Beschreibung
Compontent:
M: Material
AM: Arcane Material
AC: Abstience Components
T: Truename
XP: Experience Points - obvious, aye ?
Focus:
F: Focus
AF: Arcane Focus
DF: Divine Focus
Books
BoED - Book of Exalted Deeds
CA - Complete Arcane
CS - Complete Scoundrel
PHB - Player's Handbook
PHB2 - Player's Handbook 2
RoD - Races of Destiny
SpC - Spell Compendium
ToM - Tome of Magic
Effect: One missile of acid
Saving Throw: None
Spell Resistance: No
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.
(Creation) [Acid]
Target: Object or objects with writing
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You point at the writing and then move your hand as though holding a stylus or quill. As you intone the spell, the script appears on a sheet of paper close at hand. You cause writing from one source (such as a book) to be copied into a book, paper, or parchment. This spell copies 250 words per minute and cre-ates a perfect duplicate of the original. The spell copies only nonmagical text, not illustrations or magical writings (such as the text of a spellbook, a spell scroll, or a sepia snake sigil ). If the target contains normal and magical writing (such as a letter with explosive runes ), only the normal text is copied, leaving blank space in the copied text where the magical writing would be expected. Likewise, if the target contains text and illustration, only the text is copied. The spell triggers (but does not copy) writing-based magic traps in the material being copied. Blank paper, parchment, or a book must be provided for the spell to write upon. If the target has multiple pages, the spell automatically turns to the next blank page whenever necessary. If more pages in the target exist than blank pages
are available, the spell copies the original until it runs out of blank pages. At any time during the spell’s duration you can redirect the magic to copy from another target, copy onto a different blank source, or resume a duplication that was interrupted by a shortfall of blank pages. The spell does not translate the copied writing. If you do not understand the original, you have no additional ability to understand the copy.
Effect: One personal rune or mark, all of which must fit within 1 sq. ft.
Saving Throw: None
Spell Resistance: No
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).
Area: See text
Saving Throw: None
Spell Resistance: No
You speak the words and spread your palm open, as if you were throwing jacks. Coppery sparks spring from your palm, filling the corridor with small four-pronged spikes. A caltrops spell covers one 5-foot-by-5- foot square with caltrops. Every time a creature moves into an area covered by caltrops or spends a round fight- ing while standing in such an area, it might step on one. The caltrops make one attack roll (+0 melee) against the creature. For this attack, the target’s shield and deflection bonuses do not count, nor does its armor bonus for armor worn. A target wearing shoes or other footwear gains a +2 armor bonus to Armor Class (which does count). If the caltrops succeed on the attack, the creature has stepped on one. A successful attack by a caltrop deals 1 point of damage. If the target is Small, Medium, or Large, its land speed is reduced by one-half because of the injury. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing.
A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble. The DM judges the effectiveness of caltrops against unusual opponents or opponents outside the size range given above. A giant centipede, for example, can scramble among the caltrops with no chance of hurting itself, and a fire giant wearing thick, massive boots might be immune to their attacks. For every two caster levels beyond 1st, you can affect an additional 5-foot- by-5-foot square, and the caltrops’ attack bonus increases by 1. Thus, you affect two squares at 3rd level (+1 melee), three at 5th level (+2 melee), four at 7th level (+3 melee), and a maximum of five at 9th level or higher (+4 melee maximum). Multiple caltrops spells (or mundane caltrops) occupying the same space have no additional effect.
Effect: Up to four lights, all within a 10- ft.-radius area
Saving Throw: None
Spell Resistance: No
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.
Target: One humanoid creature of 4 HD or less
Saving Throw: Will negates
Spell Resistance: Yes
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.
(Compulsion) [Mind-Affecting]
Area: Cone-shaped emanation
Saving Throw: None
Spell Resistance: No
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 - DC 15 + spell level, or 15 + half caster level for a nonspell effect.) Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Area: One creature, one object, or a 5-ft. cube
Saving Throw: None
Spell Resistance: No
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.
Effect: Ray
Saving Throw: None
Spell Resistance: Yes
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.
Effect: Ray
Saving Throw: None
Spell Resistance: Yes
A white-hot electric spark dances on your fingertip and then bolts toward your target. You release a small stroke of electrical energy. You must succeed on a ranged touch attack with the ray to strike a target. The spell deals 1d3 points of electricity damage.
Effect: Burst of light
Saving Throw: Fortitude negates
Spell Resistance: Yes
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.
Effect: Illusory sounds
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
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.
Target: One crossbow bolt in your possession
Saving Throw: None
Spell Resistance: No
The crossbow bolt in your hand glows a bright red, then flies off at your foe. You cast this spell on a crossbow bolt, causing it to fly at a target of your choice as if you had fired it from a light crossbow, using a ranged attack roll. The bolt has a range increment of 80 feet. Any properties of the crossbow bolt (such as magical abilities, masterwork quality, and so on) or feats you possess (such as Point Blank Shot, Weapon Focus [light crossbow], and so on) apply. Drawing a bolt for this spell is a free action.
Target: One Fine item in your possession, weighing up to 10 lb.
Saving Throw: None
Spell Resistance: No
You hold the item and windmill your arm in an underhanded toss. When it leaves your hand, it is bathed in an orange glow and flies farther than you could throw any item. You cause a Fine item in your possession to fly at great speed to a target or location you specify, out to medium range (100 ft. + 10 ft./level). This spell is normally used to launch dangerous items (flasks of acid, thunderstones, and so on) farther than you could normally throw them. You can use this spell to make an attack with a splash weapon. If you choose to do so, you must make an attack roll as normal, but you suffer no penalties for range.
Target: Object touched
Saving Throw: None
Spell Resistance: No
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.
Target: One nonmagical, unattended object weighing up to 5 lb.
Saving Throw: None
Spell Resistance: No
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.
Target: One object of up to 1 lb.
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
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).
Target: One creature/level
Saving Throw: None
Spell Resistance: No
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.
[Language-Dependent]
Target: Object weighing up to 30 lb. or portal that can be opened or closed
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
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.
Area: See text
Saving Throw: See text
Spell Resistance: No
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.
Effect: Ray
Saving Throw: None
Spell Resistance: Yes
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.
Target: You
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.
Target: Construct touched
Saving Throw: None
Spell Resistance: No
As if with the eye of an expert craftsman, your touch draws out a minor dent in the construct’s surface. This spell functions like repair light damage, except that you repair 1 point of damage to a construct.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
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.
Target: One portal
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
The door squeaks slightly as you force it. You pause and wave your finger in a pattern along the opening and it silences. This simple cantrip negates the sound of opening and closing a single portal (door, window, gate, drawer, chest lid, or the like). Even the squeakiest door opens without a sound when under the effect of this spell. Silent portal covers only the normal means of opening and closing the targeted portal. Breaking a window or kicking in a door still makes noise, but opening a door that is loosely hanging by its hinges does not (since this is the normal way a door would be opened). Portals composed of magical energy are not affected by this spell. In the case of magic or even intelligent portals, spell resistance and a Will save (DC 10 + caster’s ability modifier + other modifiers as appropriate) apply.
Target: One creature or object
Saving Throw: Will partial
Spell Resistance: Yes
You bark the last word of the spell, and that word takes life, streaking toward your target and exploding in a shout. You create a brief but loud noise adjacent to the target. The subject takes 1 point of sonic damage and must succeed on a Will saving throw or be deafened for 1 round. This spell has no effect if cast into the area of a silence spell.
Target: Nonmagical, unattended object weighing up to 5 lb.
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Lacking someone to hold the item where you need it, you mutter and wave your hand in a simple gesture before sticking the item in place. Stick affixes one object weighing up to 5 pounds to another object. The two items can be separated with even a small amount of force, such as a wind stronger than 10 mph, a mage hand or unseen servant spell, or a move action by any corporeal creature (which provokes attacks of opportunity).
Target: Creature touched
Saving Throw: Fortitude negates
Spell Resistance: Yes
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.
Target: You
An azure glow surrounds you as you complete the motions that unleash the spell. You immediately feel lighter of foot. While this spell is in effect, you can move at your normal speed when using Balance, Climb, Hide, Move Silently, and Tumble without taking any penalty on your check. This spell does not affect the penalty for using these skills while running or charging.
Area: 20-ft.-radius emanation centered on a point in space
Saving Throw: None
Spell Resistance: No
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 permanent with a permanency spell.
Target: One ropelike object, length up to 50 ft. + 5 ft./level - see text
Saving Throw: None
Spell Resistance: No
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 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.
Target: You
Encircling your eye with thumb and forefinger as if holding a jeweler’s lens , you speak the arcane words that complete the spell. Objects near you suddenly seem clearer, more in focus. You note blemishes and imperfections you had missed before. You gain an intuitive insight into the value of objects you come into contact with. You gain a +10 insight bonus on Appraise checks to determine the value of items you touch while this spell is in effect. Using the Appraise skill in this fashion requires 2 minutes instead of the normal 1 minute. Even if you fail an Appraise check while this spell is in effect, you never mistakenly estimate the worth of an item by more than 50%.
Target: One creature wearing armor
Saving Throw:Fortitude negates
Spell Resistance: Yes
The plates and joints of your opponent's armor become as rigid as stone, encumbering his movement. You cause the target's armor to swell and stiffen, slowing the wearer's movement and trapping him within. The target's land speed is reduced to 10 feet. If the target has a burrow, climb, or swim speed, these are also reduced to 10 feet. The target also loses any Dexterity bonus to AC for the duration of the spell. While affected by this spell, the target cannot remove his armor- its joints are too tight and restrictive to escape from. This spell has no effect on unarmored opponents, creatures with only natural armor or an AC bonus from items other than armor, or those using only shields.
Target: You
The bow in your hand feels more like an extension of your body as you complete the spell - as if it’s become a part of your arm. Creatures nearby seem sharper to your eyes, more in focus. While this spell is in effect and you are wielding a projectile weapon that fires arrows, such as a longbow or shortbow, you threaten all squares within your normal melee reach (5 feet if Small or Medium, 10 feet if Large) with your bow, allowing you to make attacks of opportunity with arrows shot from the bow. In addition, you do not provoke attacks of opportunity when you shoot a bow while you are in another creature’s threatened square.
Target: Creature touched
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
You press the viscous ball of demon sweat between your fingers and speak the eldritch words. Your flesh and equipment begin to weep hot red tears that quickly form a coating over your body. This demon-inspired transmutation causes the subject to secrete a slimy red layer of jelly that coats its skin, armor, and equipment. A creature that strikes a slime-protected subject with an unarmed strike, a touch attack (including a touch spell), or a natural weapon takes 1d8 points of acid damage. Any creature in a grapple with the target of babau slime takes 1d8 points of acid damage at the beginning of its turn.
Target: One weapon
Saving Throw: Will negates- see text
Spell Resistance: Yes (object)
The weapon you indicate during the spell’s casting briefly shimmers with a black aura that disappears in an eyeblink. You cast this spell on any melee weapon. The next time that weapon is used to make a melee attack, its shaft twists around so that the weapon strikes the wielder instead. The weapon hits automatically, and no attack roll is made. The wielder gets no warning or knowledge of the spell’s effect on his weapon, and although he makes the attack, the self-dealt damage can’t be consciously reduced (though damage reduction applies) or changed to nonlethal damage. Once the weapon attacks its wielder (whether successfully or not), the spell is discharged. Magic weapons targeted by this spell receive a Will save. An item in a creature’s possession uses its own Will save bonus or its wielder’s bonus, whichever is higher.
Target:One humanoid creature
With a crook of your finger and some spoken truenames, you urge a creature closer. The creature's eyes turn solid blue as it shambles toward you. This simple enchantment weaves truenames for approach and closer into a spell that forces the subject to move closer to you. If you succeed on the Truespeak check and the creature fails its saving throw, it must move at least 10 feet closer to you each round if able. The creature can choose its own path and means of locomotion, but if it can, it must end its turn at least 10 feet closer to you than it started. The creature defends itself normally and can take whatever actions it likes, so long as it moves closer to you every turn. The creature can move toward you faster than 10 feet per round if it likes. When the creature is adjacent to you, it acts normally unless you move away. If you
move away, it must move 10 feet per round closer to your new location if it can. The beckon person spell lasts for at least 1 round, but it might last longer if you excel at the Truespeak check (described below).
Target: Two willing creatures of up
Saving Throw: None
Spell Resistance: No
to Large size Calling out the arcane words, you suddenly stand where your companion was, and he has taken your place, outside the reach of his foes. Two target creatures, of which you can be one, instantly swap positions. Both subjects must be within range. Objects carried by the creatures (up to the creatures’ maximum loads) go with them, but other creatures do not, even if they are carried. The movement is instantaneous and does not provoke attacks of opportunity.
(Teleportation)
Effect:One hand of force
Saving Throw: None
Spell Resistance: No
A magical construct in the shape of a hand appears next to you. Its fingers open toward you, waiting for you to hand it an item. This spell creates a hand of magical force that holds items for you, helps you complete long, involved tasks, and otherwise aids you. The spell grants you a +2 competence bonus on Craft, Disable Device, and Open Lock checks while the spell lasts. It can hold a single object weighing up to 20 pounds. You can grasp the object that the hand carries or place an object in its grasp as a swift action. The hand remains in your square always. It matches your speed, and you can bring hand and object along with you if you use dimension door, teleport, and similar spells. You cannot order the hand to move away from you. If you are separated from the hand, the spell immediately ends. The hand is about 1 foot long. It has hit points equal to half your full normal hit points, and its AC is 20 (+4 size, +6 natural). It makes saving throws using your total save bonuses and takes damage from spells and attacks as normal.
Target: One creature
Saving Throw: Reflex negates
Spell Resistance: Yes
A large glowing hand, the size of a human torso, appears in front of the creature and sweeps at its legs. The large hand sweeps at the target creature s legs in a tripping maneuver (PH 158). This trip attempt does not provoke attacks of opportunity. Its attack bonus equals your caster level + your key ability modifier + 2 for the hand s Strength score (14). The hand has a bonus of +1 on the trip attempt for every three caster levels, to a maximum of +5 at 15th level.
Target: Weapon touched
Saving Throw: None
Spell Resistance: No
Red blood erupts along the weapon s blade, bludgeon, or point. The blood drips to spatter in thick, viscous drops upon the ground. This spell infuses the weapon touched with baleful energy. The next time this weapon strikes a living creature, blade of blood discharges. The spell deals an extra 1d6 points of damage against the target of the attack. You can voluntarily take 5 hit points of damage to empower the weapon to deal an extra 2d6 points of damage (for a total of 3d6 points of extra damage). The weapon loses this property if its wielder drops it or otherwise loses contact with it.
Target: Up to two melee weapons
Saving Throw: None
Spell Resistance: No
you are wielding With a word your weapons burst into flame. You feel no heat and the flames merely tickle your skin. Your melee weapons each deal an extra 1d8 points of fire damage. This damage stacks with any energy damage your weapons already deal.
(Creation) [Fire]
Effect: 5-ft. cube of wood
Saving Throw: No
Spell Resistance: No
You drop a tiny wooden block before you. It rapidly begins growing and hits the ground with a heavy thud, now a perfect 5-foot cube of dense wood. You call a cube of solid wood, 5 feet on a side, into being. The cube must be created upon solid ground in an empty square. If no solid surface exists that is large enough for the cube to fit on, or if no adjacent square is empty, the spell fails. The cube weighs 2,000 pounds. It has a hardness of 5 and 600 hit points, and it completely fills one 5-foot square. Multiple cubes can be stacked. If it is pushed into water, the cube floats.
Target: A single creature with
Saving Throw: Will negates
Spell Resistance: Yes (harmless)
Intelligence 4 or higher (harmless) After you complete the spell, the subject’s limbs ripple with power and grow slightly in length. The subject can take a full attack action to use all of its natural weapons or unarmed strikes as if they were thrown weapons with a 20-foot range increment. The subject gestures as if making a melee attack, but the result of the attack affects a target within range. This spell does not actually grant reach, and so does not help provide a flanking bonus or allow the subject to make attacks of opportunity at any range greater than normal. The subject uses its normal melee attack bonuses and deals damage normally if it hits, though the target of the attacks can benefit from cover or concealment.
Target: Your breath weapon You exhale your breath weapon, and it flashes brilliantly, surprising your foes. For this spell to function, you must have a breath weapon that uses fire or electricity, either as a supernatural ability or as the result of casting a spell such as dragon breath (page 73). When you successfully cast this spell, your breath weapon is suffused with bright light. In addition to taking the normal fire or electricity damage, creatures that fail their saving throws against the breath weapon are dazzled for 1 minute per caster level. Sightless creatures are not affected by breath flare.
Target:You
You utter your own truename, weaving its power into a matrix of force-tentacles that shimmer briefly, then descend around your form. A faintly glowing silvery field of force surrounds you, providing you with a +6 armor bonus to Armor Class. Unlike mundane armor, the bulwark of reality entails no armor check penalty, arcane spell failure chance, or speed reduction. Because the bulwark of reality is made of force, incorporeal creatures can't bypass it the way they do normal armor.
Area: Cone-shaped burst
Saving Throw: Reflex half
Spell Resistance: Yes
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.
Target: One creature
Saving Throw: Will negates
Spell Resistance: Yes
As you imbue an ally with this spell, a nimbus of shimmering blue fame surrounds him. He winces in pain as the flames scorch his flesh, but when the eldritch power flows into him, his muscles surge with might. This spell imbues a creature with burning magical energy that enhances the subject s strength and endurance. The searing energy also burns and injures the subject. The subject of this spell gains a +1 bonus on attack rolls, a +2 bonus on damage rolls, and damage reduction 2/magic. This spell's burning energy deals 4 points of fire damage to the subject at the start of each of its turns until the spell's duration expires or you dismiss the effect.
Target: One creature
Saving Throw: None
Spell Resistance: No
A small but extremely loud bee appears, buzzing around the head of the designated target. This spell creates an unnerving noise that disrupts the subject’s concentration. The subject is distracted and takes a -10 penalty on Move Silently checks. Creatures that can’t hear are not distracted. The DC of Concentration checks to cast spells or maintain concentration while distracted is equal to this spell’s DC + the level of the spell being cast. The bee has a fly speed of 180 feet (perfect). It remains near the subject in spite of darkness, invisibility, polymorph, cover, concealment, or any other attempt at disguising or hiding. The bee remains until the spell’s duration expires or the subject moves out of range. The bee can’t be attacked, but it can be dispelled.
Target: One living creature with 5 or fewer HD
Saving Throw: Will partial
Spell Resistance: Yes
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.
[Fear, Mind-Affecting]
Target: One humanoid creature
Saving Throw: Will negates
Spell Resistance: Yes
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.
(Charm) [Mind-Affecting]
Target: You
Saving Throw: Will negates - see text
Spell Resistance: No
You rattle the dice in your hand and mutter the words of the spell, then check your facedown cards again. The two low cards have somehow become trumps. At one point during the duration of this spell, you can attempt to alter the outcome of a game of chance. This spell can affect only nonmagical games, such as those using cards or dice. It cannot affect a game involving magic, nor a magic item involved in a game of chance (such as a deck of many things). Whenever a dice roll is made to determine the outcome of the game, a character under the effect of this spell can demand a reroll and take the better of the two rolls. Anyone observing the game of chance is allowed a Will saving throw to realize something fishy is going on, and might suspect that the outcome of the game has been magically altered. For example, Darkon is playing a game that he has a 1 in 4 chance of winning. The DM secretly rolls 1d4 and tells the player that Darkon lost.
Because Darkon is under the effect of a cheat spell, the player can have the DM reroll. The spell alters probability, so there is no subterfuge that another character could notice (except for the casting of the spell itself).
Target: Creature or creatures touched (up to one/level)
Saving Throw: Fortitude partial or Will negates - see text
Spell Resistance: Yes
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.
Area: Cone-shaped burst
Saving Throw: Will negates
Spell Resistance: Yes
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.
(Pattern) [Mind-Affecting]
Target: You
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.
Target: Creatures touched
Saving Throw: None
Spell Resistance: Yes
Your hand glistens and smokes from a viscous coating of acid. It does not harm you, but your opponents are less fortunate. A touch attack with this hand causes 1d8 points of acid damage. You can use this melee touch attack up to one time per level. You can also deal this damage as extra damage with an unarmed strike or an attack with a natural weapon. If you grapple an opponent, you can deal this damage in addition to other damage you deal with a successful grapple check.
(Creation) [Acid]
Target: You
Upon uttering the ancient phrase that completes the spell, you feel the weapon in your hand drawn toward a creature standing nearby. Whenever you make a melee attack against a flanked foe or against a foe denied its Dexterity bonus, you deal an extra 1d6 points of damage, your weapon’s threat range is doubled (as if under the effect of keen edge ), and you gain a +4 insight bonus on rolls made to confirm critical threats. The increased threat range granted by this spell doesn’t stack with any other effect that increases your weapon’s threat range. Creatures immune to extra damage from sneak attacks are immune to the extra damage dealt by your attacks.
Target: Your hand Your hand tingles as a smooth, metallic edge extrudes from the outside of your palm and curls up along your fingertips, forming a flexible, razor-sharp blade. You alter the structure of your hand so that it becomes as hard and sharp as a blade. Your hand deals 1d6 points of damage (1d4 if you are Small, and 1d8 if you are Large) and gains a +2 enhancement bonus on attack rolls and damage rolls. You are considered armed with this hand. Your hand’s enhancement bonus does not apply to melee touch attacks.
Target: One creature/level touched
Saving Throw: Will negates (harmless) or Will disbelief (if interacted with)- see text
Spell Resistance: Yes
Sprinkling spice on the ground, you complete the final step of the spell. Upon touching your intended targets, you note with satisfaction that the area around all of you seems a little cleaner and less trod upon. This spell flawlessly disguises the spoor left by the subjects, concealing their tracks, scent, and other signs of their passage with an illusion that defeats even the senses of taste and touch. Any creature making a Search check, using the scent ability, or using the Survival skill to track a creature affected by this spell interacts with the illusion and can make a Will save to disbelieve. Creatures that succeed on the save can detect the subjects normally. Creatures merely passing through an area the subjects passed through do not count as interacting with the illusion. Targets of this spell can make a Will save to negate it, and spell resistance applies.
Target: You
You let out a quick cry and instantly feel your chest swell with air, as if you had taken a deep breath. strangely, you feel no need to exhale. Your lungs instantly fill with air, and continue to refill with air for the duration of the spell. When the spell’s duration expires, you can continue to hold your breath as if you had just gulped down a lungful of air. You can cast this spell with an instant utterance, quickly enough to have yourself from drowning after being suddenly plunged into water.
(Creation) [Air]
Target: You
With a word, you evoke a barrier of invisible force. You project a field of invisible force, creating a short-lived protective barrier. You gain a defection bonus to your AC against a single attack- this bonus is equal to +1 per three caster levels (maximum +5). You can cast this spell even when it s not your turn - however, you must cast it before your opponent makes his attack roll to gain the benefit.
Area: Cone-shaped emanation
Saving Throw: None
Spell Resistance: No
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.
Area: Cone-shaped emanation
Saving Throw: None
Spell Resistance: No
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:
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 dirt blocks it.
Area:Cone-shaped emanation
Saving Throw: None
Spell Resistance: No
You focus your mind and let your senses probe the room, questing and seeking for any trace of a bound vestige. You can detect an aura emanating from anyone currently bound to a vestige who is within the spell's area. The amount of information revealed about each shared soul depends on how long you study a particular area, as follows.
1st Round: Presence or absence of vestige auras.
2nd Round: Number of vestige auras in the area and the strength of the strongest vestige present.
3rd Round: The strength and location of each vestige-bound individual. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Aura Strength: The strength of a vestige aura is determined by theminimum effective binder level necessary to summon it, as given on the following table.
Minimum Effective Binder Level - Aura Strength
1st-4th - Faint
5th-9th - Moderate
10th-14th - Strong
15th or higher - Overwhelming
Each round, you can turn to detect vestige-bound individuals in a new area. The spell can penetrate most 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.
Target: One creature per round
Saving Throw: Will negates
Spell Resistance: Yes
The caster can instantly tell the race of the targeted individual, plus any inherited templates possessed by the target (such as celestial or half-dragon). Each round that the caster remains concentrating he can determine the race and inherited templates of another target.
Target: You
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.
Target: One warded object or area
Saving Throw: None
Spell Resistance: No
Your head throbs with energy as you recite the final few phrases of the spell. A moment later, the energy releases and the area you designated as the spell’s target glows silver for several seconds. You hear a sound like a mechanical object winding down. This spell functions like dispel magic (PH 223), except that it can be used only in the targeted or area version, and it affects only abjuration magic placed upon objects or areas (such as arcane lock , explosive runes , fire trap , glyph of warding , and guards and wards .) The maximum bonus on the level check is +10.
Target: One creature/level, no two of which are more than 30 ft. apart
Saving Throw: Will negates
Spell Resistance: Yes
This spell arouses a zest and appreciation for life in the targets. The targets are distracted as they study the shapes of the clouds, the texture of tree bark, the patterns carved into a stone wall, the temperature and scent of a breeze - anything and everything gets their attention, if just for a moment. The targets of this spell must succeed on a Will save or lose themselves to the urge to experience nearly everything. Failure indicates the creatures take a –4 penalty on all Concentration, Listen, Search, and Spot checks, and can take only a single standard or move action each round, but not both. Creatures with more than 6 HD are unaffected.
(Compulsion) [Mind-Affecting]
Target: One creature
Saving Throw: Will negates
Spell Resistance: Yes
Buzzing under your breath like a fly, you swat at the sky and toss the fly’s wing in your hand into the air. The target of your spell becomes distracted, starting at shadows and looking about for unseen assailants. A creature affected by this spell is flat-footed until the beginning of its next turn.
(Compulsion) [Mind-Affecting]
Target: Creature touched
Saving Throw: None
Spell Resistance: Yes (harmless)
You feel, more than see, a black haze form at the corner of your eyes. Upon touching your intended subject the haze disappears and the creature’s eyes become shrouded in blackness. The subject of this spell gains the ability to see normally in natural and magical darkness, although it does not otherwise improve the subject’s ability to see in natural dark or shadowy conditions. The subject ignores the miss chance due to lack of illumination other than total darkness. While the spell is in effect, a jet-black film covers the subject’s eyes, a visual effect that gives the spell its name.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: No
With a final word, shimmering translucent slime appears around the target and fits to its form like a suit of plate. The subject of the spell gains a +5 armor bonus to AC, with an additional +1 to the bonus for every four caster levels you have (maximum +9 bonus at 16th level). This armor bonus applies only against incorporeal touch attacks. All other attacks ignore the armor bonus from ectoplasmic armor.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
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.
Target: One humanoid creature
Saving Throw: Fortitude negates
Spell Resistance: Yes
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) 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.
Target: One scroll or two pages
Saving Throw: See text
Spell Resistance: No
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.
Target: You
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).
Target: You
In a breathless voice you call out, as if you were already running a race. This spell functions like expeditious retreat (PH 228), except as noted above.
Target: One creature
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject gains an avoral's sharp eyesight, receiving a +8 racial bonus on Spot checks for the duration of the spell.
Target: One container or garment with a pocket touched
Saving Throw: None
Spell Resistance: No
You move your hand along the mouth of the pocket intended for your familiar, and a line of glowing white energy follows in its wake. The glow fades, and the space seems strangely larger inside than a normal pocket. When you cast this spell, a garment or container becomes a safe haven for a Tiny or smaller familiar. The spell turns the target pocket into a comfortable extradimensional space (about 1 cubic foot). The familiar can fit inside the space without creating any notice- able bulge in the item. Whenever the familiar is touching you, you can whisk it inside the space as a free action by speaking a command word chosen by you when the spell is cast. If the familiar can speak, it can command itself inside. As a free action, you can call the familiar forth or it can leave the space on its own. Once inside, the familiar has total cover and total concealment, and as a free action, you or the familiar can further seal the space to
make it airtight and waterproof. The air supply inside the sealed space lasts for 1 hour, but with the pocket unsealed, the familiar can remain inside indefinitely. The familiar cannot attack or cast spells from within the space, but can use supernatural or spell-like abilities as normal (provided they don’t requireline of sight, which the pocket blocks). You continue to gain the special ability granted by your familiar. While inside the pocket, the familiar continues to benefit from the share spells ability as if it were adjacent to you. The spell ends if the familiar pocket is placed within or taken into another extradimensional space (such as a portable hole ). If your familiar is within the pocket when the spell duration expires or if the spell ends abnormally (as above), the familiar appears in your space unharmed.
Target: One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart
Saving Throw: Will negates (harmless) or Will negates (object)
Spell Resistance: Yes (object)
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 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.
Target: You
The complicated gestures of the spell end with a punch of your fist, which now has the texture and look of stone. You transform one of your hands into a mighty fist of living stone, gaining a +6 enhancement bonus to Strength for the purposes of attack rolls, grapple checks, or breaking and crushing items. In addition, you gain the ability to make one natural slam attack, dealing 1d6 points of damage + your new Strength bonus (or 1-1/2 times your Strength bonus if you make no other attacks in that round). You can make the slam attack as a natural secondary attack with the normal –5 penalty, or a –2 penalty if you have the Multiattack feat ( MM 304), as part of a full attack action. However, you cannot gain more than one slam attack per round with this spell due to a high base attack bonus (+6 or higher). Your fist undergoes no change in size or form, remaining as flexible and responsive as it would normally be while under the spell’s effect.
Target: You
You subtly change your appearance so that it seems particularly friendly to the viewer. You gain a +5 circumstance bonus on Diplomacy and Gather Information checks made to influence or gain information from creatures with Intelligence scores of 3 or higher, as long as those creatures aren*t already hostile toward you. This spell does not alter your appearance in any significant way, and thus provides no bonus on Disguise checks.
Target: You
A dim glow fills your eyes, allowing you to see - briefly - weak points in the magic infused within a nearby construct. For 1 round, you can deliver sneak attacks against constructs as if they were not immune to extra damage from sneak attacks. To attack a construct in this manner, you must still meet the other requirements for making a sneak attack. This spell applies only to sneak attack damage. It gives you no ability to affect constructs with critical hits, nor does it confer any special ability to overcome the damage reduction or other defenses of constructs.
Target or Area: One object or a 10-ft. square
Saving Throw: See text
Spell Resistance: No
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.
Target: You
With a guttural utterance made with unmoving lips, you magically focus your attention on a distant foe. Upon aiming your weapon, you note how clearly defined your intended target is. While this spell is in effect, your ranged attacks do not take a penalty due to distance. In addition, your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and also ignore the miss chance granted to targets by anything less than total concealment. This spell does not provide any ability to exceed the maximum range of the weapon with which you are attacking, nor does it confer any ability to attack targets protected by total cover.
Target: Creatures in a 5-ft.-radius burst
Saving Throw: None
Spell Resistance: Yes
Across the murky plain, a beam of radiance shoots down, highlighting your foes. Bright lights shine at the targets. The lights grant a +2 circumstance bonus on ranged attack rolls against any highlighted target. If a creature gains total cover or total concealment relative to you, or if it leaves the area, the spell ends for that target.
Area: Cylinder (5-ft. radius, 40 ft. high)
Saving Throw: None
Spell Resistance: No
You hold the jade chip before you and blow on it as you end the spell. The chip flares with a green flame and vanishes as rocks begin to fall on your pursuers . You create a rain of stones that deals 1d4 points of damage per caster level (maximum 5d4) to creatures and objects within the area.
(Creation) [Earth]
Target: One portal, up to 20 sq. ft./level
Saving Throw: None
Spell Resistance: No
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.
Target: Creature or object touched
Saving Throw: Fortitude negates-see text
Spell Resistance: No
After a few mystic words, you touch a piece of rotten meat to the subject and it sinks inside the creature’s body.Any creature that bites the spell’s subject must succeed on a Fortitude saving throw or be nauseated until the end of its next turn. If a creature of animal Intelligence (2 or lower) fails its saving throw, it will not willingly bite the subject a second time- someone trying to direct the creature to bite the subject again must make a Handle Animal check as if he was trying to “push” the creature. This check must be made every time he tries to make the creature bite. Creatures that are immune to poison or that lack the ability to taste are unaffected by this spell.
Area: Several living creatures, no two of which may be more than 30 ft. apart
Saving Throw: Will negates
Spell Resistance: Yes
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.
(Compulsion) [Mind-Affecting]
Effect: Dagger of ice
Saving Throw: None
Spell Resistance: Yes
The melted ice cupped in your palm crystallizes into a daggerlike shard of ice that then flies at your foe, exploding into a ball of icy fragments at its feet. The ice dagger created by this spell launches itself at a target. Treat the attack as a thrown splash weapon (PH 158) that requires a ranged touch attack to hit. The ice dagger deals 1d4 points of cold damage to the target per caster level (maximum 5d4), and splash damage of 1 point of cold damage to adjacent creatures.
Target: One touched object
Saving Throw: None
Spell Resistance: No
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.
Target: Creatures in a 10-ft. burst
Saving Throw: Will negates
Spell Resistance: Yes
You cast this spell and your opponent is swallowed in a spiral of sparkling motes that urge your targets to act. Affected creatures are not allowed to delay or to ready an action. If a subject is currently delaying, it acts as soon as the spell is cast. If the subject currently has an action readied, it loses that action.
(Compulsion) [Mind-Affecting]
Target: One creature
Saving Throw: Will negates
Spell Resistance: Yes
You cast this spell and a spiral of dark motes sur- rounds your foe, slowing and distracting him from the task at hand. You inhibit your foe from acting. The subject is forced to delay until the following round, acting immediately before you on your initiative count.
(Compulsion) [Mind-Affecting]
Target: You
With a chuckle you whisper the words that will make your ruse more effective. You gain a +10 insight bonus on the next single Bluff check that you make to feint in combat (if it is made before the start of your next turn). You can make the feint as a move action, or once as a free action if you have the Improved Feint feat.
Target: You
You point at a mechanism, twist your hand, and make a clicking sound with your tongue. You now have a better idea of how the mechanism works. You can make one Disable Device check or one Open Lock check in this round as a free action. You gain a +2 insight bonus on the check.
Target: You
By pointing at a small area nearby and whistling briefly, you release the power of the spell, granting you knowledge of the area you indicated. You can make one Search check in this round as a free action. You gain a +2 insight bonus on the check.
Target: Creature touched
Saving Throw: Will negates
Spell Resistance: Yes
You mutter the spell and uncork a bottle with a noxious concoction of scorpion venom, toad sweat, adder venom, and the strained brains of carrion crawlers. The poisonous liquid evaporates into a black cloud that surrounds your hand as you reach out to touch the target. You enable a creature to better fight off the effect of poison. The subject is filled with antitoxin and gains a +5 alchemical bonus on Fortitude saves against all kinds of poisons, whether injury, contact, ingestion, or inhalation. After the spell ends, the subject is nauseated for 1 round.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
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. Material Component: A grasshopper's hind leg, which you break when the spell is cast.
Target: One creature
Saving Throw: Reflex half
Spell Resistance:See text
You conjure a shard of red-hot rock and hurl it toward an opponent. As it streaks through the air, a nimbus of arcane energy crackles around it. This spell conjures a small orb of rock and sheathes it in arcane energy. This spell deals 1d6 points of fire damage per caster level (maximum 5d6). If you fail to overcome the target s spell resistance, the spell still deals 1d6 points of fire damage from the heat and force of the conjured orb s impact.
[Fire]
Effect: Ray
Saving Throw: None
Spell Resistance: Yes
Rays of holy light flash from your eyes. You can fire 1 ray per 2 caster levels, but no more than 1 ray per round. You must succeed on a ranged touch attack to hit a target. The target takes 1d6 points of damage from each ray.
Saving Throw: None Spell Resistance: Yes- see text Target and Effect: You and up to two rays- see text You invoke the powers of good and you begin to glow with the silver light of fabled Lunia, the first layer of the Seven Mounting Heavens of Celestia. The silvery radiance created by this spell emanates from you in a 30-foot radius, and dim light extends for an additional 30 feet. Beginning one turn after you cast this spell, you can choose to expend some or all of the light of Lunia as a ray of light. You must succeed on a ranged touch attack with the ray to strike a target. You can make a single ranged touch attack that deals 1d6 points of damage, or 2d6 points of damage against undead or evil outsiders, with a range of 30 feet. Spell resistance applies to this attack. This dims your silvery radiance to half (15-foot light, with dim light for an additional 15 feet). You can choose to fire one additional ray with the same characteristics either on the same round or on a subsequent round. Firing the second ray quenches your radiance and ends the spell.
Area: 10 miles/level radius circle, centered on you
You sense the distance and direction to the nearest community of a minimum size designated by you at the time of casting. For instance, you could choose to find the nearest community at least as large as a village, or you could choose to locate only the nearest metropolis. This spell measures the distance to the *nearest* community as the minimum distance one would have to travel to reach the city without moving through solid objects. Thus, a caster on the surface isn*t likely to locate a subterranean city half a mile beneath his feet, even if the next closest community is 5 miles away overland.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You pass your hand over the subject’s eyes and murmur the arcane words. Its eyes grow larger, and when it opens them, the pupils are speckled with tiny silvers of starlight. The subject creature gains low-light vision.
Target: You
At the corners of your vision you see a brightly glowing light. Wherever you look, that area fills with light as bright as a torch. This spell causes your eyes to glow with an unearthly radiance. The glow from your eyes provides light as per the light spell. Each creature within a 20-foot radius of you is dazzled as long as they remain with range. Sightless creatures are unaffected.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: No
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.
(Creation) [Force]
Target: One creature wearing armor or using a shield
Saving Throw:Fortitude negates
Spell Resistance: Yes
Sharp ridges, split leather, and cracking patches of rust spread over your enemy's armor like an angry, irritating disease. Jagged edges and rough surfaces break forth all over the target creature's armor and shield. These protrusions deal no damage and are little more than an uncomfortable annoyance. Arcane spellcasters, however, find the effect most distracting, incurring double the normal arcane spell failure chance for armor and shields. In addition, any creature affected by this spell takes a -5 penalty on Concentration checks. The check penalty does not worsen if an affected creature is both wearing armor and using a shield. For example, a wizard wearing chainmail and carrying a light steel shield would normally have a 35% chance of arcane spell failure. That wizard, if targeted by this spell, would incur a 70% chance of arcane spell failure, as well as taking a -5 penalty on Concentration checks. This spell has no effect on unarmored opponents or on creatures with only natural armor or an AC bonus from items other than armor.
Target: One object or creature weighing up to 40 lb.
Saving Throw: Will negates
Spell Resistance: Yes
You cast the spell, and your hand is suffused with a ghostly white radiance. You point your finger at the target across the room, and it slowly rises in the air .A greater mage hand spell can lift an object and move it at will from a distance. As a move action, you can propel the target up to 20 feet in any direction, although the spell ends if the distance between you and the subject ever exceeds the spell’s range. A creature can negate the effect against an object it possesses with a successful Will save or if you fail to overcome its spell resistance. 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. The spell has an effective Strength of 10.
Target: Up to five creatures, no two of which can be more than 15 ft. apart
Saving Throw: None
Spell Resistance: Yes
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.
Target: Weapon touched
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
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.
Target: You
Holding aloft an item you wish to use effectively, you address it directly with a command to obey your desire to wield it. You gain proficiency with a single weapon or shield you hold in your hands when the spell is cast. The lack of a somatic component means the spell can be cast in the middle of a fight while you keep ready whatever items stand between you and danger. Proficiency is granted for only a single, specific item, although multiple castings allow for multiple proficiencies. For example, if you hold a short sword and a rapier, with a buckler strapped to your off hand, you could cast the spell three times, once for each weapon and once for the shield. This spell does not grant proficiency for a kind or category of item (such as short swords) but only for the one specific item held in your hand at the time the spell is cast (this short sword). Should you set that item down or otherwise lose your grip on it, the proficiency does not transfer to a different item of the same kind you might pick up. However, if you recover the original item before the spell’s effect
runs out, you are still proficient with that specific weapon or shield for the duration.
Effect: One mount
Saving Throw: None
Spell Resistance: No
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.
Target: One creature
Saving Throw: None (harmless)
Spell Resistance: Yes
You suffuse your ally with a brief, blue glow. He jerks away from you, as if he can anticipate your next action. You cast this spell when you and your party roll for initiative. Unlike other immediate actions, you can cast this spell while flat-footed. You enhance the subject’s reactions in combat, granting it a +5 bonus on its initiative check for the current encounter. If the subject does not make an initiative check within 1 round, this spell has no effect.
Target: One creature/level, no two of which are more than 25 ft. apart
Saving Throw: Will negates
Spell Resistance: Yes
You cast the spell, and the surrounding shadows shift at your command, flying toward your targets and wrapping themselves around them. This spell gives the subjects concealment, but the shifting magic shadows also inhibit the subjects’ ability to ascertain their surroundings. The subjects can see only 5 feet through the shadows that coat them, and foes within that range have concealment from the subjects. Darkvision does not penetrate a net of shadows.
(Shadow) [Darkness]
Target: You
With a whisper-quiet whoosh, a field of shadowy energy cloaks your body. This spell provides a +1 resistance bonus on saving throws- this resistance bonus increases to +2 at caster level 6th and +3 at caster level 9th. In addition, the spell negates magic missile attacks directed at you.
Target: One touched object weighing up to 5 lb./level
Saving Throw: None - see text
Spell Resistance: No
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.
Effect: Cloud spreads in 20-ft. radius from you, 20 ft. high
Saving Throw: None
Spell Resistance: No
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.
Effect: One orb of acid
Saving Throw: None
Spell Resistance: No
Your quick, precise movements culminate in your open palm facing your target. An orb of dark green acid flies from your hand. An orb of acid about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid damage. You must succeed on a ranged touch attack to hit your target. For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.
(Creation) [Acid]
Effect: One orb of cold
Saving Throw: None
Spell Resistance: No
Your hand takes on a blue tint and your fingers turn numb and unresponsive as you complete the spell. From your chilled palm flies an orb composed of blue ice, dealing 1d8 points of coldd damage. You must succeed on a ranged touch attack to hit your target. For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.
(Creation) [Cold]
Effect: One orb of electricity
Saving Throw: None
Spell Resistance: No
The air crackles around your outstretched hand and the smell of ozone assaults your nostrils as a ball of electrical energy, its surface crackling with bolts of lightning, streaks from your open palm, dealing 1d8 damage. You must succeed on a ranged touch attack to hit your target. For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.
(Creation) [Electricity]
Effect: One orb of fire
Saving Throw: None
Spell Resistance: No
Your hand heats to an uncomfortable temperature just moments before you release the spell’s energy in the form of an orb of white flames speeding from your outward-facing palm dealing 1d8 damage. You must succeed on a ranged touch attack to hit your target. For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.
(Creation) [Fire]
Effect: One orb of sonic energy
Saving Throw: None
Spell Resistance: No
This spell functions like lesser orb of acid, except that it deals 1d6 points of sonic damage, plus an additional 1d6 points of damage per two caster levels beyond 1st: 2d6 at 3rd level, 3d6 at 5th level, 4d6 at 7th level, and the maximum of 5d6 at 9th level or higher.
(Creation) [Sonic]
Effect: One dagger made of force
Saving Throw: None
Spell Resistance: Yes
You hold a dagger in your hand and concentrate on it, evoking the power of the spell. A duplicate of the dagger, made of translucent force, appears besides it and flies off at your command. You bring into being a tiny blade of force. The blade flies at a speed of 40 feet (perfect) and attacks any target within its range, as you desire, starting in the round when you cast the spell. The blade attacks on your turn once each round, striking with an attack bon us equal to your base attack bonus + 1/2 your Cha modifier or Int modifier (for sorcerers and wizards, respectively) and deals 1d4 points of damage, with a critical threat range of 19 – 20. If an ally also attacks the creature, the blade moves on your turn to flank the target. As a force effect, it can strike ethereal and incorporeal creatures. The blade cannot be attacked. Each round after the first, you can use a standard action to switch the blade to a new target- otherwise, it continues to attack the same target. If an attacked creature has spell resistance, the
resistance is checked the first time the persistent blade strikes.
If the blade is successfully resisted, the spell is dispelled. If not, the blade has its normal full effect on that creature for the duration of the spell.
Target: One interplanar gate or portal
Saving Throw: None
Spell Resistance: No
Mentally marking the appearance and location of the portal, you implant that knowledge into others, allowing them to be drawn to the portal like a lodestone to metal. You alter a magic gate or portal so it sends out a mental beacon for up to six creatures, including yourself if you choose. These individuals must be known to you but need not be present at the time of casting. Once you cast portal beacon , these creatures know the direction and distance to the targeted portal for the spell’s duration. Moving to a plane other than the two connected by the portal ends the spell for that creature but leaves it intact for others. You can have any number of portal beacons tuned to you without impairing other abilities or actions.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: No - see Protection from Evil
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.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: No - see text
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 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.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: No - see Protection from Evil
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.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: No - see Protection from Evil
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.
Area: 30-ft.-radius spread
Saving Throw: None
Spell Resistance: No
Hot, burning passion fills your soul as you complete the spell. You release the passionate energy into the chosen area, causing fires there to flare with their own elemental desire to burn. This spell inflames existing fire, giving it a passion to burn. All normal fires within the affected area flare up, burning twice as hot and twice as bright. The illumination radii of all nonmagical fires double (so a torch casts bright illumination in a 40-foot radius), and all nonmagical fires deal double damage (so a creature that catches on fire takes 2d6 points of fire damage per round). Fire that leaves the area remains affected by the spell. Fire affected by this spell burns out twice as quickly, so a torch that is the subject of a raging flame spell burns out in 30 minutes instead of the normal hour. Magical fire in the area, such as from a produce flame or fireball spell, burns hotter, dealing +1 point of fire damage per die. Raging flame counters or dispels the effect of slow burn (page 192).
Effect: Ray
Saving Throw: None
Spell Resistance: Yes
A crackling ray leaps from your outstretched hand. The green ray seems almost sluggish in reaching its target, though it takes only an eyeblink to do so. You must succeed on a ranged touch attack with the ray to strike a target. The energy of the ray stiffens the subject’s muscles and joints, making it more difficult for the subject to move.
The subject takes a penalty to Dexterity equal to 1d6+1 per two caster levels (maximum penalty 1d6+5, minimum Dexterity 1).
Effect: Ray
Saving Throw: None
Spell Resistance: Yes
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.
Effect: Ray
Saving Throw: See text
Spell Resistance: Yes
A burning ray shoots out at the target from your upturned palm. The sound of a crackling fire follows the ray’s path. You must succeed on a ranged touch attack with the ray to strike a target. If your attack is successful, the ray deals 1d6 points of fire damage per two caster levels (maximum 5d6). The target must also make a Reflex save or catch fire, taking 1d6 points of fire damage each round until the flames are put out (requiring a DC 15 Reflex save- see Catching on Fire, DMG 303).
Target: One humanoid creature
Saving Throw: Fortitude negates
Spell Resistance: Yes
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). 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.
Target: Creature touched
Saving Throw: Will negates
Spell Resistance: Yes
With a touch of a wax-covered finger to the subject, you inhale deeply and smell nothing. This spells hides the scent of the creature or object touched for the duration of the spell. The scent ability (MM 314) cannot detect a creature under the effect of a remove scent spell. It also negates the harmful effects of the noxious stench exuded by certain creatures, such as ghasts, for the duration of the spell.
Target: Construct touched
Saving Throw: None
Spell Resistance: No
As a sculptor massaging a rough spot of clay into something less abrasive, your touch smooths over the dents and dings of the construct you touch. When laying your hand upon a construct that has at least 1 hit point remaining, you transmute its structure to repair the damage it has taken. The spell repairs 1d8 points of damage +1 point per caster level (maximum +5).
Target: Creature touched
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
You can tell that your target feels the oppression of the plane around you, the rank evil of the place. A few spoken phrases, backed by magical power, and that oppression seems to lift. This abjuration grants a creature limited protection from a plane’s alignment traits ( DMG 149). When the subject visits a plane with an alignment trait, this spell grants it immunity to penalties on its Charisma-based checks that mildly aligned planes impose on visitors of opposed alignments. The Charisma-, Wisdom-, and Intelligence-based check penalties associated with strongly aligned planes are halved while the spell’s duration lasts.
Area: 10-ft.-radius burst
Saving Throw: None
Spell Resistance: No
With a loud snap of your fingers, you cause any sleeping creatures in the spell's area to awaken. This spell has no effect on creatures that are unconscious due to being reduced to negative hit points, or that have taken nonlethal damage in excess of their current hit points.
(Compulsion) [MindAffecting]
Target: Six or more Diminutive or Fine objects, all within 1 ft. of each other, whose total weight does not exceed 25 lb.
Saving Throw: See text
Spell Resistance: No
With a single word and gesture, you send small, unattended objects flying about the room. You can point to a collection of little, unsecured items and cause them to fly off in all directions simultaneously. The spray of items creates a burst with a 10-foot radius. If the items are fairly hard or sharp (such as stones, sling bullets, or coins), creatures in the burst take 1d8 points of damage. A successful Reflex save negates this damage. Eggs, fruit, and other soft objects can be used, but the damage is then nonlethal damage.
Target: One book/round
With this spell you can touch a book or scroll and absorb the knowledge contained within as if you had just read it. This is equivalent to a solid reading but not deep study* the character does not gain perfect recall of the information, just whatever he would have gotten from reading it completely once. If you can*t read the language of the source, the spell has no effect. This spell cannot be used to prepare spells or to cast magical scrolls, nor does it have any effect when reading a magical book (such as a tome of understanding).
Area:10-ft.-radius spread
You utter truenames for directions with great rapidity as you gesture toward where you're casting the spell. With a sizzle and a flash, those within the spell's radius disappear, then reappear somewhere nearby. The scramble true position spell can wreck an enemy's carefully constructed defenses or highly regarded plan of attack by randomly moving them around. You can't control where your enemies reappear, but they might fall off a precipice or wind up between your rogue and fighter allies. When you cast the spell, make a single Truespeak check. Then compare your result to the DC to move each creature: 15 + (2 X CR). If you meet or exceed the DC for a creature, move that creature 2 squares in a random direction using the targeted on square part of
the diagram on page 158 of the PHB.
The scramble true position spell can't send a creature into a square occupied by solid matter or another creature, but it can send a creature into a dangerous place (into lava or off a cliff, for example). Make the comparison and movement in descending CR order. If multiple targets have the same CR, the caster chooses the order in which to relocate them. If you can't move a target 2 squares in a particular direction, move it 1 square, or it disappears and reappears in the same square if relocation is impossible. Having their true locations disrupted with this spell can be disorienting for the subjects. Every creature that you move with this spell (even those who reappear in the same square they started in) must succeed on a Reflex save or
fall prone.
Target: You
By casting this spell, you imbue yourself with an ephemeral quality that induces others to trust what you say. Simple illusions aid your attempts to be persuasive. You gain an insight bonus equal to one-half your caster level (maximum +10) on Bluff checks.
Target: You
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.
Target: Shield touched
Saving Throw: None
Spell Resistance: No
A feeling of protectiveness and guardianship fills you as you complete the spell. Touching the target shield, you point to the creature it is meant to protect and watch as the shield rises in the air and floats gently toward the indicated creature. A shieldbearer spell allows you to enchant one shield so that it hovers near and attempts to protect one creature of your choice. The spell’s recipient is chosen at the time of casting and cannot be changed. The enchanted shield remains within 1 foot of the creature for the duration of the spell. The shield’s subject is then granted a shield bonus to AC as if it was wearing the shield. The spell permits the enchanted shield’s subject to use a two-handed weapon or a weapon in each hand and still benefit from the shield’s effect. Shield bonuses from multiple sources, including multiple castings of this spell, do not stack.
Target: One creature/level, no two of which are more than 30 ft. apart.
Saving Throw: None
Spell Resistance: Yes
Upon completing this spell, you feel a nagging compulsion to divert your attention from your enemies. Shaking off the feeling, you note with satisfaction that your targeted enemies seem even more distracted than you. This spell distracts its targets, preventing them from reacting with the deftness they might otherwise possess. Only effective when cast in the surprise round of combat and against flat-footed creatures, this spell causes those it affects to take a –10 penalty on their next initiative check. Targets that cannot be caught flat-footed (such as a rogue with uncanny dodge) cannot be affected by this spell.
[Mind-Affecting]
Target: Creature or object touched
Saving Throw: None
Spell Resistance: Yes
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).
Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
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.
Area: One or more living creatures within a 10-ft.-radius burst
Saving Throw: Will negates
Spell Resistance: Yes
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.
(Compulsion) [Mind-Affecting]
Target: One creature
Saving Throw: Will negates
Spell Resistance: Yes
When you speak the word that activates the spell, the soles of your ally’s feet glow yellow as he is lifted slightly off the ground. He slips five feet across the ground, into position to flank his opponent. You slide the subject creature along the ground a distance of 5 feet in any direction. (If the creature is flying or otherwise not on the ground, it moves parallel to the ground.) You can’t slide the subject into a space that is occupied by an ally, an enemy, or a solid object- if you attempt to do so, the spell automatically ends. You cannot slide the subject up or down, but you can slide it over the edge of a cliff or other drop-off if you desire. This movement does not provoke attacks of opportunity.
Area: 30-ft.-radius spread
Saving Throw: None
Spell Resistance: No
The desire to live into old age grips you as you near completion of this spell. The feeling passes as you designate the area of the spell, where the flames there flicker for a moment as if a gust of wind had hit them. This spell lends fuel to existing fires within the spell’s area, allowing them to burn off the intangible power of passion as much as from physical substance. Because these fires consume less of the physical fuel that sustain them, they burn for twice as long without losing any of their intensity, but their illumination radius is halved. In addition, an affected fire is much harder to extinguish. It takes twice as long to put out a fire that is under the effect of this spell, and if a roll is required (such as the Reflex save required to extinguish flames if a creature is on fire), two successful rolls over 2 rounds are required to successfully put out the fire. If one such roll fails, the creature must begin trying to extinguish the flames again as if it had never succeeded on the first roll.
Magical fire used against a target in this spell’s area, such as from a produce flame or fireball spell, does not burn as effectively, and fire damage from such sources is reduced by 1 point per die. Slow burn counters or dispels the effect of raging flame (page 164).
Target: You
While muttering a short chant you focus your awareness, looking only at the areas of your foe that seem most vital to its survival. Your ranged attacks made before the start of your next turn can be sneak attacks regardless of the distance between you and your target. You must still fulfill the other conditions for making a sneak attack against the target. This spell doesn’t grant you the ability to make a sneak attack if you don’t already have that ability.
Target: One creature
Saving Throw: Will partial
Spell Resistance: Yes
The words of your spell twist upon each other and grow stronger. Then, like a cluster of bees, they streak toward your target and detonate in a screaming bellow around him. You blast the target with loud and high- pitched sounds. The subject takes 1d4 points of sonic damage per two caster levels (maximum 5d4) and must make a Will save or be deafened for 1d4 rounds. This spell has no effect if cast into the area of a silence spell.
Target: You
Joining mysterious phrases with the simple motion of flexing your fingers, you imbue your hands with receptive magical energy that crackles and glows a soft orange. You are able to hold the charge for one touch spell per arm of your body as long as you don’t use a charged limb to cast another spell or touch anything with it. Each touch spell you cast resides in a different fore-limb. For the duration of this spell, any touch spells you cast are discharged only if you cast another spell with that forelimb or touch something with that forelimb. For example, a human sorcerer casts this spell, then casts chill touch and holds the charge in his left hand, then casts shocking grasp and holds the charge in his right hand. Because of the spell flower, he can hold the charge on both of these spells at the same time. If he casts another spell with a somatic component (which requires the use of one of his hands), he immediately loses one of his held touch spells (his choice), but if the spell he casts is also a touch spell, he can immediately hold the charge in the available hand. If he chooses to attack with a touch spell, it works normally. Since he has multiple limbs that are considered armed, he can make an off-hand attack
with the other touch spell in the same round, with the normal penalties for fighting with two weapons ( PH 160). A marilith spellcaster could do the same as the sorcerer in the previous example, except that she could hold the charge on up to six touch spells. She could also use any of her spell-like or supernatural abilities, since those do not interfere with holding a charge. If the spell flower effect ends, the most recent touch spell cast remains as a held charge and all other held spells dissipate.
Target: Living creature touched
Saving Throw: Fortitude negates-see text
Spell Resistance: Yes
You press the bit of blackened bone against your foe and intone the spell. The bone vanishes, leaving a mottled bruise where it touched. You create a lingering decay in the spirit and body of the target. If the target fails its saving throw, it takes 1 point of Constitution damage each round while the spell lasts (maximum 5 points). The victim can attempt a Fortitude saving throw each round, and success negates the Constitution damage for that round and ends the spell.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
With a leisurely wave and a declaration of boredom, you complete the spell. You instantly become aware of the location and types of objects in the spell’s area, as if you had made a quick search. The subject of this spell knows the contents of a 20-foot-radius burst, as if it had taken 10 on a Search check for each object and space in the burst radius, including noting the location of traps (though only a rogue can locate those traps with a DC greater than 20).
Target: One willing prone creature
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
With a swift upward gesture of your arms and a single clarion command ( Stand! ), you enable the prone creature to safely rise to its feet. The subject creature immediately stands, without provoking attacks of opportunity.
(Teleportation)
Effect: One summoned creature
Saving Throw: None
Spell Resistance: No
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.
(Summoning) [see
text]
Effect: One summoned creature
Saving Throw: None
Spell Resistance: No
The undead you summon appear in a burst of smoke and fog. The vapor swiftly dissipates, but you can’t shake the impression of screaming faces in the cloud’s tendrils. This spell functions like summon monster I (PH 285), except that you summon an undead creature. Summon undead I conjures one of the creatures from the 1st-level list in the accompanying sidebar. You choose which creature to summon, and you can change that choice each time you cast the spell. Summoned undead do not ount toward the total Hit Dice of undead that you can control with animate dead or the other command undead abilities. No undead creature you summon can have more Hit Dice than your caster level +1. (F: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid.
(Summoning) [Evil]
Effect: Ray
Saving Throw: None
Spell Resistance: No
From your clenched fist you produce a luminous ray. The ray pulsates between the target creature and you. The ray acts as a rangefinder for you and any allies. You must succeed on a ranged touch attack with the ray to strike a target. It provides a +1 insight bonus per three caster levels on ranged attacks directed at the subject for the duration of the spell. Your allies need not see you, but they must be able to see the ray. You can otherwise act normally for the duration of the spell. Allies who can see the target of the ray receive the bonus even if you lose line of sight to the target.
Effect: 3-ft.-diameter disk of force
Saving Throw: None
Spell Resistance: No
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.
Target: One creature
Saving Throw: Reflex negates-see text
Spell Resistance: Yes
Black mist forms near the ground and sweeps upward to join a small cloud forming above the creature you designate as your target. Miniature peals of thunder erupt from the cloud. Thunderhead creates a small thundercloud over the subject’s head. The cloud moves with the subject, following it unerringly even if he becomes invisible or leaves the region. In every round of the spell’s duration, a miniature bolt of lightning leaps from the thundercloud to strike the subject. Each bolt deals 1 point of electricity damage that is negated by a successful Reflex save.
Target: You
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.
Effect: One invisible, mindless, shapeless servant
Saving Throw: None
Spell Resistance: No
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 - it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves
against attacks.) If you attempt to send it beyond the spell's range (measured from your current position), the servant ceases to exist.
Effect: Intelligible sound, usually speech
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
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).
Effect: A straight wall whose area is up to one 10-ft. square/level (S)
Saving Throw: Fortitude partial-see text
Spell Resistance: No
You wave your hand in a circular motion, and black smoke swirls into existence as a dark wall. This spell creates a thin wall of black smoke. The wall is stationary once created. The wall blocks sight to a limited degree. Creatures on opposite sides of the wall that cannot see over it gain concealment from each other. A creature can pass through a wall of smoke, but it must make a Fortitude save to avoid being nauseated for 1 round. A moderate wind (11+ mph), such as from a gust of wind spell, destroys the wall in 1 round. This spell does not function underwater.
Target: One melee weapon of up to 15 lb.
Saving Throw: Fortitude negates (object)
Spell Resistance: Yes (object)
Waving the folded sheet of parchment before you, you firmly grasp the target weapon. A barely perceptible rust-brown glow engulfs it, then grows into a shining radiance of molten-metal red. As the radiance subsides, you note with satisfaction that the weapon now has the desired shape. A weapon shift spell allows you to temporarily transform any one melee weapon into a different melee weapon. Thus, a greatclub could be transformed into a greatsword, a light pick into a morning star, or a dagger into a battleaxe. Improvised weapons and double weapons cannot be targeted or be the result of this spell. Magic weapons transformed retain all their special abilities as long as the new form could legally have those abilities, and weapons made from special materials retain their special materials.
Target: One living creature
Saving Throw: Will negates
Spell Resistance: Yes
You thrust one arm forward toward your foe, palm open and fingers splayed. The creature reels as an invisible surge of power invades its mind. You launch a magical assault that wears at the target s mind, dealing 1d6 points of nonlethal damage if it fails its saving throw. For every two caster levels beyond 1st, you deal an extra 1d6 points of nonlethal damage to the subject, to a maximum of 5d6 at 9th level.
(Compulsion) [Mind-Affecting]
Target: Creature touched
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The webbing between your fingers grows to reach your fingertips as you complete the spell. In the instant you touch the spell’s intended subject, however, the webbing between your fingers returns to normal even as the subject’s means of watery movement grow. This spell increases the touched creature’s swim speed by 30 feet. It has no effect on other modes of movement, nor does it give the subject a swim speed if it does not already have one.
Target: You
As you intone the words of power to release this spell, you feel far more focused on the spell on which you have been concentrating. When you cast this spell, you increase your ability to concentrate on a spell you have already cast. You can cast this spell while maintaining concentration on another spell. Aiming at the target gives you a +10 circumstance bonus on Concentration checks you make to maintain concentration on the other spell, and its effect lasts as long as you concentrate on the other spell (to a maximum of 20 minutes).
