a certain level or higher.

    Remove curse counters and dispels bestow curse.

    Large undead

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    An invisible, mobile field surrounds you and prevents creatures from approaching you. You decide how big the field is at the time of casting (to the limit your level allows). Any creature within or entering the field must attempt a save. If it fails, it becomes unable to move toward you for the duration of the spell. Repelled creatures' actions are not otherwise restricted.

    They can fight other creatures and can cast spells and attack you with ranged weapons. If you move closer to an affected creature, nothing happens. (The creature is not forced back.) The creature is free to make melee attacks against you if you come within reach. If a repelled creature moves away from you and then tries to turn back toward you, it cannot move any closer if it is still within the spell's area.

    Large undead

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    A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell's duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, a disintegrate spell, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally.

    The subject may struggle, but the sphere cannot be physically moved either by people outside it or by the struggles of those within.

    Large undead

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    You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.

    Resistance can be made permanent with a permanency spell.

    Large undead

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    This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as well.

    Resist energy absorbs only damage. The subject could still suffer unfortunate side effects.

    Note: Resist energy overlaps (and does not stack with) protection from energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.

    Large undead

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    This spell reverses gravity in an area, causing all unattached objects and creatures within that area to fall upward and reach the top of the area in 1 round. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward.

    Provided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself when the spell strikes. Creatures who can fly or levitate can keep themselves from falling.

    Large undead


    [1/2]

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    When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space that is outside the multiverse of extradimensional spaces ('planes'). Creatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size). Creatures in the space can pull the rope up into the space, making the rope 'disappear.' In that case, the rope counts as one of the eight creatures that can fit in the space. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free.

    Spells cannot be cast across the extradimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if a 3-foot-by- 5-foot window were centered on the rope. The window is present on the Material Plane, but it's invisible, and even creatures that can see the window can't see through it. Anything inside the extradimensional space drops out when the spell

    Large undead

    [2/2]

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    ends. The rope can be climbed by only one person at a time. The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space.

    Note: It is hazardous to create an extradimensional space within an existing extradimensional space or to take an extradimensional space into an existing one.

    Large undead

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    This spell functions like cause fear, except that it causes all targeted creatures of less than 6 HD to become frightened.

    Large undead

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    A twisting pattern of discordant, coruscating colors weaves through the air, affecting creatures within it. The spell affects a total number of Hit Dice of creatures equal to your caster level (maximum 20). Creatures with the fewest HD are affected first

    Large undead

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    You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.

    The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.

    Large undead

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    This spell combines several elements to create a powerful protection from scrying and direct observation. When casting the spell, you dictate what will and will not be observed in the spell's area. The illusion created must be stated in general terms. Once the conditions are set, they cannot be changed.

    Attempts to scry the area automatically detect the image stated by you with no save allowed. Sight and sound are appropriate to the illusion created.

    Direct observation may allow a save (as per a normal illusion), if there is cause to disbelieve what is seen. Even entering the area does not cancel the illusion or necessarily allow a save, assuming that hidden beings take care to stay out of the way of those affected by the illusion.

    Large undead

    [1/2]

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    You can see and hear some creature, which may be at any distance. If the subject succeeds on a Will save, the scrying attempt simply fails. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.

    Knowledge
    Will Save Modifier
    None1
    +10
    Secondhand (you have heard of the subject)
    +5
    Firsthand (you have met the subject)
    +0
    Familiar (you know the subject well)
    -5
    1 You must have some sort of connection to a creature you have no knowledge of.
    Connection
    Will Save Modifier

    Large undead

    [2/2]

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    Likeness or picture
    -2
    Possession or garment
    -4
    Body part, lock of hair, bit of nail, etc.
    -10

    If the save fails, you can see and hear the subject and the subject's immediate surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet.

    As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, and message.

    If the save succeeds, you can't attempt to scry on that subject again for at least 24 hours.

    Large undead

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    This spell functions like scrying, except as noted above. Additionally, all of the following spells function reliably through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, message, read magic, and tongues.

    Large undead


    [1/2]

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    You hide a chest on the Ethereal Plane for as long as sixty days and can retrieve it at will. The chest can contain up to 1 cubic foot of material per caster level (regardless of the chest's actual size, which is about 3 feet by 2 feet by 2 feet). If any living creatures are in the chest, there is a 75% chance that the spell simply fails. Once the chest is hidden, you can retrieve it by concentrating (a standard action), and it appears next to you.

    The chest must be exceptionally well crafted and expensive, constructed for you by master crafters. The cost of such a chest is never less than 5,000 gp. Once it is constructed, you must make a tiny replica (of the same materials and perfect in every detail), so that the miniature of the chest appears to be a perfect copy. (The replica costs 50 gp.) You can have but one pair of these chests at any given time-even a wish spell does not allow more. The chests are nonmagical and can be fitted with locks, wards, and so on, just as any normal chest can be.

    To hide the chest, you cast the spell while touching both the chest and the replica. The chest vanishes into the Ethereal Plane. You need the replica to recall the chest. After

    Large undead

    [2/2]

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    sixty days, there is a cumulative chance of 5% per day that the chest is irretrievably lost. If the miniature of the chest is lost or destroyed, there is no way, not even with a wish spell, that the large chest can be summoned back, although an extraplanar expedition might be mounted to find it.

    Living things in the chest eat, sleep, and age normally, and they die if they run out of food, air, water, or whatever they need to survive.

    Large undead

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    Secret page alters the contents of a page so that they appear to be something entirely different. The text of a spell can be changed to show even another spell. Explosive runes or Sepia snake sigil can be cast upon the secret page.

    A comprehend languages spell alone cannot reveal a secret page's contents. You are able to reveal the original contents by speaking a special word. You can then peruse the actual page, and return it to its secret page form at will. You can also remove the spell by double repetition of the special word. A detect magic spell reveals dim magic on the page in question but does not reveal its true contents. True seeing reveals the presence of the hidden material but does not reveal the contents unless cast in combination with comprehend languages. A secret page spell can be dispelled, and the hidden writings can be destroyed by means of an erase spell.

    Large undead

    [1/2]

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    You conjure a sturdy cottage or lodge made of material that is common in the area where the spell is cast. The floor is level, clean, and dry. In all respects the lodging resembles a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace.

    The shelter has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise-it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone. It is impervious to normal missiles (but not the sort cast by siege engines or giants).

    The door, shutters, and even chimney are secure against intrusion, the former two being arcane locked and the latter secured by an iron grate at the top and a narrow flue. In addition, these three areas are protected by an alarm spell. Finally, an unseen servant is conjured to provide service to you for the duration of the shelter.

    The secure shelter contains rude furnishings -eight bunks, a

    Large undead

    [2/2]

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    trestle table, eight stools, and a writing desk.

    Large undead

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    You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.

    The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.

    See invisibility can be made permanent with a permanency spell.

    Large undead

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    This spell functions like disguise self, except that you can change the appearance of other people as well. Affected creatures resume their normal appearances if slain.

    Unwilling targets can negate the spell's effect on them by making Will saves or with spell resistance.

    Large undead

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    You contact a particular creature with which you are familiar and send a short message of twenty-five words or less to the subject. The subject recognizes you if it knows you. It can answer in like manner immediately. A creature with an Intelligence score as low as 1 can understand the sending, though the subject's ability to react is limited as normal by its Intelligence score. Even if the sending is received, the subject is not obligated to act upon it in any manner.

    If the creature in question is not on the same plane of existence as you are, there is a 5% chance that the sending does not arrive. (Local conditions on other planes may worsen this chance considerably.)

    Large undead

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    When you cast sepia snake sigil, a small symbol appears in the text of one written work such as a book, scroll, or map. The text containing the symbol must be at least twenty-five words long. When anyone reads the text containing the symbol, the sepia snake springs into being and strikes the reader, provided there is line of effect between the symbol and the reader.

    Simply seeing the enspelled text is not sufficient to trigger the spell

    Large undead


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    When cast, this spell not only prevents divination spells from working to detect or locate the creature or object affected by sequester, it also renders the affected creature or object invisible to any form of sight or seeing (as the invisibility spell). The spell does not prevent the subject from being discovered through tactile means or through the use of devices. Creatures affected by sequester become comatose and are effectively in a state of suspended animation until the spell wears off or is dispelled.

    Note: The Will save prevents an attended or magical object from being sequestered. There is no save to see the sequestered creature or object or to detect it with a divination spell.

    Large undead

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    This spell functions like shadow conjuration, except that it mimics sorcerer and wizard conjuration spells of 8th level or lower. The illusory conjurations created deal four-fifths (80%) damage to nonbelievers, and nondamaging effects are 80% likely to work against nonbelievers.

    Large undead

    [1/2]

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    You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. Shadow conjuration can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 3rd level or lower.

    Shadow conjurations are actually one-fifth (20%) as strong as the real things, though creatures who believe the Shadow conjurations to be real are affected by them at full strength.

    Any creature that interacts with the conjured object, force, or creature can make a Will save to recognize its true nature.

    Spells that deal damage have normal effects unless the affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth (20%) damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to shadow conjuration's level (4th) rather than the spell's normal level. In addition, any effect created by Shadow conjuration allows spell

    Large undead

    [2/2]

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    resistance, even if the spell it is simulating does not. Shadow objects or substances have normal effects except against those who disbelieve them.

    Against disbelievers, they are 20% likely to work.

    A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it's recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature's damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature's AC bonuses are one-fifth as large.

    A creature that succeeds on its save sees the Shadow conjurations as transparent images superimposed on vague, shadowy forms.

    Objects automatically succeed on their Will saves against this spell.

    Large undead

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    This spell functions like shadow conjuration, except that it can duplicate any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 6th level or lower. The illusory conjurations created deal three-fifths (60%) damage to nonbelievers, and nondamaging effects are 60% likely to work against nonbelievers.

    Large undead

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    You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 4th level or lower. (For a spell with more than one level, use the best one applicable to you.)

    Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a shadow evocation, a damaging spell deals only one-fifth (20%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow evocation's level (5th) rather than the spell's normal level.

    Nondamaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect.

    Objects automatically succeed on their Will saves against this spell.

    Large undead

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    This spell functions like shadow evocation, except that it enables you to create partially real, illusory versions of sorcerer or wizard evocation spells of 7th level or lower. If recognized as a greater shadow evocation, a damaging spell deals only three-fifths (60%) damage.

    Large undead

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    To use the Shadow walk spell, you must be in an area of shadowy illumination. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (subject to your level limit), but all must be touching each other.

    In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.

    Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can't make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It's impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10x100 feet in a random horizontal direction

    Large undead

    [2/2]

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    from your desired endpoint. If this would place you within a solid object, you are shunted 1d10x1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).

    Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours.

    Any creatures touched by you when Shadow walk is cast also make the transition to the borders of the Plane of Shadow.

    They may opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow receive a Will saving throw, negating the effect if successful.