.Area: 20-ft.-radius emanation centered on a point in space
Saving Throw: None
Spell Resistance: No
Uttering a low chant, you ring a crystal bell with the drumming of your fingernails, bringing into being an invisible warded area. This spell functions like alarm (PH 197), and in addition the spell works on creatures traveling through the area on coterminous or coexistent planes ( DMG 150), such the Ethereal Plane and the Plane of Shadow.
Target: You
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. 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 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 - any that you could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
A sparkling nimbus of green light appears around the creature. As the light fades, the creature seems a shade larger and assumes a more animalistic, even feral countenance. You imbue the subject with an aspect of the natural world. The subject gains a +2 enhancement bonus to Strength, Dexterity, and Constitution.
Target: The door, chest, or portal touched, up to 30 sq. ft./level in size
Saving Throw: None
Spell Resistance: No
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 - otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell.
A knock spell does not remove an arcane lock - it only suppresses the effect for 10 minutes.
Target: Your familiar
Saving Throw: Fortitude negates(harmless)
Spell Resistance: Yes (harmless)
Augment familiar makes a familiar more threatening than it appears. Reaching out with magic, you empower your familiar, making it quicker and stronger. This spell grants your familiar a +4 enhancement bonus to Strength, Dexterity, and Constitution, damage reduction 5/magic, and a +2 resistance bonus on saving throws.
Target:Creature touched
With a red flash, your named ally looks slightly more muscular and heavily built. He seems to quiver with anticipation of coming action. The spell grants the subject a +2 enhancement bonus to Strength, Dexterity, and Constitution. All the usual benefits to better modifiers apply: attack rolls, melee damage rolls, hit points, and so on.
Target: You
As you perform the final gestures of the spell you feel magic surround you, pushing on you from all sides as if trying to help keep you standing tall. You gain a +4 insight bonus on Balance checks. If you have sufficient ranks in the Balance skill, you can even balance on an otherwise-impossible surface with a DC 20 Balance check. If you have 5 or more ranks in Balance, you can balance on vertical surfaces - the normal modifier for a sloped or angled surface no longer applies to you, though other DC modifiers (such as for a slippery surface) do apply. If you balance on a vertical surface, you can move up or down as if you were climbing. However, you are not actually climbing, so you can make attacks normally, retain your Dexterity bonus to Armor Class, and generally follow the rules of the Balance skill rather than the Climb skill. If you have 10 or more ranks in Balance, you can balance on liquids, semisolid surfaces such as mud or snow, or similar surfaces that normally couldn’t support your weight. For each consecutive round that you begin balanced on a particular surface of this
sort, the DC of your Balance check increases by 5. As with all uses of the Balance skill, you move at half speed unless you decide to use the accelerated movement option (thereby increasing the DC of the Balance check by 5).
Target: Two creatures of up to
Saving Throw: Will negates
Spell Resistance: Yes
Large size Seeing your friend imperiled, you cast about for a likely target and settle upon a nearby foe. With a word, your ally stands free while your foe faces death. Two target creatures, of which you can be one, instantly swap positions. A solid object such as the ground, a bridge, or a rope must connect the creatures. Both subjects must be within range. Objects carried by the creatures (up to the creatures’ maximum loads) go with them, but other creatures do not, even if they are carried. The movement is instantaneous and does not provoke attacks of opportunity. If either creature succeeds on its Will save, the spell is negated.
(Teleportation)
Target: You
You smash the soot against your flesh and intone the ancient, dark words. Like the legendary balor, your body bursts into lurid flames.The flames created by this spell do not harm you or any equipment you carry or wear. Each round, the flames deal 6d6 points of fire damage to any creature grappling you (or any creature you grapple) on your turn.
Target: One object or creature
Saving Throw: None
Spell Resistance: Yes
You point the shard of ram’s horn at your foe and snap off the last words of the spell. An invisible wedge of force slams into the creature, doubling it over and driving it back. You create a ramlike force that can strike with considerable power. The force can target a creature or an object. The force deals 1d6 points of damage to the subject. If the subject is a creature, this attack initiates a bull rush (as a Medium creature with Strength 30, for a +10 bonus on the bull rush attempt). If the subject is a movable object, such as a door, you can make a Strength check (with a +10 bonus) to attempt to force open the door.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
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.
Target: Living creature
Saving Throw: None
Spell Resistance: Yes
You uncork the vial and speak the old words. The smoke issues from the bottle and wraps itself around your hand, turning it into smoke as well. With a successful touch attack, you deal 2d12 points of damage. For every three caster levels, the smoke lasts for another round (to a maximum of 4 additional rounds at 12th level), dealing another 2d12 points of damage per round.
Target: One creature
Saving Throw: Reflex partial
Spell Resistance: Yes
A large glowing fist, the size of a human torso, appears in front of the creature and slams into it with great force. The attack bonus of this striking fist equals your caster level + your key ability modifier + 2 for the hand s Strength score (14). The fist deals 1d6 points of nonlethal damage per two caster levels (maximum 5d6) and attempts a bull rush (PH 154). The fist has a bonus of +4 plus +1 per two caster levels on the bull rush attempt, and if successful it knocks the subject back in a direction of your choice. This movement does not provoke attacks of opportunity. A subject that succeeds on its Reflex save takes half damage and is not subject to the bull rush attempt.
Effect:One hand of force
Saving Throw: None
Spell Resistance: Yes
A spectral human hand springs into existence. It pushes into the target, forcing him back as he attempts to move. This spell creates a hand of pure force that hinders the subject s ability to move. You designate a target when casting this spell. You can change the spell's target by taking a move action to do so. This spell has no effect on Huge or larger creatures. If the target of the spell attempts to move, it must make a Strength check (DC 12 + your key ability modifier). If this check fails, the creature moves at half speed. The target must make a new check each round to overcome the hand s hindering force. The hand is about 1 foot long. It has hit points equal to half your full normal hit points, and its AC is 20 (+4 size, +6 natural). It makes saving throws using your total save bonuses and takes damage from spells and attacks as normal.
Target: One creature
Saving Throw: Will negates
Spell Resistance: Yes
With a word and a gesture, you compel the bewildered creature to attack itself. If the target creature s saving throw fails, it immediately takes damage as if it had hit itself with its currently wielded weapon (or natural weapon). If the creature has more than one eligible attack form, it uses the one that deals the most damage.
(Compulsion) [Mind-affecting]
Target: You
Saving Throw: See text
Spell Resistance: See text
With a shout you unleash the power of the spell, causing every movement you make with your weapon to seem beautiful and full of flourish.Once per round, choose one target that you successfully attacked with a melee weapon. That creature must succeed on a Will save or be dazed for 1 round. Spell resistance applies to this effect.
Effect: Ray
Saving Throw: Fortitude partial
Spell Resistance: Yes
Drawing upon magic in its purest form, you send invisible energy whistling through the air to batter your foe. You must succeed on a ranged touch attack with the ray to strike a target. A blast of force deals 1d6 points of damage per two caster levels (maximum 5d6). In addition, a successful hit forces the subject to make a Fortitude save or be knocked prone (size and stability modifiers apply to the saving throw as if the spell were a bull rush).
Target: You and one creature
Saving Throw:Will negates
Spell Resistance: Yes
You point at the target of this spell. The colors of your clothing, skin, and hair shine for a brief moment before they surge away from you, forming a multicolored ray that strikes your target. You disappear as the colors of your body and items leap from you into the beam. The target clutches his eyes and staggers. You strip the color from your body and gear, turn it into a lance of energy, and hurl it at a target. When you cast this spell, you target a creature with the colors stripped from your form. The target must make a Will save or be blinded for 1 round. You also gain the benefit of invisibility, for the duration of this spell, even if the target creature succeeds on its save or if its spell resistance protects it.
Target: One living creature
Saving Throw: Fortitude negates
Spell Resistance: Yes
You call upon the powers of unlife to render the subject blinded or deafened, as you choose.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
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).
Area: 5-ft.-radius emanation centered on you
Saving Throw: Reflex half
Spell Resistance: Yes
By drawing on the power of the sun, you cause your body to emanate fire. Fire extends 5 feet in all directions from your body, illuminating the area and dealing 1d4 points of fire damage per two caster levels (maximum 5d4). Adjacent creatures take fire damage each round on your turn.
Target: One creature with a skeleton
Saving Throw: Fortitude negates
Spell Resistance: Yes
You rub your middle finger across your thumb like a bow against a fiddle while simultaneously humming a discordant tune under your breath. Nearby, you see a translucent bone-white fiddle bow appear and sink into the flesh of your target. It begins sawing, as if playing your target like a fiddle. ou call up a ghostly fiddle bow in the air above the targeted creature. This bow immediately descends into the target body and begins to saw back and forth against its skeleton. Although the music produced is eerily beautiful, it causes intense pain and anguish in the victim. Each round on its turn, the victim must make a Fortitude save or take 3d6 points of sonic damage and a –20 penalty on Move Silently checks. A successful save negates the damage and ends the spell. The spell’s effects continue even if the subject moves so that you no longer have line of sight or line of effect to it.
Target: Suit of armor touched
Saving Throw: None
Spell Resistance: No
With a word and the sudden opening of your hand you complete the spell. Touching a suit of armor instantly causes the armor to sprout long, deadly-looking spines. The bristle spell temporarily enhances one suit of armor, causing it to grow long hard spikes that stick out in all directions. This spell does not work on clothing other than armor, but it does function with armor that already has spikes built in. The spikes are flexible enough not to hamper the creature wearing the armor. Each round, the first time the armor wearer attacks a target in melee, the spikes strike out as well, growing in length and hardness. The spikes have an attack bonus equal to your caster level and deal 2d6 points of damage. Your Strength modifier does not apply to this damage.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
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.
Target: Weapon touched
Saving Throw: None
Spell Resistance: No
By chopping your hand like an axe and uttering the last few phrases of the spell, you cause the weapon you’ve touched to become wreathed in flickering blue flames. The flames from this spell shed azure light out to 30 feet. These flames do not harm the weapon or its wielder, but for the duration of the spell, it delivers fire damage in addition to its normal damage. The enchanted weapon deals an extra 1d6 points of fire damage on a successful hit. Also, on a critical hit, the weapon deals additional fire damage based on the weapon’s critical multiplier:
Critical Additional Multiplier | Fire Damage
×2 | +1d10
×3 | +2d10
×4 | +3d10
Target: One held object, weighing up to 5 lb.
Saving Throw: No
Spell Resistance: No
Focusing on the object in your grasp, you abruptly jerk your head in the direction you desire, sending the item flying. You propel a single object out of your hand at fantastic speed. This object can be a weapon designed for throwing, a weapon not meant to be thrown, or another nonliving object. Make a normal ranged attack roll with the affected object, but do not add any ability score modifier to the attack or damage roll. Instead, you gain a competence bonus on the damage roll equal to one-third of your caster level (maximum +5). The range increment for the hurled object is 30 feet, regardless of its normal range increment (if any). If you use catapult to fling an object not meant to be used as a thrown weapon, you take the normal -4 nonproficiency penalty on the attack roll. An item that isn't a weapon deals 1d6 points of base damage if it weighs at least 1 pound. The item catapult is to affect must be in your hands when you cast the spell. If you cast the spell with nothing in your hands to fling, the magic automatically fails. You cannot propel living creatures with catapult,regardless of their size.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
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.
Target: You
You borrow a slice of time from the future, pulling it into the present so that you can act. Upon casting this spell, you can immediately take a move action. After performing this action, you are dazed until the end of your next turn.
Target: Living creature touched
Saving Throw: Will negates
Spell Resistance: Yes
With the creature’s will to resist brushed aside, you gaze out from its eyes to see your own satisfied smile. You can use another creature’s vision instead of your own. While this spell gives you no control over the subject, each time it comes into physical contact with another living being, you can choose to transfer your sensor to the new creature. During your turn in a round, you can use a free action to switch from seeing through the current creature’s eyes to seeing normally or back again. Each transfer attempt allows the new target a saving throw and spell resistance. If a target resists, the spell ends.
Area: 60-ft.-radius burst
Saving Throw: Fortitude partial
Spell Resistance: Yes
You temporarily absorb all nearby artificial light and release it as a flare. Any artificial light (including magical and mundane sources) flickers out momentarily, then a burst of light flares from you. All creatures within the area (except you) are blinded for 1 round if they fail a Fortitude save- regardless of the saving throws success, all creatures in the area are dazzled for 1 minute. Afterward, the lights return to normal. Sightless creatures are unaffected. The spell only functions if at least four active artificial light sources (torches, lanterns, light spells, and so forth) are within 60 feet of the caster. The spell*s name refers to its most common use (in well-lit city streets), but it can function in any area with sufficient lighting. City lights counters or dispels any darkness spell of equal or lower level, such as darkness.
Target: One color pool
Saving Throw: Will negates (harmless, object)
Spell Resistance: No
A few words and motions, and the swirling color pool becomes as silver-gray as the rest of the Astral Plane. This spell causes a color pool on the Astral Plane ( DMG 154) - an irregular patch of color containing a portal to another plane - to seemingly cease to exist. In truth, the color pool is only hidden from view. The use of this spell does not hide the area around the pool- it masks only the fact that a pool is present. See invisibility or true seeing reveals the presence of the pool, as does analyze portal .
Area: 10-ft. cube
Saving Throw: Fortitude negates - see text
Spell Resistance: No
As you exhale the last syllables of the incantation, your breath forms an invisible spray of noxious air. This spell creates a small cloud of nauseating vapors. Any living creature in the area becomes nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. Any creature that succeeds on its save but remains in the cloud m ust continue to save each round on your turn. The cloud obscures sight, including darkvision, providing concealment to creatures within the area or against attacks made through the cloud.
Target: You
You conjure a cloud of sharp knives around you. The knives float in the air around your upper body, pointing in the direction you look. Each round as a free action at the beginning of your turn, you can release one of these knives at any target within 30 feet that you can see. This is a ranged attack that uses an attack bonus equal to your caster level + your key ability modifier Each successful hit deals 1d6 points of damage +1 per three caster levels (maximum +5) and threatens a critical hit on a roll of 19+. Damage reduction applies to knife attacks from this spell. The knives are treated as magic for the purpose of overcoming damage reduction.
Optional Material Component: Using a silvered dagger (22 gp) in the casting of this spell allows the knives to overcome damage reduction as if they were both magic and silver, but the knives deal 1 less point of damage.
Target: Touched creature or combustible object that weighs no more than 25 lb./level
Saving Throw: Reflex partial
Spell Resistance: Yes
You rub the oil against the flint and murmur the ancient words, touching your target. It immediately smolders and then bursts into bright flames. This spell makes a combustible object or a creature’s combustible equipment burst into flame, even if damp. If the target is a creature, the initial eruption of flame causes 1d8 points of fire damage per caster level (maximum 10d8) with no saving throw. Further, the creature must make a DC 15 Reflex save or catch fire ( DMG 303). If the target is a combustible, unattended object, the initial eruption of flame deals fire damage to the object as noted above. The object catches fire and takes 1d6 points of fire damage each round until consumed or someone puts out the fire.
Target: One undead creature
Saving Throw: Will negates - see text
Spell Resistance: Yes
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.
Target: Object touched
Effect: Magical, heatless flame
Saving Throw: None
Spell Resistance: No
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.
Target: Creature touched
Saving Throw: None
Spell Resistance: Yes (harmless)
You finish the last detail and lean back to look at your work. The tattoo looks good. It should prove useful. This spell creates a single magic tattoo. You determine the exact type of tattoo, though the selection is limited by your caster level, as indicated below. You must possess a modicum of artistic talent to sketch the desired tattoo – at least 1 rank of Craft (drawing), Craft (painting), Craft (calligraphy), or a similar Craft skill. Inscribing a magic tattoo requires a successful Craft check. The DC varies with the kind of tattoo, as noted below. If you are a 3rd- to 6th-level caster, you can inscribe a tattoo that generates any one of the following effects (Craft DC 10). *+2 resistance bonus on one type of saving throw (Fortitude, Reflex, or Will). *+1 luck bonus on attack rolls. * +1 deflection bonus to AC. At 7th to 12th caster level, you can add the following tattoos to the list that you can inscribe (Craft DC 15). *+2 resistance bonus on saving throws. * +2 competence
bonus on attack rolls. When your caster level reaches 13th, you can add the following to the list of tattoos you can inscribe (Craft DC 20). *Spell resistance equal to 10+1 per three caster levels. * +2 enhancement bonus to any one ability score. * +1 spellcaster level. This effect increases the subject’s effective level, but not the total number of spells. For example, an 11th-level caster who receives this tattoo functions as a 12th-level caster for the purpose of determining level-based spell variables (such as range, area, effect, and so on), but he does not receive any extra spells. A single creature can have only three magic tattoos at a time. Any attempt to apply more than that automatically fails. A successful erase spell removes a single magic tattoo. A successful dispel magic spell can remove multiple magic tattoos if targeted on the creature bearing them. Material (F: Tattoo needles.
Target: One creature
Saving Throw: None
Spell Resistance: Yes
You grip the nail-pierced hunk of leather and cast the spell. A small black dagger jets from the tip of the nail and strikes your opponent squarely in the chest. The target of the spell has a hard time avoiding attacks, sometimes even seeming to stumble into harm’s way. The subject takes a –2 penalty to AC. The curse cannot be dispelled, but it can be removed with a break enchantment , limited wish, miracle, remove curse , or wish spell.
Target: You
The daggers in your hands glow silver as you complete the spell. They feel as if they have become a part of your body. While this spell is in effect, if you make a full attack while holding a dagger in each hand, you gain a +2 insight bonus on attack rolls and damage rolls made with daggers in that round. The magical energy that permeates your daggers while this spell is active allows you to deflect the magical energy of spells. When wielding two daggers and fighting defensively, you gain spell resistance equal to 5 + your caster level. The spell focuses your concentration so that when you devote all of your attention to defense, you can turn the force of most blows away from your body with your daggers. When wielding two daggers and using the total defense action, you gain both the spell resistance benefit described above and damage reduction 5/magic.
Effect: One bridge of force 5 ft. wide, 1 in. thick, and up to 20 ft./level long
Saving Throw: None
Spell Resistance: Yes
You stand at the edge of the canyon and invoke the power. At your feet appears a thin black bridge that arches over the canyon. You create a ribbonlike, weightless, unbreakable bridge. A dark way must be anchored at both ends to solid objects, but otherwise can be at any angle. Like a wall of force (PH 298), it must be continuous and unbroken when formed. It is typically used to cross a chasm or a hazardous space. Creatures can move on a dark way without penalty, since it is no more slippey than a typical dungeon floor. A dark way can support a maximum of 200 pounds per caster level. Creatures that cause the total weight on a dark way to exceed this limit fall through it as if it weren’t there. You never fall through a dark way unless your own weight exceeds the spell’s maximum capacity.
Target: Object touched
Saving Throw: None
Spell Resistance: No
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.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
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.
Target: One living creature of 6 HD or less
Saving Throw: Will negates
Spell Resistance: Yes
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.
(Compulsion) [Mind-Affecting]
Target: You
You smear yourself with white paste, drawing a skull on your bare flesh. Immediately, a wreath of black flames crackles to life around you. The black flames created by this spell injure creatures that contact them. Any creature striking you with its body or handheld weapons takes 1d4 points of damage +1 point per two caster levels (maximum +10). If the creature has spell resistance, it applies to the damage. Weapons with reach, such as longspears, do not endanger their users in this way.
Target: You
With a word, you evoke a barrier of invisible force. You project a field of invisible force, creating a short-lived protective barrier. You gain a shield bonus to AC equal to 1/2 your caster level (round down) against the next attack made against you before the end of your next turn.
Target: One creature
Saving Throw: Will negates
Spell Resistance: Yes
By shouting flattering comments at your intended subject, you release the energy of the spell. The target of your spell glows momentarily with a white nimbus of crackling energy that fades to a sickly gray before disappearing completely. This powerful phantasm fools the subject into believing itself more competent and safe than it really is. The spell makes any action the subject considers attempting seem easily accomplished, requiring only a token effort. Deadly wounds seem like mere scratches, stalwart foes appear weak and intimidated, and the subject’s own attacks seem stronger and more effective. As a result of its skewed perceptions, the subject takes a –2 penalty on attack rolls, saves, ability checks, and skill checks, as well as to Wisdom. This penalty cannot reduce the subject’s Wisdom below 1. Finally, the subject becomes so completely enamored with its own (false) abilities that it cannot fight defensively or take the total defense action.
(Phantasm) [Mind-Affecting]
Effect: 3-ft.-radius sphere of air
Saving Throw: Reflex negates
Spell Resistance: Yes
From your outstretched hand bursts a small sphere similar in appearance to a soap bubble. It quickly expands and speeds in the direction you indicate. A globe of supernaturally dry air rolls in whichever direction you point and engulfs those it strikes. It moves 30 feet per round and can leap up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d4 points of damage as it evaporates moisture from the subject. (The subject can negate this damage with a successful Reflex save.) Oozes, creatures composed of water (such as water elementals), and creatures with the aquatic subtype take 2d6 points of damage. The bubble moves as long as you actively direct it (a move action for you)- otherwise, it merely stays at rest. The surface of the bubble has a spongy, yielding consistency (similar to that f a soap bubble, but not fragile and allowing objects to pass through it without affecting the spell) and so does not cause
damage except by absorbing moisture. It cannot batter down large obstacles. The bubble winks out if it exceeds the spell’s range.
Area: Cone-shaped emanation
Saving Throw: Will negates - see text
Spell Resistance: No
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.
[Mind-Affecting]
Target: Creature touched
Saving Throw: Will negates
Spell Resistance: Yes
Pale motes of light dance and swirl about your fingertips When you touch the creature, it disappears, leaves a cloud of motes in its wake, and reappears somewhere nearby. You instantly teleport the subject creature a distance of 5 feet per two caster levels. The destination must be an unoccupied space within line of sight.
(Teleportation)
Target: You
The smell of wet animal dander assaults your nose even as the perfume of the material component fades. You feel suddenly more suspicious of beings around you, as if some of them might not be what they seem. By taking a standard action to concentrate, you can see the true form of creatures within 60 feet. Each round, you can examine one creature you can see to determine whether it is polymorphed, disguised, or transmuted, and what its true form is. If you look at a shapechanger in its true form, you immediately sense its shapechanging ability, but you can’t determine what other forms it might be capable of assuming. For the purpose of this spell, a shapechanger is any creature with the shapechanger type or a supernatural or extraordinary ability that allows it to assume an alternate form. A wizard who knows alter self is not a shapechanger (since a spell is not a supernatural or extraordinary ability), but a barghest is (since it has the supernatural ability to assume alternate forms, even though its type is outsider).
Target: One color pool
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
The color pool glows with the rust-shade of Hades, but a few words and a spattering of ink, and it glows with the amber of the Blessed Fields of Elysium. Those who pass through it will not know their error until it is too late. This spell causes a color pool on the Astral Plane - an irregular patch of color containing a portal to another plane - to appear to be a different color, and thus, to lead to another plane. True seeing or analyze portal reveals the true nature of the pool.
Target: 1 corporeal undead
Saving Throw: None
Spell Resistance: Yes (harmless)
One cannot just march a ghoul into the Duke’s Court. But as the fumes issuing from the cocoon surround the creature, the form of the ghoul is replaced with that of a stately courtier armed with a rapier. Of course, it will have to keep its mouth shut. You make one undead - including its clothing, armor, weapons, and equipment - look different. You can make it seem 1 foot shorter or taller, thin, fat, or in between. You cannot change the creature’s body type. For example, a wight could look human, humanoid, or like any other generally human- shaped bipedal creature. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature, such as a mole or a beard, or make it look like an entirely different creature. The spell does not provide the abilities or mannerisms of the chosen form. It does not alter the perceived tactile (touch) or audible (sound) properties of the undead or its equipment. For example, a battleaxe made to look like a dagger still functions as a
battleaxe. This spell also foils magical means of detecting undead. The subject of disguise undead detects as a creature of the type simulated. Creatures get Will saves to recognize the glamer as an illusion if they interact with the subject (such as by touching the undead and having that not match what they see, in the case of this spell).
Target: One touched creature, object, or spell effect
Saving Throw: None
Spell Resistance: No
Your touch causes one spell to rip free of its source and dissipate into nothingness. You can use dispelling touch to end an ongoing spell that has been cast on a creature or object, or a spell that has a noticeable ongoing effect. You make a dispel check (1d20 + your caster level, maximum +10) against the spell effect with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell or until you fail all your checks. Magic items carried by a creature are not affected.
Area: 100-ft.-radius emanation
Saving Throw: None- see text
Spell Resistance: Yes
Your intricate hand motions slow and then stop even as you begin chanting the arcane words that unlock the spell’s power. As you conclude, your disembodied words continue on, growing both in tempo and volume. You create a distracting and discordant chant. Affected creatures that attempt spellcasting or other activities that require concentration must make Concentration checks (DC equal to this spell’s DC + the level of the spell being cast). The DCs of activities that already require Concentration checks, such as casting defensively, increase by 4. Creatures within the area gain a +4 bonus on saving throws against language-dependent effects.
Effect: Ray
Saving Throw: None
Spell Resistance: No
You blast a nearby creature with a multicolored ray. The ray explodes on contact to form a dizzying array of bizarre swirling and flashing lights around the targeted creature. You must succeed on a ranged touch attack with the ray to strike a target. This ray attempts to undo magic as it is being cast. Used in the same manner as a counterspell (as a readied action), the ray interferes with the manipulation of divine or arcane magic by dazzling the target. If the ray successfully strikes a spellcaster, and that spellcaster is in the process of casting a spell, then the target spellcaster must make a Concentration check to avoid losing the spell. The DC of the Concentration check is equal to 17 + the level of the spell the target is casting.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
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.
Target: One 1-foot length of tunnel with a diameter of up to 10 feet
Saving Throw: None
Spell Resistance: No
You scribe a spiral in the air with the diamond-tipped bit of charcoal, chanting the words of the spell. immediately the sides of the cavern begin to contract, sealing the passage behind you. You cause a 1-foot length of subterranean tunnel to constrict, “locking” it against others who might wish to traverse its length. This spell affects only naturally occurring tunnels or worked tunnels that are surrounded on all sides by unworked, natural, subterranean earth. You can affect any tunnel whose diameter does not exceed 10 feet. A square-sided or rough tunnel can also be affected, as long as its diameter at the point where the spell is cast does not exceed 10 feet. The constriction takes 1 round to complete. Any Large or smaller object or creature that partially blocks the constriction point is pushed, unharmed, to one side or the other. (A creature can decide which way to move- an object
moves randomly.) A Huge or larger object or creature that blocks the constriction point prevents the spell from working until moved. You can freely pass through tunnels that you have secured with this spell. (The constriction opens and closes on your command, taking 1 round for either process). A tunnel secured with earth lock can be bypassed by others in several ways. A DC 20 Escape Artist check allows the creature making the check to squeeze through the constriction but leaves it intact. A DC 25 Strength check breaks the constriction and ends the spell. A successful dispel magic or knock spell opens the constriction - the former by ending the spell and the latter by suppressing it for 10 minutes. If a creature burrows through the earth lock, the spell ends. The constricted tunnel can also be dug out normally. Identifying a tunnel secured with earth lock (as opposed to a tunnel that just ends) requires a DC 20 Search check.
Target: One creature
Saving Throw: Fortitude negates
Spell Resistance: Yes
Your foe will reach you in seconds. You cast this spell, and yellow strips of magical energy loop about its wings, hampering its flight and dragging it to ground. You hinder the subject creature’s abil- ity to fly (whether through natural or magical means) for the duration of the spell. If the target fails its saving throw, its fly speed (if any) becomes 0 feet. An airborne creature subjected to this spell falls to the ground as if under the effect of a feather fall spell. Even if a new effect would grant the creature the ability to fly, that effect is suppressed for the duration of the earthbind spell. Earthbind has no effect on other forms of movement, or even on effects that might grant airborne movement without granting a fly speed (such as jumping or levitate or air walk spells).
Effect: Animated earthen arm
Saving Throw: None
Spell Resistance: Yes
You raise your arm above your hand, your fingers flexed like talons. Nearby, an arm made of earth but as large as a person erupts from the ground, its hand grasping at the air. You bring forth from the ground an arm made of dense, compacted earth or soil that can grapple your foes. You can cause the arm to rise only out of earth, mud, grass, or sand, and the spell fails if you attempt to cast it in an area with the wrong materials (including stone). Treat the arm as a Medium creature, with a base attack bonus equal to your caster level and a Strength of 14 +2 per three caster levels (16 at 3rd level, 18 at 6th level, and so on). The arm doesn’t move from the square it appears in, but can make one grapple attempt per round against any creature in its square or any adjacent square. Doing so does not provoke attacks of opportunity. If the arm can target multiple creatures, you choose one. If you are unable to choose a target, the arm attacks a
random creature within reach (possibly including your allies). Each round when it successfully pins a target, the hand deals lethal damage equal to 1d6 points + its Str modifier. The earthen arm has AC 15, hardness 4, and 3 hit points per caster level. If reduced to 0 or fewer hit points, it crumbles to dust.
Target: You
Saving Throw: None
Spell Resistance: See text
A shimmering sheath of energy surrounds you, promising harm to incorporeal creatures that touch you. Any creature that hits you with an incorporeal touch attack takes 1d6 points of force damage +1 point per caster level (maximum +10). If the attacker has spell resistance, it applies to this effect.
Target: One creature/3 levels, each of which is adjacent to another target
Saving Throw: Reflex half- see text
Spell Resistance: Yes
Spitting a harsh-sounding arcane word, you snap your fingers, and lightning leaps among your foes. You create one small stroke of lightning that targets one creature per three caster levels you possess (maximum four creatures). Each target must be in a square adjacent to another target. The spell deals 1d6 points of electricity damage per two caster levels (maximum 5d6) to each target. A creature that fails its Reflex save must make a successful Will save or be stunned for 1 round.
Target: One creature
Saving Throw: None
Spell Resistance: Yes
As the creature strikes you, an arc of lightning springs from your body and blasts the creature in return. You can cast this spell only when another creature has just dealt hit point damage to you with a melee attack. When you cast electric vengeance, a blast of lightning arcs from your body into the subject s- the arc deals 2d8 points of electricity damage +1 point per caster level (maximum +10).
Effect: 10-ft.-radius burst
Saving Throw: Reflex half
Spell Resistance: Yes
This spell transforms a magic potion into a volatile substance that can be hurled out to the specified range. The spell destroys the potion and releases a 10-foot-radius burst of energy at the point of impact. The caster must specify the energy type (acid, cold, electricity, fire, or sonic) when the spell is cast. The potion deals 1d6 points of damage (of the appropriate energy type) per spell level of the potion (maximum 3d6). For example, a potion of displacement transformed by this spell deals 3d6 points of damage. An energized potion set to deal fire damage ignites combustibles within the spell's burst radius.
Target: One weapon
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
With a single utterance, you sheath the weapon in elemental energy dripping acid, vaporous ice, crackling electricity, smoking fame, or thunderous air. You temporarily imbue a weapon with elemental energy. When you cast this spell, specify an energy type (acid, cold, electricity, fire, or sonic). This spell is a spell of that type, and the target weapon is sheathed in that energy. If the attack is successful, it deals an extra 1d6 points of damage of the specified energy type.
Target: One touched melee weapon
Saving Throw:Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
With a shriek of warping wood and scraping metal, your weapon grows, becoming far more intimidating. A melee weapon you hold enlarges by one size category (Small weapons become Medium, Medium weapons become Large, and so on). As its size increases, the damage the weapon deals increases as well (PH 114). When your weapon is affected by this spell, you do not take a penalty for wielding an inappropriately sized weapon. If you drop the enlarged weapon, are disarmed, or hand the weapon to another creature, the spell ends. This spell does not grant you the ability to wield any other inappropriately sized weapon without penalty, only the one on which this spell is cast. This spell has no effect on a weapon that is already increased in size by some other effect (such as being held by a creature affected by enlarge person).
Target: One creature
Saving Throw: Will negates
Spell Resistance: Yes
You cast the spell and a purple glow appears in your mark’s eyes. You hold out your hand and demand the object it holds in a compelling voice. You enchant a creature so that it feels suddenly compelled to give you what it is holding when you cast this spell. On the creature’s next action, it moves as close to you as it can get in a single round and offers you the object as a standard action. This spell allows you to act out of turn and accept the “gift” if the creature reaches you to hand you the object (assuming you have a free hand and can accept it). The subject defends itself normally and acts as it wishes on subsequent rounds, including attempting to get the object back if desired. If the subject is prevented from doing as the spell compels, the spell has no effect. For example, if the subject is paralyzed and cannot move or drop the item, nothing happens.
[Mind-Affecting]
Target: One ethereal creature
Saving Throw: Reflex negates
Spell Resistance: Yes
You pinch a piece of glass between your fingers and as it crumbles to nothingness, a glassy prison springs into being. You create a translucent prison of pure crystalline force around a target on the Ethereal Plane. You must be able to see or otherwise target the creature you wish to affect. The subject affected by the chamber cannot move on either the Ethereal Plane or its coterminous planes for the duration of the spell but else is unaffected. The subject cannot move onto another plane while inside the chamber, including the Material Plane. The subject within the crystalline prison cannot make physical attacks or be attacked and is unaffected by most spells and supernatural abilities. Gaze attacks and sonic spells function through the walls of the crystalline prison, but a creature within the chamber gains a +2 bonus on saving throws. The target of ethereal chamber can break the crystalline prison by making a STR check (DC 10 + CL). A disintegrate spell destroys an ethereal chamber.
Target: You
You wriggle your tentacles in a complicated choreography of movement, and your tentacles lengthen. This spell lengthens your tentacles, increasing the reach of your tentacle attacks by 5 feet. The tentacles attack as normal. If you do not already have tentacles, the spell has no effect on you.
These sigils cannot be seen once the alcohol or spirits evaporate
Target: You
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).
Target: One living creature with 1 or more HD
Saving Throw:Will negates, Reflex half- see text
Spell Resistance: Yes
A single spark of flame leaps from your finger into the target's body, waiting silently for its death. You place a tiny quantity of pure elemental fire within a creature, which interacts with the energy released by its death to create a small explosion. When the target creature is killed, its body explodes in a burst of flame, dealing fire damage to each adjacent creature equal to twice the target's HD or twice your caster level, whichever is less (maximum 20 points). Treat creatures with less than 1 HD as having 1/2 HD for the purpose of this spell's effect (so the spell deals 1 point of fire damage when triggered). A successful Reflex save halves this damage. Fatal flame has no ill effect on the target's body before its death. The target receives a Will save to negate the spell's effect. Material Component: A splinter of charred bone.
Target: You
Two short, otyughlike tentacles sprout from under your arms to hang limply at your sides. When you think of grappling, the tentacles twitch to life and wave about as if seeking a foe. You grow two tentacles that grant you a +4 circumstance bonus on grapple checks. These tentacles cannot attack, hold objects, manipulate items, or perform any action other than grappling. If your caster level is at least 9th, you grow four tentacles instead, and the circumstance bonus increases to +8.
Target: Willing creature touched
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The naga’s lower extremities thrash about and slowly transform into humanoid limbs. This spell transforms tails, tentacles, or finned extremities into humanoid legs and feet. Creatures so affected lose any natural swim speed they possess, but gain a land speed instead. Transmuted Medium creatures have a base land speed of 30 feet, Small and smaller creatures have a base land speed of 20 feet, and Large or larger creatures have a base land speed of 40 feet. The subject loses any natural attacks based on its tail or tentacles.
Effect: Burst of fire extending 10 ft. from you
Saving Throw: Reflex half
Spell Resistance: Yes
With a grand circular gesture the air around you fills with flame. An instant later the fire explodes outward, engulfing everything close to you. Fireburst causes a powerful explosion of flame to burst from you, damaging anyone within 1 0 feet of you. All creatures and objects within that area, except for you and any creatures or objects that share your space, take 1d8 points of fire damage per caster level (maximum 5d8).
Effect: A daggerlike beam
Saving Throw: None
Spell Resistance: Yes
You evoke the spell and a blazing beam of red-hot fire springs forth from your hand, ready to be used as weapon. You create a bladelike beam that you can wield as if it were a dagger. Attacks with a flame-dagger are melee touch attacks, and the blade deals 1d4 points of fire damage +1 point per caster level (to a maximum of +10). Because the blade is immaterial, your Strength modifier does not apply to the damage. A flame dagger can ignite combustible materials such as parchment, straw, dry sticks, cloth, and so on. This spell does not function underwater.
Effect: 5-ft.-diameter sphere
Saving Throw: Reflex negates
Spell Resistance: Yes
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) - otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell's range.
Target: You
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You squawk twice like an eagle and suddenly long for the freedom of the skies. This spell functions like fly (PH 232), except as noted above.
Effect: Fog spreads in 20-ft. radius, 20 ft. high
Saving Throw: None
Spell Resistance: No
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 - a strong wind (21+ mph) disperses the fog in 1 round. The spell does not function underwater.
Effect: One ladder of force up to 60 ft. long
Saving Throw: None
Spell Resistance: No
You concentrate on the small silver model of the ladder in your outstretched hand. A transparent ladder, visible only by its edges, appears. You create an immobile transparent ladder made of force. The ladder is 2 feet wide and anywhere from 10 to 60 feet long, with rungs spaced 1 foot apart. The ladder functions as a normal ladder and can support any weight. It can be destroyed by anything that destroys a wall of force .
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
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.
Area: Cone-shaped burst
Saving Throw: Reflex half
Spell Resistance: Yes
Giving a forceful exhale across your cupped hand, your breath shoots forth tinged with frost and crystals of ice. You breathe a cone of intense cold at your foes. The spell deals 1d4 points of cold damage per two caster levels (maxi- mum 5d4). In addition, all creatures damaged by the frost breath that fail their Reflex save are dazed for 1 round by the sudden shock of cold.
Target: Creature with at least two arms or tentacles touched
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Convulsing, the touched subject’s limbs begin to ooze together with a sickening noise like a pot of melted wax splattering on the floor. With a lurch they form into one pair of massive limbs. You cause a creature’s multiple arms or tentacles to fuse together into a single pair of stronger limbs. Only limbs that the creature can use as arms or grasping limbs are affected by the spell (so basilisks and monstrous centipedes, neither of which use their limbs to attack or manipulate objects, are unaffected). For every set of limbs fused into the primary set of limbs, the creature gains +4 to Strength when using those fused limbs (affecting activities that would use those limbs, but not activities relying on its bite, legs, and so on). For example, a girallon under the effect of this spell would have one pair of arms and Strength 26 for the purpose of using those arms. A behir, which has three pairs of limbs that it can use as arms, would end up with one pair of arm-limbs with a +8 bonus to Strength for those arms (its six legs would be unaffected). The loss of limbs might reduce
the number of attacks available to the subject. If the subject has only two arms or tentacles, they are fused into a single limb, and the creature gains a +4 bonus to Strength on attack rolls made with that limb.
Target: Armor of creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Confronted with incorporeal enemies, you give the armor you touch the power to defend against such foes. The subject’s armor gains the ghost-touch special ability ( DMG 219).
Target: Object touched
Saving Throw: Fortitude partial
Spell Resistance: Yes
The faint, green glow of the glyph flares to life. A sickly green light fills the room, illuminating the paralyzed forms of its victims, and bringing with it the stench of death. You inscribe a glyph, approximately 1 foot across, that paralyzes any living creature of Large or smaller size that comes within 5 feet of the glyph. You can scribe the glyph to be visible as faintly glowing lines, or invisible. You can inscribe a ghoul glyph on a portable object, but if the object is moved more than 5 feet, the glyph fades. Conditions for triggering a ghoul glyph are stringent. It takes effect on any creature except yourself that moves within 5 feet. It affects invisible creatures normally but is not triggered by those that travel past it ethereally. Only a single ghoul glyph can be inscribed in a 5-foot square. Ghoul glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead and nondetection can fool a ghoul glyph.
Read magic allows identification of a ghoul glyph with a successful DC 13 Spellcraft check, if the glyph is noticed before it is activated. A rogue can use the Search skill to find a ghoul glyph and Disable Device to thwart it. The DC in each case is 27. When a glyph is activated, the target is paralyzed for 1d6+2 rounds. Additionally, if the target fails a Fortitude save, the paralyzed subject exudes a carrion stench that causes distress in all creatures within a 10-foot radius. Those in the radius, including the target, must make a Fortitude save or take a –2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks until the paralysis effect wears off.
Target: Living humanoid touched
Saving Throw: Fortitude negates
Spell Resistance: Yes
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.
Area: Creatures and objects within 10-ft.-radius spread
Saving Throw: Will negates (blinding only)
Spell Resistance: No
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.
Effect: Line-shaped gust of severe wind emanating out from you to the extreme of the range
Saving Throw: Fortitude negates
Spell Resistance: Yes
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. 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.
Target: Creature touched
Saving Throw: None
Spell Resistance: Yes
Your heart swells with martial vigor and you feel like marching off to war. Upon touching your intended subject the desire to do battle wanes, but you see a hint of the lust for glory in the recipient’s eyes. The heroics spell temporarily grants the subject a feat from the fighter’s bonus feat list. For the duration of the heroics spell, the subject can use the feat as if it were one of those the creature had selected. All prerequisites for the feat must be met by the target of this spell.
Target:One creature
You practically howl the truename of your foe, screaming with as much imposing hatred as you can muster. The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 10 or more Hit Dice have immunity to this effect. Horror of the spoken name counters and dispels remove fear.
Target: Weapon touched
Saving Throw: None
Spell Resistance: No
You picture with your mind’s eye the target weapon returning to its owner. Upon completion of the spell, the weapon glows with a dull yellow radiance. The hurl spell enhances one melee weapon so that it returns to the thrower after being thrown. For the duration of the spell, when thrown, the weapon returns to its wielder at the beginning of the wielder’s next action. The weapon returns whether it hit or missed its target. On its return, the thrown weapon hovers for 1 round next to the wielder and can then be seized and thrown again. After 1 round, the weapon falls to the ground. The weapon returns to its wielder only if thrown-it doesn’t automatically fly back if dropped or seized by another creature. (An improvised weapon or a weapon not designed for throwing has a range increment of 10 feet.) Throwing a two- handed weapon is a full-round action.
Effect: Colorful lights in a 10-ft.-radius spread
Saving Throw: Will negates
Spell Resistance: Yes
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 - and, 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. Affected creatures become fascinated by the pattern of colors. Sightless creatures are not affected. A wizard or sorcerer need not utter a sound to cast this spell, but a bard must sing, play music, or recite a rhyme as a verbal component.
(Pattern) [Mind-Affecting]
Effect: One icy missile
Saving Throw: Fortitude partial or Reflex half- see text
Spell Resistance: Yes
You shake your hand as if to free it from some substance you disdain. As you do, a magical shard of ice blasts from your hand and speeds to its target, the sound of cracking ice following in its wake. You must succeed on a normal ranged attack to hit (with a +2 bonus on the attack roll for every two caster levels). If it hits, an ice knife deals 2d8 points of cold damage and 2 points of Dexterity damage (a successful Fortitude save negates the Dexterity damage). Creatures that have immunity to cold also take no Dexterity damage automatically. A knife that misses creates a shower of ice crystals in a 10-foot-radius burst (see Missing with a Thrown Weapon, PH 158, to determine where the shard hits). The icy burst deals 1d8 points of cold damage to all creatures within the area (Reflex half).
(Creation) [Cold]
Target: One creature
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You toss a small golden die. It rolls toward the creature you choose, then disappears in a tiny golden flash of light. The subject of the spell becomes unusually lucky. Once during the spell's duration, when he makes an attack roll, skill check, saving throw, or ability check, he rolls twice and takes the better result. He must choose to use this ability before the check is attempted, and the spell expires once the second die is rolled.
Target: Vial of poison or creature touched
Saving Throw: None
Spell Resistance: No
Ribbons of green and black energy engulf your hand and pass into the vial or creature you touch. You make the poison in a vial or a creature more lethal. The DCs for all saving throws against the poison increase by 2.
Target: Weapon touched
Saving Throw: None
Spell Resistance: No
You wave your hands over the blade and it takes on a gray pallor. Its attacks will now leave a lingering, painful memory in their wake. A creature injured by a weapon with infernal wound cast upon it loses 2 additional hit points each round for the duration of the spell (regardless of how many times it is struck during that time). The continuing hit point loss can be stopped by a Heal check (DC 10 + spell level + your relevant ability modifier), a cure spell, or a heal spell.
Area: 30-ft. Radius spread centered on you
You create an inky cloud that billows out from your location. The cloud obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment. Creatures farther away have total concealment. A moderate current disperses the cloud in 4 rounds
Target: You
or a creature or object weighing no more than 100 lb./level
Saving Throw: Will negates (harmless) or Will negates (harmless, object)
Spell Resistance: Yes (harmless) or Yes (harmless, object)
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 - items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible. Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable
(such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character's perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. Invisibility can be made permanent (on objects only) with a permanency spell.
Area: Cone-shaped burst
Saving Throw: Reflex negates
Spell Resistance: Yes
The last words of your spell boom out with a thundering roar, knocking the foes in your path off their feet. You create a deep resonant vibration that can shake creatures off their feet. Creatures in the area must succeed on a Reflex saving throw or fall prone.
Area: 20-ft. radius spread, 20 ft. high
Saving Throw: None
Spell Resistance:See text
With a gesture, you create a cloud of clammy, thin mist. The light in the area seems to dim as the mist appears, and a slight wind washes over the area, sending a chill down your spine. This spell creates a thin mist within the spell's area. The mist is too thin to have any effect on vision, but the necromantic energy infused within it hampers the living. All living creatures within the mist become fatigued and take 1d6 points of cold damage per round. If the spell fails to overcome a creature s spell resistance, the subject takes the cold damage but ignores the fatigue.
[Cold]
Target: One door, box, or chest with an area of up to 10 sq. ft./level
Saving Throw: None
Spell Resistance: No
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.
Target: Object touched
Saving Throw: None
Spell Resistance: No
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 - its primary purpose is to frighten away thieves or make them waste precious time. If another Leomund's trap is active within 50 feet when the spell is cast, the casting fails.
Target: You
or one willing creature or one object (total weight up to 100 lb./level)
Saving Throw: None
Spell Resistance: No
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 - doing so is a move action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed). A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable - the first attack has a 1 penalty on attack rolls, the second 2, and so on, to a maximum penalty of 5. A full round spent stabilizing allows the creature to begin again at 1.
Effect: Up to five rays
Saving Throw: None
Spell Resistance: Yes
Holding your palm outward, you intone the spell and empower it with a bit of your own life. A golden ray beams forth from your hand, striking an undead creature where its heart should have been. You draw forth some of your own life force to create a beam of positive energy that harms undead. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d12 points of damage. Creating each beam deals you 1 point of nonlethal damage. For every two caster levels beyond 1st, you can create an additional ray, up to a maximum of five rays at 9th level. If you shoot multiple rays, you can have them strike a single creature or several creatures. You must designate targets before you check for spell resistance or roll damage. All rays must be aimed at enemies that are all within 30 feet of each other.
Target and Effect: You and up to two rays- see text
Saving Throw: None
Spell Resistance: Yes- see text
This spell functions like light of Lunia, except that the radiance created is golden. Your light rays deal 2d6 points of damage, or 4d6 points of damage against undead and evil outsiders.
Area: 30-ft.-radius emanation centered on you
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Beating a small drum and singing a marching tune, you exhort your allies to struggle on. Once you cast this spell, the speed of you and all allies within 30 feet of you increases by 10 feet. You and other affected creatures can only benefit from this spell by refraining from taking any actions other than move actions. When one of the affected creatures takes any other kind of action, this spell ends.
Area: Circle, centered on you, with a radius of 400 ft. + 40 ft./level
Saving Throw: None
Spell Resistance: No
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 - if the image is not close enough to the actual object, the spell fails. You cannot specify a unique item unless you have observed that particular item firsthand (not through divination). The spell is blocked by even a thin sheet of lead. Creatures cannot be found by this spell. Polymorph any object fools it.
Target: One creature
Saving Throw:Will negates (harmless)
Spell Resistance: Yes (harmless)
A tinkling laugh and a momentary shine surround your ally, leaving him with an aura of confidence and a sly smile. You improve the luck of the subject creature. For the duration of the spell, any reroll the subject makes using a luck feat gains a +2 luck bonus.
Target: One creature or object
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
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 - if it were placed upon a statue, the mouth of the statue would move and appear to speak. Of course, magic mouth can be placed upon a tree, rock, or any other object or creature. The spell functions when specific conditions are fulfilled according to your command as set in the spell. Commands can be as general or as detailed as desired, although only visual and audible triggers can be used. Triggers react to what appears to be the case. Disguises and illusions can fool them. Normal darkness does not defeat a visual trigger,
but magical darkness or invisibility does. Silent movement or magical silence defeats audible triggers. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Actions can serve as triggers if they are visible or audible. A magic mouth cannot distinguish alignment, level, Hit Dice, or class except by external garb. The range limit of a trigger is 15 feet per caster level, so a 6th-level caster can command a magic mouth to respond to triggers as far as 90 feet away. Regardless of range, the mouth can respond only to visible or audible triggers and actions in line of sight or within hearing distance. Magic mouth can be made permanent with a permanency spell.
Area: 15-ft.-radius burst
Saving Throw: Fortitude negates
Spell Resistance: No
You click the stones together in your hand and a gray fog, tinged with darker, malevolent streaks, springs up in the midst of your enemies.The spell produces a toxic fog that deals 1d4 points of nonlethal damage per level (maximum 5d4). Creatures in the area that hold their breath are still subject to the effect. Creatures that are immune to poison are not affected by this spell.
Target: You
By holding the small item to your nose and reciting the ancient words of power you unleash the spell. You immediately have a sense of the object’s owner such that you believe you could find further indications of the creature’s passage. Upon casting this spell, you become attuned to the specific creature that owns the spell’s focus item. (A creature is considered to own an item if it was the last creature to carry the item on its person for 24 hours or more. You do not count when considering what creature was last to carry an item. ) This attunement grants you a +10 bonus on Search and Survival checks made to track the item’s owner or find evidence of the owner’s passage. This spell does not give you insight into who or what the creature you are attuned to is or where that creature ultimately might be. Also, the spell does not provide a trail that is not already there nor provide you with the benefit of the Track feat.
Target: Creature touched
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
You speak the words of the spell and your mind feels clearer and more organized, as if it were mere drawers where everything was put in its proper place. Your face grows calmer and unexpressive, but your thoughts are more rational and ordered. The subject gains a +4 resistance bonus on Will saving throws to resist mind-affecting spells and abilities. While in the grip of Mechanus mind , the subject also becomes more analytical and less emotional. The subject gains a +2 competence bonus on Intelligence-based checks, but takes a –2 penalty on Charisma-based checks.
Effect: One arrow of acid
Saving Throw: None
Spell Resistance: No
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.
(Creation) [Acid]
Target: One creature
Saving Throw: Will negates
Spell Resistance: Yes
By waving a scarlet cloth and shouting taunts at your intended subject, you gain its undivided attention. You fill the subject with so great a rage that it can do nothing but focus on engaging you in personal physical combat. The target must be able to see you when you cast this spell. If the subject later loses line of sight to you, the spell immediately ends. (A subject can’t voluntarily break line of sight with you, such as by closing its eyes, to end this spell prematurely.) If the subject threatens you, it must make a full attack against you using a melee weapon or a natural weapon. If the subject doesn’t threaten you at the start of its turn, it must move toward you (taking nothing but move actions) and end its movement as close to you as possible. If it gets close enough with a single move action to threaten you, it stops and makes a melee attack against you as
normal. While under the effect of a mindless rage spell, the subject can make use of all its normal melee combat skills, abilities, and feats - either offensive or defensive. However, the subject can’t make ranged attacks, cast spells, or activate magic items that require a command word, a spell trigger, or spell completion to function. The subject can’t make any attack against a creature other than you. The subject of this spell, though overcome with rage, is by no means rendered idiotic or suicidal. For example, an affected creature will not charge off a cliff in an attempt to reach you. An interesting side effect of mindless rage occurs when the spell affects any character or creature that has the rage ability (such as a barbarian). In these cases, the mindless rage spell automatically activates the creature’s rage ability (and counts as one of the creature’s uses of rage for that day).
(Compulsion) [Mind-Affecting]
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
This spell functions like silent image, except that minor image includes some minor sounds but not understandable speech.
Target: You
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 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.)
Target: One creature or object, up to a 10-ft. cube in size
Saving Throw: None or Will negates - see text
Spell Resistance: No
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).
Target: One creature
Saving Throw: Will negates (harmless)
Spell Resistance: No
By calling upon the primordial powers of elemental earth, you complete the spell. A feeling of stubborn determination fills your soul until you touch the spell’s intended recipient. You see then in that creature a hint of the same feeling of determination. While this spell is in effect, the subject can root itself to the ground as a free action. The subject gains a bonus equal to your caster level against any attempts to grapple, lift, push, bull rush, over-run, throw, trip, or otherwise force the subject to move against its will through either physical or magical means. If at any point such an effort succeeds and the subject is forced to move, the spell ends immediately. Any voluntary movement on the subject’s part does not end the spell (although a creature cannot be rooted while it moves), and the subject can “reroot” itself elsewhere in the same manner as described above.
Target: One object touched of up to 100 lb./level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
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).
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
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.
Target: One living creature
Saving Throw: Will disbelief (ifinteracted with), then Fortitude half- see text
Spell Resistance: Yes
You point at your intended target. Instantly, shadowy shapes form at your flank and rush toward the creature you indicate, surrounding it. Others nearby do not notice the images that plague your target. You create phantasmal images of night-mare creatures in the target’s mind, visible only as shadowy shapes to you and unseen by all others. If the target succeeds on an initial Will save, it recognizes that the images are not real, and the spell fails. If not, the phantasms strike the target, dealing 8 points of Wisdom damage and 8 points of Dexterity damage (4 points each on a successful Fortitude save). If the subject of a phantasmal assailant succeeds in disbelieving and is wearing a helm of telepathy, the spell can be turned back upon you with the same effect.
(Phantasm) [Fear, Mind-Affecting]
Target: Creature touched
Saving Throw: Will disbelief
Spell Resistance: No
By waving around a tiny pewter figurine and picturing in your mind the figurine attacking the target creature, you complete the spell. You feel a phantasmal force leap from the figurine toward your target. If the target creature fails its saving throw, this spell creates in the subject’s mind an illusory double of whichever creature currently threatens it that it deems most dangerous. The form of this phantom foe changes as appropriate whenever the target perceives a different threatening creature more dangerous than the last. This illusory double provides two effects. First, the subject believes it is being flanked by the phantom foe and the real creature the foe duplicates. Thus, the duplicated creature is always considered to be flanking the subject in melee. A creature that can’t be flanked is immune to this aspect of the spell. Second, the subject of the spell is unable to determine that the phantom foe is not a real threat, and
whenever the subject attempts to attack the creature duplicated by the phantom foe, that creature benefits from a 50% miss chance against attacks from the subject of the spell. Because this miss chance comes from the subject’s inability to tell the phantom foe from the original, it is rolled separately from any miss chance that applies due to displacement or concealment. Creatures other than the subject cannot see the phantom foe, although they can attempt to guess its location by how the target acts. If the subject is not threatened by any creature at the start of its turn, the spell ends.
(Phantasm) [Mind-Affecting]
Target: One interplanar gate or portal
Saving Throw: None
Spell Resistance: No
You cast a tiny bell at the portal, and it rings as you finish the last gesture of the spell. With the completion of the spell, the bell vanishes in midair, but it continues to ring for a few moments more.Portal alarm sounds a mental or audible alarm each time a creature of Tiny or larger size passes through the magic gate or portal the spell is cast upon. You decide at the time of casting whether the portal alarm will be mental or audible.
Mental Alarm: A mental alarm alerts you (and only you) as long as you remain within 1 mile of the warded area and on the same plane. You notice a mental tremor that would awaken you from a normal sleep but does not otherwise disturb concentration (it would not interfere with spellcasting). A silence spell has no effect on a mental alarm.
Audible Alarm: An audible portal alarm produces the sound of a hand bell, buzzer, or other similar repeating sound that can be heard clearly up to 60
feet away, and it pierces closed doors and extends onto other planes. The ringing can be heard faintly up to 180 feet away and lasts for 1 round. Creatures within the area of a silence spell cannot hear the ringing, and if the portal itself is within the area of a silence spell, no alarm is sounded. Ethereal and astral creatures trigger a portal alarm if they pass through the portal. You can set a portal alarm with a password, determined at the time of the casting, and this password can be discerned with the analyze portal spell (page 10). Those speaking the password before passing through the portal do not set off the alarm.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
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.
Target: One creature/level, no two of which can be more than 30 ft. apart
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell lets a group of creatures resist effects that convince them they should not be following their present course of action. The creatures affected gain a +4 resistance bonus on saves against charm, compulsion, and fear effects. The proud arrogance spell only functions for creatures of the same race as the caster. In other words, a human wizard casting the spell can target only humans with it.
A fire so large that it exceeds a 20-foot cube is only partly extinguished. Magical fires are not extinguished, although a fire-based creature used as a source takes 1 point of damage per caster level.
Target: One fire source, up to a 20-ft. cube
Saving Throw: Will negates or Fortitude negates - see text
Spell Resistance: Yes
or No - see text
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.
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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.
Target: Flask of water touched
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You mutter the last of the spell’s words and wave your fingers over the flask. Coppery sparks drop from your fingertips and suffuse the water with a deep rusty shade. As the sparks dissolve fully, you begin casting your next spell. You transform the water in a flask so that it is capable of storing a spell in the manner of a potion. On your next turn, you or another spellcaster can cast a spell into the water, transforming the water into a potion of the appropriate type. Only spells suitable for making potions can be used in this way.
Effect: Ray
Saving Throw: None
Spell Resistance: Yes
You fire a ray of swirling, multihued light drawn from radiant energies. The light’s hues wind together but remain independent. You must succeed on a ranged touch attack with the ray to strike a target. If you hit, the subject is dazzled for 1 minute. The spell also deals 1d12 points of damage per three CLs (max. 5d12). A rainbow beam deals a random type of damage as per table. If two types of energy are indicated, rainbow beam deals half its damage from each type of energy indicated. Creatures apply energy resistance separately to each type of damage.
1d8 | Color Damage | Type
1 | red | fire |-| 2 | orange | acid
3 | yellow | electricity |-| 4 | green | poison
5 | blue | cold |-| 6 | indigo | sonic
7 | violet | force |-| 8 | multihued | roll twice (ignore further results of 8)
Effect: Ray
Saving Throw: See text
Spell Resistance: Yes
A cyan ray beams from your fingertips. You shudder with cold as the ray leaves your hand. You launch a ray of numbing cold at your enemy. You must succeed on a ranged touch attack with the ray to strike a target. If successful, the ray deals 1d6 points of cold damage per two caster levels (maximum 5d6). The target must also make a Reflex save or be frozen to the ground with its feet encased in ice. A frozen creature cannot move, receives no Dexterity bonus to AC, and incurs a –2 penalty on attack rolls. A frozen creature can free itself with a DC 18 Strength check or by dealing 15 points of damage to the ice.
Effect: Ray
Saving Throw: None
Spell Resistance: Yes
Holding your outstretched hand palm down, you fire a sickly green ray. Your hand feels cold and clammy for a few seconds after the ray flies forth. You must succeed on a ranged touch attack with the ray to strike a target. If your ranged touch attack hits, the subject becomes sickened.
Effect: Ray
Saving Throw: None
Spell Resistance: Yes
A bright yellow beam bursts from your extended fingertips. The beam emits an “uh” sound, like someone trying to think of a word. This ray clouds the mind of your enemy,damaging its intellect. You must succeed on a ranged touch attack with the ray to strike a target. A subject struck by the ray takes 1d4+1 points of Intelligence damage. If the target is a wizard, she might temporarily lose the ability to cast some or all of her spells if her Intelligence drops too low.
(Compulsion) [Mind-Affecting]
Effect: Ray
Saving Throw: None
Spell Resistance: Yes
A dark ray flies forth from your hand. The air fills with the smell of blood. You must succeed on a ranged touch attack with the ray to strike a target. The target of this ray feels weaker and takes a –2 penalty on attack rolls. Its speed is reduced by 10 feet.
Target: You
You speak the words of this spell and your claws shine with lustrous yellow radiance, growing more slender and sharper as you watch. Choose one of your natural weapons that deals slashing or piercing damage (such as a bite or a single claw). That natural weapon’s threat range doubles (in most cases, becoming 19–20). The effect of this spell does not stack with any other effects that increase a weapon’s threat range.
Target: One living creature
Saving Throw: Will negates
Spell Resistance: Yes
You rap the switch in your hand and then sharply against your thigh, finishing the final gesture that will bring discomfort to your foe. When the spell is cast, the subject is dazed for 1 round and shaken for the duration of the spell. Furthermore, a spellcaster targeted by rebuke must make a successful Concentration check (DC equal to the save DC for this spell + the level of the spell being cast) to cast spells while under its effect.
(Compulsion) [Fear, Mind-Affecting]
Target: Construct touched
Saving Throw: None
Spell Resistance: No
Your touch eliminates the wear and tear from the construct’s body. This spell functions like repair light damage, except that you repair 2d8 points of damage +1 point per caster level (maximum +10) to a construct.
Target: Creature touched
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
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.
Target: One touched piece of rope from 5 ft. to 30 ft. long
Saving Throw: None
Spell Resistance: No
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 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.
Effect: Ray
Saving Throw: None
Spell Resistance: Yes
As you cast this spell, the snakeskin vaporizes. A dull gray ray projects from your hand. Where the ray strikes, your foe’s skin seems brittle and more frail. You must succeed on a ranged touch attack with the ray to strike a target. The subject’s natural armor bonus is reduced by 1 point per three caster levels (maximum reduction 5 points at 15th level). This spell can’t reduce a creature’s natural armor bonus to less than 0, nor does it have any effect on an enhancement bonus to natural armor (such as that granted by the barkskin spell).
Target: One living creature per three levels, no two of which can be more than 30 ft. apart
Saving Throw: Will partial
Spell Resistance: Yes
This spell functions like cause fear, except that it causes all targeted creatures of less than 6 HD to become frightened.