    Large undead


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    This spell functions like polymorph, except that it enables you to assume the form of any single nonunique creature (of any type) from Fine to Colossal size. The assumed form cannot have more than your caster level in Hit Dice (to a maximum of 25 HD). Unlike polymorph, this spell allows incorporeal or gaseous forms to be assumed.

    You gain all extraordinary and supernatural abilities (both attacks and qualities) of the assumed form, but you lose your own supernatural abilities. You also gain the type of the new form in place of your own. The new form does not disorient you. Parts of your body or pieces of equipment that are separated from you do not revert to their original forms.

    You can become just about anything you are familiar with. You can change form once each round as a free action. The change takes place either immediately before your regular action or immediately after it, but not during the action. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.

    Large undead

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    shatter creates a loud, ringing noise that breaks brittle, nonmagical objects

    Large undead

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    Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The Shield has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can't use the Shield spell for cover.

    Large undead

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    Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).

    Large undead

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    You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 15d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save.

    A shout spell cannot penetrate a silence spell.

    Large undead

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    This spell functions like shout, except that the cone deals 10d6 points of sonic damage (or 1d6 points of sonic damage per caster level, maximum 20d6, against exposed brittle or crystalline objects or crystalline creatures). It also causes creatures to be stunned for 1 round and deafened for 4d6 rounds. A creature in the area of the cone can negate the stunning and halve both the damage and the duration of the deafness with a successful Fortitude save. A creature holding vulnerable objects can attempt a Reflex save to negate the damage to those objects.

    Large undead

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    You are able to shrink one nonmagical item (if it is within the size limit) to 1/16 of its normal size in each dimension (to about 1/4,000 the original volume and mass). This change effectively reduces the object's size by four categories. Optionally, you can also change its now shrunken composition to a clothlike one. Objects changed by a shrink item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original caster. Even a burning fire and its fuel can be shrunk by this spell. Restoring the shrunken object to its normal size and composition ends the spell.

    shrink item can be made permanent with a permanency spell, in which case the affected object can be shrunk and expanded an indefinite number of times, but only by the original caster.

    Large undead

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    This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.

    Large undead

    [1/2]

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    Simulacrum creates an illusory duplicate of any creature. The duplicate creature is partially real and formed from ice or snow. It appears to be the same as the original, but it has only one-half of the real creature's levels or Hit Dice (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD). You can't create a simulacrum of a creature whose Hit Dice or levels exceed twice your caster level. You must make a Disguise check when you cast the spell to determine how good the likeness is. A creature familiar with the original might detect the ruse with a successful Spot check (opposed by the caster's Disguise check) or a DC 20 Sense Motive check.

    At all times the simulacrum remains under your absolute command. No special telepathic link exists, so command must be exercised in some other manner. A simulacrum has no ability to become more powerful. It cannot increase its level or abilities. If reduced to 0 hit points or otherwise destroyed, it reverts to snow and melts instantly into nothingness. A complex process requiring at least 24 hours, 100 gp per hit point, and a fully equipped magical laboratory can repair damage to a

    Large undead


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    simulacrum.

    Large undead

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    A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first.

    Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted.

    Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).

    sleep does not target unconscious creatures, constructs, or undead creatures.

    Large undead

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    Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Balance check. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Balance skill for details).

    The sleet extinguishes torches and small fires.

    Large undead

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    An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.

    Multiple Slow effects don't stack. Slow counters and dispels haste.

    Large undead

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    This spell functions like fog cloud, but in addition to obscuring sight, the Solid fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into Solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can't take a 5-foot step while in solid fog.

    However, unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.

    Solid fog can be made permanent with a permanency spell. A permanent Solid fog dispersed by wind reforms in 10 minutes.

    Large undead

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    You draw the soul from a newly dead body and imprison it in a black sapphire gem. The subject must have been dead no more than 1 round per caster level. The soul, once trapped in the gem, cannot be returned through clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or a wish. Only by destroying the gem or dispelling the spell on the gem can one free the soul (which is then still dead).

    Large undead

    [1/2]

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    A ghostly, glowing hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the spectral hand. The spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can. After it delivers a spell, or if the hand goes beyond the spell range, goes out of your sight, the hand returns to you and hovers.

    The hand is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (half damage on a failed Reflex save and no damage on a successful save), your save bonuses, and an AC of at least 22. Your Intelligence modifier applies to the hand's AC as if it were the hand's Dexterity modifier. The hand has 1 to 4 hit points, the same number that you lost in creating

    Large undead

    [2/2]

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    it.

    Large undead

    [1/2]

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    Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells.

    From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly.

    When you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. The subtract the amount of spell turning left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, you and the caster each take a fraction of the damage. For nondamaging spells, each of you has a proportional chance to be affected.

    If you and a spellcasting attacker are both warded by Spell turning effects in operation, a resonating field is created.

    Roll randomly to determine the result.

    d%

    Large undead


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    Effect
    01-70
    Spell drains away without effect.
    71-80
    Spell affects both of you equally at full effect.
    81-97
    Both turning effects are rendered nonfunctional for 1d4 minutes.
    98-100
    Both of you go through a rift into another plane.

    Large undead

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    The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet

    Large undead

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    A statue spell turns the subject to solid stone, along with any garments and equipment worn or carried. In statue form, the subject gains hardness 8. The subject retains its own hit points.

    The subject can see, hear, and smell normally, but it does not need to eat or breathe. Feeling is limited to those sensations that can affect the granite-hard substance of the individual's body. Chipping is equal to a mere scratch, but breaking off one of the statue's arms constitutes serious damage.

    The subject of a statue spell can return to its normal state, act, and then return instantly to the statue state (a free action) if it so desires, as long as the spell duration is in effect.

    Large undead

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    stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn.

    stinking cloud can be made permanent with a permanency spell. A permanent stinking cloud dispersed by wind reforms in 10 minutes.

    Large undead

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    You can form an existing piece of stone into any shape that suits your purpose. While it's possible to make crude coffers, doors, and so forth with stone shape, fine detail isn't possible. There is a 30% chance that any shape including moving parts simply doesn't work.

    Large undead

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    The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction 10/adamantine. (It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction.) Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.

    Large undead

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    This spell restores a petrified creature to its normal state, restoring life and goods. The creature must make a DC 15 Fortitude save to survive the process. Any petrified creature, regardless of size, can be restored.

    The spell also can convert a mass of stone into a fleshy substance. Such flesh is inert and lacking a vital life force unless a life force or magical energy is available. (For example, this spell would turn a stone golem into a flesh golem, but an ordinary statue would become a corpse.) You can affect an object that fits within a cylinder from 1 foot to 3 feet in diameter and up to 10 feet long or a cylinder of up to those dimensions in a larger mass of stone.

    Large undead

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    You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.

    The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.

    A very reasonable suggestion causes the save to be made with a penalty (such as -1 or -2).

    Large undead

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    This spell functions like suggestion, except that it can affect more creatures. The same suggestion applies to all these creatures.

    Large undead


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    This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

    The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell.

    A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.

    When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

    Large undead

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    This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.

    Large undead

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    This spell functions like summon monster I, except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.

    Large undead

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    This spell functions like summon monster I, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list.

    Large undead

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    This spell functions like summon monster I, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

    Large undead

    • casting time
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    This spell functions like summon monster I, except you can summon one creature from the 6th-level list, 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

    Large undead

    • casting time
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    This spell functions like summon monster I, except that you can summon one creature from the 7th-level list, 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

    Large undead

    • casting time
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    This spell functions like summon monster I, except that you can summon one creature from the 8th-level list, 1d3 creatures of the same kind from the 7th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

    Large undead

    [1/10]

    • casting time
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    This spell functions like summon monster I, except that you can summon one creature from the 9th-level list, 1d3 creatures of the same kind from the 8th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

    Summon Monster
    1st Level
    Celestial dog
    LG
    Celestial owl
    LG
    Celestial giant fire beetle
    NG
    Celestial porpoise1
    NG
    Celestial badger
    CG
    Celestial monkey
    CG
    Fiendish dire rat
    LE
    Fiendish raven
    LE
    Fiendish

    Large undead


    [2/10]

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    monstrous centipede, Medium
    NE
    Fiendish monstrous scorpion, Small
    NE
    Fiendish hawk
    CE
    Fiendish monstrous spider, Small
    CE
    Fiendish octopus1
    CE
    Fiendish snake, Small viper
    CE
    2nd Level
    Celestial giant bee
    LG
    Celestial giant bombardier beetle
    NG
    Celestial riding dog
    NG
    Celestial eagle
    CG
    Lemure (devil)
    LE
    Fiendish squid1
    LE
    Fiendish wolf
    LE

    Large undead

    [3/10]

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    curcol='3'> Fiendish monstrous centipede, Large
    NE
    Fiendish monstrous scorpion, Medium
    NE
    Fiendish shark, Medium1
    NE
    Fiendish monstrous spider, Medium
    CE
    Fiendish snake, Medium viper
    CE
    3rd Level
    Celestial black bear
    LG
    Celestial bison
    NG
    Celestial dire badger
    CG
    Celestial hippogriff
    CG
    Elemental, Small (any)
    N
    Fiendish ape
    LE
    Fiendish dire weasel
    LE
    Hell hound
    LE

    Large undead

    [4/10]

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    maxcol='3' curcol='3'> Fiendish snake, constrictor
    LE
    Fiendish boar
    NE
    Fiendish dire bat
    NE
    Fiendish monstrous centipede, Huge
    NE
    Fiendish crocodile
    CE
    Dretch (demon)
    CE
    Fiendish snake, Large viper
    CE
    Fiendish wolverine
    CE
    4th Level
    Archon, lantern
    LG
    Celestial giant owl
    LG
    Celestial giant eagle
    CG
    Celestial lion
    CG
    Mephit (any)
    N
    Fiendish dire wolf

    Large undead

    [5/10]

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    LE
    Fiendish giant wasp
    LE
    Fiendish giant praying mantis
    NE
    Fiendish shark, Large1
    NE
    Yeth hound
    NE
    Fiendish monstrous spider, Large
    CE
    Fiendish snake, Huge viper
    CE
    Howler
    CE
    5th Level
    Archon, hound
    LG
    Celestial brown bear
    LG
    Celestial giant stag beetle
    NG
    Celestial sea cat1
    NG
    Celestial griffon
    CG
    Elemental, Medium (any)

    Large undead

    [6/10]

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    N
    Achaierai
    LE
    Devil, bearded
    LE
    Fiendish deinonychus
    LE
    Fiendish dire ape
    LE
    Fiendish dire boar
    NE
    Fiendish shark, Huge
    NE
    Fiendish monstrous scorpion, Large
    NE
    Shadow mastiff
    NE
    Fiendish dire wolverine
    CE
    Fiendish giant crocodile
    CE
    Fiendish tiger
    CE
    6th Level
    Celestial polar bear
    LG
    Celestial orca whale1
    NG

    Large undead

    [7/10]