[Fear, Mind-Affecting]
Target: You
You invoke the words of this spell, and your skin glistens and shimmers with a silvery protective aura that makes you shine. This spell transforms your natural armor bonus to Armor Class into a deflection bonus to your Armor Class. While your overall Armor Class might not change, the deflection bonus applies to melee touch attacks and ranged touch attacks, including incorporeal touch attacks. If you have no natural armor bonus, this spell has no effect.
Area: 30-ft. line
Saving Throw: Reflex half
Spell Resistance: Yes
A jet of roaring flame bursts from your outstretched hand, scorching any creature in its path. Scorch deals 1d8 points of damage per two caster levels, to a maximum of 5d8 points of damage, to each target it hits.
Effect: One or more rays
Saving Throw: None
Spell Resistance: Yes
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.
Target: You
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.
Effect:Ray
Saving Throw: None
Spell Resistance: Yes
A ray of electricity springs from your hand. It snakes around obstacles, cover, and other impediments on its way toward your target. You create a ray that deals 4d6 points of electricity damage if it strikes your target. While this ray requires a ranged touch attack to strike an opponent, it ignores concealment and cover (but not total concealment or total cover), and it does not take the standard penalty for firing into melee. In addition to the damage it deals, the ray creates a link of energy between you and the subject. If this ray struck the target and dealt damage, you gain a +4 bonus on attacks you make with ray spells (including another casting of this one, if desired) against the subject for 1 round per caster level. If you cast seeking ray a second time on a creature that is still linked to you from a previous casting, the duration of the new link overlaps (does not stack with) the remaining duration of the previous one.
Target: You
You draw raw energy from the Plane of Shadow to obscure your face. You cause a mask of shadows to form around your face. It does not impede your vision, cannot be physically removed, completely hides your features, and protects you against certain attacks. You receive a +4 bonus on saving throws against light or darkness spells and any spells that rely on bright light for damaging effects, such as the flare spell or the fireworks effect of pyrotechnics . You also gain a 50% chance each round to avoid having to make a saving throw against gaze attacks, just as if you averted your eyes. If you avert your eyes while using shadow mask, you get to check twice to see if you avoid having to make the saving throw. When the spell’s duration ends, the shadow mask fades over the course of 1d4 rounds rather than immediately), giving you time to keep your face hidden by other means. A successful dispel magic cast against a shadow mask effectively ends the spell and causes the same slow fading.
Area: 20-ft.-radius burst centered on a point in space
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: Yes
Whispering the final syllable of the complicated formula, you cast the spell. Instantly, a blast of bright light fills the targeted area. From your vantage point, the spell’s light glows like a torch, although you note some creatures turn away from it as if it were a blinding radiance. This spell creates an intensifying illusion of bright light that affects all creatures within the area (except those that are sightless or blinded). Viewers that fail their saving throws see a burst of bright light on the first round and become blinded for 1 round. On subsequent rounds for the rest of the spell’s duration, the affected creatures continue to perceive a bright light. If they take penalties in bright illumination, they take them for the duration of their exposure to this light. Additionally, they are dazzled while in the area of the spell. Those who escape the area of a shadow radiance spell completely recover within 1 round. Those who make their saves
and those outside the initial burst see only the equivalent of torchlight emanating from the center of the area.
Area: 5-ft.-radius burst
Saving Throw: Fortitude negates
Spell Resistance: Yes
As you finish casting this spell, ribbonlike shadows burst outward from the midst of your foes. You cause a multitude of ribbonlike shadows to instantaneously explode outward from the point of origin. Creatures in the area take 4 points of Strength damage and are dazed for 1 round.
Target: Two willing creatures touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You touch two allies, and for a moment their features change so that they seem to blend their appearances into one new creature. When you cast this spell on two subjects, you create a mystical link between them. For the duration of the spell, the subjects gain a +2 bonus on any skill checks they make, as long as at least one of the characters has 1 rank or more in the skill. In addition, if either character has ranks in a skill that is not normally usable by untrained characters (such as Tumble), the other character can make untrained checks using that skill.
Area or Target: 5-ft.-radius spread - or one solid object or one crystalline creature
Saving Throw: Will negates (object) - Will negates (object) or Fortitude half - see text
Spell Resistance: Yes (object)
Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects - sunders a single solid, nonmagical object - or damages a crystalline creature. Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered. Alternatively, you can target shatter against a single solid object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.
Target: You
You are bathed with a dappled white light. Where it strikes your body, your flesh grows momentarily pale and ancient, then returns to normal. You shroud yourself with invisible negative energy so that nonintelligent undead creatures perceive you as a fellow undead, ignoring you. Your appearance does not change, and while intelligent undead do not immediately recognize you as alive, they are likely to question whether you are actually undead. If used in conjunction with a disguise or illusion to appear undead, this spell gives you a +5 bonus on your Disguise check. When you are affected by this spell, inflict spells heal you and cure spells hurt you. You are treated as if you were undead for the purpose of all spells and effects that specifically affect undead creatures. A successful turning or rebuking attempt against you (treating you as an undead of your Hit Dice) ends this spell but does not otherwise affect you. If you attack an undead creature while this spell is in effect, the spell immediately ends.
Effect: One Tiny hand
Saving Throw: None- see text
Spell Resistance: Yes
You complete the spell and blow into the leather glove. Immediately a blue-white, translucent hand appears next to the enemy and smacks it across the side of the head - not enough to hurt it but hard enough to give others nearby a chance to attack. This spell distracts the subject, causing it to immediately provoke attacks of opportunity from creatures threatening its space. The spell allows no saving throw, but a slapped creature can negate the effect with a DC 20 Concentration check.
Target: One creature
Saving Throw: Will negates
Spell Resistance: Yes
This spell functions like slide, except as described above, and you can slide the subject creature 20 feet in a straight line. This movement likewise does not provoke attacks of opportunity.
Target: One allied creature
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You toss the scales into the air, and they vanish in a sparkling mist as you indicate your target. Without hesitating, that creature draws and fires an arrow into the fray. The subject can immediately make one melee or ranged attack. Taking this action doesn’t affect the subject’s normal place in the initiative order. This is a single attack and follows the standard rules for attacking. This spell does not allow the subject to make more than one additional attack in a round. If the subject has already made an additional attack, due to a prior casting of this spell, from the haste spell, or from any other source, this spell fails.
Area: 10-ft.-radius burst
Saving Throw: Reflex half
Spell Resistance: Yes
As you cast this spell, those around you sense an unnatural chill. This vanishes, though, as you release a burst of frost-filled power in the midst of your foes. A flurry of magic snowballs erupts from a point you select. The swarm of snowballs deals 2d6 points of cold damage to creatures and objects within the burst. For every two caster levels beyond 3rd, the snowballs deal an extra 1d6 points of damage, to a maximum of 5d6 at 9th level or higher.
Target: Weapon touched
Holding the weapon to your mouth, you whisper the spell’s arcane words, shrouding the weapon in visible sound like a thin sheen of water. While the spell is in effect, the affected weapon deals an extra 1d6 points of sonic damage with each successful attack. The sonic energy does not harm the weapon’s wielder. Bows, crossbows, and slings that are affected by this spell bestow the sonic energy upon their ammunition.
Target: One creature/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Hoping that your friend will not have need of the spell, you ensure that his death in the coming battle won’t result in an even greater abomination. The subject does not rise as an undead spawn should it perish from an undead’s attack that normally would turn it into a spawn, such as from the bite of a ghoul ( MM 118). This spell doesn’t prevent the subject from perishing or provide anything other than insurance that the subject’s body and spirit cannot be hijacked by an acquisitive undead creature. The protection applies if the duration is still in effect when the subject first dies- the spell need not linger in its effect during the period immediatelyprior to a spawn’s rise. This spell cannot be cast on the body of a creature that has already been killed by a spawn-creating undead.
Target: Any number of allied creatures, no two of which are more than 30 ft. apart
Saving Throw: None
Spell Resistance: No
As you rub the small piece of copper wire, it begins to buzz with the latent magical energy of the spell. When you finally release the spell’s energy, you hear the words you wish to share with your allies in your mind - and moments later you hear their unspoken replies. This spell functions like message (PH 253), except as noted above and that you and the recipients don’t have to mouth the words or whisper, which means that those skilled in reading lips have no opportunity to learn the messages.
[Language-Dependent]
Effect: One spectral hand
Saving Throw: None
Spell Resistance: No
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 it.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
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 - furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.
Effect: Magical sensor
Saving Throw: None
Spell Resistance: No
You slide your finger over a coin, imbuing it with a tiny fraction of your own senses. You imbue a Fine object (such as a coin, stone, or other innocuous item) with a dormant magical scrying sensor. Anyone attempting to detect its magical aura must succeed on a caster level check (DC 15 + your caster level). At any one time during the spell's duration, as a standard action you can concentrate upon the object, enabling you to hear or see (your choice) as if you were in the object's location. This effect otherwise functions as if you had cast clairaudience/clairvoyance in the object's area. You have no control over the object's movement and gain no special senses. Spymaster's coin functions only on the plane of existence you are currently occupying. You must continue to concentrate to see or hear through the spymaster's coin. If you stop concentrating, the spell's effect ends. Once activated, the scrying effect of the spell lasts for a maximum number of rounds equal to your caster level. Focus: One object of Fine size.
Target: One humanoid
Saving Throw: Will negates
Spell Resistance: Yes
Your words invoke compassion and mercy in the merciless. If the target creature fails its save against stay the hand, it refrains from attacking you or targeting you with spells for the remainder of the current round. You can cast this spell during an opponent s turn after the opponent announces its intention to attack you or target you with a spell. If the opponent becomes subject to this spell, it can choose a new target to attack, but it takes a 4 circumstance penalty on its attack roll due to the sudden change of intentions at the last second. Likewise, the subject of this spell can redirect a spell that had been targeted on you, but it must succeed on a Concentration check (DC 15 + the spell's level) or the spell is wasted.
(Charm) [Mind-Affecting]
Effect: Ray
Saving Throw: Will partial
Spell Resistance: Yes
From your outstretched hand leaps forth a ray of glittering energy apparently composed of countless minuscule writhing insects. The hum of minute chitinous bodies scrambling over one another fills the air. You must succeed on a ranged touch attack with the ray to strike a target. When this ray successfully strikes, it creates a sensation of many tiny insects biting and crawling on the victim’s body. The target can attempt a Will save each round to shake off the effect. Until the spell is shrugged off, the victim is hampered by the unsettling feeling of all the stinging and biting, and is able to perform only a single move or standard action each round. The victim also takes a –2 penalty to AC. In addition, if the victim attempts to cast a spell, it must succeed on a Concentration check with a DC equal to the sting ray’s DC + the level of the spell the subject is attempting to cast. For example, if a 6th-level sorcerer with a Charisma score of 16
casts sting ray on a wizard casting a fireball, the Concentration check DC is 19 (16 [ sting ray DC] + 3 [ fireball spell level]) A successful Will save negates the effect restricting the subject’s action to one move or one standard action each round, nor does the subject need to make a Concentration check each time it wishes to cast a spell. However, the subject still takes the penalty to AC for the duration of the spell with a successful save.
(Compulsion) [Mind-Affecting]
Target: One living creature that breathes air
Saving Throw: None
Spell Resistance: Yes
With a clenched fist, you make a tugging motion toward your target. A transparent, barely perceptible hand appears to plunge into your target’s mouth.With this spell, you steal all the air from the subject’s lungs, causing it to suffer a momentary respiratory crisis. It can take shallow breaths and act normally but is considered sickened for 1 minute. At any time during this minute, the subject can take a full-round action to get its wind back, ending the condition.
Target: Corporeal undead creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
A brief flash engulfs your ally, and through his flesh you can see his skeleton. The skeleton glows a foggy gray for a moment, thickening with eldritch power, then all is as it was before. You cause the skeleton of the target corporeal undead to become thicker and as strong as stone. This gives the subject a +3 enhancement bonus to its existing natural armor.
Target: Melee weapon wielded
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
With a single utterance, the weapon in your hand elongates without becoming awkward or weighty. The affected weapon stretches, extending toward its target, though it can be wielded normally. The spell adds an additional 5 feet of reach to a melee weapon for a single attack.
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
(Summoning) [see text for summon monster I]
Effect: One swarm of bats, rats, or spiders
Saving Throw: None
Spell Resistance: No
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.
Effect: One or more summoned creatures, no two of which are more than 30 ft. apart This spell functions like summon undead I , except that you can summon one undead from the 2nd-level list or two undead of the same kind from the 1st-level list.Summon undead list 1st Level: Human warrior skeleton (MM 226), kobold zombie (MM 266) 2nd Level: Owlbear skeleton (MM 226), bugbear zombie (MM 267). 3rd Level: Ghoul ( MM 118), troll skeleton ( MM 227), ogre zombie ( MM 267).4th Level: Allip (MM 10), ghast (MM 119), wyvern zombie (MM 267). 5th Level: Mummy ( MM 190), shadow (MM 221), vampire spawn (MM 253), wight(MM 255).
(Summoning) [Evil]
Target: You
You gain a fleeting glimpse into the future, enough to guide your impending attack. You cast this spell immediately before you make an attack roll. You can see into the future for that attack, granting you a +1 insight bonus per three caster levels on your next attack roll.
Target: You
Saving Throw: None
Spell Resistance: No
You become as surefooted as any mountain goat, and the power of your magic makes walking in treacherous terrain child’s play. You can move through difficult terrain (PH 163) at full speed for the duration of this spell, and you can even run, charge, and tumble through such terrain as though it were clear terrain. You also gain a +2 competence bonus on Climb checks.
Target: One creature
Saving Throw: None
Spell Resistance: Yes (harmless)
Making the sound of crashing waves with your throat completes the spell. With a wave of your hand, your subject seems more streamlined, with a hint of webbed appendages. This spell gives the recipient a swim speed of 30 feet (although not the abil- ity to breathe water or hold one’s breath beyond normal limits). As long as the creature isn’t carrying more than a light load, it can swim without making Swim checks. It also gains a +8 bonus on any Swim checks to perform special actions or avoid hazards, though it still takes the normal penalty for weight carried (–1 per 5 pounds). The recipient can choose to take 10 on Swim checks, even if rushed or threatened, and can use the run action while swimming if it swims in a straight line. If the creature is carrying more than a light load, it must make Swim checks to move (taking the normal penalty for weight carried), but all other benefits of the spell still apply.
Target: One creature - see text
Saving Throw: Will negates
Spell Resistance: Yes
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.
Target: Living creature touched
Saving Throw: No
Spell Resistance: Yes
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.
(Compulsion) [Mind-Affecting]
Target: You
You speak the words of this spell, and tendrils of purple darkness rise from the ground, surrounding you and concealing you from your foes. Swirling wisps of darkness obscure your form, granting you concealment. The 20% miss chance is in effect even if the attacker has darkvision. This spell effect is dispelled in daylight or in the area of a light spell of 3rd level or higher. See invisibility does not counter a veil of shadow ’s concealment effect, but a true seeing spell does.
Target: One living creature
Saving Throw: Will disbelief
Spell Resistance: No
You cripple a target with sensations of falling. The subject of this spell becomes dizzy as the ground seems to drop away beneath its feet. The subject must succeed on a DC 10 Balance check at the start of each turn to take a move action. Jozan summons an iron golem If it fails, it cannot move. If it fails the check by 5 or more, it falls prone. While affected, the subject also takes a 2 penalty on attack rolls and saving throws. Airborne creatures receive a +4 bonus on saves against this spell and do not need to make the Balance checks.
(Phantasm) [Fear, Mind-Affecting]
Target:One incorporeal creature or apparition/level in a 20-ft.-radius emanation centered on you.
You hold the curved dagger aloft, and as you slice it through the air at the incorporeal creature before you, you speak words of power that remind it of the life it once had, and the pain of its loss. Clutching a curved blade, you make a downward cutting motion that produces a field of pulsing, unholy, red light around you. Each incorporeal creature within this light must succeed on a Fortitude save or be wracked with sensations of loss. This effect manifests as a -2 penalty on attack rolls, damage rolls, skill checks, and saves for as long as the creature remains in range, and for 1d4 rounds afterward. In addition, every corporeal user of pact magic gains a +2 bonus on binding checks made against any vestige within range of this spell.
Effect: A straight wall whose area is up to one 10-ft. square/level
Saving Throw: None
Spell Resistance: No
Rubbing the fleece between your fingers, you hold up your hand and shout an arcane word. In an instant, a wall of dark shadow appears in the indicated location. Dark whispers, barely perceptible, constantly issue forth from the far side of the wall, causing a cold chill to run up your spine. You create a barrier of ominous shadow that obscures vision and blocks line of sight, including darkvision. The wall is insubstantial, so creatures can move through it without penalty. Wall of gloom counters or dispels any light spell of equal or lower level.
(Shadow) [Darkness, Fear,Mind-Affecting]
Effect: Webs in a 20-ft.-radius spread
Saving Throw: Reflex negates - see text
Spell Resistance: No
Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web won't cause you to become entangled. Anyone in the effect's area when the spell is cast must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can't move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check),
a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10. If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover. The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames. Web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes.
Area: Cone-shaped burst
Saving Throw: Will negates
Spell Resistance: Yes
You stretch your arms before you, spread your hands wide, and unleash an invisible cone of magical power that assails the minds of the creatures within it. You assail the mental faculties of creatures in the area, dealing 1d6 points of nonlethal damage per two caster levels (maximum 5d6 at 10th level) to each creature that fails its save.
(Compulsion) [Mind-Affecting]
Effect: 60-ft. line
Saving Throw: None
Spell Resistance: No
With weapon in hand, you finish the last of the arcane gestures and words that activate the power of the spell. As you cast the spell, you hurl a single slashing weapon at your foes. The blade, carried along both by your might and your magical prowess, slashes at your foes while whirling forward. You hurl a weapon held at the time of casting, and it magically attacks all enemies along a line to the extent of the spell’s range. You make a normal melee attack, just as if you were attacking with the weapon in melee, against each foe in the weapon’s path, but you can choose to substitute your Intelligence modifier or your Charisma modifier (as appropriate for your spellcasting class) for your Strength modifier on the weapon’s attack rolls and damage rolls. Even if your base attack bonus would normally give you multiple attacks, a whirling blade gets only one attack (at your best attack bonus) against each target. The weapon deals damage just as if you had swung it in melee, including any bonuses you might have from
ability scores or feats. No matter how many targets your weapon hits or misses, it instantly and unerringly returns to your hand after attempting the last of its attacks.
Area: 10-ft.-radius spread
Saving Throw: None
Spell Resistance: No
You send a message or sound on the wind to a designated spot. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates. You can prepare the spell to bear a message of no more than twenty-five words, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air. You can likewise cause the whispering wind to move as slowly as 1 mile per hour or as quickly as 1 mile per 10 minutes. When the spell reaches its objective, it swirls and remains in place until the message is delivered. As with magic mouth, whispering wind cannot speak verbal components, use command words, or activate magical effects.
Target: Winged creature touched
Saving Throw: None (harmless)
Spell Resistance: No
(harmless) You place your hand on the creature’s shoulders, and a warm yellow radiance infuses it, spreading out to the tips of its wings. The creature you touch becomes more agile in the air, able to make quicker turns, and more maneuverable when flying. The subject must be capable of flight using wings. The creature’s maneuverability improves by one grade – from clumsy to poor, poor to average, average to ood, or good to perfect. A single creature cannot benefit from multiple applications of this spell at one time.
Target: Creature touched
Saving Throw: Fortitude half
Spell Resistance: Yes
You cry out with malice and clench your fist, completing the spell. The spell’s terrible energy causes your fist to shake involuntarily, sending spasms up your arm. You lay your hand upon a creature and deal 1d6 points of damage +1 point per caster level (maximum +10). In addition, if you have the sneak attack ability, you also deal sneak attack damage to the affected creature unless the creature is immune to extra damage from critical hits. The creature still takes the spell damage even if it does not take the sneak attack damage. Unlike a normal use of sneak attack, your target need not be flanked or denied its Dexterity bonus to take sneak attack damage from this spell.
Target: You
By presenting your weapon with an overly dramatic flourish and calling out with a sickly-sounding moan, you complete the spell. As you do so, your weapon becomes translucent almost to the point that you cannot see it, though it still weighs as heavily in your hand. While this spell is in effect, your melee attacks are resolved as melee touch attacks rather than normal melee attacks.
Target: One creature
Saving Throw: Will negates
Spell Resistance: No
This spell compels a creature up to 4 HD more than the caster's level to fight in a merciful manner. Specifically, the creature deals nonlethal damage with its attacks, avoids using damaging spells or spell-like abilities, and does not deliver a coup de grace to a helpless foe.
(Compulsion) [Good, Mind-Affecting]
Area: Cone-shaped burst
Saving Throw: Reflex half
Spell Resistance: Yes
(M: A handful of fire ants (alive or dead). You pop the fire ants into your mouth and exhale quickly. The ants distill into drops of pure acid in midair, spattering against your foes and leaving smoking holes. You breathe forth a cone of acidic droplets. The cone deals 1d6 points of acid damage per caster level (maximum 10d6).
(Creation) [Acid]
Target: Living creatures touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Tiny bubbles form on your hands as you complete the spell. As you touch each subject, its chest heaves and shudders, then begins to rhythmically expand and contract.The transmuted creatures can breathe air freely. Divide the duration evenly among all the creatures you touch. This spell does not make creatures unable to breathe water.
Target: One creature
Saving Throw: None
Spell Resistance: No
With a single utterance, you create a momentary distortion that engulfs and confounds your foe. You change the flow of chance, causing the subject to immediately reroll any die roll it just made. It must abide by the second roll.
Target: Willing corporeal creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You dust your ally with gelatin and silently evoke the spell. Immediately her bones begin to soften and she and her belongings slump, becoming malleable ooze. The subject and all its gear become amorphous and oozelike. This new form is boneless and fluid, enabling the subject to pass through holes or narrow openings as small as 2 inches in diameter. While amorphous, the subject is immune to poison, polymorphing, and stunning, it cannot be flanked, and it is not subject to extra damage from critical hits. It gains a swim speed (if it does not have one already) equal to its land speed. The subject can remain submerged as long as desired without breathing. The subject’s armor (including natural armor) becomes worthless, though its modifiers for size, Dexterity, and deflection still apply to Armor Class, as do armor bonuses from force effects (for example, from the mage armor spell). While amorphous, the subject can’t attack or cast spells that require verbal, somatic, material, or
focus components. (This limitation does not rule out the casting of any spells that the subject might have prepared using the metamagic feats Eschew Materials, Silent Spell, and Still Spell.) The subject loses all supernatural abilities while in amorphous form, and its magic items, aside from those bonuses noted above, cease functioning as long as it remains amorphous.
Area: Cone-shaped emanation from you to the extreme of the range
Saving Throw: See text
Spell Resistance: No
Material Seeing with a magic eye, you sense the portal. Studying it, knowledge about the portal comes into your mind as though it was a memory you could not recall until now.You can tell whether an area contains a magical portal or the effect of a gate spell. If you study an area for 1 round, you know the sizes and locations of any such portals in the area. Once you find a portal, you can study it. (If you find more than one portal, you can study only one at a time.) Each round you study a portal, you can discover one property of the portal, in this order. to activate the portal.
* Any Key or command word needed to activate the portal.
* Any special circumstances governing the portal's use (such as specific times when it can be activated).
* Wether the portal is one-way or two-way.
* A glimpse of the area where the portal leads. You can look at the area where the portal leads for 1 round- the range of your vision is the spell’s range. Analyze portal does not allow other divination spells or spell-
like abilities to extend through the portal. For example, you cannot also use detect magic or detect evil to study the area where the portal leads while viewing the area with analyze portal. For each property, you make a CL check (1d20 + CL) against DC 17. If fail, you can try again in the next round. Analyze portal has only a limited ability to reveal unusual properties, as follows:
* Random Portals: The spell reveals only that the portal is random and whether it can be activated now. Not revealed: portal start or stop functioning.
* Variable Portals: The spell reveals only that the portal is variable. If you study the portal’s destination, the spell reveals only the destination to which the portal is currently set.
* Creature-Only Portal: The spell reveals this property. If you study the portal’s destination, the spell reveals where the portal sends creatures. If it is the kind of portal that sends creatures to one place and their equipment to another place, the spell does not reveal where the equipment goes.
* Malfunctioning Portals: The spell reveals only that the portal is malfunctioning, not what sort of malfunction the portal produces.
The items must be carried or worn by the spell’ s recipient while the spell is in effect.
Area: 5-ft./level radius emanation from touched creature
Saving Throw: None
Spell Resistance: No
The arcane words that activate this spell linger in the air for a moment. As they fade from your hearing, you become more aware of both your surroundings and the possibility of intrusion. The subject of the spell is surrounded with an invisible aura that anticipates and delays the teleportation of any creature into the spell’s area. Any teleportation spell or effect (including all spells with the teleportation descriptor) can be anticipated, making the spell’s recipient instantly aware of the exact location where the teleporting creature will arrive (subject to the restrictions below), the creature’s size, and how many other creatures (and their sizes) are arriving with the teleporting creature. The spell also delays the arrival of the teleporting creature by 1 round (so that it arrives on its initiative count immediately before its next turn),
generally giving the recipient of the spell and anyone else made aware of the information 1 round to act or ready actions. The teleporting creature does not perceive this delay. Since a teleporting creature doesn’t necessarily arrive at the precise location it intends, the spell also functions against a creature that arrives in range even though its intended destination was elsewhere. For a creature that intends to teleport into range but inadvertently arrives outside the spell’s area, the spell gives the recipient awareness that a creature has attempted to teleport into range and delays the creature as normal, but doesn’t give any awareness as to the actual location of its imminent arrival. The spell has no effect on creatures attempting to teleport away from the spell’s area, although if their destination is within the area, the spell will affect their reentry as normal.
Target: One creature/2 levels, no two of which are more than 30 ft. apart
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You unleash the power of this spell and the nugget of platinum vanishes from your palm. Your companions are bathed in a white aura with a silver scale pattern overlaid upon it. All subjects gain a +2 luck bonus to Armor Class and on saving throws against the attacks, spells, and special attacks (extraordinary, supernatural, and spell-like) of dragons. This bonus increases by 1 for every four caster levels above 5th (to +3 at 9th, +4 at 13th, and a maximum of +5 at 17th).
Target: You
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 - DC 15 + spell level, or 15 + one-half caster level for a nonspell effect.) If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use. Arcane sight can be made permanent with a permanency spell.
Target: One creature/level in a 20-ft.-radius burst centered on you
Saving Throw: None
Spell Resistance: Yes (harmless)
The danger of the plane surprises you, and you have barely time to bark out a few elder words of power. In a moment you’re safe, and you gain a brief respite - time enough to cast more permanent protective spells . You gain a temporary respite from the natural effects of a specific plane. These effects include extremes in temperature, lack of air, poisonous fumes, emanations of positive or negative energy, or other attributes of the plane itself ( DMG 150). Avoid planar effects provides protection from the 3d10 points of fire damage that characters normally take when on a plane with the fire-dominant trait. Avoid planar effects allows a character to breathe water on a water- dominant plane and ignore the threat of suffocation on an earth- dominant plane. A character protected by avoid planar effects can’t be blinded by the energy of a major positive-dominant plane and automatically stops gaining temporary hit points when they equal the character’s full normal hit point total. Negative-dominant planes don’t deal damage or bestow negative levels to characters protected by
avoid planar effects . In addition, some effects specific to a plane are negated by avoid planar effects. In the D&D cosmology, avoid planar effects negates the deafening effect of Pandemonium and the cold damage on the Cania layer of the Nine Hells. The DM can add additional protections for a cosmology he creates. If the campaign has an Elemental Plane of Cold, for example, avoid planar effects protects against the base cold damage dealt to everyone on the plane. The effects of gravity traits, alignment traits, and magic traits aren’t negated by avoid planar effects, nor is the special entrapping trait of certain planes (such as Elysium and Hades). The spell does not provide protection against creatures, native or otherwise, nor does it protect against spells, special abilities, or extreme and nonnatural formations within the plane. This spell allows you to survive on the Elemental Plane of Earth, for instance, but it won’t protect you if you walk into a pool of magma on that same plane.
Target: One Medium or smaller creature
Saving Throw: Reflex partial
Spell Resistance: No
The interlocking hoops become briefly hot then disappear even as similar, larger bands streak from your outstretched hand toward the creature you indicate. With a satisfying metallic clank, the bands wrap around the indicated creature. The victim must succeed on a Reflex save or be immobilized and thus unable to move. If the saving throw succeeds, the victim is only partially trapped by the bands, and is entangled. A creature immobilized by the bands can attempt to escape as a full-round action, either by bursting free (Strength DC 18) or wriggling out (Escape Artist DC 18). An entangled creature can use a full-round action to break free (Strength DC 13) or disentangle itself (Escape Artist DC 13).
Area:20-ft.-radius emanation centered on a point in space.
As you complete the spell and pronounce the truename, a silvery shimmer is faintly visible in the area you indicated, which pulses angrily if your truename foe comes near. This spell protects those within its area against a single named foe, doing so in three ways. First, the area is forbidden to the creature. It must make a successful Will save to enter it by any means (movement, teleportation spells, and so on). If it fails its Will save and was endeavoring to use a teleportation spell to enter the area, it is shunted to a random open space on a suitable surface within 10 feet of the protected area. If no free space is available within 10 feet, the spell simply fails. The creature can try to enter the area only once during its turn, but can continue to try on subsequent rounds. Even if the named creature gets inside the barrier, the other aspects of the spell function normally. Second, all creatures within the area gain a +4 deflection bonus to AC against
attacks from the named creature, and a +4 resistance bonus on saving throws required by the named creature's spell effects and special attacks. Third, the barrier blocks any attempt to possess or exercise mental control over those within the spell's area by the named creature, including enchantment (charm) effects and enchantment (compulsion) effects that grant ongoing control over the subject. Bane of the archrival suppresses these effects for the duration of the spell or as long as the subject remains within the spell's area.
Effect:One hand of force
Saving Throw: None
Spell Resistance: Yes
A small, spectral human hand springs into existence before your target. It hovers in the air, ready to deliver a backhanded blow. Like Bigby's interposing hand, this spell creates a magical construct in the form of a human hand. The hand targets a single opponent of your choice within range. You choose this opponent as you cast the spell. You can target a different opponent with this spell by taking a move action to do so. When the subject of Bigby's disrupting hand attempts to cast a spell, the hand punches him. This attack causes no damage, but it forces the subject to make a Concentration check with a DC equal to this spell's save DC. If the subject fails the check, the hand s blow ruins his casting attempt. The hand is about 1 foot long. It has hit points equal to half your full normal hit points, and its AC is 20 (+4 size, +6 natural). It makes saving throws using your total save bonuses and takes damage from spells and attacks as normal.
Target: You
With a sneeze, you grow a whiskered snout and ratlike tail as fine gray fur covers your thickening skin. You gain a +6 enhancement bonus to Dexterity, a +2 enhancement bonus to Constitution, and a +3 enhancement bonus to natural armor. Your face lengthens into a ratlike snout, and you gain a bite attack that deals 1d4 points of damage (or 1d3 points if you are Small) + 1-1/2 times your Str modifier. You also gain the benefit of the Weapon Finesse feat. If your base attack bonus is +6 or higher, you do not gain any additional attacks.
Area: A 20-ft.-radius emanation centered on a creature, object, or point in space
Saving Throw: Will negates or none (object)
Spell Resistance: Yes or no (object)
With a few short words of power, you draw the light from the surrounding area. Within just a few seconds, the light dims to utter darkness. You create an area of total darkness. The darkness is impenetrable to normal vision and darkvision, but you can see normally within the blacklit area. Creatures outside the spell’s area, even you, cannot see through it. You can cast the spell on a point in space, but the effect is stationary unless you cast it cast on a mobile object. You 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, such as daylight.
Effect: Swordlike column of gnashing teeth
A three-foot-long column of disembodied gnashing teeth springs forth from your hand. For the duration of the spell, you can make melee touch attacks that deal 1d6 points of damage +1 point per two caster levels (maximum +10). Your Strength modifier does not apply to the damage. A creature that you successfully deal damage to must also make a Will saving throw or become frightened for 1d4 rounds.
Target: You
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 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 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.
Effect: 5-ft.-diameter sphere
Saving Throw: None or Reflex partial - see text
Spell Resistance: Yes
Blowing on your twirling hand, you complete the spell, creating a roiling ball of dust and gale-force winds. A ball of swirling wind and dust moves as you direct it, pushing your foes across the battlefield. From its starting point, a capricious zephyr moves 30 feet per round in the direction you point, regardless of the presence or absence of terrain. If the sphere enters a space with a creature, it stops moving for that round and tries to bowl over the creature with its wind force. That creature must resist a bull rush attack from the capricious zephyr, which has a +6 bonus on the check. If the spell wins the bull rush, it pushes the creature as far as it can in a random direction (roll 1d8- 1 indicates a push into the square closest to you, and 2 through 8 indicate the other squares, moving clockwise around the creature). Any creature pushed by the sphere must succeed on a Reflex save or fall prone. A capricious zephyr moves as long as you actively direct it (a move action for you). Otherwise, it merely stays at rest and attempts to bowl over anyone in its square. The spell ends if the distance between the sphere
and you ever exceeds the spell’s range.
Target: One creature, plus one more creature/2 levels (each of which must be within 30 ft. of the primary target)
Saving Throw: None
Spell Resistance: Yes
Bolts of pale blue energy spring forth from your finger and slam into the desired target. An instant later, the bolts bounce away toward other creatures, slamming into each one. Missiles of magical energy dart from your fingertip to unerringly strike a creature. The missiles strike one creature initially, then spring to other targets. Each missile deals 1d4+1 points of force damage. One missile strikes the primary target per two caster levels, to a maximum of ten missiles (dealing 10d4+10 points of damage). After the missiles strike, they ricochet to a number of targets up to the number of missiles created by the spell. Each secondary target takes 1d4+1 points of damage, as if struck by a single magic missile . You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no secondary target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example).
Missiles without a secondary target do not ricochet off the primary target. Spells, magic items, and abilities that protect against magic missile (such as the shield spell or a brooch of shielding ) also protect against this spell. If the primary target has that sort of protection, the spell has no effect against it but still springs to all secondary targets. (A brooch of shielding loses a number of charges equal to the number of missiles hitting the creature - up to ten missiles.) If spell resistance causes the spell to fail to harm the primary target, the spell fails and missiles do not ricochet to additional targets. The missiles strike unerringly, even if the targets are in melee or have anything less then total cover or concealment. You cannot single out specific parts of a creature to strike. This spell cannot target or damage inanimate objects.
Target: You
You dance to each point of the compass rose, then finish the spell in a wide, circular sweep. At the end, you know that the creature you seek lies in the direction you face. You divine the relative direction and condition of another creature. You must have firsthand knowledge of the creature for the spell to function. If the creature is alive and on the same plane as you, the spell leaves you facing in its direction. You also get an impression of its physical and emotional condition (unharmed, wounded, unconscious, dying, and so on). If the creature you seek is on a different plane or dead, you feel nothing.
Effect: Magical sensor
Saving Throw: None
Spell Resistance: No
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. AF: A small horn (for hearing) or a glass eye (for seeing).
Target: You
Saving Throw: Fortitude partial
Spell Resistance: Yes -see text
You draw material from the Plane of Shadow to cause your hands and forearms to elongate and change shape into featureless claws of inky blackness. When you cast this spell, you hands become shadowy claws. Starting on your next action, you can use the claws to make unarmed attacks as if they were natural weapons. (You attack with one claw and can use the other claw for an off-hand attack. If you have multiple attacks, you use them normally when attacking with the claws.) Attacks with the claws are melee touch attacks. Each claw deals 1d8 points of cold damage. If you grapple an opponent, you deal claw damage with each successful grapple check, and the grappled target is under the effect of a slow spell for as long as you maintain the grapple. An opponent that makes a successful Fortitude save is not slowed, and it cannot be slowed by this casting of claws of darkness . You can extend the claws up to 6 feet, which gives you a natural reach of 10 feet, or retract them as a free action. When the spell is in effect, you cannot cast spells with components other than verbal ones, nor can you carry items with your hands.
Any magic items worn on your hands are temporarily absorbed and cease functioning while the spell is active.
Area: Cone-shaped burst
Saving Throw: Will negates- see text
Spell Resistance: Yes
Splaying your fingers, you call upon the energies that dwell within the shadowy places of the world. Your arm shakes with barely contained power, causing a translucent gray cone to burst forth from your outstretched hand. Creatures in the cone must succeed on a Will save or believe darkness has engulfed them, rendering them blinded. A creature that makes its initial Will save suffers no ill effects. A creature that fails its initial save can attempt a new saving throw each round until it succeeds or the spell expires. Failing the subsequent saving throws results in continued blindness. Success on a later save means the creature feels its vision beginning to clear, although its vision remains dim and hazy for the remainder of the spell. This results in a 20% miss chance for any attack the creature makes.
(Phantasm) [Mind-Affecting]
Effect: Fog spreads in 20-ft. radius, 20 ft. high
Saving Throw: See text
Spell Resistance: No
Spitting the last phrase of the spell, you throw out your arm, and a brown mist whirls into being around your foes. This spell functions like fog cloud (PH 232), except as noted here. Each round that a creature is within the fog, it must make a Fortitude save or contract a disease equivalent to the shakes ( DMG 292), which strikes immediately (no incubation period). A creature afflicted with this disease takes 1d8 points of Dexterity damage immediately, and each day that the disease persists, it must make a DC 13 Fortitude save or take another 1d8 points of Dexterity damage. The fog moves away from you at 10 feet per round, rolling along the surface of the ground or water. (Figure out the cloud’s new spread each round based on its new center, 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 surface over which they move, pouring down sinkhole openings, and even down
through minute cracks. Contagious fog cannot penetrate liquids, nor can it be cast underwater.
Effect: Ghostly hand and candle
Saving Throw: None
Spell Resistance: No
You hold out a piece of flesh before you, and as you concentrate on your desired spell effect, the flesh dissolves into nothingness. Nearby, in the place of your choosing, a severed hand appears bearing a lit candle.
The ghostly hand carries a lit candle that sheds light in a 5-foot radius. You can move the hand at the beginning of your turn as you desire – forward or back, up or down, straight or around corners - up to 50 feet per round.
Directing the candle is a free action.
The hand and candle are incorporeal and can pass through objects. A corpse candle illuminates hidden, ethereal, and invisible beings and items, all of which become faintly visible as wispy outlines. Ethereal creatures remain unreachable from the Material Plane (except with force effects), but illuminated
incorporeal and invisible creatures do not benefit from concealment, and so attacks against them suffer no miss chance. The hand cannot be attacked or damaged, though dispel magic and similar spells can dispel it. The hand winks out if the distance between you and it exceeds the spell’s range.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
A crown of magical energy appears upon your head. For a moment, your vision blurs and a slight buzz fills your ears. These distractions pass, leaving you with sharpened senses. You create an arcane crown that grants the wearer a +2 competence bonus on Listen and Spot checks. As an immediate action, the creature wearing a crown of clarity can discharge its magic to gain a +8 bonus on a single Spot or Listen check. The spell ends after the wearer uses the crown in this manner. The crown occupies space on the body as a headband, hat, or helm. If the crown is removed, the spell immediately ends.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
A crown of plain copper appears upon the recipient s head. The crown has a front piece fashioned to resemble a bull s head. This spell creates a crown of magical energy that grants the spell's recipient a +2 enhancement bonus to Strength. As an immediate action, the creature wearing a crown of might can discharge its magic to gain a +8 enhancement bonus to Strength for 1 round. The spell ends after the wearer uses the crown in this manner. The crown occupies space on the body as a headband, hat, or helm. If the crown is removed, the spell immediately ends.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
A shimmering crown of force appears upon the recipient s head. A barely visible shield of force projects forward from it, warding off attacks aimed at its wearer. This spell creates a crown of magical energy that grants the spell's recipient a +1 defection bonus to AC and a +1 resistance bonus on all saves. As an immediate action, the creature wearing a crown of protection can discharge its magic to gain a +4 defection bonus to AC or a +4 resistance bonus on saves for 1 round. The spell ends after the wearer uses the crown in this manner. The crown occupies space on the body as a headband, hat, or helm. If the crown is removed, the spell immediately ends.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
A ring of ghostly fog surrounds the target s head. With a swirl, the fog dissipates, leaving behind a crown made of human bones. This spell creates a magic crown that grants its wearer the power to command undead. Once per minute, the crown's wearer can issue a one-word order to an undead creature, as per the command spell. The undead creature must make a Will save to resist this effect. Even though command is normally a mind-affecting spell, the crown channels holy or unholy energy (depending on your alignment- neutral casters choose one or the other) to compel obedience. In addition, a cleric who wears the crown can expend a use of his turn or rebuke undead ability to increase this ability s save DC by 4. As an immediate action, the creature wearing a crown of the grave can discharge its magic to gain a +4 bonus on a single turn or rebuke undead attempt. The spell ends after the wearer uses the crown in this manner. The crown occupies space on the body as
a headband, hat, or helm. If the crown is removed, the spell immediately ends.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
A shimmering halo of energy surrounds the target s head like a crown. It flashes a spectrum of colors before fading away. This spell creates a magic crown infused with illusion magic. The spell's recipient gains a +2 competence bonus on Disguise and Hide checks. As an immediate action, the creature wearing the crown of veils can discharge its magic to gain a +8 competence bonus on a single Disguise or Hide check. The spell ends after the wearer uses the crown in this manner. The crown occupies space on the body as a headband, hat, or helm. If the crown is removed, the spell immediately ends.
Target: One creature
Saving Throw: Will negates
Spell Resistance: Yes
You surround a creature in a nimbus of emerald light that seems to draw missiles toward it. The subject is cursed so that missile weapons veer toward him and strike with extreme force. The subject takes a -5 penalty to Armor Class against any ranged attack, including projectile weapons, thrown weapons, and ranged touch attacks. In addition, any critical threats on such attacks are automatically confirmed
Target: Enemies in a 20-ft.-radius burst
Saving Throw: None
Spell Resistance: Yes
This spell functions like curse of impending blades, except that it affects multiple enemies.
Target: Object touched
Saving Throw: None
Spell Resistance: No
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.
Area: One or more living creatures within a 10-ft.-radius burst
Saving Throw: Will negates
Spell Resistance: Yes
This spell functions like sleep, except that it affects 10 HD of creatures.
(Compulsion) [Mind-Affecting]
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You toss the powdered dried carrot into the air as you cast this spell, and it vanishes. You choose yourself as the spell’s recipient and your eyes begin to glow with an alien purple luster. The subject gains the ability to see 90 feet in total darkness and ignores the 20% miss chance normally present in shadowy illumination (such as might be created by a darkness spell). Deeper darkvision is black and white only but otherwise similar to normal sight.
Target: Living creature
Saving Throw: None or Fortitude partial- see text
Spell Resistance: Yes
You cry out the ancient words and make the prescribed motions, and your foe lets out a howl of pain as his blood boils in his veins. Demon dirge deals 2d6 points of damage each round for the duration of the spell to any creature that has both the chaotic and evil subtypes (such as a howler or a demon). No saving throw is allowed against this damage. If the target creature also possesses the tanar’ri subtype ( MM 316), the spell has a much more powerful effect. In addtion to the damage, a tanar’ri is stunned for the duration of the spell unless it succeeds on a Fortitude save.
Target: Living creature
Saving Throw: None or Fortitude partial- see text
Spell Resistance: Yes
You cry out the ancient words and make the prescribed motions, and your foe lets out a shriek of agony as it stumbles under the force of the spell. This spell deals 2d6 points of damage per round for the duration of the spell to creatures that have both the lawful and evil subtypes (such as a barghest or a devil). No saving throw is allowed against this damage. If the target creature also possesses the baatezu subtype ( MM 306), it must succeed on a Fortitude save or be stunned for the duration of the spell.
Target: Suit of metal armor touched
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You pass your hand over the suit of armor several times before finally touching it. As you do so, you feel a warmth grow in the palm of your hand. The warmth passes into the armor and manifests as a sparkling shine.Diamondsteel enhances the strength of one suit of metal armor. The armor provides damage reduction equal to half the AC bonus of the armor. This damage reduction can be overcome only by adamantine weapons. For example, a suit of full plate would provide damage reduction 4/ada- mantine, and a +1 breastplate (+6 AC) would provide damage reduction 3/adamantine.
Target: One willing creature/3 levels, no two of which are more than 30ft. apart
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
All the creatures you target with this spell gain a dark, shimmering pattern of runes on their shoes and feet. The runes blaze with arcane light for a moment. Less than a second later, the targets have shifted position on the battlefield. This spell allows your allies to make a short teleport. All creatures targeted by this spell can teleport a distance equal to their base land speed. A target can teleport to any square within its line of sight. This movement does not provoke attacks of opportunity. A creature can teleport up to a ledge, down to the base of a fight of stairs, and so forth as long as it observes the restrictions and limits given above.
(Teleportation)
Target: One creature
Saving Throw:Will negates (harmless)- see text
Spell Resistance: Yes
Aghostly great helm that only you can see appears around your companion's head, warding her mind against control. You shield your subject against mind-controlling spells and abilities. Disobedience blocks any attempt to exercise mental control over the subject creature, including charm and compulsion effects that grant ongoing control over the subject, such as dominate person or a vampire's dominate ability. The protection does not prevent such effects from targeting a subject affected by disobedience, but it suppresses the effect for the duration of this spell. If disobedience ends before the effect granting mental control does, the would-be controller becomes able to mentally command the targeted creature. In addition to protecting the subject, disobedience sends false information to the creature that is attempting to gain control of the subject. The would-be controller must succeed on a Will save or believe that its spell or ability has taken effect and that the target is now under its control. The spell's
subject becomes aware of commands issued by that creature and can choose to act however she pleases, disregarding the would-be controller's orders or going along with them in a pretense of obedience.
Area: One spellcaster, creature, or object - or 20-ft.-radius burst
Saving Throw: None
Spell Resistance: No
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 dispelled - if you fail, that spell remains in effect. If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature. If the object that you target is a magic item, you make a dispel check against the item's caster level. If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this. You automatically succeed on your dispel check against any spell that you cast yourself.
Area Dispel: When dispel magic is used in this way, the spell affects everything within a 20-foot radius. For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level.
If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creature's magic items are not affected. For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel. For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell, you can make a dispel check to dispel the spell. For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area. If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object. You may choose to automatically succeed on dispel checks against any spell that you have cast.
Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is
cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work - you must make a dispel check to counter the other spellcaster's spell.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
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.
Effect: Ray
Saving Throw: None
Spell Resistance: Yes
A black ray fires from your outstretched hand, piercing and passing through nearby undead. You must succeed on a ranged touch attack with the ray to strike a target. This spell functions like disrupt undead (PH 223), except that this ray deals 1d8 points of damage per caster level to any undead, to a maximum of 10d8. If the damage is sufficient to destroy the first target, then you can redirect the ray to another undead target within 15 feet of the first target. If you make a successful ranged touch attack on the second target, that target takes half of the damage rolled for the first target.
Target: One living creature
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
You draw forth the material essence of joy from a creature experiencing great bliss. This physical manifestation of joy, called ambrosia, can be used in the creation of good magic items, as a special spell component, or as a druglike substance (with no addictive qualities). The Celestial Hebdomad, the rulers of the Seven Heavens, subsist entirely on ambrosia. The caster draws ambrosia from the target and contains it within a tiny receptacle, such as a vial. Ambrosia can only be drawn from a blissful creature- how the creature achieves this state of bliss can vary from one individual to the next. For example, distilled joy can be cast on a deliriously lovestruck character, a dryad dreaming near her tree, an artist crafting his life's masterpiece, or a character experiencing a moment of rapture or undiluted sexual pleasure. Good spellcasters can use ambrosia in magic item creation. Each dose provides the equivalent of 2 experience points needed to
create the item. A dose of ambrosia can also be used as an optional spell component (see Chapter 3). A living creature that drinks a dose of ambrosia experiences a soothing sensation that wipes away minor aches and pains, takes the edge off grief and sadness, and cures 1 point of damage. These positive sensations and emotions persist for 1d4+1 hours.
Target: Weapon touched
Saving Throw: None
Spell Resistance: No
A longing for battle fills you as you complete this spell. Upon touching the intended weapon, the feeling fades even as a dull red aura encompasses the weapon. For the duration of the spell, the weapon’s threat range is doubled, and its critical threats automatically confirm, so every threat is a critical hit. The latter effect does not apply to any weapon that already has a magical effect related to critical hits. Multiple effects that increase a weapon’s threat range (such as this spell and the Improved Critical feat) don’t stack. You can’t cast this spell on a natural weapon, such as a claw.
Effect: 1 10-ft. cube/level
Saving Throw: Will negates- see text
Spell Resistance: Yes
This spell creates flickering motes of light that cause intense mental anguish. Creatures inside or passing through a cloud of dolorous motes must succeed on a Will save or be dazed for 1 round. A new save may be made each round. Leaving and then re-entering a cloud of motes forces a new save. The caster can create one large cloud of flickering motes or several smaller clouds. For example, a 5th-level caster could create five separate clouds, each filling a 10-foot cube anywhere within the spell's range. Conversely, the caster can group one or more 10-foot-cubes together to form larger clouds or barriers. The affected cubes need not be adjacent to one another, but each cloud is stationary once placed.
(Compulsion) [Mind-Affecting]
Target: You
You say nothing, but make the motions in the prescribed pattern and hold the dragon’s scale aloft. Your flesh erupts with hard, colorful scales . Your skin toughens and becomes scaly like that of a chromatic dragon, of a color that you select. You gain an enhancement bonus to natural armor equal to +1 per two levels (to a maximum of +5 at 1 0th level), as well as energy resistance 10 against the type of energy appropriate to the color you select: acid (black or green), cold (white), electricity (blue), or fire (red). Your energy resistance increases to 20 at 10th level. Special: Sorcerers cast this spell at +1 caster level.
Target: Living creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You sprinkle the spell’s component on your target, causing its skin to momentarily take on the speckled gray look of granite. The smell of dust hangs heavily in the air. You grant the subject an affinity for earth and stone. Any damage the subject takes from a stone or earthen source counts as nonlethal damage for the duration of the spell. Natural attacks by creatures made of earth or stone (such as stone golems), natural attacks by creatures of the earth subtype, and attacks by stone weapons (such as a stone hammer or a sling stone) instead deal nonlethal damage, as does falling damage when the subject lands on rock or earth. When the nonlethal damage the subject has taken (from any source) equals the subject’s current hit points, the spell ends, and any further damage from a stone or earthen source causes damage normally.
Target: Allies in an 80-ft.-radius spread of you
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Your allies become elated, full of energy and joy. Affected creatures gain a +2 morale bonus to effective Strength and Dexterity, and their speed increases by +5 feet. Elation does not remove the condition of fatigue, but it does offset most of the penalties for being fatigued.
[Mind-Affecting]
Target: One creature
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
A nigh-invisible ripple of magical energy courses through the creature touched, granting it resistance against one type of energy specified by you during the casting the spell. When you cast energy aegis, specify an energy type (acid, cold, electricity, fire, or sonic). Against the next attack using this energy type that targets the subject, it gains resistance 20.
Target: One weapon
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
With a single utterance, you sheath the weapon in elemental energy dripping acid, vaporous ice, crackling electricity, smoking fame, or thunderous air. You temporarily imbue a weapon with elemental energy. When you cast this spell, specify an energy type (acid, cold, electricity, fire, or sonic). This spell is a spell of that type, and the target weapon is sheathed in that energy. If the attack is successful, the attack deals an extra 2d6 points of energy damage.
(see lesser energy surge)
Target: One or more creatures within a 10-ft.-radius burst
Saving Throw: Will negates
Spell Resistance: Yes
Silvery tendrils erupt from your outstretched arms and strike the creatures you choose. A lingering silvery aura engulfs them thereafter. Energy vulnerability can affect a number of creatures with total Hit Dice equal to twice your caster level or lower. You select which creatures are affected. When you cast this spell, specify an energy type (acid, cold, electricity, fire, or sonic). The affected creatures gain vulnerability to that energy type (they take +50% damage from that energy, even on a successful save).
Target: Familiar touched
Saving Throw: None
Spell Resistance: Yes (harmless)
After you touch the target familiar, the creature perks up and appears more alert. You infuse your familiar with vigor, granting it a +2 competence bonus on saves, attack rolls, and melee damage rolls, as well as a +2 dodge bonus to Armor Class.
Area: 40-ft.-radius burst centered on you
Saving Throw: Fortitude half
Spell Resistance: Yes
You grasp the stone firmly and point your fist outward. You feel the stone vanish, and a huge, silent explosion ripples through the air . A shock wave radiates from you, seismically damaging all nearby creatures that have the earth subtype. Any such creature that is within the area of the spell takes 1d8 points of damage per caster level (maximum 10d8).
Target: You
Two black tentacles sprout from your shoulder blades and arch over your shoulders. The tentacles have 10-foot reach and are animate. Each round as a free action, starting on the turn when you cast the spell, you can direct each tentacle to attack one opponent within reach. The tentacles use your base attack bonus and Strength score, and each deals bludgeoning damage equal to 1d8 points + your Str modifier. The tentacles threaten the area within their reach, and each can make one attack of opportunity per round. The tentacles also grant you a +4 bonus on Climb checks.
Target: One touched object weighing no more than 10 lb.
Saving Throw: See text
Spell Resistance: Yes
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 - any other creature within 10 feet of the runes is entitled to a Reflex save for half damage. The object on which the runes were written also takes full damage (no saving throw). You and any characters you specifically instruct can read the protected writing without triggering the runes. Likewise, you can remove the runes whenever desired. Another creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the runes and failing to do so triggers the explosion. Note: Magic traps such as explosive runes are hard to detect and disable. A rogue (only) can use the Search skill to find the runes and Disable Device to thwart them. The DC in each case is 25 + spell level, or 28 for explosive runes.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You clatter the magnets in your hand and set your foot on the wall. Your second step carries you onto the wall, and you can walk The subject of this spell can travel on any solid surface as though that surface possessed its own gravity. For example, the subject could walk or even run up a wall as though the wall were a perfectly level floor. The subject can switch “down” as often as it likes during the spell’s duration, though only once per round, as a free action. Unattended objects fall, as normal. The subject of false gravity can fly by choosing a solid surface and letting itself fall through the air toward it. A character “flying” in this fashion moves at 30 feet per round and can make one turn, in any direction, once per round, by redefining its personal grav- ity. A creature falling in this fashion loses all “downward” momentum when it changes its gravity.
Area: 20-ft.-radius spread
Saving Throw: Reflex half
Spell Resistance: Yes
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 - otherwise it stops at the barrier just as any other spell effect does.
Target: Fifty projectiles, all of which must be in contact with each other at the time of casting
Saving Throw: None
Spell Resistance: No
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.
Area: 20-ft.-radius burst
Saving Throw: Will partial- see text
Spell Resistance: Yes
A blinding flash of light follows the casting of this spell. Flashburst creates a blinding, dazzling flash of light. Sighted creatures within the area are blinded for 2d8 rounds. A successful Will save negates the blindness. Creatures in the area are dazzled for 1 round even if their save was successful. Creatures outside the area, but within 120 feet of the burst, can be blinded for 2d8 rounds if they have line of sight to the burst (Will negates). Creatures outside the burst area are not dazzled.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
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.
Target: Familiar touched
Saving Throw: None
Spell Resistance: Yes (harmless)
You touch your familiar, and you see that the creature seems more robust. This spell makes your familiar tougher, granting it 2d8 temporary hit points and a +2 enhancement bonus to its natural armor. It also has a 25% chance to avoid extra damage from sneak attacks or critical hits (although such attacks still deal normal damage if successful). Temporary hit points gained in this fashion last for up to 1 hour.
Target: Willing corporeal creature touched
Saving Throw: None
Spell Resistance: No
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 form. Continuously active items remain active, though in some cases their effects may be moot.
Target: Corpse touched
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
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.
Target: One pebble/3 levels
Saving Throw: None
Spell Resistance: None
With your best giant’s shout you rattle some pebbles in your closed hand, completing the spell that will allow them to become boulders. You infuse a handful of stone pebbles with powerful transmutation magic. For the duration of the spell, you can hurl one pebble as an attack action that provokes attacks of opportunity. The instant the pebble leaves contact with your hand, its size and the force of your throw increase dramatically, as the pebble transforms into a boulder. The boulder has a range increment of 120 feet, and you must succeed on a ranged attack to strike a target with the boulder. If you hit the target, the boulder deals 2d6 points of bludgeoning damage + your Str modifier. You gain an insight bonus equal to your caster level on attack rolls and damage rolls (maximum +10) with these boulders. If you drop a pebble or give it to another creature, the pebbles’ magic dissipates harmlessly.
Target: Creature touched
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The touched subject appears to be in discomfort for an instant before arms erupt from its torso with a damp squelch. You give the subject an additional pair of arms. Each of its arms – new and old - ends in a clawed hand with fingers and an opposable thumb. The creature’s original arms (if any) are its primary arms, and new limbs are secondary limbs (if the subject had no arms, the arms created by the spell are its primary arms). The creature gains four claw attacks, each using its base attack bonus + its Str modifier for attack rolls. Each claw deals 1d4 points of damage + the subject’s Str modifier, and if an opponent is struck by two or more claws in 1 round, the subject can rend it for an additional 2d4 points of damage + 1-1/2 times its Str modifier. A creature cannot use normal weapons and the claw attacks in the same round, and the subject does not gain additional claw attacks from a high base attack bonus.
Effect: Magical, controllable light source
Saving Throw: None
Spell Resistance: No
An orb usable for this purpose has hardness 0 and 2 hit points. Calling on the limitless light of the Positive Energy Plane, you coax a tiny portion of its power into a fragile glass sphere. This spell places a magical light source inside a glass sphere roughly the size of a human fist. You can control the light level generated by a glowing orb by mental command (a standard action), provided that the orb is within 30 feet of you. The light level ranges from no light at all to illumination within a 60-foot radius. There is no limit to the number of glowing orbs you can possess, and you can control their light levels independently or in concert. If a glowing orb is smashed, the magic is lost. If you die, however, an orb retains its magic. Any character with an Intelligence or Wisdom of at least 13 can gain control of an orb simply by touching it.
Effect: Hands sprout from a wall in an area of up to four 5- ft. squares
Saving Throw:Reflex negates
Spell Resistance: No
Hundreds of disembodied hands burst from the wall, forming a sea of clutching, probing appendages. You cause hands to sprout from a wall within range. This spell simply adds grasping hands to an existing wall rather than creating a wall of a substance. All opponents adjacent to the wall are entangled unless they succeed on Reflex saves. An opponent must repeat this save each round it remains adjacent to the wall. Allied creatures are not entangled, and in fact can use the hands to gain a +10 competence bonus on Climb checks to scale the wall. If the spell ends while you are climbing, you immediately fall but can make a normal Climb check to catch yourself (PH 69). Any objects on a wall affected by the spell are unharmed- doors, windows, and other apertures in the wall can be opened or closed as normal.
Area: 20-ft.-radius spread
Saving Throw: See text
Spell Resistance: No
You grip the bell in your fist and raise it over your head, intoning the spell and calling down a thunderous last in the midst of those who oppose you. You create a loud noise equivalent to a peal of thunder. The spell has three effects. First, all creatures in the area must make Will saves to avoid being stunned for 1 round. Second, the creatures must make Fortitude saves or be deafened for 1 minute. Third, they must make Reflex saves or fall prone. Creatures that cannot hear are not stunned, but might still fall prone.
Effect: One frigid globe/5 levels
Saving Throw: None
Spell Resistance: Yes
The crystal globes in your hand vibrate intensely before turning ice-cold. As you hurl them, they resemble balls of ice, an observation borne true when they strike and shatter into a shower of ice crystals. You create frigid hailstones that strike your enemies. You must succeed on a ranged touch attack to hit with a globe. Each hailstone deals 5d6 points of cold damage. For every five caster levels, you gain an additional hailstone (maximum of four stones at 20th level), and all globes must be aimed at enemies that are all within 30 feet of each other.
Target: One creature
Saving Throw: Will negates
Spell Resistance: Yes
You utter the word Halt! and, in that instant, the creature s feet stick to the floor. The subject creature s feet (or whatever pass for its feet) become momentarily stuck to the floor The creature must stop moving, and cannot move farther in its current turn. This spell has no effect on creatures that are not touching the ground (such as flying creatures), and the subject can still use a standard action (if it has one available in this round) to move by means of teleportation magic. You can cast this spell even when it s not your turn- however, you must cast it before your opponent finishes its movement on its current turn to gain the benefit.
Target: Up to three undead creatures, no two of which can be more than 30 ft. apart
Saving Throw: Will negates (see text)
Spell Resistance: Yes
This spell renders as many as three undead creatures immobile. A nonintelligent undead creature gets no saving throw - an intelligent undead creature does. If the spell is successful, it renders the undead creature immobile for the duration of the spell (similar to the effect of hold person on a living creature). The effect is broken if the halted creatures are attacked or take damage.
Target: Creature touched
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
You invoke the dark nature of the spell and slender, sharp-edged barbs sprout from your body and clothing, glowing with hellish energy. Any creature hitting the subject of this spell with a handheld weapon or a natural weapon takes 1d8 points of slashing and piercing damage from the subject’s barbs. This damage does not apply to attackers using reach weapons, such as longspears. The subject itself is not harmed by its own barbs.
Target: One creature/level, no two of which can be more than 30 ft. apart
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
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 and counters slow.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The skin of your hands turns translucent, showing the muscle and bone beneath. You touch your badly injured ally and feel your own vitality leave your body and enter his damaged form. You transfer some of your life essence to the subject of the spell, healing it. You can heal up to 1d6 points of damage per two caster levels (maximum 10d6), and you decide how many dice to roll when you cast the spell. You take damage equal to half the amount your subject was healed. This spell cannot heal a subject of more damage than your current hit points +10, which is enough to kill you.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
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.