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    curcol='3'> Bralani (eladrin)
    CG
    Celestial dire lion
    CG
    Elemental, Large (any)
    N
    Janni (genie)
    N
    Chaos beast
    CN
    Devil, chain
    LE
    Xill
    LE
    Fiendish monstrous centipede, Gargantuan
    NE
    Fiendish rhinoceros
    NE
    Fiendish elasmosaurus1
    CE
    Fiendish monstrous spider, Huge
    CE
    Fiendish snake, giant constrictor
    CE
    7th Level
    Celestial elephant
    LG
    Avoral

    Large undead

    [8/10]

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    (guardinal)
    NG
    Celestial baleen whale1
    NG
    Djinni (genie)
    CG
    Elemental, Huge (any)
    N
    Invisible stalker
    N
    Devil, bone
    LE
    Fiendish megaraptor
    LE
    Fiendish monstrous scorpion, Huge
    NE
    Babau (demon)
    CE
    Fiendish giant octopus1
    CE
    Fiendish girallon
    CE
    8th Level
    Celestial dire bear
    LG
    Celestial cachalot whale1
    NG

    Large undead

    [9/10]

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    Celestial triceratops
    NG
    Lillend
    CG
    Elemental, greater (any)
    N
    Fiendish giant squid1
    LE
    Hellcat
    LE
    Fiendish monstrous centipede, Colossal
    NE
    Fiendish dire tiger
    CE
    Fiendish monstrous spider, Gargantuan
    CE
    Fiendish tyrannosaurus
    CE
    Vrock (demon)
    CE
    9th Level
    Couatl
    LG
    Leonal (guardinal)
    NG
    Celestial roc
    CG
    Elemental, elder (any)

    Large undead

    [10/10]

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    N
    Devil, barbed
    LE
    Fiendish dire shark1
    NE
    Fiendish monstrous scorpion, Gargantuan
    NE
    Night hag
    NE
    Bebilith (demon)
    CE
    Fiendish monstrous spider, Colossal
    CE
    Hezrou (demon)
    CE
    1 May be summoned only into an aquatic or watery environment.

    Large undead


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    You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.

    Large undead

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    Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half.

    An undead creature caught within the globe takes 1d6 points of damage per caster level (maximum 25d6), or half damage if a Reflex save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fail its save.

    The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.

    Sunburst dispels any darkness spells of lower than 9th level within its area.

    Large undead

    [1/2]

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    This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of death slays one or more creatures within 60 feet of the symbol (treat as a burst) whose combined total current hit points do not exceed 150. The symbol of death affects the closest creatures first, skipping creatures with too many hit points to affect. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level or until it has affected 150 hit points' worth of creatures, whichever comes first. Any creature that enters the area while the symbol of death is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again.

    Until it is triggered, the symbol of death is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of death must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of death

    reads the rune

    [2/2]

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    ineffective, unless a creature removes the covering, in which case the symbol of death works normally.

    As a default, a symbol of death is triggered whenever a creature does one or more of the following, as you select: looks at the rune

    reads the rune

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    This spell functions like symbol of death, except that all creatures within 60 feet of the symbol of fear instead become panicked for 1 round per caster level.

    Note: Magic traps such as symbol of fear are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of fear and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of fear.

    reads the rune

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    This spell functions like symbol of death, except that all creatures within the radius of the symbol of insanity instead become permanently insane (as the insanity spell).

    Unlike symbol of death, symbol of insanity has no hit point limit

    reads the rune

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    This spell functions like symbol of death, except that each creature within the radius of a symbol of pain instead suffers wracking pains that impose a -4 penalty on attack rolls, skill checks, and ability checks. These effects last for 1 hour after the creature moves farther than 60 feet from the symbol.

    Unlike symbol of death, symbol of pain has no hit point limit

    reads the rune

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    This spell functions like symbol of death, except that all creatures within the radius of a symbol of persuasion instead become charmed by the caster (as the charm monster spell) for 1 hour per caster level.

    Unlike symbol of death, symbol of persuasion has no hit point limit

    reads the rune

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    This spell functions like symbol of death, except that all creatures of 10 HD or less within 60 feet of the symbol of sleep instead fall into a catatonic slumber for 3d6x10 minutes. Unlike with the sleep spell, sleeping creatures cannot be awakened by nonmagical means before this time expires.

    Unlike symbol of death, symbol of sleep has no hit point limit

    reads the rune


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    This spell functions like symbol of death, except that all creatures within 60 feet of a symbol of stunning instead become stunned for 1d6 rounds.

    Note: Magic traps such as symbol of stunning are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of stunning and Disable Device to thwart it. The DC in each case is 25 + spell level, or 32 for symbol of stunning.

    reads the rune

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    This spell functions like symbol of death, except that every creature within 60 feet of a symbol of weakness instead suffers crippling weakness that deals 3d6 points of Strength damage.

    Unlike symbol of death, symbol of weakness has no hit point limit

    reads the rune

    • casting time
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    You cause an object or location to emanate magical vibrations that attract either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The particular kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment must be named.

    Creatures of the specified kind or alignment feel elated and pleased to be in the area or desire to touch or to possess the object. The compulsion to stay in the area or touch the object is overpowering. If the save is successful, the creature is released from the enchantment, but a subsequent save must be made 1d6x10 minutes later. If this save fails, the affected creature attempts to return to the area or object.

    Sympathy counters and dispels antipathy.

    reads the rune

    [1/3]

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    You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.

    Sustained Force: A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance.

    This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.

    An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require Intelligence checks.

    reads the rune

    [2/3]

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    Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don't provoke attacks of opportunity, you use your caster level in place of your base attack bonus (for disarm and grapple), you use your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier, and a failed attempt doesn't allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration.

    Violent Thrust: Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level).

    You must succeed on attack rolls (one per creature or object thrown) to hit the

    reads the rune

    [3/3]

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    target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus

    reads the rune

    [1/2]

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    This spell functions like resilient sphere, with the addition that the creatures or objects inside the globe are nearly weightless. Anything contained within an telekinetic sphere weighs only one-sixteenth of its normal weight. You can telekinetically lift anything in the sphere that normally weighs 5,000 pounds or less. The telekinetic control extends from you out to medium range (100 feet + 10 feet per caster level) after the sphere has succeeded in encapsulating its contents.

    You can move objects or creatures in the sphere that weigh a total of 5,000 pounds or less by concentrating on the sphere. You can begin moving a sphere in the round after casting the spell. If you concentrate on doing so (a standard action), you can move the sphere as much as 30 feet in a round. If you cease concentrating, the sphere does not move in that round (if on a level surface) or descends at its falling rate (if aloft) until it reaches a level surface, or the spell's duration expires, or you begin concentrating again. If you cease concentrating (voluntarily or due to failing a Concentration check), you can resume concentrating on your next turn or any later turn during the spell's

    reads the rune

    [2/2]

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    duration.

    The sphere falls at a rate of only 60 feet per round, which is not fast enough to cause damage to the contents of the sphere.

    You can move the sphere telekinetically even if you are in it.

    reads the rune

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    You forge a telepathic bond among yourself and a number of willing creatures, each of which must have an Intelligence score of 3 or higher. Each creature included in the link is linked to all the others. The creatures can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).

    If desired, you may leave yourself out of the telepathic bond forged. This decision must be made at the time of casting.

    Telepathic bond can be made permanent with a permanency spell, though it only bonds two creatures per casting of permanency.

    reads the rune


    [1/4]

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    This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.

    You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.

    To see how well the teleportation

    reads the rune

    [2/4]

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    works, roll d% and consult the Teleport table. Refer to the following information for definitions of the terms on the table.

    Familiarity: 'Very familiar' is a place where you have been very often and where you feel at home. 'Studied carefully' is a place you know well, either because you can currently see it, you've been there often, or you have used other means (such as scrying) to study the place for at least one hour. 'Seen casually' is a place that you have seen more than once but with which you are not very familiar. 'Viewed once' is a place that you have seen once, possibly using magic.

    'False destination' is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from.

    On Target: You appear where you want to be.

    Off Target: You appear safely a random distance away from the destination in a random

    reads the rune

    [3/4]

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    direction. Distance off target is 1d10x1d10% of the distance that was to be traveled. The direction off target is determined randomly

    Similar Area: You wind up in an area that's visually or thematically similar to the target area.

    Generally, you appear in the closest similar place within range. If no such area exists within the spell's range, the spell simply fails instead.

    Mishap: You and anyone else teleporting with you have gotten 'scrambled.' You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time 'Mishap' comes up, the characters take more damage and must reroll.

    Familiarity
    On Target
    Off Target
    Similar Area
    Mishap
    Very familiar
    01-97
    98-99
    100
    -
    Studied carefully
    01-94

    reads the rune

    [4/4]

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    95-97
    98-99
    100
    Seen casually
    01-88
    89-94
    95-98
    99-100
    Viewed once
    01-76
    77-88
    89-96
    97-100
    False destination (1d20+80)
    -
    -
    81-92
    93-100

    reads the rune

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    This spell functions like teleport, except that it teleports an object, not you. Creatures and magical forces cannot be teleported.

    If desired, the target object can be sent to a distant location on the Ethereal Plane. In this case, the point from which the object was teleported remains faintly magical until the item is retrieved. A successful targeted dispel magic spell cast on that point brings the vanished item back from the Ethereal Plane.

    reads the rune

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    This spell functions like teleport, except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible.

    reads the rune

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    You create a circle on the floor or other horizontal surface that teleports, as greater teleport, any creature who stands on it to a designated spot. Once you designate the destination for the circle, you can't change it. The spell fails if you attempt to set the circle to teleport creatures into a solid object, to a place with which you are not familiar and have no clear description, or to another plane.

    The circle itself is subtle and nearly impossible to notice. If you intend to keep creatures from activating it accidentally, you need to mark the circle in some way.

    teleportation circle can be made permanent with a permanency spell. A permanent teleportation circle that is disabled becomes inactive for 10 minutes, then can be triggered again as normal.

    Note: Magic traps such as teleportation circle are hard to detect and disable. A rogue (only) can use the Search skill to find the circle and Disable Device to thwart it. The DC in each case is 25 + spell level, or 34 in the case of teleportation circle.

    reads the rune

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    You must succeed on a melee touch attack. You place the subject into a state of suspended animation. For the creature, time ceases to flow and its condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. This state persists until the magic is removed (such as by a successful dispel magic spell or a freedom spell).

    reads the rune

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    This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells

    reads the rune


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    You create an unmoving, opaque sphere of force of any color you desire around yourself. Half the sphere projects above the ground, and the lower hemisphere passes through the ground. As many as nine other Medium creatures can fit into the field with you

    reads the rune

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    This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don't speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.

    Tongues can be made permanent with a permanency spell.

    reads the rune

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    You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target.

    The subject is immediately fatigued for the spell's duration.