(Compulsion) [Mind-Affecting]
Target: One living creature
Saving Throw: Will negates- see text
Spell Resistance: Yes
In the eyes of your enemy, you seem large, powerful, and indomitable. You fill a subject with doubts and misgivings, making it believe it is inferior to you. On a failed save, the subject can take no action other than a move action on its current turn. Hesitate confers no special bonuses for attackers attempting to hit the subject- the subject still defends itself. If you attack the affected creature, the spell ends immediately. Each round, as a swift action at the start of its turn, the subject can attempt a new saving throw to end the effect. If the save succeeds, the subject can then act normally. You can cast this spell even when it s not your turn- however, you must cast it at the start of your opponent s turn to gain the benefit.
(Compulsion) [Mind-Affecting]
Target: One humanoid creature
Saving Throw: Will negates - see text
Spell Resistance: Yes
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.
(Compulsion) [Mind-Affecting]
Alternatively, if you are in a cold region, you can substitute 10 pounds of ice or snow for the quartz.
Effect: One lance of ice
Saving Throw: Fortitude partial
Spell Resistance: Yes
You clutch the quartz in your hand, focusing the energy of the spell into a sharp spear. With a thought, you send it whistling through the air at your foe. You must succeed on a normal ranged attack to strike a target with an icelance . You gain a +4 bonus on your attack roll. If you hit, the icelance deals 6d6 points of damage to the target. Half of this damage is piercing damage- the rest is cold damage. In addition, the target must make a Fortitude save or be stunned for 1d4 rounds. Regardless of the result of the attack, the icelance shatters upon its first use.
Target: One touched object weighing no more than 10 lb.
Saving Throw: Will negates - see text
Spell Resistance: Yes
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 - it's unintelligible to any other character, although an illusionist recognizes it as illusory script. Any unauthorized creature attempting to read the script triggers a potent illusory effect and must make a saving throw. A successful saving throw means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a suggestion implanted in the script by you at the time the illusory script spell was cast. The suggestion lasts only 30 minutes. Typical suggestions include Close the book and leave, Forget the existence of the book, and so forth. If successfully dispelled by dispel magic,
the illusory script and its secret message disappear. The hidden message can be read by a combination of the true seeing spell with the read magic or comprehend languages spell. The casting time depends on how long a message you wish to write, but it is always at least 1 minute.
(Phantasm) [Mind-Affecting]
Target: One incorporeal undead/level
Saving Throw: None
Spell Resistance: No
Calling upon the dark power of the Plane of Negative Energy, you bolster the power of incorporeal undead. The undead affected by this spell gain a +1 deflection bonus to Armor Class, +1d8 bonus hit points, a +1 enhancement bonus on attack rolls, and a +2 bonus to turn resistance. Each of these enhancements improves by the base mount for every five caster levels beyond 5th, so that a 20th-level caster grants undead +4 to AC, +4d8 bonus hit points, +4 on attack rolls, and +8 to turn resistance.
Target: One creature
Saving Throw: None and Will negates- see text
Spell Resistance: Yes
You touch the creature with your hand, and it teeters on the edge of unconsciousness. You draw a cloud over the subject s mind, dealing 3d6 points of nonlethal damage. No saving throw is allowed against this effect. Each round on its turn, the subject must succeed on a Will save or take another 3d6 points of nonlethal damage. If the saving throw is successful, the damage for that round is negated and the spell ends.
(Compulsion) [Mind-Affecting]
Area: 10-ft.-radius emanation around the creature or object touched
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.
Area: 120-ft. line
Saving Throw: Reflex half
Spell Resistance: Yes
Invisible destructive energy springs silently forth from you, instantly destroying all natural plant life in the area and leaving a path of ash in its wake. Fey, vermin, plants and plant creatures, and animals caught in the area take 1d10 points of negative energy damage per caster level (maximum 10d10).
Target: One weapon or fifty projectiles, all of which must be in contact with each other at the time of casting
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
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.
Area: 10-ft.-radius emanation centered on a point in space
Saving Throw: None
Spell Resistance: No
A phalanx of spectral swordfighters appears. Their blades are drawn, and they stand ready to strike. A ghostly, incorporeal swordfghter appears in each square covered by this spell's area. A swordfghter can share a space with another creature or object. Each swordfighter threatens the squares adjacent to it and can make one attack of opportunity per round. The swordfighters do not hinder movement, block terrain, or block line of effect. They can flank an opponent with each other and with your allies. Each swordfighter has hit points equal to twice your caster level and an Armor Class of 25. It makes saving throws or checks with a bonus equal to your caster level.
Effect: 20-ft.-radius sphere centered on your location
Saving Throw: None
Spell Resistance: No
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 - they can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends. The temperature inside the hut is 70 F if the exterior temperature is between 0 and 100 F. An exterior temperature below 0 or above 100 lowers or raises the interior temperature on a 1-degree-for-1 basis. The hut also provides protection against the elements, such as rain, dust, and sandstorms. The hut withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it. The interior of the hut is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired. Although the force
field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut (they have total concealment).
Target and Effect: You and up to two rays- see text
Saving Throw: None
Spell Resistance: Yes - see text
This spell functions like light of Lunia, except that a soft, pearly radiance is created. Your light rays deal 3d6 points of damage, or 6d6 points of damage against undead and evil outsiders. Alternatively, you can choose for the ray to heal 1d6 points of damage + your divine spellcaster level (maximum 1d6+10) to a living, non-evil creature.
Area: 120-ft. line
Saving Throw: Reflex half
Spell Resistance: Yes
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 - otherwise, it stops at the barrier just as any other spell effect does.
Effect:One summoned assassin
Saving Throw: None
Spell Resistance: No
You conjure a vaguely humanoid being composed of yellow light. It wields a radiant blade and moves with unearthly grace. A lesser luminous assassin appears above one creature within range and drops onto it, slashing and stabbing. The assassin attacks as it falls, and the target creature is considered fat-footed against this initial attack. Place the assassin in any square adjacent to the creature that can hold the assassin. The assassin s statistics are provided below. After its initial attack, a luminous assassin attacks its target every round, taking its turn after your turn is completed. It fights intelligently and does not need to be directed by you. If the creature flees, the assassin pursues it to the best of its ability. If the creature dies or escapes, the assassin waits for you to direct it to another creature (a free action). You cannot command the assassin to do anything except attack creatures or wait (do nothing but defend itself), nor can you direct it to attack another creature if the originally targeted creature
still lives and is within the spell's range. The assassin and all its possessions vanish when the spell expires.
Luminous Assassin CR 1 Male human rogue 1
N Medium humanoid (human, extraplanar)
Languages Common, Dwarven, Elven
AC 15, touch 12, flat-footed 13 Dodge (+2 Dex, +3 armor) hp 7 (1 HD) Init +1 Base Atk +0 Grp +1
Fort +1, Ref +4, Will +0 Speed 30 ft. (6 squares)
Melee mwk rapier +2 (1d6+1/18 20)
Ranged mwk shortbow +4 (1d6/ 3)
Atk Options: sneak attack +1d6
Combat Gear potion of cure light wounds
Abilities Str 12, Dex 15, Con 13, Int 14, Wis 10, Cha 8
Feats Dodge, Improved Initiative
Skills Appraise +6, Balance +6, Disable Device +6, Escape Artist +6, Hide +6, Listen +4, Move Silently +6, Open Lock +6, Search +6, Spot +4, Tumble +6 Possessions combat gear plus masterwork studded leather armor, 50 gp.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: No
An invisible sheen of armor-shaped force surrounds you. This spell functions like mage armor (PH 249), except that it requires no material component and its tangible field of force provides a +6 armor bonus to Armor Class.
(Creation) [Force]
Target: One creature/level, no two of which are more than 30 ft. apart
Saving Throw: Will negates (harmless)
Spell Resistance: No
You feel arcane energy encompass you, granting you a sense of serenity. As you choose your targets for the spell, you see each one glow briefly with a silver aura. This spell functions like mage armor (PH 249), except that it affects multiple creatures.
(Creation) [Force]
Area: 10-ft.-radius emanation from touched creature
Saving Throw: Will negates (harmless)
Spell Resistance: No - see text
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.
Area: 10-ft.-radius emanation from touched creature
Saving Throw: Will negates (harmless)
Spell Resistance: No - see text
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 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 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 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.
Area: 10-ft.-radius emanation from touched creature
Saving Throw: Will negates (harmless)
Spell Resistance: No - see text
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.
Area: 10-ft.-radius emanation from touched creature
Saving Throw: Will negates (harmless)
Spell Resistance: No - see text
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.
Target: One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting)
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
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.
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.
Effect: One pair of disembodied, flying jaws per caster level (maximum ten pairs)
Saving Throw: See text
Spell Resistance: Yes
You clamp your teeth together with the last gesture, and several disembodied jaws of blue force appear and float toward your foes, gnashing their teeth. When you cast this spell, you summon several pairs of mystical, disembodied jaws that fly about and attack your foes. These pairs of jaws can be commanded to attack separate targets, or multiple pairs can be sent to attack a single foe. The jaws originate at your location and fly out to attack their targets, moving at a fly speed of 40 feet with perfect maneuverability. You can redirect as many of the jaws as you desire as a standard action. Each round on your action, each pair of jaws automatically hits its target and deals 1d6 points of damage, or half that amount with a successful Reflex save. A creature targeted by multiple pairs of jaws in a single round makes only one saving throw, with success halving the total damage.
Target: One creature or up to five creatures, no two of which are more than 15 ft. apart
Saving Throw: None
Spell Resistance: No
The shimmering, transparent form of a unicorn flies forward, its corporeal horn lowered in a charge at its enemy. A translucent unicorn shape appears in midair and speeds toward the target of this spell. If you succeed on a ranged touch attack, the horn slams into the target and deals 1d8+8 points of damage. In addition, the target is subject to a bull rush, and must make a Strength check (with appropriate modifiers for a bull rush) against a DC of 21. If the check is failed, the subject is pushed back 5 feet, plus 5 feet for every 5 points by which it failed the check. You can conjure an additional unicorn arrow for every three caster levels beyond 5th, up to five at 17th level. You can have them strike a single creature or several creatures, but each horn can strike only one creature. You must designate targets before you make your attack rolls. A creature struck by more than one horn is only required to make one Strength check to avoid the bull
rush, but the DC of the check increases by 2 for each horn beyond the first that strikes it.
Target: One living creature/level, no two of which are more than 30 ft. apart
Saving Throw: Will negates
Spell Resistance: Yes
You say nothing, but your eyes glow with a warm, friendly fire. Others stop to regard you, and once enraptured, they cannot look away. Directing your gaze toward the target creatures, you cause them to stop and stare blankly at you. Creatures that fail their saving throws become fascinated.
(Compulsion) [Mind-Affecting]
Target: Living creature touched
Saving Throw: Fortitude negates- see text
Spell Resistance: Yes
You spit on your fingers and whip your and in a snakelike motion, imbuing it with poisoning magic. You infect the subject with a poison that saps willpower, dealing 1d10 points of Wisdom damage immediately and another 1d10 points of Wisdom damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + 1/2 your caster level + your Int or Cha modifier, for wizards or sorcerers, respectively).
Target: One living creature
Saving Throw: Will negates
Spell Resistance: Yes
(M: A copper piece. Upon invoking the power of this spell, both the dwarf and the small idol across the room glow with a violet shade. The dwarf starts moving toward it, his eyes tinged violet with greed. When you cast this spell, you Designate a target creature and specify an object, both of which must be within the spell’s range. If the target creature Fails its saving throw, it becomes consumed by a powerful desire for the object. For the duration of the spell, the creature seeks to obtain the object (going so far as to attack anyone holding or wearing it). Once the creature gains Possession of the object, it protects the item greedily, attacking anyone who approaches within 30 feet or who otherwise appears to be trying to take the object away. If no one approaches within 30 feet or seems interested in trying to take the object, the subject can act normally. Dragons, due to their greedy nature, take a –4 penalty on their saving throws against this spell.
(Compulsion) [Mind-Affecting]
Area: Cone-shaped burst
Saving Throw: Fortitude negates
Spell Resistance: No
You windmill your arm to complete the spell and nearly gag before exhaling a great gout of putrid-smelling green gas. You breathe out a cone of nauseating vapors. Any creature in the area must succeed on a Fortitude save or be nauseated for 1d6 rounds.
Target: Creature or object touched
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
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.
Effect: One illusory figure/level
Saving Throw:Will disbelief (if interacted with)
Spell Resistance: No
This spell creates the illusion of one or more Small or Medium figures of a chosen humanoid race. Each figure is effectively a minor image, and can appear dressed in any way the caster chooses. When the spell is cast, each figure is given a brief set of orders to follow for the spell*s duration, such as *walk back and forth along that wall* or *stand by this gate*. The orders can be different for each figure. These instructions can*t be changed later. The illusory figures can*t speak or react to their surroundings*they are typically used to scare off would-be intruders (as the spell*s name suggests).
Effect: One quasi-real, horselike creature
Saving Throw: None
Spell Resistance: No
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 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).
Target: You
By calling on the ancient and timeless magical energies of the elements, you complete the spell. Immediately your form begins to change, taking on aspects of the element you envisioned while casting the spell. When you cast this spell, choose an element (air, earth, fire, or water). You assume the physical appearance and many of the qualities and abilities of a Medium elemental of the chosen element ( MM 96–100). Primal formalso grants you the elemental subtype of the chosen element. You gain a +4 bonus on saving throws against mind-affecting spells and abilities. There is a 25% chance that critical hits and sneak attacks scored on you are negated, as if you were wearing armor with the light fortification special ability ( DMG 219). You cannot cast spells, and you lose any spell-like, supernatural, and extraordinary abilities of your own form. You gain additional abilities depending on the element you chose when you cast the spell: Air: Fly speed 20 feet (perfect). Earth: Damage reduction 5/ - . Fire: 1d4 fire damage, resistance to fire 10, burn ( MM 98). Water: Swim 90 feet, drench (MM 101). Your equipment melds into your new form and becomes nonfunctional.
Area: 30-ft.-radius spread
Saving Throw: See text
Spell Resistance: No
You call forth a thin, multihued mist that fills the area.
Small incandescent lights, no brighter than candles, drift lazily throughout the mist.
The mist is too thin to obscure vision or provide concealment, but walking through it is hazardous.
Each round, a creature that begins its turn in the area of the spell, or that enters the mist during its turn, is subject to one or more of the following effects based on the (randomly determined) color of the mist in the area around the creature.
Consult the table below to determine the color of the mist and its effect.
.
| D8 | Color | Effect |
|---|---|---|
| 1 | Red | 1d4 points fire damage |
| 2 | Orange | 1d6 points acid damage |
| 3 | Yellow | 1d8 points electricity damage |
| 4 | Green | Poison 1d4 points Str damage (Fort negates) |
| 5 | Blue | Slowed for 1 round (Will negates) |
| 6 | Indigo | Lesser confusion for 1 round (Will negates, mind-affecting) |
| 7 | Violet | Dazed for 1 round (Will negates) |
| 8 | - | At the junction of two colors - roll twice more, ignoring any 8 results |
Target: Creature touched
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
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.
Target: One willing living creature per three levels, no two of which may be more than 30 ft. apart
Saving Throw: None
Spell Resistance: Yes
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.
(Compulsion) [Mind-Affecting]
Area: 120-ft. line
Saving Throw: Reflex half
Spell Resistance: Yes
From your splayed fingers shoots a beam of mixed energy and multihued lights. The beam burns and freezes, sizzles and screams. This spell is a wide-spectrum blast of radiant energy composed of all five energy types. Rainbow blast deals 1d6 points of damage from each of the five energy types (acid, cold, electricity, fire, and sonic), for a total of 5d6 points of damage. Creatures apply resistance to energy separately for each type of damage. As you gain in levels, the damage die increases in size. At 7th level the spell deals 5d8 points of damage, at 9th level it deals 5d10 points of damage, and at 11th level it deals 5d12 points of damage - one die for each of the five energy types.
Effect: Ray
Saving Throw: None
Spell Resistance: Yes
You release a drab violet ray from your palm. The ray shoots toward your target in a spiraling corkscrew. You strike out at your enemy with a ray that causes intense feelings of vertigo. You must succeed on a ranged touch attack with the ray to strike a target. A struck subject experiences strong feelings of vertigo and can take only a move action or a standard action each round (but not both, and it cannot take a full-round action).
(Compulsion) [Mind-Affecting]
Effect: Ray
Saving Throw: Fortitude partial - see text
Spell Resistance: Yes
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.
Target: One creature
Saving Throw: Reflex negates- see below
Spell Resistance: Yes
A ray of pulsing yellow light springs from your hand. It strikes your target and wraps around him like a snake, hampering his ability to move and attack. This spell creates a ropey strand of arcane energy that restricts a creature s movements. A creature struck by this ray can only make one attack per round and cannot make attacks of opportunity. In addition, the creature s speed is reduced by 10 feet. After the spell has been in effect for 1 round, at the start of its turn in each round thereafter, the subject is allowed a Reflex save to resist the spell's effects. If the save succeeds, the creature ignores the spell's effects for that round. It must make a new save each round, regardless of the result of a previous save.
Effect: One mount/level
Saving Throw: None
Spell Resistance: No
You toss a bit of horsehair into the air, and as it drifts toward the ground, an array of finely adorned mounts appears. This spell functions like mount (PH 256), except you can summon several mounts. Each comes with a bit and bridle, riding saddle, saddle blanket, ribbons, adornments, and a banner. You select the colors of the horses and the livery, either or both of which can include a heraldic or personal symbol.
Target: One willing creature/level
Saving Throw: None
Spell Resistance: No
You teleport your companions to your side. Each subject of this spell teleports to a square adjacent to you. If those squares are occupied or cannot support the teleported creatures, the creatures appear as close to you as possible, on a surface that can support them, in an unoccupied square.
(Teleportation)
Target: Construct touched
Saving Throw: None
Spell Resistance: No
With a touch, you mold the battered construct’s form to be more like it was on its day of creation. This spell functions like repair light damage, except that you repair 3d8 points of damage +1 point per caster level (maximum +15) to a construct.
Area: 60-ft. line
Saving Throw: Reflex half
Spell Resistance: Yes
Your quick movements and rapid utterances release the spell’s energy, culminating in a final cry that unleashes a tremendous bolt of sonic energy from your open hand. The bolt of sonic energy deals 1d4 points of sonic damage per caster level (maximum 10d4) to each creature within its area. In addition, a resonating bolt deals full damage to objects and can easily shatter or break interposing barriers. If the bolt destroys a barrier, it can continue beyond the barrier if its range permits- otherwise, it stops.
Target: You
As you clasp the shell in one hand and the ball of sap in the other, a silver radiance flecked with blue lines surrounds you. You pocket the items, but the radiance remains. This spell functions like protection from arrows (PH 266), except as noted here. If any projectile fired from a ranged weapon that strikes you has all its damage negated by your damage reduction (10/magic), the projectile is turned back upon the creature that fired it. The attacker’s attack roll is used to determine if the reversed projectile strikes the attacker, but the damage is rerolled. If the attacker is also protected by a reverse arrows spell, it is possible for the projectile to bounce between both individuals until one of the spells is discharged from accumulated damage. Once this spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.
Effect: Ray Target: One nonmagical ferrous object or one ferrous creature
Saving Throw: None or Fortitude negates (object)- see text
Spell Resistance: No
You unleash a russet ray at a metallic object. The air around you smells of hot metal. This russet ray corrodes metal that it touches. You must succeed on a ranged touch attack with the ray to strike a target. It can effectively destroy any nonmagical iron or iron alloy object. Such objects struck by a rust ray take 2d6 points of damage +1 per two caster levels (maximum +10), ignoring hardness. You can also target a weapon being wielded or metal armor being worn. Metal armor affected by this ray takes normal damage from the spell and loses 1d4 points of Armor Class through corrosion. If an item is reduced to 0 hit points, it is destroyed. Ferrous creatures struck by the ray take the same damage as objects. Magic items can negate the effect with a successful Fortitude saving throw.
Area: One 5-ft. square/2 levels
Saving Throw: Reflex negates
Spell Resistance: Yes
Areas you designate on the floor flare dimly. This spell imbues a number of 5-foot squares you designate with a teleportation trap. A creatures moving through one of these squares and failing its saving throw is teleported 1d6 squares in a random direction (use the Missing with a Thrown Weapon diagram, PH 158). If reaching the destination involves teleporting the subject into a solid space such as within a wall, the subject is forcibly shunted into the nearest open space and takes 1d6 points of damage. When you cast this spell, the 5-foot squares you designate do not have to be adjacent but must all be within 30 feet of one another.
(Teleportation)
Area: 20-ft.-radius burst
Saving Throw: Reflex half
Spell Resistance: Yes
You pinch the marble between your fingers and intone the spell. It flies from your fingers, trailing a smell of ozone, and grows into a ball of multicolored sparks that detonate in a burst of spherical lightning. A scintillating sphere is a massive electrical discharge that deals 1d6 points of electricity damage per caster level (maximum 10d6) to every creature and unattended object within the area.
Target: Page touched, up to 3 sq. ft. in size
Saving Throw: None
Spell Resistance: No
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.
Target: One touched book or written work
Saving Throw: Reflex negates
Spell Resistance: No
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 - the subject must deliberately read it. The target is entitled to a save to evade the snake's strike. If it succeeds, the sepia snake dissipates in a flash of brown light accompanied by a puff of dun-colored smoke and a loud noise. If the target fails its save, it is engulfed in a shimmering amber field of force and immobilized until released, either at your command or when 1d4 days + one day per caster level have elapsed. While trapped in the amber field
of force, the subject does not age, breathe, grow hungry, sleep, or regain spells. It is preserved in a state of suspended animation, unaware of its surroundings. It can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury. However, a dying subject does not lose hit points or become stable until the spell ends. The hidden sigil cannot be detected by normal observation, and detect magic reveals only that the entire text is magical. A dispel magic can remove the sigil. An erase spell destroys the entire page of text. Sepia snake sigil can be cast in combination with other spells that hide or garble text, such as secret page.
(Creation) [Force]
Effect: Invisible, mindless, shapeless servants
Saving Throw: None
Spell Resistance: No
As you complete this spell, you sense a number of invisible entities form around you. This spell creates a number of unseen servants (PH 297) equal to 2d6 +1 per level (maximum +15).
Area: 10-ft.-radius burst
Saving Throw: Will negates
Spell Resistance: Yes
As the links of chain in your hand dissipate to feed the arcane energies of your spell, a multitude of ribbonlike shadows instantaneously explodes outward from an indicated point nearby. Creatures in the area that fail a Will save are entangled and unable to move. Breaking free of a shadow binding requires a DC 20 Strength check or a DC 20 Escape Artist check, taken as a full-round action.
Area: 1-ft.-diameter circle
Saving Throw: No
Spell Resistance: No
With a flourish, you open an invisible portal. Plunging your arm inside, you see your hand vanish as though it were invisible. You can temporarily stash small items on the Plane of Shadow ( DMG 152) or permanently dispose of them there. This spell opens a small portal to the Plane of Shadow that is invisible on the Material Plane and appears as a small disk on the Plane of Shadow. You can reach into the Plane of Shadow through the portal created by shadow cache , but only small, nonliving objects can pass entirely through the hole. The cache can hold up to 30 cubic feet of material, or 250 pounds. You can recover objects placed in the portal throughout the duration of the spell, or by casting another shadow cache later. A shadow cache remains stationary at the point where you create it. Items placed in a shadow cache can possibly be picked up by natives of the Plane of Shadow, and in any event are slowly moved by the morphic trait of the plane. For every 24 hours that passes, there is a 10% chance each day that objects placed on the Plane of Shadow with shadow cache are gone (either moved or taken).
The spell cannot be cast on the Plane of Shadow itself, but only on planes coexistent with the Plane of Shadow.
Target: Creature touched
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Your hand becomes slightly translucent as you complete the arcane gestures of the spell. As you touch the intended recipient, your hand appears solid again, while the subject’s flesh takes on a dark, wispy, insubstantial appearance. The spell temporarily transposes some of the subject’s tissue with shadow-stuff, making the subject partially incorporeal. This partially incorporeal state does not allow the subject to pass through walls or other solid objects. Nonmagical physical attacks directed against the spell’s subject suffer a 50% miss chance. Magical attacks, such as supernatural and spell-like abilities, spells, and magic weapons, suffer a 20% miss chance.
Area: 15-ft.-radius spread
Saving Throw: Reflex half
Spell Resistance: Yes
You strike the bell with the hammer and evoke a loud thrumming vibration. It quickly builds to a painful crescendo, then fades. In its wake it leaves a circle of crushed stone and rubble. Creatures and objects in the area take 1d4 points of sonic damage per caster level (maximum 10d4), and can make a saving throw to take half damage. If the floor of the area is made of stone, wood, ice, or material with hardness less than those, the floor is pulverized, resulting in an area of difficult terrain composed of soft dust, wood fragments, or loose crushed ice, as appropriate.
Target: One touched object of up to 2 cu. ft./level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
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.
Target: One door, chest, or other opening up to 30 sq. ft./level
Saving Throw: Reflex half- see text
Spell Resistance: No
While pointing at the target, you trace the lines of a complicated sigil that visually appears where it is to seal. The sigil glows with latent magical energy. You seal a door, chest, or similar closure with a prominent magical sigil that bars entry and prevents opening. A door or object protected by this spell can be opened only by breaking (add 10 to the normal break DC) or by the use of knock or dispel magic. If the door or object is forced open by any means (magical or physical), the sign of sealing deals 1d4 points of damage per caster level (max 10d4) in a 30-foot radius (Reflex half). A knock spell doesn’t negate or automatically bypass a sign of sealing, but will suppress the sign for 10 minutes on a successful caster level check (DC 11 + the CL of the sign’s creator). A sign of sealing is a magic trap that can be disarmed with a DC 28 Disable Device check. You can pass your own sign safely, and it remains set behind you.
Target: One touched wand or staff
Saving Throw: None
Spell Resistance: No
You leach the power of the wand you hold, causing a ghostly stream of blue mist to rise from the item and enter your body. Slowly, you feel your magical energies being renewed. You drain the charges from a wand or staff you hold to replace spells you have already cast. As long as the wand or staff has at least 5 charges left, you can expend 5 of those charges to replace a cast spell. The spell replaced must be of a level equal to or lower than the highest-level spell the staff or wand holds. If you prepare arcane spells, you can regain any one spell of the affected level that you have already cast that day- if you cast spells spontaneously, you can regain a spell slot of the appropriate level. For example, a wizard who has cast her only fly spell for the day (a 3rd-level spell) can drain 5 charges from her wand of fireball (another 3rd-level spell) to regain fly or any lower- level spell she has cast. If the wand or staff holds enough charges, one casting of this spell can replace multiple spells at once. For example, a sorcerer who has expended three of his 5th- level spell slots can drain 15 charges from his staff of frost to regain all
three spell slots. Siphon has no effect on wands or staffs that do not hold enough charges to replenish the desired number of spells.
Target: One humanoid skull
Saving Throw: See text
Spell Resistance: No
You lift the skull into the air and it floats gently out of your grasp, its eye sockets locked on a distant point. The skull affected by a skull watch spell floats gently 5 feet off the ground, facing a direction you choose. It monitors an area 20 feet wide by 90 feet long, though walls and other opaque barriers can curtail this area. If any Tiny or larger living creature enters the area guarded by the skull, it emits a piercing shriek that can be heard up to a quarter mile away. Every creature within 60 feet of the skull when it shrieks must make a Fortitude save or be deafened for 1d6 rounds. Whether or not you can hear this audible alarm, you instantly become aware that the effect has been triggered, provided you are on the same plane as it is. The alarm resets 1d4 rounds later. When you cast the spell, you can specify creatures that will not trigger the alarm. The skull can be moved from its original position by anyone who can get to it without entering its monitored area. The skull has AC 12,
hardness 1, and 1 hit point per caster level. You are not magically made aware of the skull’s destruction if it has not been triggered.
Area: Cylinder (40-ft. radius, 20 ft. high)
Saving Throw: None
Spell Resistance: No
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.
(Creation) [Cold]
Target: One creature/level, no two of which can be more than 30 ft. apart
Saving Throw: Will negates
Spell Resistance: Yes
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.
Target: Allied creatures in a 20-ft.-radius burst
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You hold the snake scales high overhead, and they evaporate in a flash of light. That radiance carries to every ally in your command - and as one, they unleash a volley of attacks. This spell functions like snake’s swiftness, except that it affects multiple allies out to medium range.
Target: One creature or object
Saving Throw: Fortitude half
Spell Resistance: Yes
You unleash a shrill, piercing cry at your target, which takes the barely visible form of a translucent lance hurtling through the air. This spell causes a projectile of intense sonic energy to leap from you to a target within range. The sound deals 1d8 points of sonic damage per caster level (maximum 10d8). A sound lance cannot penetrate the area of a silence spell.
Effect: One shadowy blade
Saving Throw: See text
Spell Resistance: Yes
You summon forth semisolid shadow stuff and force it to coalesce into a shape only you can wield. The shadow-formed weapon looks real at first glance, though it appears darkened as if perpetually in shadows. Wisps of shadow tendrils constantly follow the weapon as you move it about. Using material from the Plane of Shadow, you can fashion a quasi-real melee weapon of any type with which you are proficient. This spectral weapon appears in your hand and behaves as a normal weapon of its type, with two exceptions. First, you resolve attacks with your spectral weapon as melee touch attacks instead of melee attacks. Second, any foe you hit is entitled to a Will save to recognize the weapon’s shadowy, semi-insubstantial nature. If the save is successful, that opponent takes only half damage from the weapon on that attack and all subsequent attacks, and is only 50% likely to suffer any special effects of your attacks (such as a death attack delivered with the weapon). You can maintain only one spectral weapon at a time, and only you can wield it. The weapon dissipates when you let go of it or when the spell’s duration expires, whichever comes first.
Target: One creature
Saving Throw: Fortitude negates
Spell Resistance: No
A violet spray springs from your fingertips and wraps around your opponent. It fades into a dull purple glow, which attracts spell energies as opposed to shrugging them off. This spell reduces the subject’s spell resistance by 1 per caster level (maximum reduction 15). This reduction can’t lower a subject’s spell resistance below 0.
Target: Living creature touched
Saving Throw: Fortitude negates
Spell Resistance: Yes
You hold the husk of the spider in your hand and speak the words of the spell. The husk vanishes, but leaves in your palm the brief glowing image of a spider. You poison a subject by making a successful melee touch attack. The poison deals 1d6 points of Strength damage immediately and another 1d6 points of Strength damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + 1/2 your caster level + your relevant spellcasting ability modifier (Intelligence for wizards and assassins, Charisma for sorcerers).
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You cast this spell upon yourself, and your flesh glows yellow. The glow quickly subsides, but you feel your flesh thicken, its surface growing harder and more like a carapace. The spell grants the recipient a +1 enhancement bonus to its existing natural armor bonus, a +1 racial bonus on saves against poison, and a +1 racial bonus on Hide checks for every three caster levels you have. This means that the bonuses to natural armor, saves, and Hide checks improve to +2 at caster level 6th, +3 at caster level 9th, +4 at 12th, and +5 at 15th. The enhancement bonus provided by spiderskin stacks with the subject’s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0, much as a character wearing only normal clothing has an armor bonus of +0.
Target: Up to one creature or object per round
Saving Throw: None
Spell Resistance: Yes
You create one tiny, twinkling star per level (maximum 10 stars). These minute starbursts orbit your head like ioun stones. As a free action, you can launch one star per round at a target your designate within range. Alternatively, as a standard action, you may launch up to three stars per round at one or more targets within range. Each star requires its own ranged touch attack roll. A nonevil target takes 1d8 points of damage, half of which is nonlethal (round down). Evil targets take 1d8 points of lethal damage instead. The stars are magical force, so they ignore incorporeality.
Target: Two daggers
Saving Throw: None
Spell Resistance: No
You place the two daggers in your outstretched palm and cast the spell. They rise from your hands, glowing with a dim blue radiance. The two daggers hover about you, attacking foes that come near. On your turn, each blade can make an attack at an adjacent opponent, with an attack bonus equal to your caster level + your relevant ability modifier. The damage they deal is equal to the normal weapon damage (1d4 for daggers) + your ability modifier (Intelligence for wizards and Charisma for sorcerers). The weapons are treated as magic for the purpose of overcoming damage reduction. Your blades can be attacked with sunder or disarm attempts as if you were wielding them, and they use the above attack bonus to resolve such situations. Disarming a weapon under the effect of steeldance ends the spell for that weapon.
Effect: Cloud spreads in 20-ft. radius, 20 ft. high
Saving Throw: Fortitude negates - see text
Spell Resistance: No
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.
Effect: Animated stone arm
By thrusting your arm downward, you complete the casting of the spell. Nearby, a roughly formed arm about the size of a human erupts from the ground and grasps at the air. This spell functions like earthen grasp (page 76), except as noted here. The stony arm can appear from any natural surface, including unworked rock, earth, mud, grass, or sand. The stone arm has AC 18, hardness 8, and 4 hit points per caster level.
Target: One living creature
Saving Throw: Will negates
Spell Resistance: Yes
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).
(Compulsion) [Language-Dependent, Mind-Affecting]
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
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.
(Summoning) [see text for summon monster I]
Effect: One or more summoned creatures, no two of which are more than 30 ft. apart
This spell functions like summon undead I, except that you can summon one undead from the 3rd-level list, two undead of the same kind from the 2nd-level list, or four undead of the same kind from the 1st-level list. Summon undead list 1st Level: Human warrior skeleton (MM 226), kobold zombie (MM 266) 2nd Level: Owlbear skeleton (MM 226), bugbear zombie (MM 267). 3rd Level: Ghoul ( MM 118), troll skeleton ( MM 227), ogre zombie ( MM 267).4th Level: Allip (MM 10), ghast (MM 119), wyvern zombie (MM 267). 5th Level: Mummy ( MM 190), shadow (MM 221), vampire spawn (MM 253), wight(MM 255).
(Summoning) [Evil]
Target: One creature that has a breath weapon
Saving Throw: Will negates
Spell Resistance: No
You shout out the words of this spell and the creature’s throat constricts, a blue ring of runes visible around its neck. The subject of this spell cannot use its breath weapon for the duration of the spell.
(Compulsion) [Mind-Affecting]
Target: One object
Saving Throw: None (object)
Spell Resistance: No (object)
You sprinkle the object with a handful of gem dust, and the last words of your spell fade like they are being dragged into a hole. Then the normal sounds of the world reestablish themselves, but the spell within is set to be unleashed later. When you touch the object and give the command word you designate, the object becomes the subject of a silence spell. The effect of the silence spell moves with the object and lasts for 6 rounds.
Target: You and one willing creature within 30 ft.
Saving Throw: None
Spell Resistance: No
As you send your thoughts outward, your mind brushes against the consciousness of your friend and it welcomes you, forming a bond that no distance can break. You forge a telepathic bond with another creature with an Intelligence score of 6 or higher. 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).
[Mind-Affecting]
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: No
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.
Target: You
You cast this spell and know where each of your opponents stands. Their presence is marked in your mind like ripples radiating along the surface of a pond. You can automatically pinpoint the location of any object or creature within 30 f eet that is in contact with the ground.
Target: One undead creature- see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You cast your spell on the foul creature, and for a brief moment your own face appears atop its ruined body. You empower the subject undead with the authority of command over undead in your control. The targeted undead must have Intelligence 5 or higher. Undead under your control obey the target undead as if it were you. You can give orders to the undead normally, superseding the orders of the subject of this spell. The number of undead you can control is increased by an amount equal to your caster level as long as the undead lieutenant is active. If the target undead creature is destroyed, the spell ends. You can have only one undead lieutenant at any time.
Target: One corporeal undead/level, no two of which are more than 30 ft. apart
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You make a dark incantation and smash the firefly between your thumb and fore-finger. The undead bursts into blue flames that do not burn. The subject creature deals an extra 2d6 points of damage on melee attacks against living creatures. If an attacked creature has spell resistance, the resistance is checked the first time the undead subject attacks it. If your caster level check fails, the creature is unaffected by that casting of the undead torch. If the undead creature is destroyed, the undead torch continues to burn at the location of its destruction until the duration ends, and living creatures that pass through that area take 2d6 points of damage. If the undead creature assumes a nonphysical state (such as a vampire assuming gaseous form), the spell disperses harmlessly.
Target: One creature
Saving Throw: Will negates
Spell Resistance: Yes
Spewing a curse of bad luck, you fling a piece of broken mirror at your target. The mirror shard dissipates harmlessly as soon as it leaves your hand, and the sound of rolling dice is perceptible for an instant. When you cast this spell, you negatively influence the randomness of fortune for the target. Whenever the affected creature undertakes an action involving random chance (specifically, whenever any die roll is made for the creature, including attack rolls, damage rolls, and saving throws), two separate rolls are made and the worse result applied. A creature carrying a stone of good luck is immune to the effect of unluck.
Target: Living creature touched
Saving Throw: None
Spell Resistance: Yes
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.
Area: 20-ft.-radius spread
Saving Throw: Fortitude partial- see text
Spell Resistance: Yes
You create a field of swirling patterns of color, light, and motion. Creatures in the area stagger as the barrage of sensations overloads their senses and leaves them overcome with vertigo. This spell creates a field of illusory magic that hampers the movement and senses of any creature that enters it. The area within the field counts as difficult terrain. Attacks made through or from inside the field have a 20% miss chance. A creature that begins its turn inside the field must make a Fortitude save or become nauseated for 1 round. Once a creature fails this save, it does not need to make another save against this effect. When you cast this spell, you can choose for this nauseating effect not to apply to a number of allies you designate less than or equal to your caster level. Those allies still treat the vertigo field as difficult terrain and have the 20% miss chance on attacks.
Effect: 1d4+3 summoned creatures
Saving Throw: None
Spell Resistance: Yes
A churning in your stomach overtakes you as you complete the spell. Something slithers up your throat, and you vomit serpents. This spell summons 1d4+1 celestial or fiendish Medium vipers ( MM 280), which leap forth from your mouth to attack your enemies. A celestial viper summoned by this spell has resistance to acid 5, cold 5, and electricity 5- spell resistance 7- and a smite evil attack that provides a +2 bonus on one damage roll. A fiendish viper summoned by this spell has resistance to acid 5 and fire 5- spell resistance 7- and a smite good attack that provides a +2 bonus on one damage roll. Starting in the round you complete the spell, you can spit three vipers as a standard action or one viper as a move action. (Thus, if you move and then cast this spell, you cannot spit any vipers until your next turn, but if you cast this spell without moving, you can spit forth one viper as your move action in that round.) Spat vipers land at your feet in an adjacent square of your
choice and act on the same round, on your turn, just as creatures summoned by a summon monster spell do. The snakes are not actually present in your mouth, and they do not interfere with your breathing. However, until you have brought forth all the snakes summoned by the spell, you cannot speak, cast spells with verbal components, or activate items that require speech. When the spell’s duration expires, all the vipers disappear, and any not yet brought forth are lost. When you use a summoning spell to summon a good creature or an evil creature, it is a spell of that type.
(Summoning) [see text]
Effect: A straight wall whose area is up to one 10-ft. square/level or a sphere or hemisphere with a radius of up to 5 ft./2 levels
Saving Throw: None
Spell Resistance: Yes- see text
A blinding flash accompanies the completion of this spell as a wall of pure light springs into being. This spell causes a wall of dazzling yellow-white light to come into being at any point within range. The wall is opaque to all other creatures, though you can see through it without difficulty. A wall of light has no physical substance and does not otherwise hinder attacks, movement, or spells passing through it, although it blocks line of sight for other creatures. A creature that passes through a wall of light becomes dazzled for the duration of the spell. Spell resistance applies when passing through the wall. Sight- less creatures and those already dazzled are not affected by passing through a wall of light. A wall of light sheds light equivalent to a daylight spell. Wall of light counters or dispels any darkness spell of equal or lower level.
Target: One touched wand
Saving Throw:Yes (harmless, object)
Spell Resistance: Yes (harmless, object)
Manipulating the very magic that infuses your wand, you alter that energy, opening the magic item to a new power of your choosing. By casting wand modulation on the target wand you hold, you temporarily alter it to cast a different spell. After casting this spell, the next spell you cast upon the target wand affects the remaining charges, allowing the wand to discharge that spell instead of the one it was created to cast. The spell cast after wand modulation must be of a lower level than the spell the wand normally casts. Replacement spells cast from the affected wand are cast at the minimum caster level. Each use of an affected wand now expends 2 charges from the wand instead of the usual single charge. If the wand holds insufficient charges to invoke the new spell, it cannot be activated. You can't use wand modulation to change a wand's spell to one with a costly material component or focus or with an XP component, even if the original spell has a similar component or focus. For example, a 5th-level wizard facing an angry fire elemental wishes to cast magic missile (a 1st-level spell) from his wand of scorching
ray (a 2nd-level spell), which happens to have a caster level of 5th. He casts wand modulation and in the following round casts magic missile. The wand can now cast magic missile as a 1st-level caster (the minimum caster level), but each use expends 2 charges. The wizard can now use the wand to cast magic missile for 5 minutes, after which it reverts back to a normal wand of scorching ray.
Effect: Cone-shaped burst
Saving Throw: Fortitude negates
Spell Resistance: Yes
You unleash a tremendous battle cry that causes creatures within a 30-foot cone to cower in fear for 1d4 rounds. Any creature that fails its Fortitude save loses its Dexterity bonus to AC and can take no actions. Foes gain a +2 bonus to hit cowering creatures.
(Compulsion) [Mind-Affecting]
Target: Living creatures touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch. The spell does not make creatures unable to breathe air.
Target: One weapon
Saving Throw: Fortitude negates (object, harmless)
Spell Resistance: Yes (harmless, object)
Your hand glows slightly. With a touch, you transfer the glow from your hand onto the intended weapon. You cause a weapon to gain the ability to deal energy damage in addition to its other abilities, similar to how a flaming burst weapon deals extra fire damage on a hit or a critical hit. The weapon can deal acid, cold, electricity, or fire damage, chosen by you at the time of casting. The weapon deals an extra 1 d 6 points of damage of that energy type on a successful hit. On a critical hit, the weapon deals an additional 1d10 points of energy damage . If the weapon’s critical multiplier is ×3, add 2d10 points of energy damage instead, and if the multiplier is ×4, add 3d10 points of energy damage. This spell can be cast on a weapon that already deals energy damage, and if the weapon already creates the same type of damage as the spell, the effects stack. For example, if cast on a +1 flaming longsword to give it additional fire damage, the weapon now deals an extra 2d6 points of fire damage per hit. This spell has a descriptor that is the same as the energy created by the target weapon. For example,
weapon of energy is a fire spell when used to give a weapon bonus fire damage.
Target: One bludgeoning weapon or fifty bludgeoning projectiles, all of which must be in contact with one another at the time of casting
Saving Throw: Fortitude negates (harmless, object)
Spell Resistance: Yes (harmless, object)
You pass your hands over the weapon, and its head glows with a blue-gold radiance. This spell makes a bludgeoning weapon have greater impact, improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon. If the spell is cast on sling bullets or other bludgeoning projectiles, the weapon of impact effect on a particular projectile ends after one use, whether or not the missile strikes its intended target. Multiple effects that increase a weapon’ s threat range, such as the Improved Critical feat, don’t stack.
Effect: Wall up to 10 ft./level long and 5 ft./level high (S)
Saving Throw: None - see text
Spell Resistance: Yes
An invisible vertical curtain of w nd 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.
Target: Evil creature touched
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject contracts an affliction selected from the list below, which strikes immediately (no incubation period). Afflictions deal damage only to evil creatures. Any evil creature takes damage equal to that listed plus its Charisma bonus. An evil elemental or evil undead takes an extra 1 point of damage, and an evil outsider or an evil cleric of an evil deity takes an extra 2 points. The DC listed is for the subsequent saves (use affliction's normal save DC for the initial saving throw).
The magic of the spell turns these gems into worthless, burned-out shells
Target: One or more corpses touched
Saving Throw: None
Spell Resistance: No
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 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.
Effect: Magical sensor
Saving Throw: None
Spell Resistance: No
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.
Target: You
This spell enables you to divine the exact nature and vulnerabilities of a single creature' s magical defenses, giving you a +10 bonus on caster level checks to overcome its spell resistance. Assay resistance is effective only against one specific creature per casting, and you must be able to see the creature when you cast the spell.
Target: You
Finishing the spell, your eyes glow with a pale blue radiance, and you understand how to overcome your foe’s resistance to your magic. This spell gives you a +10 bonus on caster level checks to overcome the spell resistance of a specific creature. Assay resistance is effective against only one specific creature per casting, and you must be able to see the creature when you cast the spell.
Target: One creature/3 levels
Saving Throw: None
Spell Resistance: No
You touch the pebble against your allies’ flesh and bring them into attunement with the plane. This spell allows you to attune the affected creatures to the plane you are currently on, negating the harmful effects of that plane. Affected creatures gain the protections described in the avoid planar effects spell (page 19).
Target: Creature touched
Saving Throw: Will negates
Spell Resistance: Yes
You touch your opponent and a red aura entwines him, then fades without further effect. You back away as your opponent laughs and begins to cast a spell.The first time the target creature attempts to cast a spell or use a spell-like ability, the magic of that spell backfires. The spell is expended, and the creature takes 1d6 points of damage per level of the spell being cast. This discharge ends the spell.
Target: One creature
Saving Throw: Fortitude negates
Spell Resistance: No
You cause the creature to wink in and out of existence erratically, much to its chagrin. You curse one creature to a frustrating existence on the edge of the Ethereal Plane. The subject shimmers between the Ethereal and the Material Plane, has a 50% miss chance on any melee or ranged attacks (as if the target of the attack had total concealment), and there is a 50% chance that any spell she casts does not have an effect on the desired plane while she blinks between the planes. Because the magic of the spell only causes the subject to blink when attacking or casting, attackers have no miss chance, and spells cast affect her normally. Because the blinking is so rapid, she cannot attempt to blink through walls or move in the Ethereal Plane. The subject of a baleful blink spell can cast spells on itself with impunity - in this case, it has no miss chance because the target of its spell (itself) travels along with the spell. The subject can also target creatures on the Ethereal Plane, but still has a 50% chance of failure on attacks and spells. Spells with the force descriptor are unaffected by the effect of baleful blink.
Target: All allies within 30 ft.
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You wave your hand as if a conductor and hum an uplifting tune under your breath. As the energy of the spell releases, you hear the air around you fill with the song you are humming, as if performed by a small troupe. This spell brings forth a stirring martial tune that inspires all creatures within the area who are friendly to you. These creatures can reroll one Will save that they have just made each round for the duration of the spell. The reroll must be made before the DM declares whether the roll results in success or failure, and the result of the second roll must be used, even if it is a lower result.
(Charm) [Mind-Affecting]
Target:One creature
This spell functions like beckon person, except that the effect is not restricted by creature type or size.
Target: Creature touched
Saving Throw: Will negates
Spell Resistance: Yes
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 - otherwise, it takes no action. You may also invent your own curse, but it should be no more powerful than those described above. The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Bestow curse counters remove curse.
Target: You
A howl erupts from your lips as your face contorts and expands into a wolflike form. You gain a +2 enhancement bonus to Strength, a +4 enhancement bonus to Dexterity, a +4 enhancement bonus to Constitution, and a +4 enhancement bonus to natural armor. You gain a bite attack that deals 1d6 points of damage (or 1d4 points if you are Small) + 1-1/2 times your Str modifier. You also gain the benefit of the Blind-Fight feat. If your base attack bonus is +6 or higher, you do not gain any additional attacks.
Area: Cone-shaped burst
Saving Throw: Reflex half
Spell Resistance: No
As you cast the spell, your hand becomes sheathed in barely perceptible yellow flames. With a roar, the flames burst from your hand in the shape of a cone, leaving your hand trailing wisps of smoke. Flames fill the area, dealing 1d6 points of fire damage per caster level (maximum 10d6) to any creature in the area that fails its saving throw.
(Creation) [Fire]
Area: 20-ft.-radius emanation centered on a point in space
Saving Throw: None
Spell Resistance: No
A pulsing darkness bleeds from your body. You conjure up a cloud of inky darkness laced with life-sucking energy from the Negative Energy Plane. Living creatures in the area take 1d6 points of damage each round, starting in the round when they enter the area and at the beginning of their turns each round they remain in the area. The damage can be prevented by any effect that protects against negative energy, such as death ward. In addition, undead gain turn resistance +4 and fast healing 3 for as long as they remain in the area of the spell. Bleakness counters or dispels any light spell of equal or lower level.
You expel your breath weapon, which crackles with eye-splitting intensity.This spell functions like breath flare (page 38), except that targets that fail their saving throws against your breath weapon are permanently blinded, rather than dazzled.
Area: 50-ft.-radius spread
Saving Throw: None and Fortitude partial- see text
Spell Resistance: Yes
As you conclude the ritual to release the energy of the spell, you hurl a blazing ball of light toward the point you designate, and it erupts into a brilliant hovering sphere. All sighted creatures in the area are dazzled (no save), and the heat from the blistering radiance deals 2d6 points of fire damage to all creatures and objects in the area each round on your turn (Fortitude half). Like a fireball spell, blistering radiance erupts if it strikes any material body or solid barrier before attaining the prescribed range, and you must make a successful ranged touch attack to send the sphere through a narrow opening or passage. Blistering radiance counters or dispels any darkness spell of equal or lower level.
Effect: A bloodstar
Saving Throw: Fortitude negates
Spell Resistance: Yes
In a ruby flash a blood-colored, glowing crystal appears near your foes to suck the blood from their wounds. You create a magic construct called a bloodstar that shoots from your hand and hovers in the air anywhere within the limit of the range (each round, you can move the bloodstar anywhere within range with a standard action spent concentrating on the new position). The bloodstar pulses with ruby light (providing illumination in a 20-foot radius). Any creature you initially designate within 10 feet of the bloodstar that takes damage from any source must make a saving throw. On a failed save, the victim takes 1 point of Constitution damage. Each time victims are damaged, they can attempt new saves. The bloodstar cannot be attacked or harmed by physical attacks.
Area: 20-ft.-radius spread
Saving Throw: Reflex half
Spell Resistance: No
With a loud pop, a nest of writhing worms of multicolored light appears in the air. You create a knot of living light with wormlike tendrils extending out from the mass. The worms hang in the air as if suspended. The worms drift away from the paths of your allies, but they attack enemies that enter the area, lashing out with lightning speed and combusting creatures that they touch. When you cast the spell, and in each later round at the beginning of your turn, the flaming worms deal 2d6 points of fire damage to any of your enemies in the area. The fire damage increases as you gain levels, to 3d6 per round for an 11th-level caster and 4d6 per round for a 15th-level caster. Any area spell that deals cold damage eliminates the bright worms from its area.
(Creation) [Fire]
Target: One living creature - see text
Saving Throw: Fortitude partial - see text
Spell Resistance: Yes
The taste of copper fills your mouth and bloody spatters punctuate the last few words that unlock the spell. You gag slightly as the blood in your mouth congeals, but disap- pears even as you release the spell. You taint a living creature’s blood with a hot, corrosive infusion, dealing 1d8 points of acid damage and 1d8 points of fire damage per round. The subject can attempt a Fortitude save each round to negate the damage, but a successful save does not prevent damage in future rounds. Searing pain limits the subject to a single move action in any round when it fails its Fortitude save. Burning blood does not affect crea- tures of the construct, elemental, ooze, plant, or undead types.
Target: One creature
Saving Throw: Fortitude partial
Spell Resistance: Yes
A beam of sickly gray energy strikes the target of this spell. He acquires an ashen tone to his skin. With each passing moment, the grayish tone becomes deeper in color as the target transforms into a stone statue. This spell slowly transforms a creature into an inanimate stone statue. The target must make a Fortitude save each round for the duration of spell at the start of its turn or take a cumulative 10-foot penalty to speed and a 2 penalty to Dexterity. If the target s speed drops to 0 feet, it cannot move. If the target fails four or more saves, it permanently transforms into a statue as if affected by flesh to stone. Any effect or spell that reverses flesh to stone also cures this condition.
Target: You
This spell works like lesser celerity, except that you pull even more time into the present. When you cast this spell, you can immediately take a standard action, as if you had readied an action. You can even interrupt another creature s turn when you cast this spell. However, after you take the standard action granted by this spell, you are dazed until the end of your next turn.
Target: Object touched
Saving Throw: None
Spell Resistance: No
The object touched sheds light brighter than bright sunlight, channeled directly from the celestial realms. The light extends to a 120-foot radius: bright light to 60 feet and dim light in another 60 feet. Creatures with light sensitivity take twice the usual penalty when they are within 60 feet of the object. Undead creatures take 1d6 points of damage each round they are within the bright light. Evil outsiders, as well as undead creatures that are specifically harmed by sunlight, take 2d6 points of damage each round in the bright light. Celestial brilliance 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. Celestial brilliance counters or dispels any darkness spell of equal or lower level, such as deeper darkness.
Area: See text
Saving Throw: Reflex half
Spell Resistance: Yes
A sphere of fiery energy comes into being before you. You channel energy into it, causing it to bubble and seethe with power. When you have poured enough energy into the sphere, you send it flying into your foes. This spell creates a bolt of fiery energy that blasts your enemies.
The spell's strength depends on the amount of time you spend channeling energy into it.
If you cast this spell as a swift action, it deals 1d4 points of fire damage per two caster levels (maximum 10d4) against a single target of your choice.
If you cast this spell as a standard action, it deals 1d6 points of fire damage per caster level (max. 10d6) to all creatures in a 10-foot-radius spread.
If you cast this spell as a full-round action, it deals 1d8 points of fire damage per caster level (maximum 10d8) to all creatures in a 15-foot-radius.
.
If you spend 2 rounds casting this spell, it deals 1d10 points of fire damage per caster level (maximum 10d10) to all creatures in a 20-foot-radius spread.
You do not need to declare ahead of time how long you want to spend casting the spell. When you begin casting this spell, you decide that you are finished casting after the appropriate time has passed.
Target: One living creature
Saving Throw: Will negates
Spell Resistance: Yes
This spell functions like charm person, except that the effect is not restricted by creature type or size.
(Charm) [Mind-Affecting]
Target: One outsider
Saving Throw: Will negates
Spell Resistance: Yes
You speak words of power, forcing the entity to shrink with horror. The outsider targeted by this spell must succeed on a Will save or be stunned for 1 round and have its spell resistance reduced by 10.
Target: All creatures in a 15-ft. radius burst
Saving Throw: Will negates
Spell Resistance: Yes
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 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).
(Compulsion) [Mind-Affecting]
Target: Living creature touched
Saving Throw: Fortitude negates
Spell Resistance: Yes
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 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.
Target: Living creature touched
Saving Throw: Fortitude negates
Spell Resistance: Yes
You brush your fingers against the enemy, and immediately his bones begin to soften until he flows own into a flesh-colored puddle. Your touch transforms a living creature into a spongy, amorphous mass, its shape melting and writhing uncontrollably. An affected creature is unable to hold or use any item. Soft or misshapen feet and legs reduce speed to 10 feet, or one-quarter normal, whichever is less (minimum 5 feet). The victim becomes blinded and cannot cast spells or use magic items, and searing pain renders it incapable of attacking. While in this form, the creature has immunity to extra damage from critical hits and sneak attacks due to its amorphous nature. A conscious victim can regain its own shape by taking a standard action to attempt a new save in any later round. Success ends the spell effect. Each round the victim spends in an amorphous state, it takes 1 point of Wisdom drain from mental shock. If the victim’s Wisdom is reduced to 0, it falls unconscious.
Effect: A duplicate of yourself
Saving Throw: None
Spell Resistance: No
Plucking out one of your own hairs, you make a beckoning motion. A double of you appears nearby. You create a fetch, a perfect replica of your form at the time you cast this spell. Little more than an animated reproduction, a fetch is mindless but capable of performing simple tasks or imitating you. The creation is the same size as you and occupies space just as a living creature does. You have a mental connection with your fetch and can give it new orders as a standard action. The fetch duplicates your form in every way but texture. You must make a Disguise check when you cast the spell to determine how good the likeness is- this result is opposed by observers' Spot checks as normal. Anyone touching the fetch finds it rubbery and soft, and in so doing immediately realizes its magical nature. The fetch's body includes useless versions of all the equipment you possess: A weapon wielded by the fetch is too flimsy to deal damage, and tools it carries are fragile and imprecise. Items created with a fetch are part of its form
and dissipate if separated from it. At your order, the fetch can retrieve things for you, open unstuck doors, hold chairs, and the like, as well as perform menial tasks such as cleaning and mending. The fetch can't perform any task that requires a skill check with a DC higher than 10 or that requires a skill that can't be used untrained. It can perform only one activity at a time, but it repeats the same activity tirelessly if ordered to do so as long as you remain within the spell's range. You can have the fetch imitate you, such as by sitting at a desk and pretending to write, lying in bed and breathing deeply, or skulking with a weapon drawn. It can even imitate tasks it can't actually perform, though it automatically fails any attempt at such performance. For instance, even though a fetch can pretend to decipher an ancient text, it can't actually do it. The fetch weighs roughly the same as you do, so it can trigger any traps you would if you were to pass through the same space, setting off tripwires, pressure plates, some magical forms of detection, and similar devices. Its land speed is normal for a creature of your
kind (for example, 30 feet for a human or 20 feet for a halfling). Even if you normally have other modes of movement available (such as a fly or swim speed), the fetch can't use those. The fetch automatically fails any saving throw required of it. If you attempt to send it beyond the spell's range (measured from your current position), it ceases to exist. The fetch has an effective Strength score of 6, so it can lift 60 pounds or drag 300 pounds. Its Dexterity is 10, so it has an AC of 10 (plus size modifier). It gains no AC benefit from any equipment or effect on you when the spell is cast (such as armor you wear, since the armor created for it is part of its form), though it can then wear real armor or other items to increase its Armor Class. It has no Constitution score and 10 hit points- if reduced to 0 hit points, it is destroyed. It can't be healed, nor can it benefit from temporary hit points. The fetch has no Intelligence, Wisdom, or Charisma score. You can command it to make noise, but it can't communicate in any way, nor can it understand instructions other than the simple orders you give it telepathically. The
fetch cannot attack in any way- it is never allowed an attack roll. Even if armed, it doesn't threaten an area around it and thus can't flank an enemy, nor can it use the aid another action to improve your Armor Class or attack rolls. The fetch has the same alignment aura as you do. Detect thoughts does not register its existence (since it has no Intelligence), but detect magic reveals it as a magical effect
Area: Cone-shaped burst
Saving Throw: Will negates
Spell Resistance: Yes
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.
(Compulsion) [Mind-Affecting]
Target: One creature
Saving Throw: Fortitude negates- see text
Spell Resistance: Yes
You conjure a band of energy that slowly squeezes your opponent. As the band tightens, it restricts his movement and eventually holds him in place, rigid with paralysis. This spell has one effect on an opponent when you begin casting it. At the beginning of your next turn, when you finish casting the spell, it has a second effect. When you start casting this spell, your target takes a 2 penalty on attacks, checks, saves, and AC. He also takes a 20-foot penalty to speed. This effect does not allow a saving throw, but spell resistance applies. If you fail to overcome the target s spell resistance, you immediately stop casting the spell, and the secondary effect does not take place. When you complete the casting of this spell, your target must make a Fortitude saving throw or be paralyzed. Even if the target makes this saving throw, this spell's initial effect continues to affect him for the spell's duration. This spell's duration begins after you have completed casting it.
Area: 20-ft.-radius burst
Saving Throw: Reflex half- see text
Spell Resistance: Yes
This spell creates a burst of magical energy that deals 1d6 points per level of nonlethal damage (maximum 10d6). Further, evil creatures that fail their saving throw become entangled by lingering threads of magical energy for 1d6 rounds. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to effective Dexterity- the entangled target can move at half speed but can't run or charge. An entangled creature that attempts to cast a spell must succeed on a DC 15 Concentration check or lose the spell. This spell affects only creatures -objects are unharmed.
Target: Allies in a 10-ft.-radius burst centered on you.
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
As you conclude the spell’s casting, you are aware of being able to see without light. A glance at your allies show that they too perceive more than before. This spell functions like darkvision (PH 216), except that all target creatures receive the spell’s benefits. Unlike with darkvision, recipients of this spell cannot have the ability made permanent with a permanency spell.
Effect: 2-ft.-radius sphere
Saving Throw: Fortitude partial-see text
Spell Resistance: Yes
From the pearl you hold between your thumb and ring finger erupts a cloudy gray sphere of whirling air and howling wind that flies to attack your enemies. When you cast this spell, you create a violently swirling sphere of air. As a move action, you can make the sphere travel up to 30 feet per round and strike a creature or object you indicate as a ranged touch attack. Any creature struck by the sphere takes 3d6 points of damage from the force of its winds. In addition, Medium or smaller creatures must succeed on a Fortitude save or be knocked prone. Creatures that fall prone must then succeed on a second Fortitude save or be swept up by the sphere and driven 1d8×10 feet into the air, dropping 1d6 squares from their original position in a random direction and taking falling damage as normal. If a window is within range, the subject is automatically thrown in that direction. If some obstacle prevents the subject creature from reaching its expelled height, it takes 1d6 points of damage for
every 10 feet of movement it was unable to complete, so that a creature hurled 50 feet up in a room with a 20-foot ceiling would take 3d6 points of damage from the impact, then take 2d6 points of damage when it falls back to the ground. The sphere can affect a maximum of one creature or object per round, and winks out if it exceeds the spell’s range.
Area: 40-ft.-radius emanation centered on you
Saving Throw: None
Spell Resistance: No
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 - otherwise, you and the scrier immediately make opposed caster level checks (1d20 + caster level). If you at least match the scrier's result, you get a visual image of the scrier and an accurate sense of his or her direction and distance from you.
Target: You
and touched objects or other touched willing creatures
Saving Throw: None and Will negates (object)
Spell Resistance: No
and Yes (object) 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 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.
(Teleportation)
Effect: Ray
Saving Throw: None
Spell Resistance: Yes (object)
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.