    This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires.

    reads the rune

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    With a touch, you reduce the target's mental faculties. Your successful melee touch attack applies a 1d6 penalty to the target's Intelligence, Wisdom, and Charisma scores. This penalty can't reduce any of these scores below 1.

    This spell's effect may make it impossible for the target to cast some or all of its spells, if the requisite ability score drops below the minimum required to cast spells of that level.

    reads the rune

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    You become a virtual fighting machine- stronger, tougher, faster, and more skilled in combat. Your mind-set changes so that you relish combat and you can't cast spells, even from magic items.

    You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).

    You lose your spellcasting ability, including your ability to use spell activation or spell completion magic items, just as if the spells were no longer on your class list.

    reads the rune

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    This spell transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral) permanently.

    Any creature in the mud is allowed a Reflex save to escape before the area is hardened to stone.

    Transmute mud to rock counters and dispels transmute rock to mud.

    reads the rune

    [1/2]

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    This spell turns natural, uncut or unworked rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a -2 penalty on attack rolls and AC. Brush thrown atop the mud can support creatures able to climb on top of it. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 feet.

    If transmute rock to mud is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool at a depth of 5 feet. The falling mud and the ensuing cave-in deal 8d6 points of bludgeoning damage to anyone caught directly beneath the area, or half damage to those who succeed on Reflex saves.

    Castles and large stone buildings are generally immune to the effect of the spell, since transmute rock to mud can't affect worked stone and doesn't reach deep enough to undermine such buildings' foundations. However, small buildings or structures often rest upon foundations shallow enough to be damaged or even

    reads the rune

    [2/2]

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    partially toppled by this spell.

    The mud remains until a successful dispel magic or Transmute mud to rock spell restores its substance-but not necessarily its form. Evaporation turns the mud to normal dirt over a period of days. The exact time depends on exposure to the sun, wind, and normal drainage.

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    Trap the soul forces a creature's life force (and its material body) into a gem. The gem holds the trapped entity indefinitely or until the gem is broken and the life force is released, which allows the material body to reform. If the trapped creature is a powerful creature from another plane it can be required to perform a service immediately upon being freed. Otherwise, the creature can go free once the gem imprisoning it is broken.

    Depending on the version selected, the spell can be triggered in one of two ways.

    Spell Completion: First, the spell can be completed by speaking its final word as a standard action as if you were casting a regular spell at the subject. This allows spell resistance (if any) and a Will save to avoid the effect. If the creature's name is spoken as well, any spell resistance is ignored and the save DC increases by 2. If the save or spell resistance is successful, the gem shatters.

    Trigger Object: The second method is far more insidious, for it tricks the subject into accepting a trigger object inscribed with the final spell word, automatically placing the creature's soul in the trap. To use this method, both the

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    creature's name and the trigger word must be inscribed on the trigger object when the gem is enspelled. A sympathy spell can also be placed on the trigger object. As soon as the subject picks up or accepts the trigger object, its life force is automatically transferred to the gem without the benefit of spell resistance or a save.

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    You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of True seeing conferred is 120 feet.

    True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use True seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.

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    You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.

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    This spell functions like circle of death, except that it destroys undead creatures as noted above.

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    An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained. Its speed is 15 feet.

    The servant cannot attack in any way

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    You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal. However, you can't gain more than the subject's current hit points +10, which is enough to kill the subject. The temporary hit points disappear 1 hour later.

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    You instantly change the appearance of the subjects and then maintain that appearance for the spell's duration. You can make the subjects appear to be anything you wish. The subjects look, feel, and smell just like the creatures the spell makes them resemble. Affected creatures resume their normal appearances if slain. You must succeed on a Disguise check to duplicate the appearance of a specific individual. This spell gives you a +10 bonus on the check.

    Unwilling targets can negate the spell's effect on them by making Will saves or with spell resistance. Those who interact with the subjects can attempt Will disbelief saves to see through the glamer, but spell resistance doesn't help.

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    You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).

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    This spell functions like legend lore, except that it works more quickly but produces some strain on you. You pose a question about some person, place, or object, then cast the spell. If the person or object is at hand or if you are in the place in question, you receive a vision about it by succeeding on a caster level check (1d20 +1 per caster level

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    You emit a terrible scream that kills creatures that hear it (except for yourself ). Creatures closest to the point of origin are affected first.

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    An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each round to all creatures in the area. In addition, the wall deals 2d6 points of fire damage +1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures.

    If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that length goes out. (Do not divide cold damage by 4, as normal for objects.)

    Wall of fire can be made permanent with a permanency spell. A permanent Wall of fire that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength.

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    A wall of force spell creates an invisible wall of force. The wall cannot move, it is immune to damage of all kinds, and it is unaffected by most spells, including dispel magic. However, disintegrate immediately destroys it, as does a rod of cancellation, a sphere of annihilation, or a mage's disjunction spell. Breath weapons and spells cannot pass through the wall in either direction, although dimension door, teleport, and similar effects can bypass the barrier. It blocks ethereal creatures as well as material ones (though ethereal creatures can usually get around the wall by floating under or over it through material floors and ceilings). Gaze attacks can operate through a wall of force.

    The caster can form the wall into a flat, vertical plane whose area is up to one 10- foot square per level. The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature, the spell fails.

    wall of force can be made permanent with a permanency spell.

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    This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected. A wall of ice cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. Any creature adjacent to the wall when it is created may attempt a Reflex save to disrupt the wall as it is being formed. A successful save indicates that the spell automatically fails. Fire can melt a wall of ice, and it deals full damage to the wall (instead of the normal half damage taken by objects). Suddenly melting a wall of ice creates a great cloud of steamy fog that lasts for 10 minutes.