Effect: Energy wall whose area is up to one 10-ft. square/level, or a sphere or hemisphere with a radius of up to 1 ft./level
Saving Throw: None
Spell Resistance: No
By tossing down the sheet of crystal in your hand and completing the mysterious words of power needed to release the energy of the spell, you create an immobile, shimmering screen of violet energy.Any spell effect operating on a creature or unattended object that passes through the screen is affected as by a targeted dispel magic (PH 223 ) at your caster level. Attended items that pass through are not affected by the screen, which is the only way the screen differs from a normal targeted casting of dispel magic - attended items are essentially not targeted by the screen. Make a caster level check 1d20 + 1 per caster level, maximum +10) to dispel spell effects (DC 11 + caster level) or suppress an unattended object’s magical properties for 1d4 rounds (DC equal to the item’s caster level). Spell effects not operating on objects or creatures cannot pass through the screen. A disintegrate or successful dispel magic removes
dispelling screen, while an antimagic field suppresses it.
Target: You
You drop to your hands and knees a moment before your extremities morph into the limbs of a great black panther. When you cast this spell, you assume the physical appearance and many of the qualities and abilities of a displacer beast ( MM 66). While under the effect of the spell, your creature type changes to magical beast, and your size changes to Large. You have the space and reach of a displacer beast (15 feet/5 feet [10 feet with tentacles]). You gain two tentacle attacks, which each deal 1d6 points of damage + your Str modifier. You gain the Strength, Dexterity, and Constitution of an average displacer beast (Str 18, Dex 15, Con 16), but you retain your own mental ability scores. Your base land speed becomes 40 feet. You gain darkvision out to 60 feet. You also gain low-light vision. Your class and level, hit points, alignment, base attack bonus, and base saving throw bonuses all remain the same. You lose any spell-like abilities of your own form, and you lose any extraordinary special abilities from your own form. You retain any supernatural abilities of your own form.
You keep all extraordinary special attacks derived from class levels (such as a barbarian’s rage or a rogue’s sneak attack), but you lose any from your normal form that are not derived from class levels. You can speak and cast spells while in displacer beast form, but you must physically touch any necessary material components. Your natural armor bonus becomes +5, regardless of any natural armor bonus from your normal form. While in displacer beast form, you gain the displacer beast’s displacement and resistance to ranged attacks abilities. Your equipment melds into your new form and becomes nonfunctional.
Area: Cone-shaped burst
Saving Throw: Will half
Spell Resistance:See text
A swarm of scarabs surges from your outstretched hand. These insects rip and bite at all living creatures in the area, then return to you with life essence stolen from their victims. This spell has two effects. It deals 1d6 points of damage per two caster levels (maximum 10d6) to all creatures in the area. Spell resistance does not apply to this damage. However, spell resistance does apply to the spell's secondary effect. If you overcome a creature s spell resistance, you gain 1d4 temporary hit points as the scarabs feast on the creature s arcane energy and bleed it back into you. You gain these temporary hit points for each creature whose spell resistance you overcome. You never gain temporary hit points from creatures that do not have spell resistance. The temporary hit points gained from this spell last for up to 1 hour.
Target: You
Using magic to mimic a dragon’s breath, you spew forth a gout of energy. You gain the ability to breathe a gout of energy as a standard action that mimics a dragon’s breath. Once you’ve used the breath attack, you must wait 1d4 rounds before doing so again. When you cast dragon breath , you choose one true dragon whose breath you’re emulating.
If you choose a chromatic dragon, then the spell gains the evil descriptor.
Particulars for the breath weapons of each of the true dragons are provided below:
Chromatic Dragons
Black: 30-ft. line of acid, 1d8/2 caster levels (maximum 10d8)- Reflex half.
Blue: 30-ft. line of electricity , 1 d8/ 2 caster lev els ( maxim um 1 0d8 )- Reflex half.
Green: 15-ft. cone of acid, 1d8/2 caster levels (maximum 10d8)- Reflex half.
Red: 15-ft. cone of fire, 1 d8/ 2 caster levels (maximum 10d8)- Reflex half.
White: 15-ft. cone of cold, 1d8/2 caster levels (maximum 10d8)- Reflex half.
If you choose a metallic dragon, then it gains the good descriptor.
Metallic Dragons
Brass: 15 - ft. cone of sleep, lasts 1d6 rounds- Will negates.
Bronze: 30-ft. line of electricity, 1d8/2 caster levels (maximum 10d8)- Reflex half.
Copper: 15-ft. cone of slow, lasts 1d6 rounds- Will negates.
Gold: 15-ft. cone of fire, 1d8/2 caster levels (maximum 10d8)- Reflex half.
Silver: 15-ft. cone of paralysis, lasts 1d6 rounds- Fort negates.
Effect: Five floating spheres
Saving Throw: Reflex half- see text
Spell Resistance: Yes- see text
You toss each of the marbles into the air, making the incantation as you do so. Each marble turns a different color - pale green, white, blue, red, and violet - and settles into orbit around your head. You create a circle of five colored spheres that orbit your head at a distance of 1 foot. These spheres provide as much light as a torch and can be used offensively or defensively. Each sphere corresponds to one of the five types of energy (acid, cold, electricity, fire, sonic). If used to attack, on your turn as a standard action you can direct one or more spheres to strike a creature or creatures in range, no two of which are more than 30 feet apart. Each sphere deals 5 points of energy damage per five caster levels (maximum 20 points of damage) to a single creature, so an 11th- level caster’s sphere deals 10 points of energy damage. The subject can make a Reflex save for half damage against each sphere. If you are attacked with an effect that
causes energy damage, and the sphere of that type of energy is still present, you can have that sphere absorb some of that energy damage. Each sphere grants you energy resistance 5 per five caster levels. If a sphere is used to absorb damage, that sphere is destroyed. When used to attack a creature with spell resistance, make one spell resistance roll for all spheres that attack the target in a round. Success or failure applies to all spheres striking the creature that round.
[Acid, Cold, Electricity,Fire, Sonic]
Effect: Ray of negative energy
Saving Throw: None
Spell Resistance: Yes
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.
Target: One humanoid creature/level, no two of which can be more than 30 ft. apart
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell functions like enlarge person, except that it affects multiple creatures.
Target: Quarterstaff touched
Saving Throw: Fortitude negates (harmless, object)
Spell Resistance: Yes (harmless)
Rapping your staff with a knuckle, you cause it to sprout wriggling vines that grab and lash at the air. Each time you successfully strike a foe with the staff (a normal melee attack), you deal normal damage and can attempt to start a grapple as a free action without provoking attacks of opportunity. This grapple attempt does not require a separate touch attack. You gain a +8 bonus on grapple checks you cause by striking a foe with the entangling staff. You can attempt to grapple creatures up to one size category larger than you. If your grapple check succeeds, your quarterstaff’s vines constrict your foe, dealing 2d6 points of damage (you can choose to deal nonlethal damage instead of normal damage if you wish). You then have two choices: Release: You release your opponent from the grapple. Some vines remain clinging to your foe, leaving it entangled for the duration of the spell. You can attack different enemies in later rounds with the staff, potentially grappling and constricting or
entangling them. Maintain: You maintain your hold. In subsequent rounds, you deal constriction damage with a successful grapple check. You can then choose to release or maintain the hold again.
Effect: One quasi-real mount, plus one additional mount/2 levels
Saving Throw: None
Spell Resistance: No
Your spell draws ether into form, creating a misty mount for you to ride. This spell functions like phantom steed (PHB 260), except as noted here. You call into being one or more quasi-real mounts. These mounts accept only you and those that you designate as riders. The mounts appear as horses or any other commonly ridden mounts, but they have a foggy , almost translucent nature, and their colors shift across the spectrum over time. These mounts have AC 18 (–1 size, +4 natural armor, +5 Dex), and hit points equal to 10 + your caster level. They do not fight and have no attacks. If reduced to 0 hit points, an ethereal mount melts into the ethereal fog from which it came. An ethereal mount has a speed of 240 feet on the Ethereal Plane and can carry its rider’s weight plus 10 pounds per level. (If the Deep Ethereal is used in your cosmology, then the amount of time to reach destinations is halved while on an ethereal mount.)
Area: 20-ft.-radius spread
Saving Throw: None
Spell Resistance: No
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.
Area: One 5-ft. square/level, all of which must be connected in one continuous path (S)
Saving Throw: Reflex half
Spell Resistance: Yes
You hold the metal tube out from your body and cast the spell. A bright ball of flame manifests and skips across the battlefield, immolating targets in its path. You create a path of flame when you cast this spell. Anything along this path takes 1d6 points of fire damage per caster level (maximum 10d6) to all creatures and objects it touches. The flame lights up the area as if it were a torch, and small sparks and decaying flames remain in the area for 1 round, shedding light as candles but dealing no damage. A creature or object can be affected only once by each casting of this spell. If the damage from the flame destroys an interposing barrier, the flame can move beyond the barrier if it has area remaining.
Area: 20-ft.-radius burst
Saving Throw: Reflex negates
Spell Resistance: No
You infuse an area with arcane patterns that shift and slide along the ground. They seethe with arcane energy, and an occasional bolt of energy surges from them with a bright flash. This spell creates a hazardous field of energy similar to that created by an explosive runes. spell. Unlike that spell, the runes created by this spell detonate when they come into contact with a living creature other than the caster. Any creature that begins its turn in the spell's area must attempt a Reflex save. On a failed save, the creature takes 4d6 points of fire damage. Moving through the spell's area is hazardous at best. Creatures that move at their normal speed must succeed on Reflex saves to avoid the spell's explosive effects. Creatures that move at half speed through the spell's area can avoid the damage just as if they had succeeded on their saves.
Area: Cone-shaped burst
Saving Throw: Will partial
Spell Resistance: Yes
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.
[Fear, Mind-Affecting]
Target: You
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 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.
Target: You
You draw arcane power into your body, wrapping your feet and legs with wisps of flame. You gain the ability to step into fires and move from one fire to another. The fires you enter and move between must be at least as big around as you are. Fire elementals and other fire creatures are not considered “fires” for the purpose of this spell, nor are sources of great heat, such as pools of lava. Once in a fire, you instantly know the locations of all suitable fires within long range (400 ft. + 40 ft./level) and can transport yourself to one of them. Each transport counts as a full-round action. With each casting of the spell, you can transport yourself once per caster level. If a fire’s location doesn’t offer enough space for you (for example, a fire contained inside a furnace too small to hold you or a fire already occupied by a big cauldron), it is not a viable destination and you don’t sense its location. If a fire rests on a surface that can’t support you, it is still a viable destination and you suffer the appropriate consequences if you transport yourself to it. For example, if you transport yourself into a fire burning in a pit full of oil, you fall into the
oil when you arrive there. Fire stride provides no protection against fire, so it is advisable to obtain such protection before using the spell.
[Teleportation]
Target: Object touched
Saving Throw: Reflex half - see text
Spell Resistance: Yes
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 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).
Effect: Flaming whips
At the conclusion of this spell, your arms stretch into whiplike appendages and burst into flames. Your forelimbs transform into flaming whips. You gain two melee touch attacks with a 15-foot reach that each deal 6d6 points of fire damage. Attacks with these flaming whips replace any natural attacks you had with those limbs. While this spell is in effect, you cannot cast spells with material components, nor can you carry items with your forelimbs. Any items worn on your forelimbs cease functioning while the spell is active.
Target: You
The wing-claw vaporizes in a puff of acrid smoke, and you feel the muscles of your shoulders warm from the eldritch energies coursing within. Great draconian wings unfurl from your shoulders and reach toward the sky. A powerful pair of wings sprout from your shoulders, granting you a fly speed of 100 feet (average). You can’t carry aloft more than a light load. When flying long distances, you can fly at 15 miles per hour (or 24 miles per hour at a hustle). Special: Sorcerers cast this spell at +1 caster level.
Effect: 3-ft.- diameter disk of force
Saving Throw: None
Spell Resistance: No
Letting the mercury drip to the ground you create a slightly concave disk of energy. It hovers several feet above the ground. This spell functions like Tenser’s floating disk (PH 294), except that the created disk does not need to stay within 3 feet of the surface beneath it. However, the disk must remain within 15 feet of you at all times. You can concentrate (as a standard action) on the disk to make it move with a fly speed of 20 feet (per- fect). This allows you to sit on the disk and command it to carry you about.
Effect: Box of force 2 ft. on a side
Saving Throw: None
Spell Resistance: No
Holding your hands as if to grip a box, you feel the pressure of one appear as you complete the spell. The password you choose to unlock the box echoes through your mind. This spell brings into being a lidded box of force. The box appears in your hands, and you can choose to make it either invisible or merely translucent. The chest has no weight worth noting. Solid walls of force form the chest’s five sides and lid. You and other creatures cannot open the lid except by first speaking the password (determined by you at the time of casting). Both objects and Tiny and smaller creatures can fit in the box- it holds enough air to supply one Tiny, two Diminutive, or four Fine creatures for 1 hour. Like a wall of force spell, a force chest is immune to damage of all kinds and resists dispel magic , but it is susceptible to disintegrate and Mordenkainen’s disjunction , and it can be destroyed by a sphere of annihilation or a rod of cancellation. The box is a spell effect, and Open Lock and UMD cannot open it.
Effect: Invisible claw of force
Saving Throw: None
Spell Resistance: Yes
Curling your hand into a claw, you finish the final gesture. Your foes see no result from your spell, but you know they’re in for a surprise. Force claw creates a Medium claw of invisible force at any spot you designate within the spell’s range. The claw guards the area of a 20-foot cube that you specify. You can move the claw’s location up to 60 feet to another point within range each round on your turn as a move action. The claw is able to make attacks of opportunity against any enemy that provokes such attacks within the guarded area. It has a +10 bonus on the attack roll and deals 1d8+6 points of damage with a successful hit. It can make an unlimited number of attacks of opportunity each round, though it can make only one such attack per opportunity.
Target: Up to four creatures, no two of which are more than 30 ft. apart
Saving Throw: None
Spell Resistance: Yes
Sparking bolts of blue magic, like giant magic missiles, streak from your out- stretched hand to strike your foes and explode in sparkling bursts. You create powerful missiles of magical force, each of which darts from your fingertips and unerringly strikes its target, dealing 2d6 points of damage. The missile then explodes in a burst of force that deals half this amount of damage to any creatures adjacent to the primary target. The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. A caster cannot single out specific parts of a creature. The spell can target and damage unattended objects. You gain one missile for every four caster levels. You can make more than one missile strike a single target, if desired. However, you must designate targets before rolling for spell resistance or damage.
Effect: 15-ft.-radius sphere centered on you
Saving Throw: Will negates - see text
Spell Resistance:Yes
Waving your arm about your head to trace the curve of a dome, you call up a hemisphere of force as clear as glass. You create an unmoving, transparent sphere of force centered on you. The sphere negates force effects and provides an impassable barrier against incorporeal creatures. Spells with the force descriptor do not affect anything within the sphere, and any force spell that overlaps the area, such as wall of force, is automatically countered. Incorporeal creatures, or creatures with the force descriptor must make a Will save to enter the area of the sphere. Forceward does not push a creature out of the way if you move toward an incorporeal creature or force effect, and such creatures are treated as if they automatically succeeded on their saving throws against this spell.
Effect: 10-ft. burst of force centered on you
Saving Throw: None
Spell Resistance: Yes
You catch the drop of water on the string and snap it at your target. The waterdrop swells and becomes a blue-green wave of magical force, tumbling toward your opponents. This spell initiates a bull rush against all creatures within 10 feet. The force- wave has a +10 bonus on the bull rush attempt. All creatures are pushed to the extent of the bull rush result, and the result of the bull rush can push creatures beyond the spell’s normal range.
Target: One living creature with 7 HD or less
Saving Throw: Will negates
Spell Resistance: Yes
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) can be ended by break enchantment, limited wish, remove curse, miracle, or wish. Dispel magic does not affect a lesser geas.
(Compulsion) [Language-Dependent, Mind-Affecting]
Area: 10-ft.-radius spherical emanation, centered on you
Saving Throw: None
Spell Resistance: No
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.
Area: One 30-ft. cube/level (S)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
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.
Area: Cylinder (20-ft. radius, 40 ft. high)
Saving Throw: None
Spell Resistance: Yes
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).
Effect: Image 1 ft. by 10 ft. by 10 ft.
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
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.
Target: You or creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell functions like invisibility, except that it doesn't end if the subject attacks.
Target: You
With a whispered syllable you complete the spell. You notice that others look past you as if you weren’t there. This spell functions like invisibility (PH 245), except as noted above.
Target: Corporeal undead creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
A brief flash engulfs your undead ally, and through its flesh you can see its skeleton. The skeleton glows a dusky red for a moment.
This spell functions like stone bones (page 208), except that the subject creature’s skeleton changes to iron. The creature gains a +6 natural armor bonus to AC.
Target: One creature
Saving Throw: Will negates
Spell Resistance: Yes
Your eyes turn red, then take on a golden hue. As you look at the creature, you see small runes dancing around its head. Each rune identifies a particular vulnerability or resistance - red for resistances, green for vulnerabilities. You learn any special qualities, vulnerabilities, and resistances the target creature has. Vulnerabilities include anything that causes the creature more than the normal amount of damage (such as a creature with the cold subtype having vulnerability to fire or a crystalline creature’s susceptibility to the shatter spell). Resistances include any effects that reduce or negate damage the creature takes and immunities to particular attacks. The spell identifies resistances and vulnerabilities granted by spell effects. For example, if cast upon a balor, you learn that it has damage reduction 15/ cold iron and good- spell resistance 28- immunity to poison, fire, and electricity- resistance to acid 10 and cold 10- and that it does not have any particular vulnerabilities.
-1- These must be augmented by the components of the unseen servant spell (string and a bit of wood) if this benefit is to be included.
-2-The focus of the alarm spell, if this benefit is to be included.
Effect: 20-ft.-square structure
Saving Throw: None
Spell Resistance: No
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 trestle table, eight stools, and a writing desk.
Area: Circle, centered on you, with a radius of 400 ft. + 40 ft./level
Saving Throw: None
Spell Resistance: No
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.
Target: One creature
Saving Throw: Will negates
Spell Resistance: Yes
You cast a spell that reaches into another plane and pulls another creature to your realm. You can cause one creature on a coexistent plane ( DMG 150), along with its personal belongings, to suddenly appear on your plane of existence. An affected creature appears in the location analogous to the space it occupied on the coexistent plane. For example, the make manifest spell allows you to cause a target on the Ethereal Plane to appear on the Material Plane, and vice versa. This spell does not grant the ability to pinpoint the location of ethereal creatures. For the duration of the spell, the target creature retains all its abilities except for those that allow it to enter other planes. For example, a ghost brought in from the Ethereal Plane would be unable to return to the Ethereal Plane but would remain incorporeal. At the end of the spell’s duration, the target creature returns to whatever plane it was on before it was targeted by the spell, even if it has moved beyond the range of make manifest.
Target: Nonmagical metal object weighing up to 5 lb./level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You uncork the vial and pour out its contents, and the armor you designate begins to soften and flow. You alter the physical properties of a metal object so that it runs like water. The melted metal does not change temperature but flows as a liquid for 1 round and then returns to its normal solid state, usually in a form resembling a puddle. An item in a creature’s possession is allowed a Will save, using the creature’s saving throw bonus unless its own is higher.
Effect: Unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level
Saving Throw: None
Spell Resistance: No
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.
Target: You
Several illusory duplicates of you pop into being. This spell functions like mirror image, except that an additional image is created in each round after the first, up to a maximum of eight concurrent images. If all images are destroyed, the spell ends. This spell also differs from mirror image in that you can cast this spell even when it s not your turn.
Target: One creature
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You utter a phrase, and magical power begins to swell within you. The subject of mystic surge is able to channel a greater amount of magical energy into the next spell it casts before this spell's duration expires. That spell's save DC increases by 2, and its effective caster level increases by 1.
Effect: One orb of acid
Saving Throw: Fortitude partial-see text
Spell Resistance: No
An orb of acid about 3 inches across shoots from your palm at its target, dealing 1d6 points of acid damage per caster level (maximum 15d6). You must succeed on a ranged touch attack to hit your target. A creature struck by the orb takes damage and becomes sickened by the acid’s noxious fumes for 1 round. A successful Fortitude save negates the sickened effect but does not reduce the damage.
(Creation) [Acid]
Effect: One orb of cold
Saving Throw: Fortitude partial-see text
Spell Resistance: No
An orb of cold about 3 inches across shoots from your palm at its target, dealing 1d6 points of cold damage per caster level (maximum 15d6). You must succeed on a ranged touch attack to hit your target. In addition, a creature struck by an orb of cold must make a Fortitude save or be blinded for 1 round instead of being sickened.
(Creation) [Cold]
Effect: One orb of electricity
Saving Throw: Fortitude partial-see text
Spell Resistance: No
An orb of electricity about 3 inches across shoots from your palm at its target, dealing 1d6 points of electricity damage per caster level (maximum 15d6). You must succeed on a ranged touch attack to hit your target. In addition, a creature wearing metal armor struck by an orb of electricity must make a Fortitude save or be entangled for 1 round instead of being sickened.
(Creation) [Electricity]
Effect: One orb of fire
Saving Throw: Fortitude partial-see text
Spell Resistance: No
An orb of fire about 3 inches across shoots from your palm at its target, dealing 1d6 points of fire damage per caster level (maximum 15d6). You must succeed on a ranged touch attack to hit your target. In addition, a creature struck by an orb of fire must make a Fortitude save or be dazed for 1 round instead of being sickened.
(Creation) [Fire]
Effect: One orb of force
Saving Throw: None
Spell Resistance: No
As you gather the energies of the spell, you feel against your palm a spherical weight that seems almost bonded to your skin. The sphere grows, until with a final precise movement, you release the translucent blue orb, sending it hurtling toward your intended target. You create a globe of force 3 inches across, which streaks from your palm toward your target. You must succeed on a ranged touch attack to hit the target. The orb deals 1d6 points of damage per caster level (maximum 10d6).
(Creation) [Force]
Effect: One orb of sonic energy
Saving Throw: Fortitude partial-see text
Spell Resistance: No
Symbols recognizable as musical notation - the visual representation of sound – appear in midair within the curve of your palm accompanied by the fractious sounds they represent. The notes begin to whirl and stretch, forming into a spherical whirlwind of cacophonic chaos, as you make ready to release the spell. At last, you send the sphere of noise toward your chosen target. This spell functions like orb of acid, except that it deals 1d4 points of sonic damage per level (maximum 15d4). In addition, a creature struck by an orb of sound must make a Fortitude save or be deafened for 1 round instead of being sickened.
(Creation) [Sonic]
Effect: Energy wall whose area is up to one 10-ft. square/level, or a sphere or hemisphere with a radius of up to 1 ft./level
Saving Throw: None
Spell Resistance: No
You create an opaque, immobile, shimmering screen of violet energy. Any spell effect operating on a creature or unattended object that passes through the screen is affected as by a targeted dispel magic at your caster level. Attended items that pass through are not affected by the screen, which is the only way the screen differs from a normal targeted casting of dispel magic attended items are essentially not targeted by the screen. Make a caster level check (1d20 + 1 per caster level, maximum +10) to dispel spell effects (DC 11 + caster level) or suppress an unattended object' s magical properties for 1d4 rounds (DC equal to the item' s caster level). Spell effects not operating on objects or unattended creatures cannot pass through the screen. A disintegrate or successful dispel magic removes Otiluke' s dispelling screen, while an antimagic field suppresses it.
Effect: 1-ft.-diameter/level sphere, centered around a creature
Saving Throw: Reflex negates
Spell Resistance: Yes
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.
Area: 40-ft.-radius spread
Saving Throw: None
Spell Resistance: No
You create an area in which only good creatures can be magically summoned. No matter what a later caster attempts to summon, he actually summons a good version (a celestial beast rather than a fiendish one, for example) or a good equivalent (an archon rather than a formian). If the summoner was attempting to summon a neutral or evil creature, the good creature that appears is not bound to obey the commands of the summoner or attack his enemies. Instead, it deals with the summoner as it sees fit -possibly attacking an evil caster. The summoning spell cannot be dismissed, though it can be dispelled. A perfect summons spell can also be dispelled normally. Perfect summons counters and dispels distort summons (which appears in Book of Vile Darkness), and vice versa.
Saving Throw: None (object) and Reflex negates- see text
Spell Resistance: No
Limbo impinges on all sides - colors, sounds, and elements. You speak the words and feel the power of the plane buckle within your mind, then relax as you impress order upon the chaos. This spell grants temporary control over the terrain of Limbo. Normally, unless controlled, the Ever-Changing Chaos of Limbo ( DMG 158) is just what the plane’s name implies: a roiling soup of energy and elements. Natives learn to control it or to inhabit areas that have enjoyed some measure of control for a long period, but visitors to areas of “raw” limbo must make a DC 16 Wisdom check to gain control over the dangerous roil. The perinarch spell gives you automatic control of a radius of raw Limbo (an area not already stabilized or within some other creature’s control) in close range. Control allows you to reshape the raw limbo as you desire, adding or subtracting one of the four basic elements once per round as a standard action. A favorite among travelers from the Material Plane is a chunk of earth surrounded by a small atmosphere of air. The effect of this spell overlaps with the control already (potentially) established with a Wisdom
check. Your allies can give their control over to you concurrently with the spell being cast, if they so choose. Control cannot be wrested away from you while the spell is in effect (which is one of the best reasons to cast this spell, even if you have a high Wisdom). If you move more than 100 feet away from the area that you controlled, the order you imposed fades away. You are unable to achieve any works of complexity within an area you control, but you can mix two or three elements in a crude fashion- a few examples are provided below. You can attempt to seize control of a new area that already contains foes- however, foes can make a Reflex save to get out of the area. Thick Barrier: You can “thicken” empty air with dust and rock, creating a zone around yourself and your allies that outside creatures must hack or force a way through. Their speed drops to 5 feet, or 10 feet for Large or larger creatures. Fiery Barrier: You can create a thick field of flame that deals 3d10 points of fire damage to any creature attempting to pass through it. The field also deals 3d10 points of fire damage for each round a creature lingers within it. Complete Barrier: You can create a complete barrier of solid stone up to 1 foot thick encircling yourself
and your allies, preventing access by any other than the most accomplished tunnelers. On the other hand, you can attempt to trap foes within their own bubble of solid stone.
Target: One living creature
Saving Throw: Will disbelief (if interacted with), then Fortitude partial - see text
Spell Resistance: Yes
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.
(Phantasm) [Fear, Mind-Affecting]
Area: 20-ft.-radius spread
Saving Throw: Will negates
Spell Resistance: Yes
You create an illusory horde of snarling ogres, fierce orcs, and proud knights in armor, all locked in battle. Creatures in the area move cautiously as they are caught up in the phantom melee. This spell creates the illusion of a fierce battle. Your enemies move cautiously and pass up the opportunity to strike their foes, since the roar and confusion of the battle distracts them. All creatures within the area of the spell that fail their saving throws cannot make attacks of opportunity. In addition, all creatures within the area are considered flanked A creature ignores these effects when it leaves the spell's area. If a creature reenters the spell's area after leaving it, the creature can attempt another save to resist the spell if its initial save failed. A creature that enters the area for the first time after the spell is cast must also make a saving throw to resist the effect. A phantom battle spell produces noise appropriate to a mob of creatures locked in battle.
.
Anyone in the battle can plainly see that the conjured fighters are no threat, since they strike solely at other phantom warriors, but the din, tumult, and confusion make it difficult to focus on the true foes at hand. A creature that succeeds on its save can still see the spectral outline of the illusion, but is able to block out the distraction and fight as normal. When you cast this spell, you can choose for it not to affect a number of allies you designate less than or equal to your caster level.
Effect: One called creature
Saving Throw: None
Spell Resistance: No
You cross your arms and close your eyes, intoning the ancient spell. There is a bright flash, and another creature stands in your place. When you cast this spell, you call a celestial brown bear ( MM 269), celestial griffon ( MM 139), fiendish dire ape (MM 62), or fiendish tiger ( MM 281), at your option, to your precise location. At the same instant, you are transported to that creature’s home plane, where you exist in stasis for the duration of the spell. To a casual observer, it appears that you have transformed into the called creature (though an onlooker who makes a DC 25 Spot check notices the slight gap in time between your disappearance and the creature’s appearance). If the called creature would not fit in the place you occupied when you cast the spell, the spell fails. If the called creature is slain, you take 2d6 points of damage, the spell ends, and you are returned to your origin plane in the space last occupied by the called creature. A celestial creature ( MM 31) called by this spell gains damage reduction 5/ magic- resistance to acid 5, cold 5, and electricity 5- spell resistance equal to its HD +5- and a smite evil attack that
provides a bonus equal to its HD on one damage roll. A fiendish creature ( MM 107) called by this spell gains damage reduction 5/magic- resistance to acid 5 and fire 5- spell resistance equal to its HD +5- and a smite good attack that provides a bonus equal to its HD on one damage roll. You have full control over the creature’s actions and can perceive the environment around the called creature as if you were seeing through its eyes, hearing through its ears, and so on. While in stasis, you can’t take any actions other than to control the called creature or to dismiss the spell, nor can anything on the creature’s home plane affect you in any way. You also can’t perceive anything around your body’s location. When you dismiss the spell, or when the creature is slain, you appear in the creature’s location, and it is returned to its home plane. When you use a calling spell that calls a chaotic, evil, good, or lawful creature, it is a spell of that type.
Target: Willing living creature touched
Saving Throw: None
Spell Resistance: No
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 - and changing back does not heal the subject further). If slain, the subject reverts to its original form, though it remains dead. The subject gains the Strength, Dexterity, and
Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. It also gains all extraordinary special attacks possessed by the form but does not gain the extraordinary special qualities possessed by the new form or any 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.
Target: One interplanar gate or portal
Saving Throw: None
Spell Resistance: No
This spell functions like portal alarm, with the following additions.
* You can designate the alarm set off by an improved portal alarm to be mental, audible, or both.
* If a mental alarm is chosen you receive a mental picture of all creatures that have passed through the portal and which direction they passed through. The mental image provides information as if you were standing 10 feet away from the portal.
* You can enable another creature to receive the mental alarm instead of yourself. You must touch the creature, which receives a Will saving throw to negate the effect, if applicable.
Effect: Fog that spreads in a 20-ft. radius, 20 ft. high
Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes (see text)
As solid fog, but the cloud of fog shimmers with brilliant celestial radiance. Creatures within the cloud must make successful Fortitude saves or be dazzled, taking a -1 penalty on attack rolls for as long as they remain in the cloud and for 1 minute afterward. Creatures with light sensitivity or otherwise susceptible to bright light are blinded if they fail their saves. Sightless creatures are not affected by the radiance. Spell resistance applies to the reduced movement, melee attack and damage penalties, and dazzling or blinding effects, but not to the concealment provided or the prevention of ranged weapon attacks.
(Creation) [Good]
Target: You
A scintillating aura of white radiance wreathes you and causes damage to each creature that attacks you in melee. The radiance also protects you fromelectricity attacks. Any creature striking you with a natural or handheld weapons deals normal damage but also takes 1d6 points of electricity damage + 1 point per caster level (the creature's spell resistance applies).You take only half damage from electricity-based attacks. If an electricity-based attack allows a Reflex save for half damage, you take no damage on a successful save. The radiance is as bright as a light spell, casting bright light in a 10-foot radius and shadowy illumination to 20 feet.
[Electricity, Good]
Effect: Colorful lights with a 20-ft.-radius spread
Saving Throw: Will negates
Spell Resistance: Yes
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.
Verbal Component: A wizard or sorcerer need not utter a sound to cast this spell, but a bard must sing, play music, or recite a rhyme as a verbal component.
(Pattern) [Mind-Affecting]
Target: One creature or object
Saving Throw: Fortitude negates (object)
Spell Resistance: Yes (object)
Water roils and foams as the shipwreck rises to the surface. Floating now effortlessly, it bobs up and down, never sinking more than an inch. The subject of this spell gains magical buoyancy and floats on the surface of the water for the duration of the spell, despite its weight or normal buoyancy. It cannot swim below the surface of the water. Creatures that must breathe water can still do so. If the subject is underwater at the time this spell is cast, it rises toward the surface at a speed of 150 feet. The magic of the spell prevents the subject from taking damage from the speed of the ascent. This spell is particularly effective at raising sunken ships from the deep. If you know the exact details of the shipwreck (its appearance, its name, the date of its creation, its history, and the circumstances of its sinking), the vertical distance between you and the subject is not a factor. When cast to raise a shipwreck, the spell brings up al surviving fragments of the ship, along with any loose objects that are in contact with the ship or enclosed inside it. The ship and its fragments remain on the surface of the
ocean until the spell’s duration ends, at which point the ship sinks again if it has not been repaired. (Multiple consecutive castings of the spell might be needed to keep the ship afloat long enough to be fully repaired.)
Target: You
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).
Target: You
Saving Throw: None
Spell Resistance: No
As the spell is cast, a brief shimmering field appears around you. Small motes of silver float within the field. For the duration of the spell, you are protected against ranged touch attacks, including ray spells and ray attacks made by creatures. Any ray attack directed at you is automatically reflected harmlessly away.
Target: One construct
Effect: Ray
Saving Throw: None
Spell Resistance: No
A copper-red ray bursts from your outstretched hand. The sound of grinding gears and breaking metal accompanies the ray’s flight. This ray interferes with magical animation, degenerating the magic bound within constructs and effectively causing damage. You must succeed on a ranged touch attack with the ray to strike a target. The ray deals 1d6 points of damage per caster level to the subject (maximum 15d6).
Target: One living creature
Saving Throw: Will negates
Spell Resistance: Yes
This spell functions like rebuke, except that the subject is cowering for 1d4 rounds instead of being dazed for 1 round.
(Compulsion) [Fear, Mind-Affecting]
Target: Your breath weapon
You expel your breath weapon, and it is filled with dancing white sparks that swarm around your foes and freeze them with fear. For this spell to function, you must have a breath weapon, either as a super-natural ability or as the result of casting a spell such as dragon breath (page 73). When you successfully cast this spell, you imbue your breath weapon with negative energy that rebukes undead in its area. Undead within the area of your breath weapon that fail their saving throws against it cower as if in awe for 1 round.
Target: One humanoid creature/level, no two of which can be more than 30 ft. apart
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell functions like reduce person, except that it affects multiple creatures.
Target: Creature or item touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
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.
Target: Construct touched
Saving Throw: None
Spell Resistance: No
The smell of grease and the distant echo of clanking gears greet your senses as you complete this spell. Upon touching the intended construct, the grease smell and gear sounds disappear. Major dents and scratches disappear from the construct, as do cuts, tears, and abrasions. This spell functions like repair light damage, except that you repair 4d8 points of damage +1 point per caster level (maximum +20).
Target: One creature/level, no two of which are more than 30 ft. apart
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
You call upon the protective energies of magical power, surrounding your subjects in temporarily visible fields of energy. Although the fields fade from view, you can still just barely sense their existence. This spell functions like resist energy (PH 272), except that it affects all targeted creatures.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Just as you touch the spell’s subject, a feeling of peace and watchful guardianship fills your being. This spell functions like resistance (PH 272), except as noted here. You grant the subject a +3 resistance bonus on saves.
Target: You
In desperate need, you cry out a word imbued with power, granting you a bit of extra luck when you need it most. When the spell is cast, choose from one of the following effects:
* Gain a luck bonus on Fortitude saving throws equal to your Charisma modifier, and immunity to poison.
* Gain a luck bonus on Reflex saving throws equal to your Charisma modifier, and the evasion ability.
* Gain a luck bonus on Will saving throws equal to your Charisma modifier, and immunity to fear effects.
* Gain temporary hit points equal to 4d8 + your Cha modifier. These hit points vanish at the end of the spell’s duration.
You can cast this spell multiple times. Each time you do, choose a different benefit.
Target: One interplanar gate or portal
Saving Throw: None (for portal)
Spell Resistance: No
You raise your hand and send a roiling ball of crackling, multicolored energy at the portal, knowing its chaotic power will give portal users a surprise. You randomize the destination of one interplanar gate or portal for the duration of the spell. Anyone who passes through the portal from either side is sent to a random plane instead of the portal’s normal destination.
Effect: Magical sensor
Saving Throw: Will negates
Spell Resistance: Yes
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.
Target: One creature
Saving Throw: Will disbelief
Spell Resistance: Yes
Your vision blurs, and sounds seem muffled as you cast the spell. Upon completing it, you release the spell’s energy, freeing your senses from that which dampened them. The target of your spell glows for an instant with a black aura. Rather than creating an illusion of something, this spell creates an illusion of absolute nothingness. The spell effect surrounds the subject in a dark, clinging shadow that only it perceives, which blocks all auditory, olfactory, taste, and visual sensations. In addition, it blocks finely tuned senses of touch such as those that provide a creature with tremorsense. A subject that fails its save is blinded and deafened, and it gains no benefit from blindsense, blindsight, scent, or tremorsense. The subject retains any telepathic or empathic links it might possess with other creatures while affected by the spell.
(Phantasm) [Mind-Affecting]
Effect: See text
Saving Throw: Will disbelief (if interacted with) - varies - see text
Spell Resistance: Yes - see 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 (5th) rather than the spell's normal level.
In addition, any effect created by shadow conjuration allows spell 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.
Target: One creature
Saving Throw: Will negates- see text
Spell Resistance: Yes
You spit out the words of the spell, and the shadow of your foe darkens, becoming a solid black pit. Your opponent pinwheels its arms as it topples backward into the darkness. You cause the target’s shadow to become a temporary gateway to a pocket realm within the Plane of Shadow. The target must make a Will save or be pulled into the gateway. Inside the pocket realm, the creature sees a deserted, gloomy duplicate of the real world, while shadowy phantasms stalk and taunt it without causing actual harm. Each round, the creature can attempt another Will save to return from the shadow well. Otherwise, the subject returns to the real world when the spell’s duration expires. Being trapped in a shadow well can be terrifying- upon returning to the real world, the subject must succeed on another Will save or be frightened for 1d4 rounds. Upon leaving the pocket realm, the subject reappears in the spot it had been in when the shadow well spell was cast. If this spot is filled with a solid object, the subject appears in the nearest adjacent empty space. Spells and abilities that move a creature within a plane, such as teleport and dimension
door, do not help a creature escape a shadow well spell, although a plane shift spell allows it to flee to another plane as normal. The target might still become frightened upon leaving.
Target: You
You cast this spell, and your jaws glow with yellow, eldritch power, your muscles grow more powerful, and your teeth become sharper. Choose one of your natural weapons (or your unarmed strike if you have no natural weapons). For the duration of the spell, that method of attack deals damage as though you were one size category larger than your actual size. This spell does not stack with itself.
Area: Cone-shaped burst
Saving Throw: Fortitude partial or Reflex negates (object) - see text
Spell Resistance: Yes (object)
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.
Area: One creature or 20-ft.-radius burst
Saving Throw: None
Spell Resistance: No
You rip away the spell energy infused within a creature, turning it into a harmful burst of energy that burns into the creature before dissipating. This spell functions like dispel magic (PH 223), except as noted here. Any creature that has a spell effect removed from it takes 2 points of damage per level of the dispelled effect. If a creature loses the effects of multiple spells, it takes damage for each one.
Effect: Fog spreads in 20-ft. radius, 20 ft. high
Saving Throw: None
Spell Resistance: No
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.
Target: You
You utter an ancient word tied to the fundamental principles of magic and immediately begin casting another spell. This spell enhances the next spell you cast, making it more difficult for targets to resist. The next spell you cast this round is cast at +2 caster level, and its save DC increases by 1.
Target: One creature casting a spell
Saving Throw: See text
Spell Resistance: Yes
As the creature casts a spell, you utter a simple magical phrase that momentarily confounds it. You cast this spell to distract another creature as it attempts to cast a spell. The target must succeed on a Concentration check (DC equal to 14 + your key ability modifier + the level of the spell being cast) to ignore the distraction, or else it loses the spell.
Target: Stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level
Saving Throw: None
Spell Resistance: No
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.
Effect: One 5-ft.-diameter stone sphere
Saving Throw: Reflex negates-see text
Spell Resistance: Yes
You toss the marble in the air, and it vanishes as you speak the words of the spell. A larger version of the marble, five feet across, appears in the hallway and bears down on your foe. You create a smoothly polished, 5-foot- diameter sphere of stone that moves under your control at a speed of 30 feet. A stone sphere has AC 5, hardness 8, and 500 hit points. In the round when you cast the spell, the stone sphere appears at the spot you designate within the spell’s range, and you can direct its movement as a free action. In subsequent rounds, you must actively direct the stone sphere in order to move it- otherwise, it remains motionless. Directing the movement of a stone sphere in any round after its initial appearance requires a move action. If you move a stone sphere into a square occupied by an enemy, it stops moving and deals 1d6 points of damage per two caster levels (maximum 5d6) to every creature in that square. A successful Reflex save negates the damage.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
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. M: Granite and 250 gp worth of diamond dust sprinkled on the target's skin.
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
Saving Throw: None
Spell Resistance: No
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.
(Summoning) [see text for summon monster I]
Effect: One or more summoned creatures, no two of which are more than 30 ft. apart
This spell functions like summon undead I, except that you can summon one undead from the 4th-level list, two undead of the same kind from the 3rd-level list, or four undead of the same kind from a lower-level list.
(Summoning) [Evil]
Effect: Pale green blade of force
Saving Throw: None
Spell Resistance: Yes
Swinging a miniature replica of a sword as if it were real, you bring into being a full-sized representation of your replica made entirely of pale green force. The blade immediately attacks your enemy. You cause a blade of pale green force to appear and strike the opponent you designate, starting with one attack in the round when the spell is cast and continuing each round thereafter. Though it makes regular melee attacks, the sword strikes as a spell, not a weapon (and so can strike incorporeal creatures). A sword of deception always strikes from your direction, and so it can’t be used to flank with your attacks, but it could flank with your allies. The blade attacks with a base attack bonus equal to your caster level, dealing 1d8 points of damage per hit and threatening a critical hit on a roll of 19–20. In addition, each successful hit provides a –2 penalty on the target’s next saving throw roll (–4 on a successful critical hit). This penalty is cumulative (to a maximum of
–5 on a single creature) and lasts until the creature is forced to make a saving throw in a dangerous situation or receives the benefit of a remove curse spell. Each round, a sword of deception con- tinues to attack the previous round’s target unless you use a standard action to switch it to a new target within range. In any round when the weapon switches targets, it gets one attack as a standard action (as it does in the round when the spell is cast). The weapon can make multiple attack rolls against a single target with a full attack action if its base attack bonus permits. A sword of deception cannot be attacked or dam- aged (though it can be dispelled as any other spell). If an attacked creature has spellresistance, make a caster level check the first time the sword attacks. If the check is successful, the sword can attack that creature with normal effect for the duration of the spell. If not, the sword of deception is dispelled. If the target goes beyond the spell range or out of your sight, the sword of deception returns to you and hovers.
Effect: A spearlike beam
Saving Throw: None
Spell Resistance: No
A faint gray shimmering force in the general shape of a staff or spear springs from your hand. When you cast this spell, you create a deadly lance of force. You can freely make a thunderlance retract or grow to any length from 1 foot to 20 feet, but it always remains a straight lance of force. This effect gives you a natural reach of 20 feet. You can use a thunderlance to make powerful melee attacks. You can wield a thunderlance in one or two hands, dealing a base 3d6 points of damage ( crit 20/×3). Instead of using your STR modifier, you use the higher of your INT modifier or CHA modifier as a bonus on attack rolls and damage rolls. If you successfully strike a target protected by any force effect of 3rd level or lower, such as a shield or mage armor spell, the thunderlance might dispel the force effect in addition to damaging the target. Make a dispel check against the level of the caster who created the effect. If you succeed, the effect is dispelled. The thunderlance remains whether you succeed or fail on this check.
Target: You and one creature
Saving Throw: Will negates- see text
Spell Resistance: Yes
You utter the words, and in an instant you and your target are switched - you take its position and form, and it appears where you had stood moments before, looking to others as you appear. You and the other target switch locations, as if simultaneously using dimension door spells ( PH 221) and exchange appearances, as if using disguise self spells ( PH 222) to appear as each other. Your target can negate this spell with a successful saving throw. If you or your target exceed the capacity of the dimension door spell or if you and your target have bodies that are so different that the disguise self spell could not disguise you as your target, this spell fails. Magic that penetrates disguises (such as true seeing ) reveals the identities of you and your target. Otherwise, you are considered to be disguised as your target and vice versa for the duration of the spell. You get a +10 bonus on Disguise checks to impersonate the target. When the spell ends, you and your target revert to your true appearances in your current locations. You do not switch places again. [Teleportation]
Target: You
A multihued glow of metallic colors surrounds you. The swirling glow manifests as a thin mist that forces itself up into your nose. Suppressing a sneeze, you note with excitement the unmistakable scent of treasure. You can detect copper, silver, gold, platinum, and gems within 30 feet, as well as differentiate between the five kinds of valuables. When you detect one of these types of valuables, the exact location of the source is not revealed - only its presence and direction. Whenever you come within 5 feet of the treasure, you can pinpoint its exact location. 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.
Target: You
Your muscles ripple, and you hear bones crackling underneath your now mottled green skin as your form reshapes to that of a horrid troll. You take on the form and abilities of a troll (MM 247). You gain 30 temporary hit points, which disappear at the end of the spell's duration. See the description of the new polymorph subschool on page 95 for more details.
(Polymorph)
Effect: One invisible, mindless, shapeless servant/level
Saving Throw: None
Spell Resistance: No
This spell functions as unseen servant, except that it creates multiple servants. It is most often used by arcane spellcasters to entertain large numbers of guests, or by adventuring spellcasters to gather up large treasure hoards in a short period of time.
Target: You
As you speak the words of the spell and inscribe the motions in the air, your voice deepens, taking on a resonance that makes the listener think of authority, power, and great age. You gain a +10 enhancement bonus on Bluff, Diplomacy, and Intimidate checks. You also gain the ability to speak and understand (but not read) Draconic. At any time before the spell’s duration expires, you can use a standard action to target a creature with a suggestion effect, which functions identically to the spell of that name ( PH 285), including range, duration, and other effects. Doing this causes the voice of the dragon spell to end, though the suggestion itself lasts for the normal duration thereafter. Special: Sorcerers cast this spell at +1 caster level.
Area: Hollow cylinder (40-ft. radius, 20 ft. high, with a 5-ft.-radius safe zone at the center)
Saving Throw: None
Spell Resistance: Yes
A huge school of transparent piranhas swims rapidly through the air in the area you indicate. These magic fish are made of force and tear into the bodies of creatures as though ravenous. Creatures in the area take 3d8 points of damage per round at the beginning of your turn. Because this spell is a force effect, it harms incorporeal creatures.
Effect: A straight wall whose area is up to one 10-ft. square/level or a sphere or hemisphere with a radius of up to 5 ft./2 levels
Saving Throw: See text
Spell Resistance: Yes
You invoke the abjuration, and a wall of multicolored energy springs up, becoming translucent and vanishing in a flash. This spell functions like wall of good (see below), except that lawful creatures are blocked.
Effect: A straight wall whose area is up to one 10-ft. square/level or a sphere or hemisphere with a radius of up to 5 ft./2 levels
Saving Throw: See text
Spell Resistance: Yes
You invoke the abjuration and a wall of red and black energy springs up, only to fade away to invisibility. This spell functions like wall of good (see below), except that good creatures are blocked.
Effect: Opaque sheet of flame up to 20 ft. long/level or a ring of fire with a radius of up to 5 ft. per two levels - either form 20 ft. high
Saving Throw: None
Spell Resistance: Yes
An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each round to all creatures in the area. In addition, the wall deals 2d6 points of fire damage +1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures. If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that length goes out. (Do not divide cold damage by 4, as normal for objects.)
Wall of fire can be made permanent with a permanency spell. A permanent wall of fire that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength.
Effect: A straight wall whose area is up to one 10-ft. square/level or a sphere or hemisphere with a radius of up to 5 ft./2 levels
Saving Throw: See text
Spell Resistance: Yes
You invoke the abjuration, and a cascade of brilliant white energy springs up in a wall that becomes invisible almost instantly. You create an immobile barrier that inhibits evil creatures. An evil summoned creature cannot pass through the wall in either direction, and any other evil creature must succeed on a Will save each time it attempts to move through the wall. If the saving throw is failed, the creature’s movement is stopped, and it can take no other action that round. A wall of good must be continuous and unbroken when formed. If it is cast so that an object or creature breaks its surface, the spell fails.
Effect: Anchored plane of ice, up to one 10-ft. square/level, or hemisphere of ice with a radius of up to 3 ft. + 1 ft./level
Saving Throw: Reflex negates - see text
Spell Resistance: Yes
This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected. A wall of ice cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. Any creature adjacent to the wall when it is created may attempt a Reflex save to disrupt the wall as it is being formed. A successful save indicates that the spell automatically fails. Fire can melt a wall of ice, and it deals full damage to the wall (instead of the normal half damage taken by objects). Suddenly melting a wall of ice creates a great cloud of steamy fog that lasts for 10 minutes. Ice Plane: A sheet of strong, hard ice appears. The wall is 1 inch thick per caster level. It covers up to a 10-foot-square area per caster level (so a 10th-level wizard can create a wall of ice 100 feet long and 10 feet high, a wall 50 feet long and 20 feet
high, or some other combination of length and height that does not exceed 1,000 square feet). The plane can be oriented in any fashion as long as it is anchored. A vertical wall need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite sides. Each 10-foot square of wall has 3 hit points per inch of thickness. Creatures can hit the wall automatically. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 + caster level. Even when the ice has been broken through, a sheet of frigid air remains. Any creature stepping through it (including the one who broke through the wall) takes 1d6 points of cold damage +1 point per caster level (no save). Hemisphere: The wall takes the form of a hemisphere whose maximum radius is 3 feet + 1 foot per caster level. The hemisphere is as hard to break through as the ice plane form, but it does not deal damage to those who go through a breach.
Effect: A straight wall whose area is up to one 10-ft. square/level or a sphere or hemisphere with a radius of up to 5 ft./2 levels
Saving Throw: See text
Spell Resistance: Yes
You invoke the abjuration, and a wall of translucent silver energy springs up before fading away to nothingness. This spell functions like wall of good (see above), except that chaotic creatures are blocked.
Effect: A straight wall whose area is up to one 10-ft. square/level (S)
Saving Throw: None
Spell Resistance: No
With a rush of hot air, a swirling wall of blowing sand leaps into being. This spell conjures up a 10-foot-thick, viscous, opaque wall of swirling sand. The spell must be cast so that it rests on a solid surface. Once cast, the wall is immobile. The sand is sufficiently thick to block ranged attacks, providing normal cover appropriate for its size, but creatures can attempt to force their way through it. Moving through a wall of sand is difficult, requiring a full-round action and a Strength check. A creature moves 5 feet through a wall of sand for every 5 points by which its Strength check result exceeds 10. Creatures within a wall of sand are considered blinded and deafened, and they are unable to speak or breathe. Thus, they might begin to suffocate (DMG 304) if they remain within the wall too long. Spells with verbal components cannot be cast within the wall, and any other spell requires a successful Concentration check (DC 20 +
spell level). Creatures with reach can attempt to attack through the wall, but targets have total concealment and total cover, and the attacker must have a general idea where the target is located. Any open, unprotected flame thrust into a wall of sand is instantly extinguished.
(Creation) [Earth]
Effect: A straight wall whose area is up to one 10-ft. square/level (S)
Saving Throw: Reflex negates-see text
Spell Resistance: No
A wall springs up in the area you designate. Composed of a sheet of water rising vertically, the transparent wall does not prevent you from seeing beyond it. The water of the wall is calm as a lake on a windless day. This spell creates a 10-foot-thick wall of fresh water or seawater (as selected by you). The water forms around objects and creatures in its area, plunging these creatures and objects underwater. A creature in the area where the water is created can make a Reflex save to move to a random side of the wall before it forms completely. This movement must occur on the creature’s next turn, or it immediately suffers the full effect of being in the wall. Creatures can move through a wall of water by making Swim checks, or can walk along the floor at half speed- the water itself is considered to be calm water. Any open flames in the area when the water forms are immediately extinguished. Creatures with the fire subtype
take 2d6 points of damage +1 point per caster level each round they remain partially or wholly in the wall. Although the wall is transparent, it provides cover to any targets inside against attacks launched from out- side the wall. It cannot be destroyed by physical damage, nor can it be drained off to a different location. Water brought out of the wall in a container instantly evaporates as the wall itself forms more water to replace what was removed.
(Creation) [Water]
Target:One creature
Ululations and nonsense syllables cascade from your mouth as you intentionally mispronounce your enemy's truename. Your foe's flesh takes on a gelatinous state and starts to fuse together, forming a bloblike figure where your enemy once stood. This spell functions as polymorph, except that you change the subject into a horrid form as its features melt into only marginally recognizable protoplasm. The subject becomes an aberration with 10 Strength, 10 Dexterity, and 10 Constitution. Its new form has a slam attack appropriate for a creature of its size (1d6 damage if medium), a speed of 20 feet, and no other extraordinary or supernatural abilities. 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, and loses its ability to cast spells (if it had the ability) for the duration of the spell. Regardless of the second save, the subject still retains its class and level (or Hit Dice), as well as
all benefits derived 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. The subject has the same limbs it did before the warp truename spell, so it can still manipulate object and use equipment. The subject can still speak, albeit in a gurgling, pained voice. Incorporeal or gaseous creatures have immunity to warp truename, and a creature with the shapechanger subtype (such as a lycanthrope or a doppelganger) can revert to its natural form as a standard action. Truename Component: When you cast this spell, you must correctly speak the personal truename of the creature you're trying to warp.
Target: One living creature/level
Saving Throw: Will negates
Spell Resistance: Yes
With a sweep of your arm, creatures reel as an invisible surge of magical power invades their minds. This spell functions like whelm, except that it affects multiple targets and it deals 1d6 points of nonlethal damage per caster level to each subject, to a maximum of 10d6 at 10th level.
(Compulsion) [Mind-Affecting]
Target: One creature
Saving Throw: Reflex negates
Spell Resistance: Yes
The flying creature lets out a surprised howl and then plummets to the ground, its wings flat against its body and struggling against a green glowing net. A web of force surrounds the target, entangling it like a net. This spell functions like earthbind (page 76), except that an ensnared creature immediately falls to the ground, taking falling damage. An entangled creature can escape with a successful Escape Artist check against a DC equal to the save DC of the spell. Like a wall of force (PH 298), this web of force is impervious to most attacks: It is immune to damage of all kinds , cannot be burst with a Strength check, and is unaffected by most spells, including dispel magic . Also like a wall of force , the web is immediately destroyed by disintegrate , a rod of cancellation , a sphere of annihilation , or Mordenkainen’s disjunction .
Target: Winged creature touched
Saving Throw: None (harmless)
Spell Resistance: No
(harmless) This spell functions like wings of air , except that the creature’s maneuverability improves by two grades – from clumsy to average, poor to good, or average to perfect.
Target: You
You crush the fire ants between your fingers and rub the smashed mixture over your exposed flesh. The smashed ants liquefy, and the liquid covers your body in a thick, translucent sheath. You enclose yourself in a fluid sheath of acid that does not harm you. You can breathe normally and cast spells while the acid sheath is present. Any creature striking you deals normal damage, but at the same time the attacker takes 2 points of acid damage per caster level (maximum 30 points). Reach weapons, such as longspears, do not endanger their users in this way. The acid sheath does not protect you against other attack forms, such as fire. If you are in a grapple, other creatures in the grapple take acid damage once per round at the beginning of their turns. Any spell you cast with the acid descriptor while the sheath surrounds you deals an extra 1 point of damage per die. Focus : A glass sculpture of a humanoid (worth 50 gp).
(Creation) [Acid]
Target: Up to one animal (Gargantuan or smaller) per two levels, no two of which can be more than 30 ft. apart
Saving Throw: Fortitude negates
Spell Resistance: Yes
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. 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.
Area: 10-ft.-radius emanation centered on you
Saving Throw: None
Spell Resistance: Yes
As a rosy color flickers into being in the surrounding air, you feel a sense of warmth and well-being. All creatures within the area of the spell gain immunity to cold damage. In addition, the emanation prevents the entrance of any creature with the cold subtype. The effect hedges out such creatures in the area when it is cast. Note: Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier ( PH 172).
Area: A line between two creatures
Saving Throw: Reflex half
Spell Resistance: No
Static fills the air as you complete the spell. With a gesture you create magical conductivity between two creatures, and a bolt of electricity arcs between them with a shockingly loud crackle. This bolt deals 1d6 points of electricity damage per caster level (maximum 15d6) to both creatures and to anything in the line between them. Both creatures must be in range, and you must be able to target them both (as if this spell had them as its targets). Draw the line from any corner in one creature’s space to any corner in the other’s space. The bolt affects all squares in this line.
(Creation) [Electricity]
Target: One creature
Saving Throw: Fortitude negates, Will partial - see text
Spell Resistance: Yes
You change the subject into a Small or smaller animal of no more than 1 HD (such as a dog, lizard, monkey, or toad). The subject takes on all the statistics and special abilities of an average member of the new form in place of its own except as follows: The target retains its own alignment (and personality, within the limits of the new form's ability scores). If the target has the shapechanger subtype, it retains that subtype. The target retains its own hit points. The target is treated has having its normal Hit Dice for purpose of adjudicating effects based on HD, such as the sleep spell, though it uses the new form's base attack bonus, base save bonuses, and all other statistics derived from Hit Dice. The target also retains the ability to understand (but not to speak) the languages it understood in its original form. It can write in the languages it understands, but only the form is capable of writing in some manner (such as drawing in the dirt with a paw). With those exceptions, the target's normal game statistics are replaced by those of the new form.
The target loses all the special abilities it has in its normal form, including its class features. All items worn or carried by the subject fall to the ground at its feet, even if they could be worn or carried by the new form. If the new form would prove fatal to the creature (for example, if you polymorphed a landbound target into a fish, or an airborne target into a toad), the subject gets a +4 bonus on the save. If the subject remains in the new form for 24 consecutive hours, it must attempt a Will save. If this save fails, it loses its ability to understand language, as well as all other memories of its previous form, and its Hit Dice and hit points change to match an average creature of its new form. These abilities and statistics return to normal if the effect is later ended. Incorporeal or gaseous creatures are immune to baleful polymorph, and a creature with the shapechanger subtype (such as a lycanthrope or a doppelganger) can revert to its natural form as a standard action (which ends the spell's effect).
Effect: One lightning ball
Saving Throw: Reflex negates
Spell Resistance: Yes
With a circuitous pass of your hand through the air, a crackling ball of lightning appears before you, accompanied by the smell of ozone. You create a 5-foot-diameter ball of concentrated electricity that rolls in whichever direction you point, dealing electricity damage to creatures 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 subject. If it enters a space with a creature, it stops moving for the round and deals 1d6 points of electricity damage per caster level (maximum 15d6), though a successful Reflex save negates that damage. The ball moves as long as you actively direct it (a move action for you)- otherwise it merely stays at rest, damaging any creature in its space. It cannot push aside unwilling creatures or batter down large obstacles. The lightning winks out if it exceeds the spell’s range.
Effect: 10-ft. hand
Saving Throw: None
Spell Resistance: Yes
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 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.
Target: You
You shake your head, and your face reshapes itself into the visage of a boar. As this happens, your body becomes bulkier, and your shoulders and back bristle with hair. You gain a +4 enhancement bonus to Strength, a +6 enhancement bonus to Constitution, and a +8 enhancement bonus to natural armor. Your face becomes that of a boar, and you gain a bite attack that deals 1d8 points of damage (or 1d6 points if you are Small) + 1-1/2 times your Str modifier. You also gain the benefit of the Blind-Fight feat. If your base attack bonus is +6 or higher, you do not gain any additional attacks.
Saving Throw: Fortitude half - see text
Spell Resistance: Yes
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.
Target: You
An immaterial fog descends over your eyes as you complete the spell. You perceive the closeness of a parallel, ethereal reality, and you know that you can pass freely between that world and the one upon which you stand.
This spell functions like blink (PH 206), except that you have control over the timing of your “blinking” back and forth between the Ethereal Plane and the Material Plane. You can also ready an action to blink away from any physical or magical attack. The attack misses automatically unless it also affects ethereal targets (as a force effect does). While blinking, you have no chance of interfering with your own attacks or your own spells. When moving through solid objects, you do not risk materializing inside one unless you actually end your movement there, in which case you materialize and are shunted off to the nearest open space, taking 1d6 points of damage per 5 feet traveled in this manner.
Target: Up to one creature per level, all within 30 ft. of each other
Saving Throw: See text
Spell Resistance: No
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.
Target: Your breath weapon
Your foes, prepared for your terrible fiery breath weapon, are caught off guard as you exhale a cone of caustic acid in their surprised faces. For this spell to function, you must have a breath weapon, either as a supernatural ability or as the result of casting a spell such as dragon breath (page 73). When you successfully cast this spell, you choose one type of energy other than that normally associated with your breath weapon: acid, cold, electricity, or fire. You can modify your breath weapon to use the selected energy type instead of its normal energy type. For example, an old red dragon whose breath weapon normally deals 16d10 points of fire damage could use this spell to produce a cone dealing 16d10 points of acid damage instead. When you use this spell to produce acid, cold, electricity, or fire energy, it is a spell of that type. For example, breath weapon substitution is an acid spell when you cast it to change your breath weapon to deal acid damage.
Area: 20-ft.-radius burst
Saving Throw: Reflex half
Spell Resistance: Yes
You complete the spell with a scream, and echoes of your cry travel outward and burst into ear-shattering sounds. You cause a burst of low, discordant noise to erupt at the chosen location. It deals 1d6 points of sonic damage per caster level (maximum 15d6) to all creatures within the area. Cacophonic burst cannot penetrate the area of a silence spell.
Area: 10-ft.-radius emanation centered on you
Saving Throw: Fortitude partial
Spell Resistance: Yes
Your words speed into a jumble of sounds that mix together until only a constant, faint buzzing sound remains. You create a barrier of sonic energy at a distance of 10 feet from yourself. Creatures on either side of the barrier hear it as a loud but harmless buzzing. Nonmagical sound (including sound produced by a thunderstone) does not cross the barrier. Supernatural or spell-based sounds or sonic effects penetrate the barrier only if the caster or originator of the effect succeeds on a caster level check (DC 11 + your caster level). A creature that crosses the barrier takes 1d6 points of sonic damage +1 point per caster level (maximum +20) and must make a Fortitude save or be deafened for 1 minute. The sonic vibrations create a 20% miss chance for any missiles (including siege weapon attacks) crossing the barrier in either direction. The barrier moves with you, but you cannot force another creature to pass through it (for example, by moving adjacent to an enemy). If you force a creature to pass through, the barrier has no effect on that creature.
Effect: 1d4 lantern archons, coure eladrins, or musteval guardinals
Saving Throw: None
Spell Resistance: No
You call 1d4 lawful good lantern archons from Celestia, 1d4 chaotic good coure eladrins from Arborea, or 1d4 neutral good musteval guardinals from Elysium to your location. They serve you for up to one year as guards, soldiers, spies, or whatever other holy purpose you have. No matter how many times you cast this spell, you can control no more than 2 HD worth of celestials per caster level. If you exceed this number, all the newly called creatures fall under your control, and any excess servants from previous castings return to their home plane.
(Calling) [Good]
XP Cost: 100 XP
Effect: One called zelekhut
Saving Throw: None
Spell Resistance: No
You make the necessary conjurations and the powers of Mechanus respond. The zelekhut fades into view, its centaur form accompanied by the sound of rattling silver chains. “Who seeks to escape justice?” it asks with the solemn tones of a judge’s gavel. By casting this spell, you receive the aid of a zelekhut inevitable ( MM 160). If you know an individual zelekhut’s name, you can request that individual by speaking the name during the spell (though you might get a different creature, anyway). You can ask the zelekhut to perform one duty for you. The task must take no more than 1 hour to complete. The inevitable does not ask for any payment for the task.
(Calling) [Lawful]
Target: One or more creatures, no two of which can be more than 30 ft. apart
Saving Throw: Will negates
Spell Resistance: Yes
This spell functions like charm person, except that mass charm person 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.
(Charm) [Mind-Affecting]
Effect: Cloud spreads in 20-ft. radius, 20 ft. high
Saving Throw: Fortitude partial - see text
Spell Resistance: No
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.
Area: Cone-shaped burst
Saving Throw: Reflex half
Spell Resistance: Yes
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).
Target: You
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 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 | 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 INT and CHA 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.
As you finish chanting the words, a pearlescent film covers your body before fading into your skin, a pale rainbow of colors offering their protection against potential damage to come.
Target: You
This spell functions similarly to contingency (PH 213), but with a more limited scope. While ontingent energy resistance is in effect, if you are dealt damage ssociated with one of the five types of energy (acid, cold, electricity, fire, or sonic), the spell automatically grants you resistance 10 against that type of energy for up to 10 minutes per caster level, or until the remainder of the spell’s duration, just as if you were under the effect of a resist energy spell of the appropriate type. Once the energy type protected against by a particular casting of this spell is determined, it can’t be changed. You can’t have more than one contingent energy resistance in effect on yourself at the same time - if you cast the spell a second time while an earlier casting is still in effect, the earlier spell automatically expires. The energy resistance granted by this spell does not stack with similar benefits against
the same energy type (such as from the resist energy spell). However, it is possible to be simultaneously under the effect of resist energy (fire ) and contingent energy resistance (electricity), or any other two such spells that protect against different types of energy.
Area: 120-ft. line
Saving Throw: Reflex half
Spell Resistance: Yes
Cupping a child’s top, you forcefully thrust your hand forward, simultaneously speak- ing the final words of the spell’s proscribed formula. Immediately thereafter, a blast of whirling wind issues forth from your outstretched fingers, sweeping up within it all who stand in its way. You send a twisting torrent of wind, not unlike a tornado turned on its side, toward your enemies. A cyclonic blast deals 1d6 points of damage per caster level (maximum 15d6 points of damage) to all creatures and objects in the area. Objects bigger than Large take half damage. The cyclonic blast begins at your fingertips. Creatures who fail their Reflex saving throws against a cyclonic blast are additionally in danger of being knocked back by the force of the wind. Treat this as a bull rush attack made with a +12 bonus on the Strength check. The cyclonic blast always moves with the opponent to push that target back the full distance allowed, and (unlike a normal bull rush) you can exceed your normal movement limit with a sufficiently high check
result. Airborne creatures are treated as if they were one size category smaller for the purpose of resisting the bull rush. If the damage caused to an interposing barrier by the blast shatters or breaks through it, the cyclonic blast can continue beyond the barrier if the spell’s range permits- otherwise, it stops at the barrier just as any other spell effect does.
Target: Weapon touched
Saving Throw: None
Spell Resistance: No
With a word and a gesture, the sword in your hand leaps to life with a swooping salute. This spell animates a melee weapon currently in your possession, causing it to fight your foes as you direct it. Once each round as a free action, you can direct the blade to attack an adjacent foe (a weapon with reach can attack a foe 10 feet away). The weapon s bonus on attack rolls is equal to your caster level + your key ability modifier, plus any enhancement bonus the weapon might have. It deals damage equal to the normal damage of the weapon, plus your key ability modifier and any enhancement bonus or other bonus on damage inherent in the weapon. The weapon attacks once per round. Despite the spell's name, it works on any melee weapon (not just blades). While your weapon is dancing, it cannot make attacks of opportunity, and you are not considered armed with the weapon. It remains in your space and accompanies you everywhere, whether you move by physical or magical means. The weapon cannot be disarmed.
Target: You
Saving Throw: None
Spell Resistance: No
As the killing blow falls, you smile with grim satisfaction even as the light of life fades, knowing that your enemy will soon be joining you in the afterlife. If you are killed, your body is instantaneously destroyed in an explosion that deals 1d8 points of damage per caster level to everyone in a 30-foot-radius burst. This explosion destroys your body, preventing any form of raising or resurrection that requires part of the corpse. A wish, miracle, or true resurrection spell can restore life.
Target: You
and touched objects or other touched willing creatures
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)
Your flesh gives an involuntary shudder as you will yourself elsewhere. You vanish, reappearing some distance away.
This spell functions like dimension door (PH 221), except as noted above and that you can transfer the targets once per round, up to a distance of 25 feet + 5 feet per two levels, as a move action that does not provoke attacks of opportunity.
[Teleportation]
Target: One creature/level, no two of which are more than 30 ft. apart
Saving Throw: Will negates- see text
Spell Resistance: Yes
With a slight blue shimmer of energy and an audible pop, a number of creatures around you disappear and reappear in new positions. You instantly transfer any subject creature from its current location to any other spot within 30 feet. You must have line of sight to its new location. An unwilling creature can make a Will saving throw to negate this effect. The creature must be placed on solid ground capable of supporting its weight. If you attempt to place a creature within a solid object or into a space where it cannot ft, the spell fails.
(Teleportation)
Target: One extraplanar creature
Saving Throw: Will negates - see text
Spell Resistance: Yes
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.
Target: Your breath weapon
You exhale a cloud of poisonous gas mixed with starlight motes that gravitate toward the spellcasters and summoned monsters within the cloud. For this spell to function, you must have a breath weapon, either as a super-natural ability or as the result of casting a spell such as dragon breath (page 73). When you successfully cast this spell, your breath weapon acts as a targeted dispel magic (PH 223). For each creature or object that fails its saving throw against your breath weapon and that is the subject of one or more spells, you make a dispel check against the highest level spell currently in effect on the object or creature. A dispel check is 1d20 + 1 per caster level (maximum + 15 ) against a DC of 11 + the spell’s caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell or until you fail all your checks. A creature’s magic items are not affected, and creatures and objects that rolled successful saving throws against your breath weapon are likewise not affected. If a creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning ), is in the area and fails its saving throw against your breath weapon,
you can also make a dispel check to end the spell that conjured the creature (returning it whence it came). For each ongoing area or effect spell centered within the area of your breath weapon, you make a dispel check to dispel the spell. Spells are dispelled prior to the effect of your breath weapon being resolved. You can choose to automatically succeed on dispel checks against any spell in the area that you have cast.
Target: One humanoid
Saving Throw: Will negates
Spell Resistance: Yes
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 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.
(Compulsion) [Mind-Affecting]
Target: Living creature touched
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Upon casting this spell, your ally’s face is covered briefly with a fine pattern of yellow scales. The scales fade, but the golden radiance remains. The subject of the spell gains a +4 enhancement bonus to Strength, Constitution, and Charisma. I t also gains a +4 enhancement bonus to natural armor. Finally, it has immunity to magic sleep and paralysis effects. Special: Sorcerers cast this spell at +1 caster level.
Target: You
Saving Throw: None
Spell Resistance: No
As polymorph, except as follows: The assumed form can have no more Hit Dice than you have, to a maximum of 20 Hit Dice. Your Strength and Constitution in the new form are above the average for the race or species into which you transform. Your Strength is the average for the creature +8, and your Constitution is the average for the creature +2. Spell Compendium only states the spell in the lists - the spell is found in Draconomicon. p79
XP Cost: 100 XP
Effect: One called dragon of 15 HD or less
Saving Throw: None
Spell Resistance: No
You feel some of your lifeforce being pulled from you in the casting of the spell. A large dragon lands nearby. “You wish to discuss something?” it asks, eying your belongings. This spell calls a dragon. You can ask the dragon to perform one task in exchange for a payment from you. Tasks might range from the simple (fly us across the chasm, help us fight a battle) to the complex (spy on our enemies, protect us on our foray into the dungeon). You must be able to communicate with the dragon to bargain for its services. The summoned dragon requires payment for its services, which takes the form of coins, gems, or other precious objects the dragon can add to its hoard. This payment must be made before the dragon agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives. Tasks requiring up to 1 minute per caster level require a payment of 50 gp per HD of the called dragon. For a task requiring up to 1 hour per caster level, the creature requires a payment of 250 gp per
HD. Long-term tasks (those requiring up to 1 day per caster level) require a payment of 500 gp per HD. Especially hazardous tasks require a greater gift, up to twice the given amount. A dragon never accepts less than the indicated amount, even for a nonhazardous task. At the end of its task, or when the duration bargained for elapses, the creature returns to the place it was called from (after reporting back to you, if appropriate and possible). Special: Sorcerers cast this spell at +1 caster level.
Target: You
You cast this spell and your eyes enlarge and turn yellow and catlike, like those of a dragon. You gain the visual acuity of a dragon, including low-light vision, darkvision, and blindsense. You can see four times as well as a normal human in low-light conditions and twice as well in normal light. Your darkvision is effective out to 10 feet per caster level. You take half the normal penalties for distance on Spot checks. Your blindsense has a range of 5 feet per caster level. None of these effects stack with any low-light vision, darkvision, or blindsense you might already have.
Target: One living creature touched
Saving Throw: None
Spell Resistance: Yes
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 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.
(Phantasm) [Mind-Affecting]
Target: You
The air around you crackles with magical energy as you finish uttering the last syllables of the spell’s formula. You immediately feel as if your link to the arcane somehow has increased, filling you with confidence and a sense of security. While a duelward spell is in effect, counterspelling is an immediate action for you, allowing you to counterspell even when it is not your turn without having previously readied an action. You also gain a +4 competence bonus on Spellcraft checks made to identify spells being cast. The first time you successfully counterspell while the spell is in effect (whether you counterspell as an immediate action or not), duelward is discharged.
Area: 20-ft.-radius spread
Saving Throw: Reflex partial
Spell Resistance: Yes
With a stern, commanding word, you point at a spot on the ground. An instant later, the earth at the indicated spot erupts in a shower of rock, dirt, and fire. Creatures and objects within the area take 4d6 points of damage from the impact of the rock shards, as well as 3d6 points of fire damage
Target: One creature
Saving Throw: Fortitude partial
Spell Resistance: Yes
As the creature strikes you, an arc of lightning springs from your body and blasts the creature in return. You can cast this spell only when another creature has just dealt hit point damage to you with a melee attack. When you cast electric vengeance, a blast of lightning arcs from your body into the subject s- the arc deals 5d8 points of damage +1 per caster level (maximum +15), and the target of the spell must succeed on a Fortitude save or be dazed until the end of your next turn.
Area: 20-ft.-radius burst
Saving Throw: Fortitude negates
Spell Resistance: Yes
You infuse an emerald with magical power and it flies toward your enemies. The gemstone explodes on impact, releasing a coruscating pulse of green light. Neutral creatures within the burst are dazed for 1 round. Evil creatures within the burst are stunned for 1d4 rounds. Good creatures within the burst are unaffected.
Target: One humanoid creature
Saving Throw: Fortitude negates
Spell Resistance: Yes
Your intended subject begins to grow rapidly as you complete the spell.
This spell functions like enlarge person (PH 226), except as noted above.
Target: Your breath weapon
You exhale a blast of fire down the corridor, but none of the furnishings take any damage. On another plane of existence, a horde of ethereal marauders is now nothing more than smoldering meat. For this spell to function, you must have a breath weapon, either as a supernatural ability or as the result of casting a spell such as dragon breath (page 73). When you successfully cast this spell, you can modify your breath weapon to manifest on the Ethereal Plane instead of on the Material Plane. (You must be on the Material Plane, or on another plane with a coexistent Ethereal Plane, for this spell to function.) Your breath weapon affects ethereal creatures as if they were material, and does not affect material creatures in its area.
Target: One willing creature
Saving Throw: Will negates
Spell Resistance: Yes
With a single word and a quick wave of your hand, the creature disappears. The subject becomes ethereal until the end of its next turn. If, at the end of the spell's duration, the subject creature rematerializes within a solid object or in an occupied space, it is shunted off to the nearest open space and takes 1d6 points of damage per 5 feet so traveled.
Effect: One invisible rune
Saving Throw: None (harmless)
Spell Resistance: No
(harmless) As you finish scribing this bloody rune, the mark flares for an instant and then vanishes. Even though the rune has disappeared, you feel as though you can step back to it simply by willing it. You create a magical mark that you can teleport to at a moment's notice. Upon casting this spell and touching a surface or inanimate object, you create an invisible rune like that created by the spell arcane mark (PH 201) At any point during the spell's duration you can teleport (as the greater teleport spell) back to the mark as a swift action. This ends the spell's duration. After teleporting in this way, you can't take any other actions until your next turn.. The mark created by this spell can be detected in the same ways that an invisible arcane mark can be. You are not alerted if the mark is dispelled or the object upon which it is inscribed is destroyed. Any attempt to teleport back to a dispelled or destroyed mark still requires a swift action but fails. If you created the evacuation rune upon
a portable object, that object can be moved by another creature. You have no knowledge of whether your mark has been moved or where, and upon teleporting to its location, you are subject to any adverse conditions. If the mark has been moved to another plane, any attempt to teleport to it fails. If the object inscribed with the evacuation rune is moved somewhere too small for you to appear or is otherwise covered by a solid body, 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 take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you take an additional 4d6 points of damage, and the teleport attempt simply fails.
Target: Up to 10 cu. ft./level - see text
Saving Throw: None
Spell Resistance: No
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.
Area: 40-ft.-radius emanation
Saving Throw: None
Spell Resistance: No
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.
Target: One creature
Saving Throw: Will negates - see text
Spell Resistance: Yes
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.
(Compulsion) [Mind-Affecting]
Area: 20-ft.-radius emanation centered on a point in space
Saving Throw: None
Spell Resistance: No
The air in this spell's effect shimmers with arcane energy. A buzzing sound echoes in your mind as the flow of magic into the affected area chokes off and ends. This spell creates a zone that impedes the flow of magic. The energy of this zone clings to creatures and objects, granting them a shield against spells. All creatures in the spell's area gain spell resistance of 11 + caster level for as long as they remain in the area. If a creature already has spell resistance higher than this amount, this spell does not affect it. Unlike personal spell resistance, this spell resistance cannot be voluntarily lowered. A creature loses this spell resistance when it leaves the spell's area, and gains it again if it returns.
Target: You
The bone in your hand cracks and then crumbles to dust as you complete the spell. You see within your subconscious a bestiary of terrible fiends even as dark whispers in your mind attempt to convince you which form to take.
This spell functions like alter self (PH 197), except that you can take the form of any fiendish creature, demon, or devil that can be summoned by a summon monster I, II, III, or IV spell (MM 287), regardless of size. You can assume only one form with each use of the spell, but you gain all that form’s extraordinary, spell-like, and super- natural abilities, and your type changes to outsider. Spells and effects that harm or ward evil outsiders affect you, and any effect that would normally banish an outsider to its home plane instead ends the spell and leaves you dazed for 1 round per caster level.
Target: One or more allied creatures, no two of which are more than 30 ft. apart
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
With a few frenzied motions you complete the spell, bathing your allies in halos of magical flame.
This spell functions like fire shield (PH 230), except as noted above.
Area: One 5-ft.-radius burst/level (S)
Saving Throw: Reflex half
Spell Resistance: Yes
The flask of alchemist’s fire vanishes from your hand and the ground erupts beneath your foes, shooting multiple fountains of fiery liquid upward. You create up to one burst of flame per level and cause those bursts to explode upon the battlefield. Each burst of flame deals 1d6 points of fire damage per caster level (maximum 15d6) to all creatures within the area. The bursts do not need to be contiguous, and may be distributed within range as you see fit. Burst effects that overlap do not deal additional damage (a creature can be affected by only one burst).
Effect: Burst of fire extending 15 ft. from you
Saving Throw: Reflex half
Spell Resistance: Yes
This spell functions like fireburst, except that it affects creatures within 15 feet of you and deals 1d10 points of fire damage per caster level (maximum 15d10).
Target: One creature/level, no two of which are more than 30 ft. apart
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
As your gestures point out which creatures receive the benefits of your spell, they seem lighter on their feet. This spell functions like fly (PH 232), except as noted here. This spell confers the power of flight upon all targeted creatures. Each recipient of the spell must remain within 30 feet of at least one other recipient, or the spell ends for the creature that is separated from the others. If only two individuals are affected, the spell ends for both if the distance between them exceeds 30 feet.
Effect: Fog spreads in 20-ft. radius, 20 ft. high
Saving Throw: None
Spell Resistance: No
A bank of freezing mist billows out from the point you designate, obscuring all sight (including darkvision) beyond 5 feet. Creatures in the first 5 feet of the mist have concealment, while creatures farther inside have total concealment. Each round on your turn, the frigid mist deals 1d6 points of cold damage to each creature and object within it. The freezing fog is so thick that any creature attempting to move through it progresses at a maximum speed of 5 feet (regardless of its normal speed) and takes a 2 penalty on all melee attack rolls and damage rolls and a 6 penalty on ranged weapon attack rolls (but not ranged spell attack rolls). A creature or object that falls into the fog from above is slowed, so that each 10 feet of mist it passes through effectively reduces overall falling distance by 10 feet. Freezing fog also coats all solid surfaces in its area with a slick, icy rime, and on your turn each round, each creature in the area of the fog must make a successful Reflex save or fall.
A creature that manages to stand must make a DC 10 Balance check in order to move, falling if it fails its save by 5 or more. Creatures in a freezing fog can' t take a 5-foot step. A severe wind (31+ mph) disperses the cloud in 1 round. The spell does not function underwater.
Target: One living creature/level, none of which are more than 30 ft. apart
Saving Throw: Will negates
Spell Resistance: Yes
Your enemies transform into what they each hate the most, suddenly turning against each other. You overlay phantasmal images over your enemies, making them appear to each other as loathsome and despicable, implanting an urge to kill and destroy the object of their ire. Orcs might see each other as elves or dwarves, demons might see angels, and so on. All subjects receive a Will save to see through the phantasm. Each individual failing its save turns on the closest ally and attacks until the first time it deals damage, which causes the spell to end for that attacker.
(Phantasm) [Mind-Affecting]
Target: One living creature
Saving Throw: Fortitude negates
Spell Resistance: Yes
You create a cloud of sickly gray energy that streaks toward a living creature, wrapping it in the foul essence of unlife. A skull-shaped cloud of gray energy strikes your target. The gray radiance is transferred to the creature, covering it entirely. For the duration of the spell, a living subject cannot regain hit points or ability score points by any means (undead creatures can still gain hit points), nor can the creature remove negative levels. Regeneration or fast healing abilities the subject has from any source are suppressed for the duration of the spell. Spells that heal damage do not work on that individual. The subject can improve its current hit points by boosting its Constitution score and can receive temporary hit points (from an aid spell, for example). When the spell ends, automatic healing abilities, such as a troll’s regeneration, and items that restore hit points, such as a ring of regeneration, begin to function again.
Target: You
You concentrate on the tooth, speak the words, and a 15-foot-long tentacle sprouts from your stomach. The tentacle has no eyes, but it ends in a set of snapping reptilian jaws. The tentacle created by the gutsnake spell is equivalent to a giant constrictor snake ( MM 2 8 0 ) except that it is completely obedient to you and moves as you command. The snake has hit points equal to your own full normal total. Attacks against the snake cause you no discomfort and do not disrupt your spellcasting. If it is “killed,” the tentacle disappears without causing harm to you. The tentacle does not interfere with spellcasting in any way. Once each round as a free action, you can have the tentacle attack a creature up to 10 feet away with its bite attack, and if it successfully hits, the tentacle can use the snake’s improved grab ability to deal damage through constriction. In each round when the gutsnake is constricting a target, you cannot move more than 5 feet away from that target, unless the gutsnake makes a successful grapple check to carry the opponent with you when you move (see PH 155 for grappling
rules). This is the only way in which the tentacle restricts movement. While the snake is present, you can use its Balance and Climb skill modifiers instead of your own, and you gain a climb speed of 20 feet.
-1- These must be augmented by the components of the unseen servant spell (string and a bit of wood) if this benefit is to be included.
-2-The focus of the alarm spell, if this benefit is to be included in the hidden lodge (see Leomund’s secure shelter for more information).
You picture in your mind the desired appearance of a camouflaged lodge even as you complete the motions and words of the spell. When you finish, you open your eyes and note a new feature in the landscape roughly the size of a house.
This spell functions like Leomund’s secure shelter (PH 247), except as noted here. The house created by hidden lodge is perfectly camouflaged to blend in with whatever terrain or surroundings are appropriate. It might appear as a house-sized boulder in a rocky or mountainous area, as a sand dune in the desert, as a densely tangled thicket, a grassy knoll, or even a mighty tree. The lodge also obscures all telltale signs of habitation, including any smoke, light, or sound
coming from within. At any distance of more than 30 feet, the lodge is indistinguishable from natural terrain. Any creature approaching within 30 feet is entitled to a DC 30 Survival check to spot the hidden lodge as an artificial dwelling and not a natural part of the landscape.
Target: One living creature
Saving Throw: Will negates - see text
Spell Resistance: Yes
This spell functions like hold person, except that it affects any living creature that fails its Will save.
(Compulsion) [Mind-Affecting]
Area: 40-ft.-radius spread
Saving Throw: Will negates
Spell Resistance: Yes
Your stomach growls as an entire feast appears in the distance. You perceive the composition of the feast continuously shifting, its contents sometimes appealing to the point where you almost forget it is an illusion. Tantalizing food and drink appears, causing creatures in the area to stop what they are doing and eat. A creature in the area that fails its save stops its current activities, drops held or carried items, and begins consuming the illusory food and drink. The food looks, feels, smells, tastes, and even sounds real to the affected creature, and it appears to be whatever kind of food the creature prefers. The creature is considered dazed. An attack on an affected creature frees it from the spell immediately. Sightless creatures are affected by this spell due to its effect on all the senses. Creatures that do not eat are unaffected by this spell.
(Pattern) [Mind-Affecting]
Target: One creature/level, no two of which are more than 30 ft. apart
Saving Throw: Will negates
Spell Resistance: Yes
You sow discord among your enemies, spurring them to physical violence. Each creature that fails its saving throw attacks the nearest creature on its next turn, whether friend or foe. An affected creature attacks with whatever weapon is in hand, or with natural weapons. An unarmed creature attacks with an unarmed strike. An affected creature not already adjacent to another creature will move or (if possible) charge the nearest creature- if the nearest creature is not within range of a charge, the subject moves toward the nearest creature along the most efficient route.
[Mind-Affecting]
Target: Creature touched
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)
The spell’s energy makes you feel impervious to wounds, if only for a limited time. The indomitability spell protects its recipient from the first incapacitating attack the creature suffers during the spell’s duration. An incapacitating attack is one that would reduce the recipient to fewer than 1 hit point. The attack must be one that deals damage - the indomitability spell offers no protection from nondamaging effects or attacks that kill or destroy without dealing any damage, such as death effects. Regardless of how much damage the attack deals, the recipient of the indomitability spell takes only enough damage to be reduced to 1 hp. The remaining damage from the attack is ignored. Once the spell protects the subject in this manner, the spell is discharged.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You watch as your target’s skin lightens and takes on a translucent look. The subject of lesser ironguard becomes immune to nonmagical metal. Metal items (including metal weapons) simply pass through you, and you can walk through metal barriers such as iron bars. Magic metal affects you normally, as do spells, spell-like abilities, and supernatural effects. Attacks delivered by metal items (such as poison on a dagger) affect you normally. If the spell expires while metal is inside you, the metal object is shunted out of your body (or you away from the metal, if it is an immovable object such as a set of iron bars). You and the object each take 1d6 points of damage as a result (ignoring the object’s hardness for determining damage to it). Because you pass through metal, you can ignore armor bonuses from nonmagic metal armor on opponents you attack with unarmed attacks.
If this benefit (Alarm Spell) is to be included in the hidden lodge - see the Leomund's secure shelter description for more information
Effect: 20-ft.-square structure
Saving Throw: None
Spell Resistance: No
As Leomund' s secure shelter, except that the hidden lodge is perfectly camouflaged to blend in with whatever terrain or surroundings are appropriate. It might appear as a house-sized boulder in a rocky or mountainous area, as a sand dune in the desert, as a densely tangled thicket, a grassy knoll, or even a mighty tree. The hidden lodge also obscures all telltale signs of habitation, including any smoke, light, or sound coming from within. At any distance of more than 30 feet, the lodge is indistinguishable from natural terrain. Any creature approaching within 30 feet is entitled to a DC 30 Survival check to spot the hidden lodge as an artificial dwelling and not a natural part of the landscape.
Target: One chest and up to 1 cu. ft. of goods/caster level
Saving Throw: None
Spell Resistance: No
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 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.
Effect: Ray
Saving Throw: None
Spell Resistance: Yes- see text
The eternal energies of light and darkness you call upon to cast this spell cause the ambient light near you to coalesce around the crystal rod in your hand. The light erupts in a coruscating beam of radiance shaped like a needle-sharp lance. You must succeed on a ranged touch attack with the ray to strike a target. A creature struck is blinded for 1 round, and dazzled for 1 round per caster level. A creature sensitive to bright light (such as a drow, duergar, or kuo-toa) takes penalties as if it had been exposed to full daylight for 1 round if struck by the beam, even if it resists the spell’s other effects. In addition to this dazzling effect, lucent lance deals damage based on the level of light available within your square. In bright light, it deals 1d6 points of damage per caster level (maximum 15d6). In shadowy illumination, it deals 1d4 points of damage per caster level (maximum 15d4). If no light is present in your square, the spell cannot be cast at all.
Effect:One summoned assassin
Saving Throw: None
Spell Resistance: No
This spell functions like lesser luminous assassin, this assassin has the statistics provided below.
Luminous Assassin CR 3 Male human rogue 3
N Medium humanoid (human, extraplanar) Init +6
Languages Common, Dwarven, Elven
AC 16, touch 12, flat-footed 14- Dodge, Mobility (+2 Dex, +3 armor, +1 shield) hp 16 (3 HD) Resist evasion Fort +3, Ref +6, Will +2 Speed 30 ft. (6 squares) Melee mwk rapier +4 (1d6+1/18 20) Ranged mwk shortbow +5 (1d6+1/ 3) Base Atk +2- Grp +3 Atk Options sneak attack +2d6 Combat Gear potion of cure moderate wounds, potion of darkvision Abilities Str 12, Dex 15, Con 13, Int 14, Wis 10, Cha 8 Feats Dodge, Improved Initiative, Mobility Skills Appraise +8, Balance +8, Disable Device +8, Escape Artist +8, Hide +8, Listen +6, Move Silently +8, Open Lock +8, Search +8, Spot +6, Tumble +8 Possessions combat gear plus masterwork studded leather armor, masterwork buckler, cloak of resistance +1, 200 gp
Target: One creature
Saving Throw: Will negates - see text
Spell Resistance: Yes
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 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 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.
Effect: Unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level
Saving Throw: None
Spell Resistance: No
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.
Area: 20-ft.-radius emanation centered on a point in space
Saving Throw: None
Spell Resistance: No
The air crackles and warps as you food the area with unstable, disrupting magical energy. The light shed by a continual fame torch flutters wildly, while your magic items hum and vibrate. This spell creates a field of unstable magical energy. Any creature trying to cast a spell, use a spell-like ability, activate a supernatural ability, or manifest a psionic power in the spell's area has a 20% chance of failure. Spell completion items, such as scrolls, also have this failure chance. If a creature within the spell's area has a spell failure chance due to some other source, such as wearing armor, check each source of spell failure chance separately. Feats and abilities that reduce the chance of spell failure due to armor have no effect on this field. A failed spell uses up a spell slot or other resources as appropriate. Magic items do not have a chance of failure, since the power invested in them is too ingrained to be disrupted by this spell.
Area or Target: Cone-shaped burst or one solid object- see text
Saving Throw: Fortitude half or Will negates (object)- see text
Spell Resistance: Yes (object)
A red mist rises from the ground as you intone this spell, billowing outward from you. Within it you see leaves curl up, scrolls rot from their spindles, and the leather armor of your foes drip from their vulnerable forms. Miasma of entropy causes accelerated decay in all wood, leather, and other natural materials in the spell’s area. It destroys nonmagical objects of wood, leather, paper, and other formerly living organic matter. All such objects within the area rot into slimy, pulpy masses. Objects weighing more than 1 pound per caster level are not affected, but all other objects of the appropriate composition are ruined. Alternatively, you can target miasma of entropy against a single solid object of nonliving nonmagical organic matter that weighs up to 10 pounds per caster level.
Effect: Fog spreads in 20-ft. radius, 20 ft. high
Saving Throw: Will negates
Spell Resistance: Yes
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 - a strong wind (21+ mph) disperses the fog in 1 round. The fog is thin and does not significantly hamper vision.
(Compulsion) [Mind-Affecting]
Area: One 20-ft. cube/level (S)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
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).
Effect: 3 motes of electricity
Saving Throw: None
Spell Resistance: Yes
Sparks flit among your fingers as you call electricity from the surrounding air. This spell conjures three glowing motes of electricity. You direct any number of the motes to fly off and strike targets within the spell’s range. Multiple motes can be fired at the same target, or each can be sent against a separate target. You must succeed on a ranged touch attack with a mote to strike a target. Any creature struck by a mote takes 1d6 points of electricity damage per two caster levels (maximum 10d6). If you do not immediately fire all the motes created by the spell, you can choose to fire as many of the remaining ones as you wish as a standard actionduring the next round. If a round passes in which you do not fire one of your motes, the spell ends and all remaining motes vanish.
Effect: Phantom watchdog
Saving Throw: None
Spell Resistance: No
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 ends.
Area: 30-ft. cube/level (S)
Saving Throw: None
Spell Resistance: No
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.
Target: One living creature
Saving Throw: Will negates - see text
Spell Resistance: Yes
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.
(Phantasm) [Mind-Affecting, Evil]
Target: Creature touched
Saving Throw: Fortitude partial-see text
Spell Resistance: Yes
A touch from your hand, which sheds darkness like the blackest night, disrupts the life force of a living creature. Your touch deals 1d6 points of damage per caster level (maximum 15d6) and 1d6+2 points of Constitution damage. (A successful Fortitude saving throw negates the Constitution damage.). The spell has a special effect on an undead creature. An undead touched by you takes no damage or Constitution loss, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.
Target: You
Moving the potion you hold in a circle before you, you finish speaking the words of the spell before quaffing the potion in one gulp. A moment later you feel discomfort as your connection to the arcane energies of the world around you slips away. In its place, you find your mind and body filled with abilities you lacked before. You gain a +4 enhancement bonus to Dexterity, a +3 luck bonus to Armor Class, a +5 luck bonus on Reflex saving throws, a +5 competence bonus on Spot, Listen, Hide, and Move Silently checks, and proficiency with all simple weapons plus the hand crossbow, rapier, sap, shortbow, and short sword. You also gain the Weapon Finesse feat and the evasion ability ( PH 50). You deal an extra 3d6 points of damage whenever you attack an opponent that you flank or an opponent denied its Dexterity bonus to Armor Class. This extra damage works like the rogue’s sneak attack ability. You lose your spellcasting ability for the duration of the spell, including your ability to use spell trigger or spell completion magic
items, just as if the spells were no longer on your class list.
Target: You
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).
Effect: 5 ft. by 8 ft. opening, 10 ft. deep plus 5 ft. deep per three additional levels
Saving Throw: None
Spell Resistance: No
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.
Area: See text
Saving Throw: None
Spell Resistance: No
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 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 XP Telepathic bond1 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 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 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. XP Cost: See tables above.
Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
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. M: A bit of fleece and several grains of sand.
Effect: One invisible, mindless, shapeless thief
Saving Throw: None
Spell Resistance: No
As you invoke this spell, the spool begins to spin, the thread vanishing as it unravels. There is a wrinkle of force that flashes briefly- then it evaporates, leaving only the promise of power behind. An invisible force, not unlike the product of an unseen servant spell ( PH 297), comes into being where you wish. On your turn, this force steals objects from others as you inaudibly direct it (a free action). A phantasmal thief can steal an object from a creature or can pick up an unattended object, as long as the object weighs no more than 1 pound per caster level. It cannot break into locked chests. A phantasmal thief has a Hide modifier (useful against those who can see invisible creatures) and a Move Silently modifier both equal to your caster level. If a phantasmal thief goes undetected, it can steal any object a creature possesses but is not holding or wearing. Even objects in a bag of holding can be stolen. It can steal objects, bring objects to you, or put them back where they came from. It can
take no other actions. A phantasmal thief needs 1 round to steal an object and another round to bring it to you. A phantasmal thief can hold only one object at a time, and the object becomes invisible in its grasp. A thief cannot take an item if it is detected by the creature it’s trying to steal from (with a Listen or Spot check). However, the thief can repeat the attempt in the next round. It cannot be harmed in any way, although it can be dispelled. A phantasmal thief can steal an object from a creature’s hand by making a successful disarm attempt. It does so with a bonus on the disarm check equal to your caster level. If a phantasmal thief is used in this way, it disappears after it brings the stolen object to you.
Target: One elemental or outsider with 6 HD or less
Saving Throw: Will negates
Spell Resistance: No and Yes - see text
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 (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 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.
(Calling) [see text]
Target: One creature/level in a 20-ft.-radius burst centered on you
Saving Throw: None
Spell Resistance: Yes (harmless)
You have barely time to bark out a few elder words of power, but then the pressure subsides, and you know you are safe long enough to complete your mission. This spell functions like avoid planar effects (page 19), except as noted above.
Effect: Ray
Saving Throw: See text
Spell Resistance: Yes
You feel within you, as the spell nears completion, various energies locked in a battle within your body. As nausea threatens to overcome you, you croak out the final syllables of arcane power and point your hand. A single beam of brilliantly colored light then shoots from your outstretched hand. You must succeed on a ranged touch attack with the ray to strike a target. On a successful attack, a creature with 6 Hit Dice or fewer is blinded for 2d4 rounds by the prismatic ray in addition to suffering a randomly determined Effect: 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- Fortitude partial, take 1d6 Con damage instead) | 5 | Blue | Turned to stone (Fortitude negates) | 6 | Indigo | Insane, as insanity spell (Will negates) | 7 | Violet | Sent to another plane (Will negates) | 8 | - | Two effects- roll twice more, ignoring any “8” results
Effect: Ten or more levitating eyes
Saving Throw: None
Spell Resistance: No
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 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.
Area: 60-ft.-radius emanation centered on you
Saving Throw: None
Spell Resistance: No
A bright, scintillating light shines from your body. For the duration of this spell, you emanate a bright light that undead find uncomfortable. The illumination within the area is bright, the equivalent of a daylight spell. Undead in the area are dazzled for as long as they remain in the radius and for 1d6 rounds thereafter. Radiance counters or dispels any darkness spell of equal or lower level.
Target: You
plus one willing creature per three levels, no two of which can be more than 30 ft. apart
Saving Throw: None
Spell Resistance: No
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.
Target: One creature or object
Saving Throw: Will half, then Fortitude negates- see text
Spell Resistance: No
You finger the tiny loop of wire in your hands as you complete the spell. You manipulate the magical aura of the target, creating a damaging feedback reaction, and the target explodes with white sparks. The subject takes 1d12 points of damage per functioning spell or spell-like ability currently affecting it (maximum 25d12). In addition, any creature so affected that fails its Will save must then succeed on a Fortitude save or be dazed for 1d6 rounds. Only spells specifically targeted on the creature in question can be used to create the backlash of a reciprocal gyre, so spells that affect an area can’t be used to deal reciprocal damage to creatures within their area. Likewise, persistent or continuous effects from magic items can’t be used to deal reciprocal damage, but targeted spell effects can be.
Target: One humanoid creature
Saving Throw: Fortitude negates
Spell Resistance: Yes
The creature shrinks rapidly before your eyes.
This spell functions like reduce person (PH 269), except as noted above.
Effect and Area: Invisible ward that occupies two 10-ft. squares/ level(S)
Saving Throw: Will negates-see text
Spell Resistance: Yes
A metallic stretching sound, as if a thin sheet of metal were bowed then released, echoes forth from your outstretched hand. You can see for just an instant a glowing grid that defines the protected area of your spell. You create a special ward that prevents unauthorized spellcasters or creatures with spell-like abilities from entering an area. Any creature that has spells prepared, spell slots available for casting without preparation, or innate spell-like abilities must succeed on a Will save or be halted by an invisible barrier that prevents passage. The DC of the Will save increases by a number equal to the spell level of the highest-level spell the creature has prepared or is capable of casting (so that a 10th-level sorcerer who hasn’t yet depleted his 5th-level spell slots for the day adds 5 to the save DC). You can choose to designate a password or special condition (such as character race, alignment, possession of a token, or any other
observable or detectable characteristic) by which spellcasting characters and creatures can enter the refusal -warded area. Creatures that have no spellcasting capability or spell-like abilities (including spellcasters who have used up their spell slots and creatures with spell trigger or spell completion magic items) can pass through the barrier with no difficulty. Spellcasters and creatures that have spell-like abilities and that are already within the area you protect when you create the ward are not compelled to leave or restricted in their movement within it (and spells and spell-like abilities can pass through the barrier in either direction with no difficulty). However, if such creatures leave the area, they must succeed on saving throws as described above to return. Creatures attempting to use any teleportation spell or effect to enter the warded area make the normal saving throw. They are shunted harmlessly to the nearest safe space outside the warded area if they fail.
Target: One creature per two levels, no two of which can be more than 30 ft. apart
Saving Throw: Will negates or Will disbelief (if interacted with)
Spell Resistance: Yes
or No - see text
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.
Target: One creature
Saving Throw: None
Spell Resistance: No
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.
Effect: See text
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: Yes
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.
Target: You
Shadows rise from the ground to envelop you. The shadows easily move with you, guiding your steps and how to hold your body. While this spell is in effect, you gain a number of benefits. The shadows wrapping your form grant you a +4 competence bonus on Escape Artist, Hide, and Move Silently cecks. This form also provides you with concealment, which is not negated by a see invisibility spell. A true seeing spell counteracts the effect. Standing within the radius of a daylight spell or in bright natural sunlight temporarily suppresses the concealment effect. In addition, if you have 5 ranks in Escape Artist, you can attempt to slip through a solid object or barrier up to 5 feet thick with a DC 20 Escape Artist check, though doing this ends the spell as soon as the attempt is completed (regardless of success). If you have 10 ranks in Escape Artist, you can attempt to pass through an object or barrier up to 10 feet thick. If you have 15 ranks in Escape Artist, you can attempt to pass through a barrier composed of magical force (or similar magical obstacles).
Saving Throw:Will disbelief (if interacted with)
As phantom guardians, except that the figures are partially real. Each guardian has the statistics noted below (regardless of its actual size or appearance). In addition to the brief orders given to each new shadow guardian, the caster can give each guardian a simple trigger that causes it to attack, such as *attack anyone approaching within 30 feet* or *attack anyone not wearing these colors*. The shadow guardians have no special visual acuity* invisibility, disguises, and the like can easily fool them. The shadow guardians deal normal damage. Against a creature that recognizes a shadow guardian as an illusion, it deals only 50% normal damage.
Shadow Guardian:
Medium construct:
HD 4d8 (hp 18) / Init +1
Spd 30 ft. / AC 17, touch 17 / flat-footed 15
Base Atk +2 / Grp +4 / Atk +4 melee (1d8+2, weapon)
AL N / SV Fort +2 / Ref +4 / Will +4
Str 14, Dex 14, Con *, Int *, Wis 14, Cha 1.
Effect: Medium shadowy hand
Saving Throw: None
Spell Resistance: Yes
You intone the spell, and an enormous hand made out of thick gray fog floats in the air before you. You create a floating Medium hand made of shadow material. A shadow hand is an opaque gray color, 5 feet long, and 5 feet wide with its fingers outstretched. It can grant total concealment against a single opponent you designate, carry materials as Tenser’s floating disk (PH 294), or point or gesture as a normal hand does. The hand has an AC of 18 (+6 natural, +2 deflection) and has half as many hit points as your full normal total. It can be damaged just as Bigby’s interposing hand (PH 204) can be, and it makes all saving throws as if it were you. Changing the hand’s task or target is a standard action, and it can move anywhere in range. If not given any commands, the hand follows you at your speed, maintaining the same distance from you. The spell ends if the hand moves out of the spell’s range. If carrying items and commanded to do something else, the hand drops whatever it is holding to complete its task (you can order the hand to rid itself of items gently as a
standard action). Unlike Tenser’s floating disk , it does not have to follow you at a fixed distance - you direct where the handgoes.
Effect: One 10-ft. portal to the Plane of Shadow
Saving Throw: Will negates
Spell Resistance: Yes
Summoning to mind a dark reflection of the world around you, you inscribe a doorway into the air with your hand, opening a portal to the Plane of Shadow. You open a 10-foot-diameter portal onto the Plane of Shadow, allowing you and creatures you designate within range to pass into that area. This does not grant you the ability to open another such portal automatically, so the spell is often used as a temporary hiding place or a method of gaining access to the Plane of Shadow. The portal remains for the duration of the spell, and other creatures can pass through it in either direction if they make a Will save. The portal is invisible from the Material Plane and looks like a white hole on the Plane of Shadow. You must be in a region of heavy shadows to cast shadowfade. The spell can be cast only on a plane coexistent with the Plane of Shadow ( DMG 152), and it cannot be cast on the Plane of Shadow itself.
Effect: One or more 20-ft.-radius bursts of piercing force
Saving Throw: Reflex half
Spell Resistance: Yes
Tossing the shard from your grasp, you complete the spell. An instant later, translucent shards of arcane energy blast the area you designated. In addition to deadly shards, the area fills with the chiming sound of shattering glass. Immediately upon completion of this spell, and once per round thereafter, you can cause minuscule shards of magical force to explode out in a 20-foot-radius burst from the point of origin. The storm deals 3d6 points of force damage to all creatures within the radius. A successful Reflex save halves the damage. Each round at the beginning of your turn, creatures in the area take an additional 3d6 points of force damage. You can use a free action to suppress the storm for that round.
Target: One creature
Saving Throw: None
Spell Resistance: Yes
You snap your fingers, and a small explosion of black smoke results. Nearby, one of your foes bursts into flames. This spell causes a creature to take 2d6 points of fire damage in each round of the spell’s duration. The shroud of flame around the creature sheds bright illumination out to 40 feet and negates any concealment the creature might have. Immersing the subject creature in a nonflammable liquid ends the spell.
Area: Cone-shaped burst
Saving Throw: Reflex half
Spell Resistance: Yes
Your final words of the spell become a deep, rumbling hum, as loud as the din of a battlefield, and they blast outward from you in a cone. You create a cone of powerful sound. If used to attack, the cone deals 1d6 points of sonic damage per two levels (maximum 10d6) each round a creature is within the area- a successful Reflex save reduces this damage by half. Targets within the area of a silence spell are immune.
Target: You
The air around you shifts and shimmers as a field of pure sonic energy forms before you. This shield repels all attacks with a blast of energy that sends the attacker stumbling backward. This spell grants you a +4 deflection bonus to AC. In addition, anyone who successfully hits you with a melee attack takes 1d8 points of sonic damage and must make a Fortitude saving throw or be knocked 5 feet away from you into an unoccupied space of your choice. If no space of sufficient size is available for it to enter, it instead takes an extra 1d8 points of sonic damage.
Effect: Matrix that holds one of your spells
Concentrating as you intone the arcane words, you envision your mind as a maze of paths and doors. You get a chill as the spell completes and some of the doors open. You prepare a magical matrix that allows you to store one of your spells and use it later as a swift action. In the round after you cast lesser spell matrix, you can cast one spell of up to 3rd level to be stored in it. The matrix closes after 1 round, whether or not you have stored a spell in it. Only a spell that can be altered by the Quicken Spell feat can be placed in the matrix, and any spell stored there is treated as a prepared spell. Casting lesser spell matrix deals 1d6 points of damage to you, and this damage cannot be healed by any means while the matrix exists. While the matrix is active, you can cast the spell stored in it as a swift action. Once it is cast from the matrix, the spell is gone. A dispel magic spell that successfully dispels the matrix also dispels the spell held inside it. If you are affected by an antimagic field , the duration of the matrix is
interrupted, but the spell does not activate. The matrix becomes active again when you emerge from the antimagic field. If you die while the spell is still held in the matrix, both the spell and the matrix dissipate harmlessly.
Target: One creature
Saving Throw: None
Spell Resistance: No
Winding your magical grip around the dweomers that augment your opponent, you rip them away and feel their energy rise around you. You attempt to steal an opponent's beneficial spell effects for yourself. Upon casting this spell, you instantly discern all spells currently affecting the target (including their effects). For each spell so discerned, you can make a dispel check (1d20 + your caster level, maximum +15) against a DC of 11 + the spell's caster level. If the check succeeds, you gain the effect of the spell for the remainder of its duration, as if it had been cast on you instead of the original target, and the opponent loses that effect. Only spells capable of being dispelled can be affected by spell theft. In addition, if you are not a legal target of the spell to be stolen, your dispel check automatically fails. For example, if you cast spell theft on a dire bear affected by bull's strength and animal growth, you could steal only the effect of the first spell unless you were also of the animal type.
Effect: Swirling wall whose area is up to one 10-ft. square/level, or a sphere or hemisphere with a radius of up to 1 ft./level
Saving Throw: None- see text
Spell Resistance: No
With a deep groan, as if you were being subjected to eternal pain, you unleash the spell. A mass of green-white forms resembling tortured spirits forms nearby. The mass continues the low groaning you uttered while casting the spell. One side of the wall, selected by you, emits a low groaning that causes creatures within 60 feet of that side to make a Will save or become frightened and flee for 1d4 rounds. Any living creature that touches the wall takes 1d10 points of damage as its life force is disrupted. A living creature passing through the wall takes 1d10 points of damage and must make a Fortitude save or gain one negative level. The barrier is semimaterial and opaque, providing cover and total concealment against physical attacks, and it blocks line of effect for magical effects (spells, spell-like abilities, and supernatural abilities). [Fear, Mind-Affecting]
Target:One creature.
Your make your hand into a grasping claw as you speak your foe's truename, stealing some of its supernatural energy, which appears as a minuscule storm-cloud in your hand. With this spell, you can temporarily suppress a supernatural ability possessed by the target creature. For the duration of the spell, the target is unable to activate the supernatural ability you have chosen. Extraordinary and spell-like abilities aren't affected by this spell. If you succeed on the Truespeak check, you can suppress one of the creature's supernatural abilities, plus another supernatural ability for every 5 points by which your result beat the Truespeak DC.
Target: Your breath weapon
You breathe out, and your breath weapon is mixed with heavy, blue spheres of magical energy. Those that survive your onslaught are left standing but stunned. For this spell to function, you must have a breath weapon that deals hit point damage, either as a supernatural ability or as the result of casting a spell such as dragon breath (page 73). When you successfully cast this spell, you imbue your breath weapon with concussive force that can stun those caught in its area. Creatures that take damage from the breath weapon must make successful Fortitude saves (DC equal to your breath weapon save DC) or be stunned for 1 round.
(AF: A tiny bag and a small, not necessarily lit, candleEffect: One or more summoned creatures, no two of which can be more than 30 ft. apart
Saving Throw: None
Spell Resistance: No
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 for summon monster I]
Effect: One or more summoned creatures, no two of which are more than 30 ft. apart
This spell functions like summon undead I, except that you can summon one undead from the 5th-level list, two undead of the same kind from the 4th- level list, or four undead of the same kind from a lower-level list.
(Summoning) [Evil]
Target: One creature/level, no two of which are more than 30 ft. apart
Saving Throw: None
Spell Resistance: No
This spell functions like surefooted stride, except as noted here.
Effect: One symbol
Saving Throw: Fortitude negates
Spell Resistance: Yes
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 - once triggered, a symbol of pain simply remains active for 10 minutes per caster level. Note: Magic traps such as symbol of pain are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of pain and Disable Device to thwart it. The DC in each case is 25 + spell level, or 30 for symbol of pain. M: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp.
Effect: One symbol
Saving Throw: Will negates
Spell Resistance: Yes
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 - once triggered, a symbol of sleep simply remains active for 10 minutes per caster level. Note: Magic traps such as symbol of sleep are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of sleep and Disable Device to thwart it. The DC in each case is 25 + spell level, or 30 for symbol of sleep. M: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp.
(Compulsion) [Mind-Affecting]
Effect: One symbol
Saving Throw: Will negates
Spell Resistance: No
You trace the symbol and feel a pull as it tugs against the magical energy in your mind.
This spell functions like symbol of death (PH 289), except that when it is triggered, the symbol begins to attack the minds of spellcasters within 60 feet. Each must attempt a Will saving throw every round they are within range, at the beginning of their turn. Failure means that the highest-level spell prepared by the spellcaster (or highest-level spell slot, if the character casts spells spontaneously) is lost for the day. The symbol remains active for 10 minutes per level or until it has erased fifty levels of spells. The symbol attacks creatures with spell-like abilities as if they had spells, consuming a daily use of the highest-level ability the creature possesses, or suppressing an ability usable at will for 1 round.
Target or Targets: See text
Saving Throw: Will negates (object) or None - see text
Spell Resistance: Yes (object)
- see text 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. 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 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 - note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects). Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).
Area: 80-ft.-radius emanation centered on a creature, object, or point in space
Saving Throw: None
Spell Resistance: No
This spell blocks all telepathic communication within the affected area, making telepathic conversation impossible. The spell can be cast on a point in space, but the effect is stationary. The spell can be centered on a creature or mobile object, in which case the effect emanates from the creature or object and moves as it moves.
Target: You
and touched objects or other touched willing creatures
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)
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 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 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 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
(Teleportation)
Target: Weapon touched
Saving Throw: Will negates (object, harmless)
Spell Resistance: Yes (object, harmless)
This spell grants one weapon the properties of an adamantine weapon. The weapon gains a +1 enhancement bonus on attack rolls (as though it was a masterwork weapon) and bypasses hardness when striking objects or sundering weapons, ignoring hardness less than 20. The affected weapon also has one-third more hit points than normal for the duration of the spell. You can't cast this spell on a natural weapon, such as an unarmed strike. A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell. If the weapon is made of another special material (cold iron or silver, for example), it loses the benefits of its original special material for the spell's duration. Touch of adamantine cannot be made permanent with a permanency spell.
Target: Piercing or slashing weapon touched
Saving Throw: Fortitude negates- see text
Spell Resistance: No
You touch the weapon, and an oily liquid appears on its surface. When you cast this spell, you coat the target weapon with poison. The next successful melee attack with that weapon delivers the poison. The poison deals 1d10 points of Constitution damage immediately and another 1d10 points of Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC equal to this spell's save DC). If the weapon has not scored a successful hit after 1 hour, the poison becomes inert and evaporates.
Area: Up to two 10-ft. cubes/level (S)
Saving Throw: See text
Spell Resistance: No
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.
Area: Up to two 10-ft. cubes/level (S)
Saving Throw: See text
Spell Resistance: No
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 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.
Target:One elemental or outsider of CR 6 or less
With a flourish of your hands, the creature appears in the magic trap you have laid. You threaten it with the power of its personal truename, and it hangs its head as it agrees to perform a service on your behalf. This spell functions like lesser planar binding, except that you can call a single creature of CR 6 or less, and you must know its personal truename to call it. Once you demonstrate mastery of that truename with a successful Truespeak check, you can compel the creature to perform a service on your behalf if you roll a 1 on the Truespeak check required by this spell, the creature breaks free of the binding and can escape or attack you. The creature gets its Will save and spell resistance as normal for lesser planar binding. If the creature does not break free, you attempt to compel the creature to perform a service not with opposed Charisma checks, but with the Truespeak check you made when you cast the spell. The bound creature
opposes this check with either a Truespeak check, saying its own personal truename, or a Charisma check. If you can assign an open-ended task, such as defend me against attack, the service lasts for one day. Once the requested service is performed, the creature need only so inform you to be instantly sent back whence it came. You can extend the creature's duration of service with a particularly high Truespeak check. For every 5 points by which your Truespeak check (made when you cast the spell) exceeds the creature's Truespeak or Charisma check, the duration of the creature's service is extended by one additional day.
Target: Weapon touched
Saving Throw: None- see text
Spell Resistance: No
This spell encapsulates a weapon in a faint blue glow. In addition to dealing normal damage, the weapon dispels on contact any summoned creature or quasireal creature brought into being by a conjuration (summoning) or illusion (shadow) spell. This requires a successful dispel check (1d20 + caster's level) against DC 11 + the level of the caster who summoned or created the creature. If the vanishing weapon is a ranged weapon, the spell's effect is imparted to the weapon's ammunition. A summoned or quasi-real creature goaded into touching the vanishing weapon is also dispelled. This spell has no effect on called creatures.
Target: One creature
Saving Throw: Reflex negates
Spell Resistance: Yes
You speak the words of this spell and toss the small ball of silk in the air. It turns into a 5-foot-wide glob of dripping, green-gray goo, and the sticky mass rockets toward your target. When you attack with a viscid glob, you make a ranged touch attack against the target. If you miss, the glob might strike a nearby square or creature (see Missing with a Thrown Weapon, PH 158). Once you have established the direction of the miss, roll 1d4 to deterjine the number of squares away from the target square that the glob lands. A Medium or smaller creature struck by the glob must make a successful Reflex save or be instantly stuck in place. A stuck creature can speak but is otherwise limited to purely mental actions (such as casting spells with no somatic or material components) and attempts to free itself by means of a Strength check or Escape Artist check (against a DC equal to this spell’s DC) made as a full-round action. A Large or larger creature stuck in the goo can’t move
from the spot where it is glued, but it can otherwise act normally. The glob dissipates when the spell duration expires. Until then, it remains sticky, and any creature touching it (for example, a creature attempting to pull out an ally) must make a successful Reflex save or become stuck itself. A creature stuck by such secondary contact is not trapped as thoroughly as a creature targeted by the glob, however, so the DC of the Strength check or Escape Artist check required to get free is reduced by 5.
Area: 10-ft.-radius burst
Saving Throw: Reflex partial-see text
Spell Resistance: No
At the successful casting of the spell, you conjure a sizzling emerald sphere. The sphere immediately shatters, drenching all in the area with a potent acid. Affected creatures take 6d6 points of acid damage. Creatures that succeed on their Reflex saving throws take half of this damage. Creatures that fail their Reflex saves take full damage, and also take 6d6 points of acid damage in each of the following 2 rounds.
(Creation) [Acid]
Target: Creature touched
Saving Throw: Will negates
Spell Resistance: Yes
You invoke the power of this spell and a purple mist swirls around your opponent, weakening its mystic protections. This spell lowers the subject’s damage reduction by 5 (to a minimum of 5). For instance, if you successfully cast vulnerability on a dragon with damage reduction 10/magic, its damage reduction becomes 5/magic. For every four caster levels beyond 9th, the subject’s damage reduction lowers by an additional 5: a reduction of 10 at caster level 15th and a reduction of 15 at caster level 19th.
Effect: A straight wall whose area is up to one 10-ft. square/level
Saving Throw: None
Spell Resistance: No
You cast the spell and a translucent wall springs up, a shimmering field of faded colors that swirls and merges with itself like the surface of a soap bubble. This spell creates a transparent, permeable barrier. Anyone passing through it becomes the target of a dispel magic effect (PH 223) at your caster level. A summoned creature targeted in this way can be dispelled by the effect. A wall of dispel magic cannot be seen or felt by ordinary means, or even with a see invisibility spell. Detect magic indicates the presence of the effect, and true seeing reveals its presence.
Effect: Wall whose area is up to one 10-ft. sqr/lvl
Saving Throw: None
Spell Resistance: No
A wall of force spell creates an invisible wall of force. The wall cannot move, it is immune to damage of all kinds, and it is unaffected by most spells, including dispel magic. However, disintegrate immediately destroys it, as does a rod of cancellation, a sphere of annihilation, or a mage's disjunction spell. Breath weapons and spells cannot pass through the wall in either direction, although dimension door, teleport, and similar effects can bypass the barrier. It blocks ethereal creatures as well as material ones (though ethereal creatures can usually get around the wall by floating under or over it through material floors and ceilings). Gaze attacks can operate through a wall of force. The caster can form the wall into a flat, vertical plane whose area is up to one 10- foot square per level. The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature, the spell fails. Wall of force can be made permanent with a permanency spell.
Effect: A wall of whirling limbs up to 20 ft. long/level, or a ring of whirling limbs with a radius of up to 5 ft./2 levels, either form 20 ft. high
Saving Throw: Reflex negates-see text
Spell Resistance: Yes
By flexing your arm and speaking the repetitive words of power, you unleash the spell. In the distance, the ground is covered in a writhing mass. As you watch, over the course of a few seconds, the writhing mass rises up and forms a wall of thousands of wriggling arms resembling your own. An immobile, vertical curtain of whirling limbs springs into existence. The limbs resemble your own forelimbs. A creature attempting to move through the wall takes 5d6 points of damage and must succeed on a DC 18 Strength check or become stuck within the wall and unable to move (a charging creature gains a +2 bonus on the Strength check). The creature takes 5d6 points of damage each round at the beginning of your turn until freed. A creature can free itself with a DC 18 Strength check, or by dealing 30 points of damage to a 5-foot section of wall. A creature that starts its turn next to a wall of limbs must succeed on a DC 18 Strength check or be grabbed by the flailing arms and become stuck,
as above. If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save. A wall of limbs provides cover against attacks made through it.
Effect: Stone wall whose area is up to one 5-ft. square/level (S)
Saving Throw: See text
Spell Resistance: No
This spell creates a wall of rock that merges into adjoining rock surfaces. A wall of stone is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. You can double the wall's area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object. Unlike a wall of iron, you can create a wall of stone in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation - however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the spell's area by half. The wall can be crudely shaped to allow crenellations, battlements, and so forth by likewise reducing the area. Like any other stone wall, this one can be destroyed by a
disintegrate spell or by normal means such as breaking and chipping. Each 5-foot square of the wall has 15 hit points per inch of thickness and hardness 8. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness. It is possible, but difficult, to trap mobile opponents within or under a wall of stone, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex saves.
(Creation) [Earth]
Area: Cone-shaped burst
Saving Throw: No
Spell Resistance: Yes
Waves of negative energy render all living creatures in the spell's area fatigued. This spell has no effect on a creature that is already fatigued.
Target: One humanoid
Saving Throw: Fortitude negates
Spell Resistance: Yes
With the final word of the spell, your chosen foe is wracked with such pain that it doubles over and collapses. Its face and hands blister and drip fluid, and its eyes cloud with blood, rendering it blind. This spell causes your target to experience excruciating pain. For the duration of the spell, the subject falls prone and is blinded and helpless. Even when the spell ends, the subject is still shaken for 3d10 minutes.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You concentrate on the piece of the xorn’s hide. As you intone the spell it begins to glow yellow, and then the glow spreads over your entire form. You complete the spell and slip effortlessly between the gaps in the earth itself, leaving nothing disturbed in your wake. The subject of this spell can move through natural earth and stone (but not worked stone, brick, or metal) as a xorn does, leaving behind no tunnel or sign of passage. Furthermore, the subject can breathe normally while entombed in earth and natural rock. A move earth spell cast on an area the subject occupies flings it back 30 feet and stuns it for 1 round. A successful Fortitude save negates the stunning effect. Xorn movement lasts a minimum of 1 round/level. If the subject has not emerged into a large enough open space to contain its body comfortably when the spell expires, it is shunted off to the nearest such open space, taking 1d6 points of damage per 5 feet so traveled.
Area: 20-ft.-radius emanation centered on you
Saving Throw: None
Spell Resistance: Yes
Smearing blood between your fingers, you inscribe a ward in the air and cast the power of that ward over a wide area. You create a region that is temporarily protected against interplanar intrusion. This includes spells and abilities that use other planes, including dimension door, teleport, plane shift, and travel through such planes as the Astral Plane, the Ethereal Plane, and the Plane of Shadow. Summoning and calling spells do not function within a zone of respite , but summoned and called creatures outside a zone of respite can be sent inside it. Gate spells and other portals cannot be created within a zone of respite , but existing portals are unaffected by the spell. Creatures on coterminous or coexistent planes ( DMG 1 5 0 ) must retreat to the edge of the zone of respite and cannot enter the corresponding area on the coterminous or coexistent plane.
Effect: Fog spreads in 20-ft. radius, 20 ft. high
Saving Throw: None
Spell Resistance: No
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.