    Ice Plane: A sheet of strong, hard ice appears. The wall is 1 inch thick per caster level. It covers up to a 10-foot-square area per caster level (so a 10th-level wizard can create a wall of ice 100 feet long and 10 feet high, a wall 50 feet long and 20 feet high, or some other combination of length and height that does not exceed 1,000 square feet). The plane can be oriented in any fashion as long as it is anchored. A vertical wall need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite

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    sides.

    Each 10-foot square of wall has 3 hit points per inch of thickness. Creatures can hit the wall automatically. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 + caster level.

    Even when the ice has been broken through, a sheet of frigid air remains. Any creature stepping through it (including the one who broke through the wall) takes 1d6 points of cold damage +1 point per caster level (no save).

    Hemisphere: The wall takes the form of a hemisphere whose maximum radius is 3 feet + 1 foot per caster level. The hemisphere is as hard to break through as the ice plane form, but it does not deal damage to those who go through a breach.

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    You cause a flat, vertical iron wall to spring into being. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to fit the available space.

    A wall of iron is 1 inch thick per four caster levels. You can double the wall's area by halving its thickness. Each 5- foot square of the wall has 30 hit points per inch of thickness and hardness 10. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 25 + 2 per inch of thickness.

    If you desire, the wall can be created vertically resting on a flat surface but not attached to the surface, so that it can be tipped over to fall on and crush creatures beneath it. The wall is 50% likely to tip in either direction if left unpushed. Creatures can push the wall in one direction rather than letting it fall randomly. A creature must make a DC 40 Strength check to push the wall over. Creatures with room to flee the falling wall may do so

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    by making successful Reflex saves. Any Large or smaller creature that fails takes 10d6 points of damage. The wall cannot crush Huge and larger creatures.

    Like any iron wall, this wall is subject to rust, perforation, and other natural phenomena.

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    This spell creates a wall of rock that merges into adjoining rock surfaces. A wall of stone is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. You can double the wall's area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object.

    Unlike a wall of iron, you can create a wall of stone in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation

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    The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch.

    The spell does not make creatures unable to breathe air.

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    Waves of negative energy cause all living creatures in the spell's area to become exhausted. This spell has no effect on a creature that is already exhausted.

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    Waves of negative energy render all living creatures in the spell's area fatigued. This spell has no effect on a creature that is already fatigued.

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    web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web won't cause you to become entangled.

    Anyone in the effect's area when the spell is cast must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can't move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by

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    which the check result exceeds 10.

    If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.

    The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.

    web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes.

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    This spell functions like phantasmal killer, except it can affect more than one creature. Only the affected creatures see the phantasmal creatures attacking them, though you see the attackers as shadowy shapes.

    If a subject's Fortitude save succeeds, it still takes 3d6 points of damage and is stunned for 1 round. The subject also takes 1d4 points of temporary Strength damage.

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    You send a message or sound on the wind to a designated spot. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates.

    You can prepare the spell to bear a message of no more than twenty-five words, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air. You can likewise cause the whispering wind to move as slowly as 1 mile per hour or as quickly as 1 mile per 10 minutes.

    When the spell reaches its objective, it swirls and remains in place until the message is delivered. As with magic mouth, whispering wind cannot speak verbal components, use command words, or activate magical effects.

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    An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).

    While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points.

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    Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter reality to better suit you.

    Even wish, however, has its limits.

    A Wish can produce any one of the following effects.

    • Duplicate any wizard or sorcerer spell of 8th level or lower, provided the spell is not of a school prohibited to you.
    • Duplicate any other spell of 6th level or lower, provided the spell is not of a school prohibited to you.
    • Duplicate any wizard or sorcerer spell of 7th level or lower even if it's of a prohibited school.
    • Duplicate any other spell of 5th level or lower even if it's of a prohibited school.
    • Undo the harmful effects of many other spells, such as geas/quest or insanity.
    • Create a nonmagical item of up to 25,000 gp in value.
    • Create a magic item, or add to the powers of an existing magic item.
    • Grant a creature a +1 inherent bonus to an ability score. Two to five Wish spells cast in immediate succession can grant a creature a +2 to +5 inherent bonus to an ability score (two wishes for a +2 inherent bonus, three for a +3

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    inherent bonus, and so on). Inherent bonuses are instantaneous, so they cannot be dispelled. Note: An inherent bonus may not exceed +5 for a single ability score, and inherent bonuses to a particular ability score do not stack, so only the best one applies.

  • Remove injuries and afflictions. A single Wish can aid one creature per caster level, and all subjects are cured of the same kind of affliction. For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same wish. A Wish can never restore the experience point loss from casting a spell or the level or Constitution loss from being raised from the dead.
  • Revive the dead. A Wish can bring a dead creature back to life by duplicating a resurrection spell. A Wish can revive a dead creature whose body has been destroyed, but the task takes two wishes, one to recreate the body and another to infuse the body with life again. A Wish cannot prevent a character who was brought back to life from losing an experience level.
  • Transport travelers. A Wish can lift one creature
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    per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.

  • Undo misfortune. A Wish can undo a single recent event. The Wish forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish could undo an opponent's successful save, a foe's successful critical hit (either the attack roll or the critical roll), a friend's failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.
  • You may try to use a Wish to produce greater effects than these, but doing so is dangerous. (The Wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.)

    Duplicated spells allow saves and spell resistance as normal (but save DCs are for 9th-level spells).

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