(Creation) [Acid]
Area: Cylinder (20-ft. Radius, 20 ft. high)
Saving Throw: Reflex half
Spell Resistance: No
A dark green cloud whirls into being before unleashing a shower of foul-smelling, yellow-green rain. Acid rain deals 1d6 points of acid damage per caster level (maximum 15d6) to each creature in the area.
(Creation) [Acid]
Target: One object or creature per caster level
Saving Throw: None or Will negates - see text
Spell Resistance: No
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.
Area: 5-ft./level radius emanation from touched creature
Saving Throw: None
Spell Resistance: No
The hourglass must be carried or worn by the spell’s recipient while the spell is in effect. This spell functions like anticipate teleportation, except that greater anticipate teleportation identifies the type of the arriving creature (and any companions accompanying it) and creates a delay of 3 rounds, providing the recipient with even more warning and preparation time.
Area: 10-ft.-radius emanation, centered on you
Saving Throw: None Spell Resistance: See text 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 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.
Target: One projectile or thrown weapon touched
Saving Throw: Fortitude partial
Spell Resistance: Yes
You scribe runes of dire power on a single missile or thrown weapon (usually an arrow, bolt, dart, javelin, or spear), changing the weapon into a sinister missile of cold, enhanced bone. When thrown or fired at a creature as a normal ranged attack, the weapon gains a +4 enhancement bonus on attack rolls and damage rolls. In addition, any living creature struck by an arrow of bone must succeed on a Fortitude save or be instantly slain. A creature that makes its save instead takes 3d6 points of damage +1 point per caster level (maximum +15). Regardless of whether the attack hits, the magic of the arrow of bone is discharged by the attack, and the missile is destroyed.
Area: 10-ft.-radius emanation, centered on you
Saving Throw: No
Spell Resistance: No
“Stay together,” you shout, and intone the words of this spell, casting the crushed gemstone in the air at its conclusion. You are all bathed in a silver-green nimbus of light. You and all creatures within 10 feet of you gain evasion, but only against breath weapons. (If a breath weapon would normally allow a Reflex saving throw for half damage, a creature within an aura of evasion that success- fully saves takes no damage instead.) Creatures within the spell’s area that already have evasion or improved evasion get a +4 bonus on Reflex saving throws against breath weapons.
Area: 30-ft.-radius emanation centered on you
Saving Throw: Will negates- see text
Spell Resistance: Yes
You speak a few curt words and your face is briefly overlaid with the image of a violet-shaded skull. The skull fades, but the nimbus of violet light remains around you. You become surrounded by an aura of fear, granting you a frightful presence not unlike that of a dragon. Whenever you charge or attack, you inspire fear in all creatures within 30 feet that have fewer Hit Dice than your caster level. Each potentially affected opponent must succeed on a Will save or become shaken - a condition that lasts until the opponent is out of range. A successful save leaves that opponent immune to your frightful presence for 24 hours. If you cast this spell when you already have the frightful presence ability or a fear aura, the existing ability becomes more effective in the following ways: * The radius of the area affected by the ability increases by 10 feet. * The DC of your frightful presence ability increases by 2. * Creatures that would normally be shaken by your fear aura are frightened instead, and creatures that would normally be frightened are
panicked.
[Fear, Mind-Affecting]
Target: One creature/level, no two of which can be more than 30 ft. apart
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Mass bear 's endurance works like bear's endurance, except that it affects multiple creatures.
Effect: 10-ft. hand
Saving Throw: None
Spell Resistance: Yes
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.
Target: You
You snarl, and your features shift into those of a tiger. Your hands grow sharp claws, and the thick skin and striped fur of a tiger covers your body. You gain a +12 enhancement bonus to Strength, a +4 enhancement bonus to Dexterity, a +6 enhancement bonus to Constitution, and a +5 enhancement bonus to natural armor. Your hands become claws, granting you two claw attacks, and your mouth becomes that of a tiger, giving you a bite attack. You can attack with both claws at your full base attack bonus, but your bite attack takes a –2 penalty (as if you had the Multiattack feat). Each claw deals 1d8 points of damage (1d6 if you are Small) + your Str modifier, and your bite deals 2d6 poin ts of damag e ( 2d4 if y ou are Small) + 1/2 your Str modifier. You gain the benefits of the Blind-Fight and Power Attack feats, as well. If your base attack bonus is +6 or higher, you do not gain any additional attacks.
Target: One melee or thrown weapon, or fifty projectiles (all of which must be in contact with each other at the time of casting)
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
With a word, the indicated weapon glows with a soft blue-white halo that emits a low, slowly pulsating hum. The faint smell of ozone permeates the air. You transform a single melee weapon, natural weap on, thrown weapon, or group of projectiles into a weapon with the brilliant energy special ability ( DMG 224). If this spell is cast on arrows or crossbow bolts, the effect on a particular projectile ends after one use, whether or not the missile strikes its intended target. Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell.
Target: One creature/level, no two of which can be more than 30 ft. apart
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell functions like bull's strength, except that it affects multiple creatures.
Target: One creature/level, no two of which can be more than 30 ft. apart
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
This spell functions like cat's grace, except that it affects multiple creatures.
Target: One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target
Saving Throw: Reflex half
Spell Resistance: Yes
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.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Energy courses through the creature touched. Its muscles grow and become more defined, it starts to move with greater alacrity and grace, and its bearing increases.The subject improves in all ways. It gains a +4 enhancement bonus to each of its ability scores.
Area: Several living creatures within a 40-ft.-radius burst
Saving Throw: Fortitude negates
Spell Resistance: Yes
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 - among creatures with equal HD, those who are closest to the burst's point of origin are affected first. No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
A blue-green glow surrounds your hand as you complete the spell. With a touch you release it into your intended target, which then turns the same shade of blue-green. While underwater, the subject functions as if affected by blur (PH 206), freedom of movement (PH 233), and water breathing (PH 300) , and doesn’t take nonlethal damage for the duration of the spell. When out of the water (or even partially out), the subject gains none of these advantages except water breathing. The subject can leave and reenter water without ending the spell.
Area: 20-ft.-radius spread
Saving Throw: Fortitude negates
Spell Resistance: Yes
Forcing a hacking cough, you complete the spell. In the area you’ve designated, you see swirling red and black mist rise up, accompanied by the distant sound of your echoing cough.
This spell functions like contagion (PH 213), but all creatures within the area are infected.
You must carry the focus for the contingency to workTarget: You
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 - if the companion spell has a casting time longer than 10 minutes, use that instead. The spell to be brought into effect by the contingency must be one that affects your person and be of a spell level no higher than one-third your caster level (rounded down, maximum 6th level). The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the contingency immediately brings into effect the companion spell, the latter being cast instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are
prescribed, the whole spell combination (contingency and the companion magic) may fail when called on. The companion spell occurs based solely on the stated conditions, regardless of whether you want it to. You can use only one contingency spell at a time - if a second is cast, the first one (if still active) is dispelled.
Area: Water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)
Saving Throw: None - see text
Spell Resistance: No
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 horizontal dimension.
The magic of the spell turns these gems into worthless shells
Target: One corpse
Saving Throw: None
Spell Resistance: No
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
12-14th -- Ghast
15-17th -- 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.
Effect: Ray
Saving Throw: Fortitude partial (object)
Spell Resistance: Yes
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 - that is, the ray affects only one target per casting.
Area: One spellcaster, creature, or object - or 20-ft.-radius burst
Saving Throw: None
Spell Resistance: No
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.
Target: You and one dreamer
Saving Throw: Will negates- see text You complete the spell with a few last gestures and arcane words. You feel a pressure in your mind as you begin to relay the intent of your dreaming contact. This spell functions like dream (PH 225), except as noted above and that you can alter the sleeping person’s dreams to produce a specific desired effect. The dreamer gets a Will saving throw to resist the additional effects of this spell - if the save succeeds, the dream casting spell can send only a message, in the manner of the dream spell. If the saving throw fails, you decide what additional effect the message carries.
Fear: Your image in the dream is surrounded by intimidating imagery and an aura of power. For the duration of the spell, any time the dreamer can see you or knows you are present, he is shaken. This is a compulsion and fear effect.
Charm: Your image in the dream appears particularly helpful and kind. For the duration of the spell, the dreamer is under the effect of a charm monster spell. This is a charm effect.
Rage: Your image in the dream taunts and harasses the dreamer. For the duration of the spell, any time the dreamer can
see you or knows you are present, he preferentially attacks you if in a combat situation. The dreamer gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls when attacking you while under this effect. This is a compulsion effect.
Harrow: Your image in the dream behaves in a bizarre and irrational manner. For the duration of the spell, the dreamer behaves in an unusual manner, gaining two random traits from Table 4–24: One Hundred Traits (DMG 128), rerolling any results not pertinent to behavior. If the dreamer can see you or knows you are present, he is confused for 1 round/level.
(Phantasm) [Mind-Affecting]
Target: One creature/level, no two of which can be more than 30 ft. apart
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
This spell functions like eagle's splendor, except that it affects multiple creatures.
Target: One weapon
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
With a single utterance, you sheath the weapon in elemental energy dripping acid, vaporous ice, crackling electricity, smoking fame, or thunderous air. You temporarily imbue a weapon with elemental energy. When you cast this spell, specify an energy type (acid, cold, electricity, fire, or sonic). This spell is a spell of that type, and the target weapon is sheathed in that energy. If the attack is successful, the attack deals an extra 3d6 points of energy damage.
(see text for lesser energy surge)
Target: One living creature
Saving Throw: Fortitude half
Spell Resistance: Yes
Calling upon the essence of elemental water, you surround your target creature with a swirling blue and red aura. The aura seeps into the creature a moment before water spurts forth from its pores. It cries out in pain. This brutal spell causes the targeted creature to dehydrate horribly as the moisture in its body is forcibly extracted through its eyes, nostrils, mouth, and pores. This deals 1d6 points of damage per caster level (maximum 20d6), or half damage on a successful Fortitude save. If the targeted creature is slain by this spell, the extracted moisture is transformed into a water elemental of a size equal to the slain creature (up to Huge). The water elemental is under your control, as if you summoned it, and disappears after 1 minute. This spell has no effect on living creatures with the fire subtype.
Target: One living creature
Saving Throw: Fortitude negates
Spell Resistance: Yes
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 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.
Effect: Fiery spiders that cover a 10-ft.-radius spread
Saving Throw: Reflex half
Spell Resistance: Yes
Tiny lights appear in the darkness - one, ten, over a hundred. As they appear, the sound of insectile chittering increases, until a swarming army of flaming, otherworldly arachnids is gathered together at your command. You call forth a teeming mass of fire elementals the size of common spiders. A creature that starts its turn in the affected area takes 4d6 points of fire damage. Each round, you can use a move action to direct the spiders to move up to 30 feet. If the spiders are left undirected, they move at a speed of 15 feet toward the nearest living creature, if one isn’t already in the affected area. As fire elementals, the fire spiders have immunity to fire and are thwarted by barriers that block neutral outsiders. Any cold spell of 3rd level or higher can disperse the fire spiders, ending the spell.
(Summoning) [Fire]
Target: Creature touched
Saving Throw: See text
Spell Resistance: Yes (harmless) -see text
You touch the target, and it bursts into flames that do not harm it, although the heat you feel from the fire seems quite real to you. The creature you touch bursts into magical flames that do not harm the subject, but are capable of harming anyone else who comes into contact with the creature. With a successful melee attack, the subject deals an extra 1 point of fire damage per caster level (maximum +15). If the defender has spell resistance, it applies to this effect. Creatures that make successful melee attacks against the subject are susceptible to the same damage unless they attack with weapons that have reach, such as longspears. The subject of fires of purity takes only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, the subject takes no damage on a successful save.
Target: One creature
Saving Throw: Fortitude negates
Spell Resistance: Yes
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.
Target: One living creature
Saving Throw: Fortitude partial-see text
Spell Resistance: Yes
Breaking the bone in the grip of your fist, you hear the sickening but satisfying crunch of your foe’s bones breaking beneath his squeezing flesh. A creature with Hit Dice less than or equal to your caster level is automatically stunned for 1 round (no saving throw). A creature with Hit Dice greater than your caster level is allowed a saving throw to negate the stunning effect. In the following round, the target must make a Fortitude save or take 1d6 points of damage per caster level (maximum 15d6) and be nauseated by the pain for 1d4+2 rounds.
Target: One creature/level, no two of which can be more than 30 ft. apart
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
This spell functions like fox's cunning, except that it affects multiple creatures.
Target: One living creature
Saving Throw: None
Spell Resistance: Yes
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.
(Compulsion) [Language-Dependent, Mind-Affecting]
Target: You and willing creatures totaling up to one/3 levels- see text
Saving Throw: None- see text
Spell Resistance: No- see text
You mutter over the iridescent, faceted gem. It twinkles in response, and you feel a strong link between you and the stone. When you speak the word, the two of you will be reunited. This spell teleports you to the location of a specially prepared gem. You initially cast gemjump upon the focus, which you must touch. As a standard action any time after you prepare the stone, you can utter a com- mand word and instantly teleport to the location of the gem, provided you and the stone are on the same plane. The teleport is always on target ( as though you are using a greater teleport spell). If the area containing the gem is too small for you, you appear in the nearest sufficiently large space. You can transport, in addition to yourself, one Medium or smaller creature per three caster levels, and can bring along objects as long as their weight does not exceed your maximum load. An unwilling creature can’t be teleported
by gemjump. Likewise, a creature’s Will save (or spell resistance) prevents items in its possession from being teleported. Unattended, nonmagical objects receive no saving throw.
[Teleportation]
Target: One living humanoid
Saving Throw: Fortitude negates
Spell Resistance: Yes
creature Your touch gradually transforms a living victim into a ravening, flesh-eating ghoul. The subject takes 3d6 points of damage per round while its body slowly dies and its flesh is transformed into the cold, undying flesh of the undead. When the victim reaches 0 hit points, it becomes a ghoul ( MM 118). If the target fails its initial saving throw, remove disease , dispel magic , heal , limited wish , miracle , Mordenkainen’s disjunction, remove curse , wish , or greater restoration negates the gradual change. Healing spells can temporarily prolong the process by increasing the victim’s hit points, but the transformation continues unabated. The ghoul that you create remains under your control indefinitely. No matter how many ghouls you generate with this spell, however, you can control only 4 HD worth of undead creatures per caster level (this includes undead from all sources under your control). 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.
Area: 10-ft.-radius spherical emanation, centered on you
Saving Throw: None
Spell Resistance: No
This spell functions like lesser globe of invulnerability, except that it also excludes 4th-level spells and spell-like effects.
Area: Up to 200 sq. ft./level (S)
Saving Throw: See text
Spell Resistance: See text
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 - you must be somewhere within the area to be warded to cast the spell. The spell creates the following magical effects within the warded area.
Fog: Fog fills all corridors, obscuring 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
cannot use sight to locate the target).
Saving Throw: None. Spell Resistance: No.
Arcane Locks: All doors in the warded area are arcane locked.
Saving Throw: None. Spell Resistance: No.
Webs: Webs fill all stairs from top to bottom. These strands are identical with those created by the web spell, except that they regrow in 10 minutes if they are burned or torn away while the guards and wards spell lasts.
Saving Throw: Reflex negates - see text for web. Spell Resistance: No.
Confusion: Where there are choices in direction such as a corridor intersection or side passage a minor confusion-type effect functions so as to make it 50% probable that intruders believe they are going in the opposite direction from the one
they actually chose. This is an enchantment, mind-affecting effect.
Saving Throw: None. Spell Resistance: Yes.
Lost Doors: One door per caster level is covered by a silent image to appear as if it were a plain wall.
Saving Throw: Will disbelief (if interacted with). Spell Resistance: No.
In addition, you can place your choice of one of the following five magical effects.
1. Dancing lights in four corridors. You can designate a simple program that causes the lights to repeat as long as the guards and wards spell lasts.
Saving Throw: None. Spell Resistance: No.
2. A magic mouth in two places.
Saving Throw: None. Spell Resistance: No.
3. A stinking cloud in two places. The vapors appear in the places you designate - they return within 10
minutes if dispersed by wind while the guards and wards spell lasts.
Saving Throw: Fortitude negates - see text for stinking cloud. Spell Resistance: No.
4. A gust of wind in one corridor or room.
Saving Throw: Fortitude negates. Spell Resistance: Yes.
5. A suggestion in one place. You select an area of up to 5 feet square, and any creature who enters or passes through the area receives the suggestion mentally.
Saving Throw: Will negates. Spell Resistance: Yes. The whole warded area radiates strong magic of the abjuration school. A dispel magic cast on a specific effect, if successful, removes only that effect. A successful Mage's disjunction destroys the entire guards and wards effect.
Target: One item of a volume no greater than 10 cu. ft./level- see text
Saving Throw: None
Spell Resistance: Yes (object)
You rub your hands along the length of the object, intoning the spell. A warm red glow emits from your hands, strengthening the object. This spell increases the hardness of materials. Paper becomes harder to tear, glass becomes harder to break, wood becomes more resilient, and so on. For every two caster levels, add 1 point of hardness to the material targeted by the spell. This hardness increase improves only the material’s resistance to damage. Nothing else is modified by the improvement. For example, a longsword (treat steel as iron, base hardness 10) affected by a hardening spell cast by a 12th-level caster would have hardness 16 for the purpose of ignoring damage caused by someone making a sunder attack. The sword’s hit points, attack and damage modifiers, and other factors are not affected. A hardening spell does not in any way affect a substance’s resistance to other forms of
transformation.
Ice still melts, paper and wood still burn, rock still becomes transmutable to mud with the proper spell, and so on. This spell affects up to 10 cubic feet of material per level of the caster. If cast upon a metal or mineral, the spell affects only 1 cubic foot per level.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
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).
(Compulsion) [Mind-Affecting]
Target:One creature with an Intelligence score of 3 or higher.
You chant a personal truename in an ever-quieter voice as you slowly lower your hand and crouch, trying to erase traces of the personal truename from the cosmos. The subject gains protection from those who would use her personal truename for ill purposes, and a modicum of defense against utterances that use more general truenames. The subject of a hidden truename spell gets a +2 bonus on saving throws against utterances. In addition, those trying to research the personal truename of a creature protected by hidden truename take a -8 penalty on the Knowledge check required to do so. (see Truename Research).
Effect: One chain of force
Saving Throw: See text
Spell Resistance: Yes
A blood-red chain of pure force appears, howling instead of rattling as it shakes and twines. You create a chain of force, which lashes out and attacks your enemies. The chain has a reach of 15 feet, but cannot move from the space you designate. The chain attacks by attempting to trip your foes (+12 melee touch attack, +15 on the opposed Strength check). It does not provoke attacks of opportunity for tripping, nor can it be tripped in response on a failed attempt. If it succeeds in tripping an enemy, it immediately follows up with a melee attack on the prone defender (+12 melee attack, 2d6+10 points of damage). Any creature struck by the chain must make a Will saving throw or become shaken. A howling chain can make one attack of opportunity each round for every four caster levels you have, using the same tactic as above. A howling chain has as many hit points as you do when you’re undamaged, and its AC is AC 20 (–1 size, +11 natural). It takes damage as a normal creature, but most
magical effects that don’t deal damage do not affect it. It makes saving throws as its caster. Disintegrate or a successful dispel magic destroys it.
Area: 10-ft. cube/level
Saving Throw: Will disbelief
Spell Resistance: No
You shove downward with your hand, speaking the spell’s arcane words as you do so. The ground disappears where you indicate, forming an impossibly deep pit. You create the illusion of a pit, and each creature entering or within the area is forced to make a Will save or believe the floor on which it stands has become a bottomless chasm. Those that fail their saves fall prone and are unable to take any action except clawing desperately at the floor in the hopes of stopping their apparent fall. An attack on an affected creature frees it from the effect of the illusion but leaves it stunned for 1 round. Likewise, when the spell ends, creatures that believed they were falling are stunned for 1 round. Flying creatures passing over an illusory pit are unaffected by the spell.
Target: Familiar touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Upon completion of this spell, you feel as if you had just cast a number of spells in quick succession. Your familiar gives you a knowing nod. This spell allows you to transfer a number of your spells and the ability to cast them into your familiar. Spontaneous spellcasters, such as sorcerers, can imbue a familiar with any spells they know how to cast, subject to the restrictions below. Arcanists who prepare spells, such as wizards, can imbue a familiar with any spell they have currently prepared. In either case, you can imbue one spell per three caster levels, with a maximum spell level of one-third your caster level, rounded down (maximum 5th level). Multiple castings of imbue familiar with spell ability have no effect on these limits. The transferred spell’s variable characteristics (range, duration, area, and so on) function according to your level. Once you cast imbue familiar with spell ability on your familiar, both the spell slot from which you cast the spell and the spell slots of the transferred spells remain unavailable for the preparation or casting of new spells until the familiar uses the transferred
spells or imbue familiar with spell ability expires. The spell can be dispelled- if this happens, the spells transferred are lost as if the familiar had cast them. In an antimagic field, the familiar loses the ability to cast the imbued spells, but regains it again if it leaves the field (as long as the spell’s duration hasn’t expired). If any transferred spell requires a focus or material component, you must have it on your person when the spells are cast (components are consumed as normal without requiring you to bring them to hand). Any XP costs from a transferred spell are deducted from your total when the familiar casts the spell.
Target: One living creature/level, no two of which are more than 30 ft. apart
Saving Throw: Will negates- see text
Spell Resistance: Yes
You regard your foes with a steely glare that would peel paint from a wagon. Motes of dark energy dance before your eyes and they, to a body, freeze in fear. The targets must make successful Will saves or cower. The saving throw DC to resist this effect is either the normal save DC for the spell or the save DC for your natural frightful presence ability, whichever is higher. You cannot cast this spell if you do not have a frightful presence ability, either natural or magically bestowed (such as from the aura of terror spell, for example).
[Fear, Mind-Affecting]
Target: Incorporeal and gaseous creatures within a 50-ft.-radius burst
Saving Throw: Will negates
Spell Resistance: Yes
A nova of dissolution dissipates the immaterial bodies of incorporeal and gaseous creatures, destroying them instantly. The spell destroys 1d4 HD worth of creatures per caster level (maximum 20d4) in the area. Usually, creatures such as shadows, wraiths, spectres, ghosts, and similar creatures are destroyed, though vampires and living creatures in gaseous form are also affected, as are other incorporeal creatures. Creatures with the fewest HD are affected first- among creatures with equal HD, those that are closest to the point of origin of the burst are affected first. No creature with 9 or more HD is affected, and HD that are not sufficient to affect a creature are wasted.
Target: You plus one willing creature/3 levels, no two of which are more than 30 ft. apart
Saving Throw: None
Spell Resistance: No
You crush the eggshells as you cast this spell, indicating your comrades in the party. Now, regardless of where they might end up, you will be able to communicate with them. This spell functions like Rary’s telepathic bond (PH 268), except that the communication functions both on the same plane and across planes.
Target: You
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 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.
Target/Effect: You/one illusory double
Saving Throw: None or Will disbelief (if interacted with) - see text
Spell Resistance: No
You become invisible (as improved 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 may pretend it. 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 improved invisibility lasts for 1 round per level, regardless of concentration.
Target: You
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.
Area: Dirt in an area up to 750 ft. sq. and max 10 ft. deep (S)
Saving Throw: None
Spell Resistance: No
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.
Target: One ooze
Saving Throw: Fortitude negates
Spell Resistance: Yes
With a few chanted words and a mystic pass of your arm, your magic reaches out to invisibly surround the ooze, placing it under your control. You telekinetically take control of the targeted ooze, manipulating it and forcing it to move and attack as you see fit. You can force the ooze to perform as you desire, within the limits of its abilities. Controlling the ooze’s actions for an entire round is a move action for you. When the ooze is not directed to move, attack, or undertake any actions by you, telekinetic force holds it immobile. Once control is established, you must have line of sight to the ooze to manipulate it, but distance is not otherwise a factor, unless you and the ooze are on different planes (at which point the spell ends). If a controlled ooze splits, such as a black pudding ( MM 201 ) struck by a slashing weapon, you retain control of only one of the resultant oozes (choose randomly).
Target: You
Saving Throw: Will partial- see text
Spell Resistance: Yes
You invoke the spell and your eyes begin to glow with a rippling pearly radiance, like those of a noble ghaele eladrin. Inspired by the deadly gaze of the noble ghaele eladrin, you gain a gaze attack usable against creatures within 60 feet. If an evil creature with 5 or fewer Hit Dice meets your gaze ( DMG 294), it dies unless it succeeds on a Will save. Even if the save succeeds, the creature is affected as though by a fear spell (PH 229) for 2d10 rounds. Non-evil creatures and evil creatures with more than 5 Hit Dice are not slain by the gaze, and they suffer the fear effect only if they fail the Will save.
[Death, Good]
Target, Effect, or Area: See text
Saving Throw: Reflex half - see text
Spell Resistance: Yes
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 you (and you receive no saving throw to resist its effect). Firing the globe in a later round is a standard action.
Target: One creature
Saving Throw: Will negates
Spell Resistance: Yes
You grip the creature s head, and a surge of magical energy overwhelms its senses. With a touch, you deal nonlethal damage to the subject equal to the creature s current hit point total.
(Compulsion) [Mind-Affecting]
Target: One creature/level, no two of which can be more than 30 ft. apart
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
This spell functions like Owl's Wisdom, except that it affects multiple creatures.
Effect: Figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
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.
Target: Up to three elementals or outsiders, totaling no more than 12 HD, no two of which can be more than 30 ft. apart when they appear
Saving Throw: Will negates
Spell Resistance: No and Yes - see text
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.
(Calling) [see text for lesser planar binding]
Target: One living creature
Saving Throw: Will negates- see text
Spell Resistance: Yes
Reaching out with your thoughts, you break through your target’s mental defenses and reap answers to your desires. All of 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 pose the questions telepathically, and the answers to those questions are imparted directly to your mind. You and the subject do not need to speak the same language, though less intelligent creatures might yield up only appropriate visual images in answer to your questions. The subject is not aware that its mind is being probed, unless you wish to make it aware. If the subject moves beyond the range of the spell, the effect ends.
[Mind-Affecting]
Effect: Visual figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
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.).
Target: You
For the duration of this spell, the caster's teleport or greater teleport spell-like ability is quickened (as if enhanced with the Quicken Spell feat). This spell has no effect on other spells or spell-like abilities.
Effect: Ray
Saving Throw: None
Spell Resistance: Yes
You release a crackling black ray. The smell of decay fills the air. When you cast this spell, you unleash a ray of negative energy that consumes the life energy of the subject. You must succeed on a ranged touch attack with the ray to strike a target. If your attack is successful against a living creature, the ray makes the subject weaker, slower, and less healthy. The subject takes a –4 penalty to Strength, Constitution, and Dexterity for the duration of the spell.
Effect: Ray
Saving Throw: None
Spell Resistance: Yes
Your palm emits a ray of light. The ray gives off a soft, continuous glow. You direct a short ray at the eyes of a target. You must succeed on a ranged touch attack with the ray to strike a target. With a successful ranged touch attack, the subject is blinded for 1d4 rounds.
Target: You
You invoke the spell and, to your eyes, you are covered with a glittering net of sparks and spangles. To the eyes of the drow in the underground marketplace, you look like just another dark elf. A reflective disguise spell causes any intelligent creature viewing you to perceive you as the same species and gender as itself, provided that its size category is no more than one step different from your own. The spell changes perceptions of clothing, race, and gender. Reflective disguise does not give you any knowledge of the abilities or mannerisms of the reflected form, nor does it alter the perceived tactile (touch), audible (sound), or olfactory (smell) properties of you or your equipment. A creature that interacts with the glamer, beyond simply viewing it, gets a Will save to recognize it as an illusion. For example, a creature that touched you and realized that the tactile sensation did not match the visual one would be entitled to such a save. A creature with the scent ability automatically gets a Will save if you are within its scent range.
Target: One creature/2 levels, no two of which are more than 30 ft. apart
Saving Throw: Will negates
Spell Resistance: Yes
You cast the spell, and your allies all suddenly appear to be members of the same orc tribe you plan to infiltrate.
This spell functions like reflective disguise , except you can change the appearance of other creatures as well. Affected creatures resume their normal appearances if slain. An unwilling target can negate the spell’s effect on itself by making a successful Will save or with spell resistance.
Area: Up to 10-ft.-radius/level emanation centered on you
Saving Throw: Will negates
Spell Resistance: Yes
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.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
As you finish casting the spell, you feel imbued with the feeling that something greater than yourself is protecting you. When you touch your intended subject and release the spell, the feeling disappears. This spell functions like resistance (PHB 272), except as noted here. You grant the subject a +6 resistance bonus on saves.
Target: Destroyed undead creature touched
Saving Throw: None
Spell Resistance: No
Touching the corpse of the creature, you whisper to its departed spirit, calling it back - but not to life. Your restore animation to an undead creature destroyed by hit point loss (even a zombie or skeleton, which can’t normally be reanimated once destroyed). You can revive a destroyed undead creature that has been inactive for up to one day per caster level. In addition, the subject’s animating spirit must be free and willing to return. If the subject’s animating spirit is not willing to return, the spell does not work- therefore, subjects that want to revive receive no saving throw. Revive undead restores hit points to the subject up to a total of 1 hit point per Hit Die. The body of the undead to be revived must be whole. Otherwise, missing parts are still missing when the creature is reanimated. None of the dead creature’s equipment or possessions are affected in any way by this spell. An undead that has been destroyed by a turning effect can’t be revived by this spell. The subject
of the spell loses one level or Hit Die (if it doesn’t have a character class level, it loses a HD) when it is revived. This lev el loss cannot be repaired by any spell. If the subject is 1st level, it loses 2 points of Charisma instead. An undead that was destroyed with spells prepared has a 50% chance of losing any given spell upon being revived, in addition to losing spells for losing a level. A spellcasting undead creature that doesn’t prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level.
Target: One natural or magical hazard- see text
Saving Throw: None
Spell Resistance: No
From your fingertips springs a thin line of bright red light to negate the hazard before you. Each version of this spell can target one of the hazards described below and “correct” it in the manner described. Unless specifically stated otherwise, this spell affects magical and mundane hazards of the indicated type equally. For example, a ruby ray of reversal can eliminate the webs of a monstrous spider or the effect of a web spell.
* Any trap targeted by this spell is sprung. This version of the spell can have adverse effects on creatures standing within a trap’s area. You must be aware of a trap to cast ruby ray of reversal on it.
* The spell unties knots and causes chains, manacles, and similar restraining devices to fall away. Entangle and similar magical effects are dispelled. Doors (or chests, drawers, cabinets, and so on) that are locked, barred, or under the effect of an arcane lock spell are opened.
* a 5-foot diameter hole is created in a wall of force, forcecage, or similar spell or effect. This function of the spell does not destroy the targeted effect, but creatures trapped by it might be able to wriggle free.
* A creature that has been polymorphed, turned to stone, or otherwise transformed from its natural state is returned to its natural form.
* A magic jar spell is dispelled if a ruby ray of reversal targets the crystal holding the caster’s soul.
* Webs, slime, grease and other substances that would hamper movement are destroyed in a 20-foot-radius spread.
Effect: Magical sensor
Saving Throw: No
Spell Resistance: No
At the culmination of this long ritual, you gaze into your scrying focus and stretch out your sight. The mists within the reflective surface dissipate, and suddenly you can see and hear a familiar place. You can see and hear what occurs at a location, which can be at any distance on the same plane where you are located. You must make a successful caster level check (1d20 + your caster level) to scry a specific location. The difficulty of this check depends on how familiar you are with that location and what sort of physical connection (if any) you have to that place. Furthermore, the difficulty to scry the desired locale increases if the location is extremely far removed, indoors or underground, or on another plane. The DC of this check is 20 + any modifiers related to your knowledge of the area, your connection to it, and the location's distance, as set out in the following table. Knowledge Caster Level Check | DC Modifer None* | +10 Secondhand (you have heard of the location) | +5 Firsthand (you have been to the location) | +0
Familiar (you have been to the location often) | 5 * You must have some sort of connection to a location you have no knowledge of. Location Caster Level Check | DC Modifer Per 1,000 miles away | +2 Indoors or underground | 2 On another plane | 10 Connection Level Check | DC Modifer Likeness or picture | -2 An object that has been in the location for a week or more* | 4 A plant, mineral, or other object taken from the area* | 10 * The object must have been in the location within the past year. If you fail this check, the scrying attempt simply fails. If the caster level check succeeds, you create an invisible magical sensor in any location you desire. Through this sensor you can both see and hear, your vantage and range of vision being the same as if you were actually at that place, allowing you to make Spot and Listen checks as normal. You can rotate the sensor as you wish, seeing in any direction you desire. Once the spell is cast, however, you cannot change the position of the sensor. 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 caster level check fails, you can't attempt to scry on any place within 1 mile of that location until 24 hours have passed.
Arcane Material Component: The eye of a mole, a badger, or a xorn, plus nitric acid, copper, and zinc.
Focus: A mirror of finely wrought and highly polished silver costing not less than 1,000 gp. The mirror must be at least 2 feet by 4 feet.
Cleric Focus: A holy water font costing not less than 100 gp.
Druid Focus: A natural pool of water.
Target: One interplanar gate or portal
Saving Throw: None
Spell Resistance: No
You cast a silver bar in the direction of the portal and it vanishes, becoming a semi-translucent net of silver magic that briefly encases the portal before disappearing. You can permanently seal an interplanar gate or portal. The spell prevents any use of the portal, although seal portal can be dispelled by a dispel magic spell. A knock spell does not function on a sealed portal, but a chime of opening dispels seal portal if seal portal was cast by a spellcaster of lower than 15th level. Once a portal is opened, seal portal does not remain in effect and must be cast again.
Target: Up to one touched creature/level
Saving Throw: Will negates
Spell Resistance: Yes
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 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.
Target: One creature
Saving Throw: Will partial- see text
Spell Resistance: Yes
You feel a spectral force form near you, as if some intangible shadow being stood nearby. Upon choosing the target of your spell, you sense the shadowy force depart from your side, moving as fast as thought toward the creature you designated as your target. You see the target creature move as if attacked by an unseen foe. Upon casting this spell, you create a shadowy force that automatically grabs the target (PH 156). The shadowy force immediately attempts to establish a hold on the target with a grapple check bonus equal to the DC of this spell. If the target succeeds on its saving throw, the grapple check bonus of the shadowy grappler is cut in half. For example, a sorcerer with a 16 Charisma who casts this spell creates a shadowy grappler with a grapple check bonus of +19 if the target fails its save and +9 if the target makes its save. Every round on your turn, the shadowy grappler makes a grapple check against the target. Once it has a hold, the shadowy force attempts to pin the target on the following
round. If the grappler establishes a pin, it uses the option to prevent the target from speaking. The grappler always attempts to maintain a grapple or work toward a pin. A shadowy grappler occupies the same square as the target and moves with the target for as long as the spell lasts. Other creatures cannot join the grapple, either to assist the target or the grappler.
Target: One door, chest, or other opening or open space up to 30 sq. ft./level
Saving Throw: Reflex half- see text
Spell Resistance: No
This spell functions like sign of sealing, except that it can also be used to seal an open space (such as a corridor or an archway), creating a magical barrier of force that repels any creature attempting to pass. In addition, doors and objects protected by a greater sign of sealing are strengthened, increasing their hardness by 10 and granting them an extra 5 hit points per caster level. Any object protected by a greater sign of sealing is treated as a magic item for the purpose of making saving throws and gains a +4 resistance bonus on saving throws. If its seal is broken, a greater sign of sealing deals 1d6 points of damage per caster level (maximum 20d6) in a 40-foot radius (Reflex half). A greater sign of sealing cannot be passed with a knock spell, but it can be dispelled (DC 15 + the caster level of the sign’s creator). It can be disarmed with a DC 31 Disable Device check.
Target: One creature/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
A touch from your hand, which crackles with black energy, weakens the life force of living creatures. Each melee touch attack you successfully make during the spell’s duration channels negative energy that bestows one negative level on the target and grants you 5 temporary hit points. This spell cannot give you more temporary hit points than your normal starting hit points (your hit point total cannot exceed two times your normal starting hit points). Both the negative level and the temporary hit points last for up to 1 hour. You can use this attack once per round for a number of rounds equal to your caster level. Any charges of the spell not used by the time the duration expires are lost. An undead creature you touch instead gains 5 temporary hit points and you lose a like amount (no save). Temporary hit points gained in this way last for up to 1 hour.
Target: One living creature touched
Saving Throw: None
Spell Resistance: Yes (harmless)
This spell manifests as a draping cloak of tiny, cascading stars that seem to flicker out before touching the ground. The cloak forms over the target's existing apparel and sheds light as a torch, although this is not the mantle's primary function. The starmantle renders the wearer impervious to nonmagical weapon attacks and transforms any nonmagical weapon or missile that strikes it into harmless light, destroying it forever. Contact with the starmantle does not destroy magic weapons or missiles, but the starmantle's wearer is entitled to a Reflex saving throw (DC 15) each time he is struck by such a weapon- success indicates that the wearer takes only half damage from the weapon (rounded down).
Target: You
As the echoes of your spellcasting die, your flesh begins to stiffen and turn gray, gaining the rough texture and consistency of stone. This spell transforms your body into living stone, which grants you several powerful resistances and abilities. You gain damage reduction 10/adamantine. You are immune to blindness, extra damage from critical hits, ability score damage, deafness, disease, drowning, 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 gain a +4 enhancement bonus to Strength, but you take a –4 penalty to Dexterity (minimum Dexterity 1). Your speed is reduced to one-half normal, and your weight increases by a factor of three. If you are targeted with transmute rock to mud, you are slowed for 2d6 rounds with no saving throw. A transmute mud to rock heals you of all your lost hit points. A stone to flesh spell cast on you automatically ends this spell.
Target: One petrified creature or a cylinder of stone from 1 ft. to 3 ft. in diameter and up to 10 ft. long
Saving Throw: Fortitude negates (object) - see text
Spell Resistance: Yes
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.
Area: 20-ft.-radius emanation centered on a point in space
Saving Throw: Fortitude negates
Spell Resistance: Yes
Taking command of the forces that connect your plane to others, you reach out with your will and deaden an area to the influence of the Outer Planes on its natives Outsiders within the emanation of a subvert planar essence spell find their connection disrupted with the planar forces that created them. Outsiders that fail their saves have their damage reduction and spell resistance each reduced by 10. For example, a barbed devil subject to subvert planar essence would have no damage reduction and spell resistance 13, while a pit fiend would have damage reduction 5/good and silver, and spell resistance 22. An outsider attempts a Fortitude save and checks spell resistance when it first enter the spell’s area. If it makes the save or the spell fails to overcome its spell resistance, that creature is thereafter unaffected by this casting of subvert planar essence and can enter and exit the spell area without making further saves. Outsiders that fail their saves and have
their spell resistance overcome by the spell are affected as long as they remain within the spell’s area, and they are automatically affected if they leave and reenter the area.
Target: One creature/level, no two of which can be more than 30 ft. apart
Saving Throw: Will negates
Spell Resistance: Yes
This spell functions like suggestion, except that it can affect more creatures. The same suggestion applies to all these creatures.
(Compulsion) [Language-Dependent, Mind-Affecting]
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
Saving Throw: None
Spell Resistance: No
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.
(Summoning) [see text for summon monster I]
Effect: One symbol
Saving Throw: Will negates
Spell Resistance: Yes
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. .
[Fear, Mind-Affecting]
Effect: One symbol
Saving Throw: Will negates
Spell Resistance: Yes
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 - once triggered, a symbol of persuasion simply remains active for 10 minutes per caster level. Note: Magic traps such as symbol of persuasion are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of persuasion and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of persuasion. .
(Charm) [Mind-Affecting]
Target: You
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.
Area: 20-ft.-radius spread
Saving Throw: See text
Spell Resistance: Yes
The air around you crackles with the distant boom of thunder. A dome of translucent golden energy surrounds the spell's area. The dome shakes and rattles, while the muffed sounds of explosive blasts echoes from it. Any creature within the dome is knocked into the air by the powerful, ear-splitting blasts. This spell creates an area of turbulent, sonic energy. For the duration of the spell, any creature that starts its turn in the spell's area must make a Fortitude save or take 1d8 points of sonic damage. In addition, affected creatures must make a Reflex save or be knocked prone. If a creature is already prone, failing this save has no effect on it.
Target: Magic symbol touched
Saving Throw: None
Spell Resistance: No
Mimicking the marks of the sigil on the slate you hold, you render yourself immune to detection by the magic symbol. You place a protective spell upon your hand that allows you to touch an untriggered magic sigil (such as a glyph of warding or a symbol of death ) without setting it off. The touched sigil is removed from its location and held as magical potential on your hand, as though it were a touch spell. To pick up a sigil in this manner, you must make a successful caster level check (DC 20 + the target glyph’s spell level). Failure indicates that you have triggered the glyph or symbol. If you successfully transfer the sigil to your hand, you can use a standard action to place it on a surface (not a creature) of the sort on which it can normally be scribed. The transferred sigil works normally thereafter and retains all its original triggering conditions, although its current location might make its triggers difficult or impossible to achieve. You can maintain the magic
sigil on your hand as long as you concentrate. If your concentration lapses or the spell duration expires while the sigil is thus stored as potential, it immediately triggers upon you (and only you), even if you normally would not meet its trigger conditions. The effect has the same saving throw and spell resistance as the original spell did. The only safe way to rid yourself of the stored sigil is to place it upon a suitable surface.
Area: One or more humanoids within a 10-ft.-radius emanation
Saving Throw: Will negates
Spell Resistance: Yes
This spell causes any Medium or smaller humanoids within the area of the spell to become paralyzed. When casting the spell, you must specify a condition that will end it ( Wait here until the dragon arrives ), even if that condition can never feasibly be met ( Stay here until the sun shines at night ). Subjects in the area that fail their saves immediately become aware of the condition, but they cannot communicate it due to their paralyzed state (although someone could use a spell such as detect thoughts to ascertain the condition). For every hour the creatures are transfixed before the condition is met, they are allowed another saving throw to break free of the spell's effect.
So long as the spell operates, any Medium or smaller humanoid that enters its area must make a successful saving throw or become transfixed with the same
exit conditions (they too become aware of the exit
conditions on becoming transfixed).
Likewise, any creatures removed from the area are freed from the spell' s effects.
(Compulsion) [Mindaffecting]
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
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.
Target: Tunnel section up to 20 ft. in diameter and up to 50 ft. long
Saving Throw: Reflex partial-see text
Spell Resistance: No
You unleash the power of this spell, and the walls of the tunnel begin to roil and shift on all sides, clenching in rapid succession as they fling your opponents down the hallway. You cause a section of tunnel to flex with peristaltic convulsions, crushing its contents and moving them along its length in the direction you designate. Each creature and object in the affected tunnel section is crushed for 1d6 points of damage per level (maximum 15d6) and is moved from its former position to a point just outside the affected tunnel section. A creature that makes a successful Reflex saving throw takes only half damage and is moved halfway from its former position in the tunnel toward the designated end of the tunnel section. When the spell duration expires, the tunnel returns to its former shape and size, with no harm done to its structure. Tunnel swallow affects both worked and natural tunnels, as well as
corridors in surface buildings, but does not harm the structure. Movement caused by this spell does not provoke attacks of -opportunity.
(Creation) [Earth]
Area: Several undead creatures within a 40-ft.-radius burst
Saving Throw: Will negates
Spell Resistance: Yes
This spell functions like circle of death, except that it destroys undead creatures as noted above.
Target: One or more creatures, no two of which can be more than 30 ft. apart
Saving Throw: Will negates - see text
Spell Resistance: Yes
- see text 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.
Target: One evil creature/level
Saving Throw: Will negates
Spell Resistance: Yes
The affected creatures' own evil thoughts and impulses blossom in their minds into intense suspicion and distrust. Each subject becomes convinced that its own allies are plotting to kill it at any moment, and attacks the nearest evil creature using whatever attack form (melee or ranged attack, spell, supernatural or spell-like ability) is most effective against that foe, to the best of its knowledge. Affected creatures do not completely ignore other threats, but attack evil creatures in preference to any other foes.
(Compulsion) [Good, Mind-Affecting]
Effect: A straight wall of moving gears whose area is up to one 10-ft. square/level- see text
Saving Throw: See text
Spell Resistance: No
You pop the gear into your mouth and make a humming, buzzing incantation. The sound takes on a life of its own, and springing from the ground is a huge wall made of machinery, all spinning, clattering and moving about, endangering all who are close to it. This spell creates a 6-inch-thick wall of moving iron cogs, wheels, gears, pistons, and assorted mechanical parts. Each 5-foot square of the wall’s surface has hardness 10 and 90 hit points. Both sides of the wall have hundreds of moving parts that flail out, dealing 1d6 points of damage per two caster levels (maximum 15d6) to all creatures within 10 feet. A successful Reflex save halves this damage.
Effect: Iron wall whose area is up to one 5-ft. square/level - see text
Saving Throw: See text
Spell Resistance: No
You cause a flat, vertical iron wall to spring into being. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to fit the available space. A wall of iron is 1 inch thick per four caster levels. You can double the wall's area by halving its thickness. Each 5- foot square of the wall has 30 hit points per inch of thickness and hardness 10. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 25 + 2 per inch of thickness. If you desire, the wall can be created vertically resting on a flat surface but not attached to the surface, so that it can be tipped over to fall on and crush creatures beneath it.
The wall is 50% likely to tip in either direction if left unpushed. Creatures can push the wall in one direction rather than letting it fall randomly. A creature must make a DC 40 Strength check to push the wall over. Creatures with room to flee the falling wall may do so by making successful Reflex saves. Any Large or smaller creature that fails takes 10d6 points of damage. The wall cannot crush Huge and larger creatures. Like any iron wall, this wall is subject to rust, perforation, and other natural phenomena.
Target: One creature
Saving Throw: None
Spell Resistance: Yes
You infuse an amber sphere with magical power and hurl it toward the target. If you succeed on a ranged touch attack, the amber strikes the target and envelops it in coruscating energy that hardens immediately, trapping the target within a translucent, immobile amber shell. The target is perfectly preserved and held in stasis, unharmed yet unable to take any actions. Within the amber sarcophagus, the target is protected against all attacks, including purely mental ones.The amber sarcophagus has hardness 5 and 10 hp per caster level (maximum 200 hp). If it is reduced to 0 hp, it shatters and crumbles to worthless amber dust, at which point the target is released from stasis (although it is flat-footed until its next turn). Left alone, the amber sarcophagus traps the target for the duration of the spell, then disappears before releasing the target from captive stasis.
Target: One creature/level, no two of which are more than 30 ft. apart
This spell functions like animalistic power, except that it affects multiple creature.
Target: Your breath weapon You exhale a flaming tongue of fire, but instead of lashing out against your foes, it produces a creature made of flames that answers to your bidding. For this spell to function, you must have a breath weapon, either as a supernatural ability or as the result of casting a spell such as dragon breath (page 73). When you successfully cast this spell, you imbue the energy of your breath weapon with coherence, mobility, and a semblance of life. The animated breath then attacks whomever or whatever you designate. The spell works only on breath weapons that deal energy (acid, cold, electricity, fire, or sonic) damage. The animated breath uses the statistics of a Huge fire elemental ( MM 99), with the following exceptions: * The creature's subtype changes to match the energy damage dealt by the breath weapon. * The creature deals damage of the same type as the breath weapon with each successful slam attack, instead of 2d8 points of fire.* The creature has immunity to its own energy type, but no vulnerability to another energy type. * The creature does not have the burn ability.
Effect: Ray
Saving Throw: Will negates (object)
Spell Resistance: Yes
As you cast this spell, an invisible ray projects from your fingers. Where it strikes your foe, it ripples across his body, like water spreading across a calm pond. You must succeed on a ranged touch attack with the ray to strike a target. The target, if struck, functions as if it were inside an antimagic field (PH 200) if it fails its Will save. If this spell is used against a creature, the subject can’t cast spells or use supernatural or spell-like abilities, nor do such abilities have any effect on the creature. However, the creature can still use spell completion items (such as scrolls) or spell trigger items (such as wands), even though it can’t cast the spells required. If this spell is used against an object, that object’s magical powers are suppressed - including any spells previously cast and currently in effect on the item, as well as any spells or magical effects targeted on the object during the antimagic ray’s duration. The spell doesn’t affect any objects other
than the subject itself, even if those objects are worn, carried by, or in contact with the subject. For instance, if a creature is the target, the equipment it carries remains unaffected.
Target: You
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.
Target: You
With a crystalline tinkling, your body transforms into a figure of ice and cold, your equipment melding into your new form. Your skin becomes brilliant blue and transparent, with glimpses of liquid beneath. Frost forms across your hands and arms, dripping down to form knifelike icicles. Your breath hisses white in the bitterly cold air surrounding you. Snow swirls about you as your presence freezes the air s moisture. Ice crystals spread from your footprints. Your creature type changes to outsider. Unlike other outsiders, you can be brought back to life if you die in this form. You gain the following qualities and abilities: Immunity to cold. Damage reduction 10/magic and piercing. At the beginning of your action, creatures within 15 feet of you take 2d6 points of cold damage per round. A creature that takes damage from this effect must make a Fortitude save (DC 17 + your key ability modifier) or be slowed, as the slow spell, for the remaining duration of as the frost. Spell resistance applies to this effect.
Effect: Ray
Saving Throw: Fortitude partial
Spell Resistance: Yes
You shoot a black ray of necromantic energy from your outstretched hand, causing your foe to violently purge blood or other vital fluids through his skin. You must succeed on a ranged touch attack with the ray to strike a target. If the attack succeeds, the subject is reduced to half of its current hit points (rounded down) and stunned for 1 round. On a successful Fortitude saving throw, the subject is not stunned.
XP Cost: 250 XP
Target: All mindless undead within a circle with a radius of 25 ft. + 5 ft./2 levels
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)
Whispering secret words to the undead before you, you call forth a glimmer of intelligence in its dead eyes. This spell grants intelligence to mindless undead such as skeletons and zombies. Undead creatures with Intelligence scores are unaffected. A mindless undead gains an Intelligence score of 1d6+4, subject to the limitation that an undead cannot be more intelligent than is typical of a living creature of the same kind. A dog skeleton simply has Intelligence 2 (no roll needed), while an orc skeleton makes the die roll but can’t have more than Intelligence 8. (See MM 290 for information on skills and feats the creature gains.) Undead regain the armor and weapon proficiencies they had in life (assume the undead were formerly warriors unless the DM specifies otherwise) and will don armor and take up weapons while obeying your commands. A zombie fighter can wear any armor and
wield any simple or martial weapon, and a warhorse zombie can wear any armor. Undead also regain any extraordinary racial abilities they had in life, such as poison or scent. Awakened undead gain a +2 profane bonus on their Will saving throws to resist control undead. Awakened undead also gain +2 turn resistance (or retain their own turn resistance, if any, and if it is better than +2).
Target: One or more extraplanar creatures, no two of which can be more than 30 ft. apart
Saving Throw: Will negates
Spell Resistance: Yes
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).
Target: Corpse touched
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
The diamond in your hand turns to coal, and then to dust, which sprinkles down upon the corpse. Where it strikes, ebon flames spring up, and when the flames pass nothing remains, not even grave dust. “Return from that one,” you mutter. Black flames flicker over a corpse, utterly consuming it. You destroy the remains of a dead person or creature, preventing any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish, miracle , or true resurrection spell cannot restore to life a victim consumed by a barghest’s feast spell. Check once for each destroyed creature. If the d% roll fails, the creature cannot be brought back to life by mortal magic.
Effect: 10-ft. hand
Saving Throw: None
Spell Resistance: Yes
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.
Target: You
With an inhuman roar, your face extends and expands, and your hands enlarge into clawed paws. Powerful muscle builds under your skin, and you become a half-bear creature. You gain a +16 enhancement bonus to Strength, a +2 enhancement bonus to Dexterity, a +8 enhancement bonus to Constitution, and a +7 enhancement bonus to natural armor. Your hands become claws, granting you two claw attacks, and your mouth becomes that of a bear, giving you a bite attack. You can attack with both claws at your full attack bonus, but your bite attack takes a –2 penalty (as if you had the Multiattack feat). Each claw deals 1d8 points of damage (1d6 if you are Small) + your Str modifier, and your bite deals 2d8 points of damage (2d6 if you are Small) + 1/2 your Str modifier. You gain the benefits of the Blind-Fight and Power Attack feats, as well. If your base attack bonus is +6 or higher, you do not gain any additional attacks.
Target: You
Throwing back your arms as you complete the spell, you feel your body grow heavy and unresponsive. A moment of panic grips you as your chest ceases to expand and you realize you are no longer breathing. Cold sweeps over your body as you glance down at your now-metallic flesh. When you cast this spell, you assume the physical appearance and many of the qualities and abilities of a warforged titan ( EBERRON Campaign Setting 302). While under the effect of the spell, your creature type changes to construct, and your size changes to Huge. You have the space and reach of a warforged titan (15 feet/15 feet). Your mindset changes so that you relish combat and cannot cast spells, even from magic items. You gain the Strength and Dexterity of an average warforged titan (Str 28, Dex 8), but you retain your own mental ability scores. You have no Constitution score while affected by this spell. Your base land speed becomes 50 feet. You gain darkvision out to 60 feet. You also gain low-light vision. Your class and level, hit points, alignment, base attack bonus, and base saving throw bonuses all remain the
same. You lose any extraordinary special abilities of your own form, as well as spell-like and supernatural abili- ties. You keep all extraordinary special attacks derived from class levels (such as a barbarian’s rage or a rogue’s sneak attack), but you lose any from your normal form that are not derived from class levels. You cannot speak or cast spells while in warforged titan form. Your natural armor bonus becomes +18, regardless of any natural armor bonus from your normal form, and you gain damage reduction 10/adamantine. As a construct, you have the following qualities: immunity to all mind-affecting spells and abilities, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability drain, fatigue, exhaustion, energy drain, and to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). You also gain the warforged titan’s two attack forms (axe and maul), along with the trample special ability (damage 1d8+13- Reflex DC 25 half). The warforged titan’s axe deals 2d8 points of slashing damage and has
a ×3 critical modifier - its maul (essentially a huge warhammer) deals 2d8 points of bludgeoning damage and also has a ×3 critical modifier. Your equipment melds into your new form and becomes nonfunctional.
Target: Weapons carried by one creature/2 levels, no two of which are more than 30 ft. apart
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Taking fresh insight from contemplation of light, you cast the spell and set your allies aglow with white brilliance. This spell functions like brilliant blade (see there ), except as noted here, and that all weapons of the subject creatures gain the brilliant energy special ability.
XP Cost: 250 XP
Effect: One called kolyarut
Saving Throw: None
Spell Resistance: No
As you complete the spell, the powers of Mechanus respond. The kolyarut does not manifest before you as much as assembles itself in your presence, a single whirling cog unfolding until the construct stands complete. “Who is to be punished?” it asks in the flat voice of a clock mechanism. By casting this spell, you receive the aid of a kolyarut inevitable ( MM 159). If you know an individual kolyarut’s name, you can request that individual by speaking the name during the spell (though you might get a different creature, anyway). You can ask the kolyarut to perform one duty for you. The task must take no more than 1 hour to complete. The inevitable does not ask for any payment for the task.
(Calling) [Lawful]
Target: Up to 2 HD/level of undead creatures, no two of which can be more than 30 ft. apart
Saving Throw: Will negates
Spell Resistance: Yes
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.
Area: 2-mile-radius circle, centered on you - see text
Saving Throw: None
Spell Resistance: No
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 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.
Area: 20-ft.-radius spread
Saving Throw: Reflex half
Spell Resistance: Yes
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.
Effect: Energy wall whose area is up to one 10-ft. square/level, or a sphere or hemisphere with a radius of up to 1 ft./level
Saving Throw: None
Spell Resistance: No
(M: A sheet of fine lead crystal. This spell functions like dispelling screen, except that the maximum caster level bonus on the dispel check is +20.
XP Cost: 250 XP
Effect: One called dragon of 18 HD or less
Saving Throw: None
Spell Resistance: No
This spell functions like lesser dragon ally, except you can call a single dragon of up to 18 HD.
Target: One object weighing 10 lb. or less whose longest dimension is 6 ft. or less
Saving Throw: None
Spell Resistance: No
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.
Target: You
You assume the form of an incorporeal globe of eldritch colors, 5 feet in diameter. In this form, you can fly at a speed of 150 feet with perfect maneuverability and can pass through walls and other solid objects. You can use any spell-like or psionic abilities you possess, but you cannot cast spells or make physical attacks. The globe form is incorporeal, and you have no Strength score while in that form. While incorporeal, you can be harmed only by other incorporeal creatures, +1 or better magic weapons, psionics, spells, spell-like abilities, or supernatural abilities. You are immune to all nonmagical attack forms. Even when hit by spells or magic weapons, you have a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects, or attacks made with ghost touch weapons).
Target: You
Drawing upon the power of the elemental planes, your transform your body in a flash of light. You can transform your body into a particular type of elemental substance. You and your possessions appear to be made of that element, though in the same general shape and size as your normal appearance. You gain the following abilities by this spell:
* You have the benefits of the attune form spell (page 17) with respect to the appropriate element. If you choose a water body, for example, you can breathe normally on water-dominant planes.
* You are immune to poison, sleep, paralysis, and stunning, and are not subject to extra damage from critical hits or flanking. You gain darkvision out to 60 feet.
*Your creature type remains unchanged, so you are unaffected by spells that target elementals, but you gain the air, earth, fire, or water subtype depending on the elemental substance you chose. In addition, you gain the following exceptional abilities according to the element chosen:
Air: Fly at your normal speed (perfect maneuverability), air mastery (airborne creatures take a –1 penalty on attack rolls and damage rolls against you).
Earth: Earth mastery (you gain a +1 bonus on attack rolls and damage rolls if both you and your foe touch the ground), push (you can start a bull rush maneuver without provoking attacks of opportunity), +3 natural armor bonus to AC.
Fire: Fire immunity, burn (those you hit in melee and those who attack you with natural weapons must make a Reflex save or catch fire, with a save DC equal to that of a fire elemental of the same size).
Water: Swim at your normal speed, water mastery (you gain a +1 bonus on attack rolls and damage rolls if both you and your opponent touch water), drench (you can use your elemental form to put out nonmagical open flames and dispel magical fire you touch as if casting dispel magic at your caster level). The elemental body spell has the descriptor of the element you choose. So, if you choose a body of fire, elemental body is a fire spell.
Target: Creature or object touched
Saving Throw: See text
Spell Resistance: Yes
Crackling emerald flames wreathe your hand as you finish the spell, lighting the area around you in a green glow. One of your hands bursts into an aura of brilliant emerald flame, shedding light equal to that of a torch. With a standard action, you can make a melee touch attack that deals 3d6 points of fire damage +1 point per caster level (maximum +20). The creature you touch is engulfed by the fiercely hot aura of flame. Each round at the beginning of its turn, the creature is allowed a Fortitude save to prevent further damage, but on a failed save the creature is still engulfed in the flaming aura and again takes 3d6 points of fire damage +1 point per caster level (maximum +20). An engulfed creature that fails its Fortitude save can use a full-round action to attempt a DC 15 Reflex save, which extinguishes the flames and ends the spell. You can use this spell to attack an object. Nonmagical, unattended objects are automatically engulfed in green flame and take 3d6 points of fire damage +1 point per caster level each round.
Effect: Ray
Saving Throw: Fortitude partial-see text
Spell Resistance: Yes
You point your finger and utter the incantation, releasing a black needle of crackling negative energy that suppresses the life force of any living creature it strikes. This spell functions like enervation (PH 226), except the creature struck gains negative levels over an extended period. You must succeed on a ranged touch attack with the ray to strike a target. If the attack succeeds, the subject initially gains one negative level, then continues to gain another negative level each round thereafter as its life force slowly bleeds away. The drain can be stopped only by a successful DC 23 Heal check or the application of a heal, restoration, or greater restoration spell. Each round after the first, on your turn, the affected creature can attempt a Fortitude saving throw to end the effect. If you strike an undead creature, that creature gains 4d4×5 temporary hit points that last for up to 1 hour.
Target: Creature touched
Saving Throw: None
Spell Resistance: Yes (harmless)
A sense of security fills you as you complete the spell. As you touch the intended target of the spell, the feeling lingers for a moment before fading.This abjuration grants a creature and its equipment complete immunity to damage from one of the five energy types - acid, cold, electricity, fire, or sonic. Energy immunity absorbs only hit point damage, so the recipient could still suffer side effects such as drowning in acid, being deafened by a sonic attack, or becoming immobilized in ice (and thus helpless). Energy immunity overlaps protection from energy and resist energy. As long as energy immunity is in effect, the other spells absorb no damage.
XP Cost: 250 XP
Area: 40-ft.-radius spread
Saving Throw: None
Spell Resistance: Yes
You hold the eye in your palm, sprinkle it with blood and diamonds, and speak the words. Slowly it rises from your hand, emitting a soft beam that illuminates the chosen area. Then it disappears, and you place the spell within the magic trap. You create a lingering zone of transfor- mative magic that absorbs magic energy from magic items or spellcasting and uses it to power another spell tied to that location. For example, you could have an energy transformation field tied to a summon monster V spell that would summon a monster when the field had absorbed enough magic. The field absorbs the magic of spells cast, spell-like or supernatural abilities that are activated, and magic items used within its dimensions. Each source of magic provides spell levels of energy to the field equal to the spell level of the effect used. Supernatural abilities that emulate spells provide energy equal to the spell level of the effect. Supernatural
abilities that do not emulate spells provide energy equal to the HD of the creature using the ability. For example, a cast fireball spell or a charge from a wand of fireball would add three spell levels to the field’s store, a potion of cure light wounds would add one, and a wish from a ring of three wishes would add nine. Items that don’t have a clearly defined spell level (such as the effects of most rods) use the prerequisite caster level needed to create that item (so an immovable rod would provide two spell levels every time it was activated because of its levitate prerequisite). Effects that are absorbed give no indication of where the magic went- they simply vanish. The field absorbs only magic that is actually used within its area. Ongoing magical effects that enter the area, including spells cast from outside the area into the field or continually functioning items such as a +1 mace , are often visibly reduced, but do not have their actual effects hindered. For example, a continual flame would dim slightly, but its overall magic would not
be affected. An energy transformation field has a single spell linked to it. When the field has absorbed spell levels equal to the spell level of its linked spell, it automatically casts that spell at a point within the field designated by you at the time of the casting of the field. This expends those absorbed spell levels (although unused levels remain until they are used or expire). The cast spell functions as if cast by you in terms of duration and all level-based spell effects. Absorbed spell levels fade at a rate of one per day if not used. The field automatically triggers its linked spell if it has enough stored spell levels and the duration of its previous casting has expired. If a linked spell requires concentration to maintain, the field expends one spell level for every hour of concentration (the field’s concentration is interrupted only by its complete destruction). Spells that require a target will target the living creature nearest to the field. Typical spells linked to an energy transformation field are blindness/deafness, fireball ,
suggestion , summon monster , or wall of force. Spells that have a costly material component or an XP cost cannot be linked to a field, but those with a costly focus can if the focus object is present within the field (typically sealed into a wall or in a secret compartment). Only Mordenkainen’s disjunction , limited wish , wish , or similar spells can destroy the energy transformation field. Spells of lower level, such as dispel magic and greater dispel magic, are absorbed by it, and an antimagic field prevents it from absorbing magical energy within the field but does not otherwise hamper this spell. If two or more field spells share an overlapping area, each field has an equal chance of absorbing a spell effect in that area.
Target: You
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 solid wall), you are shunted off to the nearest open space and take
1d6 points of damage per 5 feet that you so travel.
Target: Living creatures
Saving Throw: Will negates
Spell Resistance: Yes
You cast this spell and your eyes begin to tingle, brimming with dark energy. You shoot a glance at your rival, and she freezes in her tracks from your malignant glare. Immediately upon completion of the casting of this spell, you target a living creature within range with your glare - that creature becomes paralyzed with fear for 1d8 rounds. You must be able to see the creature, and it must be able to see you (though it need not meet your gaze). Once per round after that for the duration of the spell, you can target another creature with your glare as a standard action. You can’t target the same creature twice with a single casting of the spell, regardless of the outcome of its saves.
[Evil, Fear, Mind-Affecting]
Target: One living creature
Saving Throw: Fortitude partial
Spell Resistance: Yes
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.
Area: Barred cage (20-ft. cube) or windowless cell (10-ft. cube)
Saving Throw: None
Spell Resistance: No
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 -
others are confined. You can't attack a creature in a barred cage with a weapon unless the weapon can fit between the gaps. Even against such weapons (including arrows and similar ranged attacks), a creature in the barred cage has cover. All spells and breath weapons can pass through the gaps in the bars. Windowless Cell: This version of the spell produces a 10-foot cube with no way in and no way out. Solid walls of force form its six sides.
Area: 5 ft./level-radius emanation
Saving Throw: None
Spell Resistance: No
centered on you Energy ripples outward from you, rendering solid the insubstantial. You are surrounded by a field of energy that negates incorporeality. The radius of the field is 5 feet per caster level. All incorporeal creatures in this field become corporeal. Creatures cannot turn ethereal while in this area, and ethereal creatures cannot enter or affect the plane this spell was cast on while in this field.
Target: One creature or 4 cubic ft. of material
Saving Throw: Fortitude negates
Spell Resistance: Yes
The spell erupts from the surface of the mirror you hold, striking your foe square in the chest and transforming it to glass. You transform the target into glass. You can cast either of these two versions: Glass Creature : As flesh to stone (PH 232), but the subject becomes glass. Glass Object: An object of up to 4 cubic feet in volume is affected. Part of a larger object (such as a floor or wall) can be transformed by this spell. Glass has hardness 1, and 1 hit point per inch of thickness. Neither version of the spell affects magic items (magic items carried by a transformed creature remain intact). When the duration ends, the subject returns to its original materials. If the subject was broken or damaged while in glass form, its normal form has similar damage.
Target: One creature touched/2 levels
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Silently you make the motions and the dragon’s scale smolders in your hand. The rising smoke wraps around you and sinks into your skin. Dragons cannot see, hear, or smell the warded creatures, even with blindsense. They act as though the warded creatures are not there. Warded creatures could stand before the hungriest of red dragons and not be molested or even noticed. If a warded character touches or attacks a dragon or the dragon’s hoard, even with a spell, the spell ends for all recipients.
Target: One creature/level
Saving Throw: Will negates
Spell Resistance: No
From your hiding place, you whisper the spell softly, your words taking on a sonorous drone. One by one, your foes drop to ground, asleep. The targets of this spell fall into a comatose slumber. Sleeping creatures are helpless. Slapping or wounding the subjects awakens them, but normal noise does not. Awakening a creature is a standard action.
(Compulsion) [Mind-Affecting]
Target: One humanoid creature
Saving Throw: Will negates - see text
Spell Resistance: Yes
This spell functions like hold person, except as noted above.
(Compulsion) [Mind-Affecting]
Effect: 10-ft. ice claw
Saving Throw: None
Spell Resistance: Yes
You finish this evocation and a great white claw appears before you, cold air wafting off its crystalline surface. This spell creates a massive reptilian claw made of ice. The ice claw can make one grapple attack per round. Its attack bonus and grapple modifier are equal to your caster level + your Int modifier or Cha modifier (for wizards and sorcerers, respectively) + 7 for the claw’s Strength (24). In any round when the claw is grappling a target, it deals 1d8 points of cold damage. The claw can attack in the round it appears. Directing it to change targets is a standard action. It always attacks from your direction and does not get a flanking bonus or help a combatant get one. The claw has as many hit points as you do when undamaged and has AC 20 (+10 natural). It takes damage as a normal creature, but most magical effects that do not deal damage do not affect it. The claw cannot push through a wall of force or enter an antimagic field. It suffers the full effects of a prismatic wall or
prismatic sphere. The claw has your saving throw bonuses. Disintegrate or a successful dispel magic destroys it. It has immunity to cold and vulner- ability to fire.
Target: One living creature
Saving Throw: Will negates
Spell Resistance: Yes
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.
(Compulsion) [Mind-Affecting]
Target: Any number of creatures, no two of which can be more than 180 ft. apart
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
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.).
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell functions like lesser ironguard, except that the subject you touch is immune to magic metal as well.
Target: You
Drawing upon the powers of unlife, you give yourself abilities similar to those of a vampire. You become gaunt and pale with feral, red eyes. You gain damage reduction 10/magic, and you can use any one of the following abilities each round as a standard action.
* enervation, as a melee touch attack
* vampiric touch, as a melee touch attack
* charm person
* gaseous form (self only)
While you are using this spell, inflict spells heal you and cure spells hurt you. You are treated as if you were undead for the purpose of all spells and effects.
A successful turn (or rebuke) attempt against an undead of your Hit Dice requires you to make a Will saving throw (DC 10 + turning character’s Cha modifier) or be panicked (or cowering) for 10 rounds. A turn attempt that would destroy (or command) undead of your Hit Dice requires you to make a Will save (DC 15 + turning character’s Cha modifier) or be stunned (or charmed as by charm monster ) for 10 rounds.
Any charm effect you create with this spell ends when the spell ends, but all other effects remain until their normal duration expires.
)Area: See text
Saving Throw: None - see text
Spell Resistance: Yes
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 component that costs more than 1,000 gp, you must provide that component.
Effect:One summoned assassin
Saving Throw: None
Spell Resistance: No
This spell functions like luminous assassin, this assassin has the statistics provided below.
Luminous Assassin CR 5 Male human rogue 5
N Medium humanoid (human, extraplanar) Init +7
Languages Common, Dwarven, Elven
AC 17, touch 13, flat-footed 14 Dodge, Mobility, uncanny dodge (+3 Dex, +3 armor, +1 shield) hp 25 (5 HD) Resist evasion Fort +3, Ref +8, Will +2 Speed 30 ft. (6 squares) Melee mwk rapier +5 (1d6+1/18 20) Ranged +1 shortbow +7 (1d6+1/ 3) Base Atk +3 Grp +4 Atk Options sneak attack +3d6 Combat Gear potion of cure serious wounds, potion of darkvision Abilities Str 12, Dex 16, Con 13, Int 14, Wis 10, Cha 8 SQ trap sense +1 Feats Dodge, Improved Initiative, Mobility Skills Appraise +10, Balance +11, Disable Device +10, Escape Artist +11, Hide +11, Listen +8, Move Silently +11, Open Lock +11, Search +10, Spot +8, Tumble +11 Possessions combat gear plus masterwork studded leather armor, masterwork buckler, cloak of resistance +1, +1 shortbow, 200 gp
Effect: Extradimensional mansion, up to three 10-ft. cubes/level (S)
Saving Throw: None
Spell Resistance: No
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.
Effect: One sword
Saving Throw: None
Spell Resistance: Yes
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 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 Mordenkainen'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.
Effect: Energy wall whose area is up to one 10-ft. square/level, or a sphere or hemisphere with a radius of up to 1 ft./level
Saving Throw: None
Spell Resistance: No
As Otiluke's dispelling screen, except that the maximum caster level bonus on the dispel check is +20.
Effect: Ethereal 5 ft. by 8 ft. opening, 10 ft. deep + 5 ft. deep per three levels
Saving Throw: None
Spell Resistance: No
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 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.
Area: 10-ft.-radius emanation from touched creature
Saving Throw: Will negates (harmless)
Spell Resistance: No-see text
You cast the spell and sprinkle silver dust around you. Where it lands the dust sparkles and evaporates, and the elemental region around you calms and becomes more hospitable. This spell creates an area around the subject creature that emulates its native planar environment. Thus, a character hailing from the Material Plane would have normal gravity, temperature, magic, and so on. This spell cast on a native of the Plane of Shadow (DMG 152) would make the area around the creature mimic its home plane’s normal gravity, a mild neutral alignment, enhanced shadow spells, and impeded light or fire spells.
Target: Creature touched, or up to eight willing creatures joining hands
Saving Throw: Will negates
Spell Resistance: Yes
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.
(Teleportation)
Target: One creature with 200 hp or less
Saving Throw: None
Spell Resistance: Yes
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
(Compulsion) [Mind-Affecting]
Effect: Magical eye
Saving Throw: See text
Spell Resistance: Yes
With a popping sound, a moist, apple-sized eye with a rainbow-hued iris appears and sends a beam of colored light at the foe you designate. You create a visible orb that can produce ray effects duplicating the beams of a prismatic spray spell ( PH 264). You can move the eye up to your speed as a move action, but it cannot go beyond the spell’s range. Starting in the round the eye appears, you can command it to fire a ray (50-foot range) as a free action once per round. You must succeed on a ranged touch attack with a ray to strike a target, but each ray uses a +6 bonus on attack rolls instead of your ranged attack bonus. A target struck by a ray suffers the effect of one beam of a prismatic spray spell (roll 1d8 to determine the effect, rerolling any result of 8), except that the save DC (if applicable) is 19. After a particular color of ray has been used, it is no longer available to the eye, and die rolls that indicate the same color are rerolled. Once all seven rays have been fired, the eye remains
until the spell’s duration expires. You can still move it, but it can fire no more rays. The eye is a Fine object with AC 18 (+8 size) and 9 hit points. It uses your save bonuses for saving throws.
Area: Cone-shaped burst
Saving Throw: See text
Spell Resistance: Yes
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 - Fortitude partial, take 1d6 points of Con damage instead) 5 Blue Turned to stone (Fortitude negates) 6 Indigo Insane, as insanity spell (Will negates) 7 Violet Sent to another plane (Will negates) 8 Struck by two rays - roll twice more, ignoring any 8 results.
Effect: One shadow duplicate
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
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 spell that breaks your line of effect, even momentarily, the spell ends.
Area: 20-ft.-radius emanation centered on you
Saving Throw: Will half
Spell Resistance: Yes A red light pulses at your feet, sending malign waves of energy through the area that damage your enemies. Starting in the round you cast it, pulse of hate deals 2d6 points of unholy damage per round, on your turn, to all enemies in the area.
Area: 20-ft.- radius burst
Saving Throw: Will partial
Spell Resistance: Yes
With outstretched hand, you gesture toward the area where the spell will come into effect. An instant later a blast of multicolored light fills that area. This spell releases energy in the form of a multitude of rainbow-colored beams that erupt in every direction within the area designated by you. This kaleidoscopic burst of energy deals 1d6 points of damage per caster level (maximum 15d6), and all creatures within the burst are dazed for 1d6 rounds. Those that succeed on a Will save take only half normal damage and are dazzled for 1d6 rounds instead. Sightless creatures are unaffected by this spell.
Target: One living creature
Saving Throw: Will partial
Spell Resistance: Yes
You jab the stick into your side and twist it, causing yourself some discomfort but creating a killing pain in the target. This spell functions like rebuke, except that the target dies instantly if it fails its saving throw. A creature that survives this effect is dazed for 1 round.
(Compulsion) [Fear, Mind-Affecting]
Area: Up to one 10-ft. cube per two levels (S)
Saving Throw: None - see text
Spell Resistance: No
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.
Target: You
You gain a supernatural gaze attack like that of a ghaele eladrin. Evil creatures with 5 HD or fewer within 60 feet of you must make a successful Will save or die. Even if the save succeeds, the creature is affected as though by a fear spell for 2d10 rounds. Neutral (neither good nor evil) creatures, and evil creatures with more than 5 HD, must succeed on a Will save or suffer the fear effect.
[Death, Good]
Effect: Magical sensor
Saving Throw: Will negates
Spell Resistance: Yes
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.
Target: One willing creature or object (up to a 2-ft. cube/level) touched
Saving Throw: None or Will negates (object)
Spell Resistance: No
or Yes (object) 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.
Effect: See text
Saving Throw: Will disbelief (if interacted with) - varies - see text
Spell Resistance: Yes - see 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.
XP Cost: 100 XP per HD of the simulacrum to be created, minimum 1,000 XP
Effect: One duplicate creature
Saving Throw: None
Spell Resistance: No
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 simulacrum.
Target: One creature
Saving Throw: Will negates
Spell Resistance: Yes
Pangs of loneliness grip your heart as you complete the spell. Upon choosing your target, the feeling subsides even as a ghostly pale yellow mist swirls around your target for a moment. You manipulate the senses of one creature so that it perceives itself to be the only real creature in all of existence and everything around it to be merely an illusion. If the target fails its save, it is convinced of the unreality of every situation it might encounter. It takes no actions, not even purely mental actions, and instead watches the world around it with bemusement. The subject becomes effectively helpless and takes no steps to defend itself from any threat, since it considers any hostile action merely another illusion.
(Phantasm) [Mind-Affecting]
Effect: Matrix that holds two of your Spells
This spell functions like lesser spell matrix , except that you can store up to two spells of up to 3rd level, and you take 2d6 points of damage instead of 1d6 upon casting. The matrix closes after 2 rounds and no more spells can be added, even if it is not full. In addition, you can decide to link the two spells stored in the matrix into a spell sequence if both are 2nd level or lower. You can then discharge the two linked spells as a single swift action, just as if you were casting the lone spell from a spell matrix.
Target: You
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% 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.
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
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.
Target: Stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level
Saving Throw: None
Spell Resistance: No
You mutter the ancient words, and your hands glow yellow where they touch the stone. Where you touch, the stone seems as soft as clay. This spell functions like stone shape (PH 284), except that it affects a much larger quantity of stone.
Effect: Ray
Saving Throw: Fortitude partial-see text
Spell Resistance: Yes
A quick jolt of electricity darts from your raised hand. The slight smell of ozone lingers afterward. You blast an enemy with a scintillating ray of electricity. You must succeed on a ranged touch attack with the ray to strike a target. The target is stunned for 1d4+1 rounds by the ray of electricity. If the subject makes a successful Fortitude save, it is stunned for only 1 round. Creatures that have immunity to electricity are not affected by this spell.
(Creation) [Electricity]
Target: Ship touched
Saving Throw: None
Spell Resistance: No
Holding forth a miniature rudder, you touch the target ship. Immediately you feel connected to it, knowing the intricate details of its construction. You sense an invisible aura surrounding the ship and permeating its every space. Although it seems to be riding lower in the water than its weight would suggest, you instinctively know that you can control its every movement. You grant the ship touched a swim speed of 60 feet and the ability to move beneath the surface of the water. You can control the ship’s speed and direction as a free action. All interior spaces of the ship remain dry even if a doorway or porthole is open while the ship is underwater. Any creature aboard the ship when the spell is cast can move about the ship with ease (including climbing and jumping) as if it were afloat on a calm sea. Such creatures can breathe water for the duration of the spell as long as they remain within 10 feet of the ship. External forces, such as a storm or an angry dragon, can still jostle the
ship and cause it to shake and possibly knock passengers and objects from it, but nothing falls from the ship as a result of your direction of its movement. You can transfer control of the ship to another individual by giving that individual the miniature rudder you used as a focus to cast the spell. If the focus is ever lost or becomes unattended, the spell’s duration expires. Once the spell ends (either because the duration expired, the focus was lost or became unattended, or the magic was successfully dispelled), the magic lingers for 1 additional round per caster level. During this time, the ship ascends toward the water’s surface at a rate of 60 feet per round. If the ship is still underwater when this additional time runs out, it immediately sinks, and its passengers risk drowning.
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.
(Summoning) [see text for summon monster I]
Effect: Black blade of negative energy You shatter the sword in your hand against a stone, bringing into being a similar weapon made entirely of black energy. As soon as it forms, the black blade attacks. This spell functions like sword of deception see below), except that you cause a black blade of pure negative energy to appear and attack opponents at a distance, as directed by you. Instead of dealing damage, a sword of darkness bestows one negative level on each successful hit against a living creature, threatens a critical hit on a roll of 19–20, and bestows two negative levels on a critical hit. Negative levels usually have a chance of permanently draining the subject’s levels, but the negative levels from sword of darkness don’t last long enough to do so. However, if the subject gains at least as many negative levels as it has Hit Dice, it dies. If the sword strikes an undead creature, it grants that creature 5 temporary hit points per two caster levels (maximum 25 temporary hit points) that last for up to 1 hour.
Effect: One symbol
Saving Throw: Will negates
Spell Resistance: Yes
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.
Effect: One symbol
Saving Throw: Fortitude negates
Spell Resistance: Yes
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 - once triggered, a symbol of weakness simply remains active for 10 minutes per caster level. Note: Magic traps such as symbol of weakness are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of weakness and Disable Device to thwart it. The DC in each case is 25 + spell level, or 32 for symbol of weakness.
Target: Living creature touched-see text
Saving Throw: Will negates
Spell Resistance: Yes
The quality of this component must be extraordinary, and it carries a value of 1,000 gp. A dark and ominous aura forms around you as you complete the spell. Distant chords of a harsh and terrible symphony - as if multiple orchestras played different pieces simultaneously - echo continuously in the air as you reach for your victim. A creature targeted by this spell loses the ability to dream during sleep or rest. Rather, in place of dreams, the subject’s slumbering mind is filled with the sounds of a discordant orchestra. After the victim’s first attempt to sleep, it incurs a –2 penalty on Wisdom-based skill checks. This penalty persists as long as the symphonic nightmare maintains its hold. This spell affects all creatures that sleep or enter sleeplike trances, although creatures without the need to sleep are effectively immune. In addition, the creature’s sleep is now haunted. It can no
longer gain complete rest from sleeping or resting. The subject does not regain hit points or heal ability damage naturally, nor is it able to prepare spells if doing so requires a full night’s rest. The creature is, however, now immune to the dream and nightmare spells, as well as to other effects that cause nightmares (such as the night hag’s dream haunting ability). You can lift the effect of this curse at will, but it is otherwise difficult to remove a symphonic nightmare before its duration expires. A remove curse cast at a higher caster level than the symphonic nightmare spell removes it, as does a successful break enchantment. Otherwise, a wish or miracle is required to lift the curse. This spell can also be cast on a creature you are scrying, or on a creature distant from you if you hold something the creature carried within the past 24 hours.
(Compulsion) [Mind-Affecting]
Target: One of your spells You cast this spell, and you picture a forge in your mind. You think of the forge as you cast your next spell, but that spell does not manifest. Instead, your hands glow with a golden curative radiance. You channel the spell energy from a spell you know into healing magic. After you cast this spell, the next spell you cast in the same round is converted to positive energy. When you cast the second spell, you touch yourself or another creature, curing 1d8 points of damage for every spell level of the spell you cast. If the spell you cast was prepared with a metamagic feat, you use the level of the spell slot the spell occupied.
Target: One touched object of up to 50 lb./level and 3 cu. ft./level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
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.
Target: You
and touched objects or other touched willing creatures
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)
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.
Target: Evil extraplanar creature touched
Saving Throw: Fortitude partial
Spell Resistance: Yes
When you cast this spell, you attempt to draw out the impure substance of an evil extraplanar creature and replace it with your own pure substance. The spell is draining for you to cast, but it is deadly to evil outsiders and other extraplanar creatures with the taint of evil. When you touch the target creature, it must make a Fortitude saving throw. If it succeeds, it is unaffected by the spell. If it fails, its skin becomes translucent and faintly radiant and the creature is immobilized, standing helpless. The subject is aware and breathes normally, but cannot take any physical actions, even speech. It can, however, execute purely mental actions (such as using a spell-like ability). The effect is similar to hold person. Each round you maintain the spell, the creature must attempt another Fortitude save. If it fails the save, it takes 1d6 points of permanent Constitution drain. Each round you maintain the spell, however, you take 1d6 points of nonlethal damage.
If you fall unconscious, or if the creature succeeds at its Fortitude save, the spell ends.
Target:One elemental or outsider of CR 10 or less
This spell functions like lesser truename binding, except that you can call a single creature of CR 10 or less.
Target: You
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 - maximum +25) against DC 20. If only detailed information on the person, place, or object is known, the DC is 25, and the information gained is incomplete. If only rumors are known, the DC is 30, and the information gained is vague.
Area: Cone-shaped burst
Saving Throw: No
Spell Resistance: Yes
Waves of negative energy cause all living creatures in the spell's area to become exhausted. This spell has no effect on a creature that is already exhausted.
Target: One location (up to a 10-ft. cube/level) or one object
Saving Throw: Will partial
Spell Resistance: Yes
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.
(Compulsion) [Mind-Affecting]
Effect: Ray
Saving Throw: Fortitude partial and Reflex negates- see text
Spell Resistance: Yes
You shoot a black ray of necromantic energy from your outstretched hand, causing your foe to violently purge blood vessels through its skin. The purged blood vessels spread outward, creating a many-layered mass of bloody, adhesive tissue that traps nearby creatures in a gory horror. You must succeed on a ranged touch attack with the ray to strike a target. If the attack is successful, the subject loses half its hit points (rounded down) and is stunned for 1 round. On a successful Fortitude saving throw, the subject is not stunned. Oozes and plants are not affected by this spell. The avascular mass instantaneously erupts from the subject and must be anchored to at least two opposed points - such as floor and ceiling or opposite walls - or else the mass collapses and has no effect. Creatures caught within a 20-foot-radius avascular mass become entangled. The original target of the spell is automatically entangled. Because the avascular mass is magically animate and gradually tightens on those it holds, an entangled character who
attempts to cast a spell must make a DC 25 Concentration heck or lose the spell. Anyone within 20 feet of the primary target when the spell is cast must make a Reflex save. If this save succeeds, the creature is not stuck in the avascular mass and is free to act, though moving might be a problem (see below). If the save fails, the creature is stuck. A stuck creature can break loose by spending 1 round and succeeding on a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either from making the initial Reflex save or a later Strength check or Escape Artist check), a creature can progress through the writhing blood vessels very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10. If you have at least 5 feet of avascular mass between you and an opponent, it provides cover. If you have at least 20 feet of avascular mass between you, it provides total cover. The avascular mass of entangling tissue persists for 1 round per caster level. When the duration elapses, the blood vessel mass becomes so much limp, decaying tissue.
Target: One corporeal creature of lawful or neutral alignment that is native to the Material Plane
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
This spell transforms the target into an axiomatic creature -a perfect version of itself. The spell rids the creature of noticeable flaws, makes its fur or scales appear shinier, and so forth. Animals touched by this spell become magical beasts, but otherwise the creature's type is unchanged. If the target has an Intelligence of 2 or less, the spell imbues the target with an Intelligence of 3. As an axiomatic creature, the target gains the following special attack:
Smite Chaos (Su): Once per day, the target can make a normal attack to deal extra damage equal to its HD total (maximum +20) against a chaotic opponent. The target gains the following special quality:
Linked Minds (Ex): The target can communicate telepathically with other axiomatic creatures of its type within 300 feet. If one in the group is not flat-footed, none of them are, and no axiomatic
creature in the group is considered flanked unless they all are. The target also gains darkvision with a range of 60 feet, spell resistance equal to double its HD (maximum 25), and resistance to cold, electricity, fire, and sonic attacks based on its HD, as shown below: Target's HD Cold, Electricity, Fire, and Sonic Resistance
Target: Creature touched
Saving Throw: Will negates
Spell Resistance: Yes
The spellcaster places a curse on the creature touched, choosing one of the three following effects: One ability score is reduced to 1, or two ability scores take *6 penalties (minimum 1). *8 penalty on attack rolls, saving throws, ability checks, and skill checks. Each turn, the subject has a 25% chance to act normally- otherwise, he takes no action. You may also invent your own curse, but it should be no more powerful than those described above, and the DM has final say on the curse*s effect. A greater curse cannot be dispelled, nor can it can be removed with a break enchantment, limited wish, or remove curse spell. A miracle or wish spell removes the greater curse, but each greater curse also must have a single means of removing it with some deed that the spellcaster designates. The deed must be something that the subject can accomplish within 1 year (assuming he undertakes it immediately). For example, the deed might be *slay the dragon under Castle Bluecraft*, or *climb the tallest mountain in the world*. The cursed victim can have help accomplishing the task.
Target: Creature touched
Saving Throw: Will negates
Spell Resistance: Yes
Channeling your hatred into binding words of power, you thrust your hand at your foe and proclaim a terrible curse.The spellcaster places a curse on the creature touched, choosing one of the three following effects. * One ability score is reduced to 1, or two ability scores take –6 penalties (to a minimum score of 1). * -8 penalty on attack rolls, saving throws, ability checks, and skill checks. *Each turn the subject has a 25% chance to act normally- otherwise, it takes no action. You can also invent your own curse, but it should be no more powerful than those described above, and the Dungeon Master has the final say on the curse’s effect. A greater curse cannot be dispelled, nor can it can be removed with break enchantment or limited wish. A miracle or wish spell removes a greater curse, as does remove curse cast by a spellcaster of at least 17th level.
Effect: 10-ft. hand
Saving Throw: None
Spell Resistance: Yes
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.
The 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
Target: One living creature
Saving Throw: Will negates - see text
Spell Resistance: Yes
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 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 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 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.
(Compulsion) [Mind-Affecting]
Effect: Ray
Saving Throw: Fortitude partial and Reflex negates- see text
Spell Resistance: Yes
With the dark words still on your tongue, a ray of black energy springs from your hand to wrap the indicated target in black flames that absorb heat rather than create it. The black fire crackles and hisses, emanating the smells of hot metal and sulfur. You must succeed on a ranged touch attack with the ray to strike a target. On a successful attack, a living target is engulfed in chill black flames that feed on the fuel of their victim’s life force. A creature engulfed in blackfire must make a successful Fortitude save each round that the spell is in effect or take 1d4 points of Constitution damage and become nauseated. A creature that makes its Fortitude save takes no damage for that round and is sickened instead. In addition to its effects on the subject, blackfire can spread rapidly. Each round on its turn, any living creature adjacent to a creature engulfed in blackfire must succeed on a Reflex save or become engulfed
itself. Any creature that has its Constitution reduced to 0 or lower by the spell is turned into a pile of black ash and can be returned to life only by true resurrection or wish, the caster of which must succeed on a DC 30 caster level check to restore the victim to life. If a creature succeeds on its Fortitude save in 3 consecutive rounds, the blackfire affecting it gutters out. The black flames cannot otherwise be extinguished by normal means (such as immersion in water or smothering), but antimagic field, a successful dispel magic, remove curse, or break enchantment snuffs it out. As well, a creature protected by death ward has immunity to blackfire’s effects.
Target: You
This spell works like celerity, except upon casting this spell you can immediately take a full-round action (or a standard action plus a move action, or two move actions). After performing this action, you are dazed until the end of your next turn.
Target: One or more creatures, no two of which are more than 30 ft. apart
Saving Throw: None
Spell Resistance: No
A coruscating bolt rips through the air, humming with power as it strikes each targeted creature. Each creature struck by this spell is affected as if by a targeted dispel magic, except that you can add your caster level to the dispel check, up to a maximum of 25.
Target: One or more creatures, no two of which can be more than 30 ft. apart
Saving Throw: Will negates
Spell Resistance: Yes
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.
(Charm) [Mind-Affecting]
Effect: One clone
Saving Throw: None
Spell Resistance: No
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 (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.
The magic of the spell turns these gems into worthless shells
Target: One corpse
Saving Throw: None
Spell Resistance: No
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
Target: One creature
Saving Throw: Will partial
Spell Resistance: Yes
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.
(Compulsion) [Mind-Affecting]
Area: 20-ft.-radius emanation centered on a point in space
Saving Throw: None
Spell Resistance: Yes
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.
Target: One creature or object
Saving Throw: None
Spell Resistance: No
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.
Effect: One 5-ft.-by-5-ft. opening, 1 ft./level deep
Saving Throw: None
Spell Resistance: No
You toss the bit of earth against the wall and it glitters and burns as it strikes the stone. The rock vaporizes where it hits and a passage opens before you, burrowing into the wall. As with passwall (PH 259), this spell allows you to create a passage through wooden, plaster, or stone walls, but not through metal or harder materials. If a wall’s thickness is more than 1 foot per caster level, then a single excavate spell simply makes a niche or short tunnel with the stated dimensions. Several excavate spells can be used in succession to breach very thick walls by forming a continuing passage. Unlike passwall , excavate is an instantaneous effect that does not end and cannot be dispelled - any passage it creates is permanent.
Target:One creature
As you cast the spell, a ghostly, grasping hand appears to reach inside your foe, pull out a black, cloudy mass before disappearing. This spell functions as spurn the supernatural, except that its effect is permanent and it eliminates only one supernatural ability, no matter how high your Truespeak check. Your target loses the chosen supernatural ability until it undergoes a ritual of renaming or is the target of a wish or miracle spell. If the subject has a temporary supernatural ability (such as those granted to binders by vestiges), it loses that ability, but this spell does nothing to prevent the subject from gaining the same or other supernatural abilities later.
Target: One creature/level, no two of which are more than 60 ft. apart
Saving Throw: Reflex partial
Spell Resistance: Yes
Your breath becomes cold and frosty as you intone this spell, and blue-white crystals erupt from the soil, chill air swirling around their needle-sharp tips. Razor-sharp ice crystals surround the targets. Each target takes 1d6 points of damage per caster level (maximum 20d6)- half of this damage is cold damage, and half is slashing. In addition, each target’s speed is reduced by 20 feet for 1 round per caster level. Creatures that succeed on Reflex saving throws take half damage and their movement is unaffected.
Effect: Two or more summoned creatures, no two of which are more than 30 ft. apart
Saving Throw: None
Spell Resistance: No
Green-white fog rises from the ground as you intone this spell, and great feline shadows take shape within the misty cloud. The first of a pride of golden-pelted lions with silver eyes emerges from the fog. When the spell is complete, 2d4 celestial lions (MM 274) appear. Ten minutes later, 1d4 celestial dire lions (MM 63) appear. Each creature has maximum hit points per Hit Die. Once these creatures appear, they serve you for the duration of the spell. A celestial lion called by this spell has damage reduction 5/magic- resistance to acid 5, cold 5, and electricity 5- spell resistance 9- and a smite evil attack that provides a +5 bonus on one damage roll. A celestial dire lion called by this spell has damage reduction 5/magic- resistance to acid 10, cold 10, and electricity 10- spell resistance 13- and a smite evil attack that provides a +8 bonus on one damage roll. The creatures obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the creatures.
You can dismiss them singly or in groups at any time.
(Summoning) [Chaotic, Good]
Target: One corporeal creature
Saving Throw: Fortitude partial-see text
Spell Resistance: Yes
With a cruel utterance, you complete the spell and unleash its terrible energy. A sickeningly wet ripping sound accompanies the sight of strips of flesh being torn away, as if some invisible hand was attempting to peel your target like an onion. When you cast this spell, you literally strip the flesh from a corporeal creature’s body, inflicting incredible pain and psychological trauma. Each round, the subject takes 2d6 points of damage, 1d6 points of Charisma damage, and 1d6 points of Constitution damage. A successful Fortitude save negates the ability damage and reduces the hit point damage by half for that round, but does not end the spell. Flensing has no effect on creatures in gaseous form.
Target: You
Laughing at death, you assume a ghostly form in which you can pass through walls. You assume a visible, incorporeal form like that of a manifesting ghost. You gain the incorporeal subtype for the duration of the spell, providing you with the following abilities and characteristics. You have no physical body while in this state. You can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. You are immune to all nonmagical attack forms. Even when hit by spells, including touch spells, or magic weapons, you have a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects, or attacks made with ghost touch weapons). Nondamaging spell effects affect you normally unless they require corporeal targets to function (such as implosion ) or they create a corporeal effect that incorporeal creatures would normally be unaffected by (such as a web or wall of stone spell). Your attacks while in ghostform pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor ) work normally against you. Nonmagical
attacks you make with a melee weapon have no effect on corporeal targets, and any melee attack you make with a magic weapon against a corporeal target has a 50% miss chance, except for attacks you make with a ghost touch weapon, which are made normally (no miss chance). Spells you cast while in ghostform affect corporeal targets normally, including spells that require you to make an attack roll (such as rays or melee touch spells). Any equipment you are wearing or carrying is also incorporeal as long as it remains in your possession. An object that you relinquish loses its incorporeal quality (and you lose the ability to manipulate the object). If you use a thrown weapon or a ranged weapon, the projectile becomes corpo-real as soon as it is fired and can affect a corporeal target normally (no miss chance). Magic items you possess work normally with respect to their effects on you or on another target. As an incorporeal creature, you have no natural armor bonus but have a deflection bonus equal to your Charisma bonus (always at least +1, even if your Charisma score does not normally provide a bonus). You can enter or pass through solid objects while in ghostform, but you must remain adjacent to the object’s exterior, and so you cannot pass
entirely through an object whose space is larger than your own. You can sense the presence of creatures or objects within a square adjacent to your current location, but enemies have total concealment from you while you are inside an object. In order to see farther from the object you are in and attack normally, you must emerge. While inside an object, you have total cover, but when you attack a creature outside the object you have cover only, so a creature outside with a readied action could strike at you as you attack. You cannot pass through a force effect. You can pass through and operate in water as easily as you do in air. You cannot fall or take falling damage. You cannot make trip or grapple attacks, nor can you be tripped or grappled. In fact, you cannot take any physical action that would move or manipulate an opponent or its equipment, nor are you subject to such actions. You have no weight while in ghostform and do not set off traps that are triggered by weight. You move silently and cannot be heard with Listen checks if you don’t wish to be while in ghostform. You have no Strength score while incorporeal, so your Dexterity modifier applies to both your melee attacks and ranged attacks. Nonvisual senses, such as scent and
blindsight, are either ineffective or only partly effective with regard to you. You have an innate sense of direction and can move at full speed even when you cannot see.
XP Cost: 500 XP
Target: You
You feel a hard shove from within your chest as you finally complete the complicated phrases and intricate motions of this taxing spell. Sweat beads on your forehead and your breath comes shallow and fast. The rhythmic rush of sound in your ears that usually accompanies such heavy physical exertion is disquietingly absent. You exchange your own living heart for a finely crafted heart of perfect, unblemished stone, altering the nature of your body. Your living heart can be stored or hidden anywhere you like, where it continues to beat for the duration of the spell. While under the effect of heart of stone, you gain damage reduction 5/ - and resistance to cold 5, fire 5, and electricity 5, but are subject to the following disadvantages. Your rate of natural healing slows to only 1 hit point per day (regardless of character level or whether you rest). In addition, your own living heart is susceptible to attack- if it is damaged or destroyed, you are instantly slain. Heart of stone can be dispelled, in
which case your living heart instantly returns to its proper place while the stone heart is transported to the place where you left your heart. Your heart and the stone heart like-wise switch places if you enter an antimagic field (temporarily negating the spell’s effects), but the spell resumes when you leave it. Stone to flesh can also end the spell, though you get a Fortitude saving throw to resist.
Target: Living creatures, no two of which can be more than 60 ft. apart Saving Throw: Fortitude half
Spell Resistance: Yes
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).
Effect: Cloud spreads in 20-ft. radius, 20 ft. high
Saving Throw: Reflex half - see text
Spell Resistance: No
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.
Target: You or a creature or object weighing no more than 100 lb./level
Saving Throw: Will negates (harmless)
Spell Resistance: No
As you complete the spell, your senses dull somewhat. Upon releasing the spell’s energy on your desired subject, your senses clear, although the spell’s recipient can no longer be perceived. This powerful glamer functions like invisibility (PH 245), except that it masks image, scent, and sound alike, concealing the subject from all senses except touch. As with greater invisibility, this spell doesn’t end if the subject attacks. While invisible, the subject exudes no scent and is undetectable by scent, blindsense, tremorsense, and blindsight. Superior invisibility renders the recipient immune to detection by see invisibility, faerie fire, glitterdust, invisibility purge, and dust of appearance, although creatures under the effect of the spell can be detected by true seeing. Certain mundane conditions (such as leaving footprints) can also render a subject detectable.
Target: You
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, 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. AM: A small piece of iron that was once part of either an iron golem, a hero's armor, or a war machine.
Target: One evil humanoid, monstrous humanoid, or giant/2 levels
Saving Throw: Will partial
Spell Resistance: Yes
Reciting a list of the targets' evil deeds, you call down the judgment of the heavens upon their heads. Creatures that fail their saving throw are struck dead and bodily transported to the appropriate Lower Plane to suffer their eternal punishment. Creatures that succeed nevertheless take 3d6 points of temporary Wisdom damage as guilt for their misdeeds overwhelms their minds.This spell affects only humanoids, monstrous humanoids, and giants of evil alignment. A true resurrection or miracle spell can restore life to a creature slain by this spell normally. A resurrection spell works only if the creature's body can be recovered from the Lower Planes before the resurrection is cast.
[Death, Good]
Effect: Ring of electricity
Saving Throw: See text
Spell Resistance: Yes
Your body quakes as a ring of crackling electricity explodes from your chest to whirl about you.
The ring of electricity moves with you and does not interfere with your spellcasting or attacks, or with others attacking you. As long as the lightning ring is in effect, you gain resistance to electricity 20. At the beginning of your turn each round, adjacent creatures take 10d6 points of electricity damage, or half that with a successful Reflex save. In addition, each round as a free action at the beginning of your turn, you can direct two lightning bolts that deal 5d6 points of electricity damage each, exactly as the lightning bolt spell (caster level 5th), in any directions you choose. Each bolt can be aimed separately. A creature struck by one of these bolts can make a Reflex save for half damage. The DC for this save is calculated for an 8th-level spell, even though the bolts mimic a 3rd-level spell.
Target: One creature/level
Saving Throw: Will negates
Spell Resistance: Yes
As you mutter this spell, your words burrow into your foes’ minds like hungry maggots, spawning dark and disturbing thoughts. You can choose to inflict one of the following conditions upon any creatures that fail their saving throws. Hysteria: The subjects fall into fits of uncontrollable laughing or crying (equal chance for either). This hysteria affects subjects as though they were nauseated- they are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action a subject can take is a single move action per turn. Panic: The subjects become panicked. If cornered, a panicked creature cowers. Violent Hallucinations : The subjects perceive any nearby creatures as dangerous enemies, attacking the nearest ones and fighting until the subjects are slain or until no more creatures are in sight. Stupor: The subjects curl up on the floor and remain oblivious to events around them. Characters in a stupor are effectively stunned and prone.
Area: 25-ft.-radius emanation centered on a point in space
Saving Throw: None
Spell Resistance: Yes
You toss a handful of copper dust into the air, and it clings to creatures invisible to you. Suddenly they’re visible and in your presence. This spell functions like make manifest, except that all creatures and unattended objects on coterminous and coexistent planes within the area of this spell are instantly brought onto your plane. For the duration of the spell, the target creatures retain all their abilities except for those that allow them to enter other planes. At the end of mass make manifest ’s duration, objects and creatures return to their plane of origin, even if they have left the spell’s area.
Target: One creature
Saving Throw: None
Spell Resistance: Yes
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.
(Teleportation)
Target: One creature
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
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.
Target: You
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 flatfooted). Activating the effect doesn't take an action - you can even activate it on another character's turn if needed. You must choose to use the moment of prescience before you make the roll it is to modify. Once used, the spell ends. You can't have more than one moment of prescience active on you at the same time.
Effect: 1-ft.-diameter/level sphere, centered around creatures or objects
Saving Throw: Reflex negates (object)
Spell Resistance: Yes (object)
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 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.
Target: Living creature touched
Saving Throw: None
Spell Resistance: Yes
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.
(Compulsion) [Mind-Affecting]
Target: One living creature/level, no two of which are more than 30 ft. apart
Saving Throw: Fortitude negates
Spell Resistance: Yes
Your skin crawls as you utter the words and complete the gestures of this spell. Suddenly, one or more of the target creatures seem overcome by a dreadful malady. The subjects contract a disease selected from the table below, which strikes immediately (no incubation period). The disease progresses rapidly- the subjects must attempt additional saves each round, instead of each day. Use plague s DC for all saves. See page 292 of the DMG for more information on these diseases.
Disease | Damage
Blinding sickness | Str*
Cackle fever | Wis
Filth fever | Dex, 1d3 Con
Mindfire | Int
Red ache | Str
Shakes | Dex - Slimy doom 1d4 Con
*Each time a victim takes 2 or more points of Strength damage from blinding sickness, he or she must make another Fortitude save (using the plague spell's save DC) or be permanently blinded.
Target: Up to three elementals or outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear
Saving Throw: Will negates
Spell Resistance: No and Yes - see text
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.
(Calling) [see text for lesser planar binding]
The size and metal type dictates to which plane of existence or alternate dimension the spell sends the affected creatures
Target: Creature touched, or up to eight willing creatures joining hands
Saving Throw: Will negates
Spell Resistance: Yes
You and the others link hands, and you concentrate on the forked copper rod. You rap the fork against your thigh and speak the words of the spell. You know where you’re going, and as the landscape around you fades, a new plane takes shape around you. This spell functions like plane shift (PHB 262), except that if you have visited the desired location, the spell takes you to the precise location (rather than 5 to 500 miles distant).
(Teleportation)
Effect: Ray
Saving Throw: None
Spell Resistance: Yes
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).
Target: One creature, or one nonmagical object of up to 100 cu. ft./level
Saving Throw: Fortitude negates (object) - see text
Spell Resistance: Yes (object)
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 Factor1 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.
Target: One creature with 150 hp or less
Saving Throw: None
Spell Resistance: Yes
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
(Compulsion) [Mind-Affecting]
Effect: Wall 4 ft./level wide, 2 ft./level high
Saving Throw: See text
Spell Resistance: See text
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 - however, the first color must be brought down before the second can be affected, and so on.
A rod of cancellation or a mage's disjunction spell destroys a prismatic wall, but an antimagic field fails to penetrate it. Dispel magic and greater dispel magic cannot dispel the wall or anything beyond it. Spell resistance is effective against a prismatic wall, but the caster level check must be repeated for each color present. Prismatic wall can be made permanent with a permanency spell. Color Order Effect of Color Negated By Red 1st Stops nonmagical ranged weapons. Deals 20 points of fire damage (Reflex half). Cone of cold Orange 2nd Stops magical ranged weapons. Deals 40 points of acid damage (Reflex half). Gust of wind Yellow 3rd Stops poisons, gases, and petrification. Deals 80 points of electricity damage (Reflex half). Disintegrate Green 4th Stops breath weapons. Poison (Kills - Fortitude partial for 1d6 points of Con damage instead). Passwall Blue 5th Stops divination and mental attacks. Turned to stone (Fortitude negates). Magic missile Indigo 6th Stops all spells. Will save or become insane (as insanity spell). Daylight Violet 7th Energy field destroys all objects and effects.1 Creatures sent to another plane (Will negates). Dispel magic 1 The violet effect makes the special effects of the other six colors redundant, but
these six effects are included here because certain magic items can create prismatic effects one color at a time, and spell resistance might render some colors ineffective (see above).
Each subject must carry one such gem for the duration of the spell. If a subject loses the gem, the spell ceases to affect him
Target: Up to one creature touched per four levels
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject gains a +8 resistance bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities)..
Effect: Ten or more levitating eyes
Saving Throw: None
Spell Resistance: No
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.
Target:One willing creature with a Intelligence score of 3 or higher
Repeatedly waving your hand over the subject and repeating both the old and the new personal truename, you magically meld them with the power of your voice until the old name is no more. When an archrival learns your personal truename, that enemy has a great degree of power over you. If your personal truename spreads to other hostile forces and factions, you might find yourself uniquely vulnerable to their machinations. Only a ritual of renaming will give you a new personal truename. Once complete, the ritual of renaming gives the target a new personal truename that is known to the caster, the target, and everyone in attendance. Anyone who previously used research techniques to learn the target's personal truename will discover that the old truename doesn't work anymore.
Effect: Colorful lights in a 20-ft.-radius spread
Saving Throw: None
Spell Resistance: Yes
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 - and, 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. The spell affects each subject according to its Hit Dice. 6 or less: Unconscious for 1d4 rounds, then stunned for 1d4 rounds, and then confused for 1d4 rounds. (Treat an unconscious result as stunned for nonliving creatures.) 7 to 12: Stunned for 1d4 rounds, then confused for 1d4 rounds. 13 or more: Confused for 1d4 rounds. Sightless creatures are not affected by scintillating pattern.
(Pattern) [Mind-Affecting]
Area: 30-ft. cube/level (S)
Saving Throw: None or Will disbelief (if interacted with) - see text
Spell Resistance: No
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.
Effect: See text
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: Yes
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.
Area: 1-mile radius + 1 mile/level
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: Yes
As if a massive cloth were sweeping it away, the path before you becomes hidden in shadows and false underbrush. At the same moment, a new path appears from the point you designate, wandering off in a different direction. This spell simultaneously hides a path or road specified by you, while simultaneously creating an illusory path. The illusory path starts at a point chosen by you within the range of the spell. It continues in the direction you indicate, to the limit of the spell’s area, where it ends abruptly. The illusory path avoids obstacles and provides no bridges, stairs, ladders, ramps, or other methods of traversing such obstacles. There is no way to force the illusory path to lead over a cliff or across a river more than 4 feet deep. Those who fail their Will saves struggle along the illusory path. If vegetation or rough terrain slows their progress, they believe the path is sloping enough to justify the reduced speed. Those who succeed on their Will saves see both paths, but the illusory path is shadowy and obviously unreal.
Area: Cone-shaped burst
Saving Throw: Fortitude partial or Reflex negates (object) - see text
Spell Resistance: Yes (object)
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.
Target: One or more fingerbones
Saving Throw: None
Spell Resistance: No
Shaking the fingerbones in your hand like dice, you coat them in shadowy energy. As you cast them to the ground to complete the spell, animate skeletons spring up where you threw the bones. You create a number of loyal skeletons from fingerbones. Treat all skeletons as human warrior skeletons ( MM 226), except that each one has turn resistance equal to your caster level – 1. You can create one skeleton per caster level. These skeletons count toward the number of Hit Dice of undead you can have in your control ( 4 HD per caster level, as with animate dead ).
XP Cost: 250 XP
Effect: 5-ft.-radius magical wheel
Saving Throw: None
Spell Resistance: Yes -see text
You speak a word of abjuration and thrust aloft the bone disk and silver wheel, held together by a single tear. The disk and wheel begin to spin, then vanish, but you feel the power of the mystic engine created nearby. Upon casting this spell, you can swap out any or all of your prepared spells for other spells from your spellbook. Each prepared spell must be swapped for a spell of the same level. Empty spell slots from a spell cast earlier in the day (including the casting of this spell) cannot be refreshed. Preparing spells within the light provided by a spell engine takes only half as long as normal.
Target: Your breath weapon
This spell functions like stunning breath, except that creatures that fail their Fortitude saves are stunned for 2d4 rounds.
Saving Throw: None
Spell Resistance: No
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.
(Summoning) [see text for summon monster I]
Area: 80-ft.-radius burst
Saving Throw: Reflex partial - see text
Spell Resistance: Yes
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.
Effect: One symbol
Saving Throw: Fortitude negates
Spell Resistance: Yes
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 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 - touches the rune - passes over the rune - or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of death can't trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of death's triggering conditions cannot be changed. In this case, reading the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of death to render it inoperative triggers it if the symbol reacts to touch. You can't use a symbol of
death offensively - for instance, a touch-triggered symbol of death remains untriggered if an item bearing the symbol of death is used to touch a creature. Likewise, a symbol of death cannot be placed on a weapon and set to activate when the weapon strikes a foe. You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of death 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, and hit points don't qualify. When scribing a symbol of death, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular rune's effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again. You also can attune any number of creatures to the symbol of death, but doing this
can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of death cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own symbols of death, and thus always ignore the effects and cannot inadvertently trigger them. Read magic allows you to identify a symbol of death with a DC 19 Spellcraft check. Of course, if the symbol of death is set to be triggered by reading it, this will trigger the symbol. A symbol of death can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of death. Destruction of the surface where a symbol of death is inscribed destroys the symbol but also triggers it. Symbol of death can be made permanent with a
permanency spell. A permanent symbol of death that is disabled or that has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal. Note: Magic traps such as symbol of death are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of death and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol of death.
Effect: One symbol
Saving Throw: Will negates
Spell Resistance: Yes
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 - once triggered, a symbol of insanity simply remains active for 10 minutes per caster level. Note: Magic traps such as symbol of insanity are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of insanity and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol of insanity.
(Compulsion) [Mind-Affecting]
Target: One location (up to a 10-ft. cube/level) or one object
Saving Throw: Will negates - see text
Spell Resistance: Yes
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.
(Compulsion) [Mind-Affecting]
Target: Creature touched
Saving Throw: Fortitude negates
Spell Resistance: Yes
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). M: A powder composed of diamond, emerald, ruby, and sapphire dust with a total value of at least 5,000 gp.
Target: One creature
Saving Throw: See text
Spell Resistance: Yes - see text
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 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.
M: Before the actual casting of trap the soul, you must procure a gem of at least 1,000 gp value for every Hit Die possessed by the creature to be trapped. If the gem is not valuable enough, it shatters when the entrapment is attempted. (While creatures have no concept of level or Hit Dice as such, the value of the gem needed to trap an individual can be researched. Remember that this value can change over time as creatures gain more Hit Dice.)
F (Trigger Object Only): If the trigger object method is used, a special trigger object, prepared as described above, is needed.
Target:One creature
By speaking aloud the personal truename of your foe and pointing with arm outstretched, you cause a gray haze to swirl around your target briefly. Then the haze dissipates, carrying your enemy's magic with it. This spell enables you to see the strands of magic surrounding your target and selectively separate them. This functions like the dispel magic spell, except that it always targets a creature, you learn the nature of each ongoing magical effect currently affecting the target creature, and effects you want to dispel are automatically removed (no caster level check is necessary), if you succeed on the Truespeak check, you can choose which effects you want to dispel. Thus, you can eliminate harmful effects while retaining beneficial ones - or vice versa.
Target: You
Upon completion of the spell, you exhale your last breath and accept a brief embrace from death. You gain many of the traits common to undead creatures. While the spell lasts, you have immunity to mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, death, extra damage from critical hits, non-lethal damage, death from massive damage, ability drain, energy drain, fatigue, exhaustion, damage to physical ability scores, and any effect requiring a Fortitude save unless it is harmless or affects objects. You need not breathe, eat, or sleep. Like an undead creature, you are damaged by cure spells and healed by inflict spells. You don’t actually gain the undead type from casting this spell.
You cast the spell and a translucent wall springs up, its shimmering field pulsing with strong, malignant shades that spin and twist into each other. This spell functions like wall of dispel magic (see above), except that the effect is that of greater dispel magic (PH 223).
Target: One living creature
Saving Throw: See text
Spell Resistance: Yes
You brandish the whip, and your target begins to shake uncontrollably, then colllapses on the ground, its spasms eventually fading as it dies. This spell causes wracking pain and violent convulsions, ending in death. The target creature must make a Will save or writhe in pain, helpless, before it dies 1 round later at the start of your turn. A creature that makes the Will save must also succeed on a second Will save or be dazed and take a –4 penalty on saving throws for the duration of the spell.
(Compulsion) [Mind-Affecting]
Target: You
As you complete the spell’s intricate gestures, you detect a slight buzz at the edge of your hearing. Your body feels warmer, and a feeling of security fills you.Spells and spell-like effects that target you are absorbed, their energy stored to power spells of your own. Absorption absorbs only ranged spells that have you as a target. Touch spells, effect spells, and area spells that affect you cannot be absorbed. Once the spell is cast, you can absorb 1d4+6 spell levels (rolled secretly by the DM). The level of each spell you absorb is subtracted from the total. If a spell is only partially absorbed (because its level exceeds the number of levels remaining to be absorbed), divide the number of spell levels left unabsorbed by the original spelllevel. For spells that deal damage, use the result to determine what fraction of the damage you take. For spells that create effects, use the result as a percentage chance to be affected. For example, you have three spell levels of absorption remaining and are struck by dominate person cast as a 5th-level spell. Absorption absorbs three levels of the spell, resulting in a 40% chance (2/5) that you will be affected normally. If affected, any saving throw the spell allows
you still applies. Like-wise, if you’re struck by disintegrate cast as a 6th-level spell with four levels of absorption remaining, two levels of the spell remain, and you take only 33% (1/3) of the damage you would normally take from the spell. You can use captured spell energy to cast any spell you know or have prepared, but spells so cast don’t disappear from your list of prepared spells or count against the number of spells you can normally cast per day (so you so must keep a running total of spell levels absorbed and used). The levels of spell energy you have stored must be equal to or greater than the level of the spell you want to cast, and you must have at hand (and expend) any material components required for the spell.
Effect: Two or more summoned creatures, no two of which are more than 30 ft. apart
Saving Throw: None
Spell Resistance: No
You complete the spell and a hot fog rises from the ground, coiling round you. Stepping out of the billowing steam comes a handful of squat, blubbery demons. Other, greater silhouettes loom behind them, answering your call. This spell summons a pack of demons from the Infinite Layers of the Abyss to serve you. When the spell is complete, 2d4 dretches ( MM 42) appear. Ten minutes later, 1d4 babau demons ( MM 40) appear. Ten minutes after that, one vrock demon (MM 48) appears. Each creature has maximum hit points per Hit Die. Once these creatures appear, they serve you for the duration of the spell. The demons obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the demons. You can dismiss them singly or in groups at any time.
(Summoning) [Chaotic, Evil]
Target: You plus one additional willing creature touched per two caster levels
Saving Throw: None
Spell Resistance: Yes
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 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 - a physical body must be materialized on other planes. You and your companions may travel through the Astral Plane indefinitely. Your bodies simply wait behind in a state of suspended animation until you choose to return your spirits to them. The spell lasts until you desire to end it, or until it is terminated by some outside means, such as dispel
magic cast upon either the physical body or the astral form, the breaking of the silver cord, or the destruction of your body back on the Material Plane (which kills you).
XP Cost: 5,000 XP
Target: One construct
Saving Throw: Will negates(harmless)
Spell Resistance: Yes (harmless)
Tendrils of writhing light cover your hand and the brain it holds. The light disperses into the construct you touch, enveloping it in a soft white corona for several seconds before the creature’s body absorbs the radiance. This spell awakens a humanoid-shaped construct to humanlike sentience. An awakened construct’s Intelligence, Wisdom, and Charisma scores are all 3d6. The spell does not work on constructs that are constructs only temporarily (such as objects affected by an animate objects spell). The awakened creature is independent of both you and the being who originally made it, though it is initially friendly toward both you and its maker. (See MM 290 for information on skills and feats the creature gains.)
Effect: 10-ft. hand
Saving Throw: None
Spell Resistance: Yes
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.
Effect: Sword-shaped planar rift
Saving Throw: None
Spell Resistance: Yes
1 round/level As you cast the spell, a large black tear in the universe appears in the form of a crackling ebony sword made of the material of the planes. The blade flies off at your mental command to destroy your foes. You create a black blade-shaped planar rift about 3 feet long. The blade strikes at any creature within its range, as you desire, starting the round you cast the spell. The blade makes a melee touch attack against its designated target once each round. Its attack bonus is equal to your base attack bonus + your Intelligence bonus or your Charisma bonus (for wizards and sorcerers, respectively). Anything hit by the blade is disintegrated if it fails a Fortitude save, taking 2d6 points of damage per caster level (maximum 40d6), or 5d6 points of damage if the saving throw is successful. The blade can pass through any magical barrier equal to or less than its spell level, but cannot penetrate dead magic areas or an antimagic field. It can harm ethereal and incorporeal creatures as if it were a force effect. The blade always strikes from your direction. It does not get a flanking
bonus or help a combatant get one. If the blade exceeds its range or goes out of your line of sight, the spell ends. You can direct the blade to attack another target as a standard action. A gate spell can be used to counterspell a black blade of disaster. A dimensional anchor spell cast at the blade dispels it automatically. The blade cannot be harmed by physical attacks, but dispel magic, a sphere of annihilation, or a rod of cancellation can affect it. Its touch attack AC is 13.
Area: 100-ft./level radius spread, centered on you
Saving Throw: None
Spell Resistance: No
A brilliant radiance spreads from you, brightly illuminating the area. The light is similar to that created by the daylight spell, but no magical darkness counters or dispels it. Furthermore, evil-aligned creatures are blinded within this light. Blinding glory brought into an area of magical darkness (or vice versa), including an utterdark spell, is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
(Creation) [Good]
Target: Your breath weapon
You spit out two forms of energy as your breath weapon streaks toward your opponents. For this spell to function, you must have a breath weapon, either as a supernatural ability or as the result of casting a spell such as dragon breath (page 73). When you successfully cast this spell, you choose one type of energy other than that normally associated with your breath weapon: acid, cold, electricity, fire, or sonic. You can modify your breath weapon to add an equal amount of the energy you choose. For example, a great wyrm red dragon whose breath weapon normally deals 24d10 points of fire damage could use this spell to produce a cone dealing 24d10 points of fire damage and 24d10 points of acid damage. Even opposed types of energy, such as fire and cold, can be combined using this spell. If you choose sonic energy, the save DC of your breath weapon is reduced by 2. When you use this spell to produce acid, cold, electricity, or fire energy, it is a spell of that type. For example, breath weapon admixture is an acid spell when you cast it to add acid damage to your breath weapon.
XP Cost: 500 XP
Effect: One called marut
Saving Throw: None
Spell Resistance: No
You call across the boundaries of the multiverse, and the powers of Mechanus respond. The marut warps into place in an eyeblink with a whirling throb of thunder. “Who denies death?” it asks with the voice of an avalanche. By casting this spell, you receive the aid of a marut inevitable ( MM 159). If you know an individual marut’s name, you can request that individual by speaking the name during the spell (though you might get a different creature, anyway). You can ask the marut to perform one duty for you. The task must take no more than 1 hour to complete. The inevitable does not ask for any payment for the task.
(Calling) [Lawful]
Target: One creature
Saving Throw: Fortitude partial- see text
Spell Resistance: Yes
The creature you point at explodes in a massive spray of fire. If the target fails its saving throw, this spell slays the creature, and the explosion extends out to a 20-foot-radius burst around it. Creatures in this area take 1d6 points of fire damage per caster level (maximum 20d6), though they can attempt Reflex saves for half damage. The exploded creature s remains are scattered and vaporized, leaving nothing but dry ash. If the target succeeds on its saving throw, it is wracked by a series of small explosions and takes 7d6 points of fire damage. If this damage kills the creature, it explodes as described above. Detonate has no effect on creatures that have immunity to fire.
Target: One creature
Saving Throw: Will negates
Spell Resistance: Yes
This spell functions like dominate person, except that the spell is not restricted by creature type.
(Compulsion) [Mind-Affecting]
XP Cost: 500 XP
Effect: One called dragon of 22 HD or less
Saving Throw: None
Spell Resistance: No
This spell functions like lesser dragon ally, except you can call a single dragon of up to 22 HD.
Target: You
You feel a fire burning deep within you. Crimson scales quickly grow over your body, a pair of great wings sprouts from your shoulders, and your body expands in size until you stand as tall as a house! You take on the form and abilities of a mature adult red dragon (see below for your new statistics). You gain 150 temporary hit points, which disappear at the end of the spell's duration. You do not gain the normal spellcasting ability of your new form. See the description of the new polymorph subschool on page 95 for more details.
(Polymorph)
Effect: One magic-absorbing sphere per caster level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Completing the powerful spell, you bring into being floating spheres of silver, like bubbles of mercury. When you cast this spell, you bring forth one floating, silvery sphere per caster level, each about the size of your head. These spheres hover around you to provide protection from magical effects. As a standard action, you can shift the spell’s effect (and thus all the spheres) to any other creature within range. You can shift the effect once per round. Each of these spheres can absorb and completely negate any spell or spell-like ability, regardless of level, that directly targets the subject. The spheres do not automatically absorb all spells- the subject can choose whether or not to let them absorb any given spell cast upon it. (This option allows the creature to benefit from helpful spells.) Area spells and spells that do not actually have a target cannot be absorbed. Once a sphere has absorbed a spell or spell-like ability, it simply fades away. Only spells and spell-like abilities of deific power can overcome the protection provided by effulgent epuration.
Effect: Ray of negative energy
Saving Throw: Fortitude partial - see text for enervation
Spell Resistance: Yes
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.
Target: Your breath weapon
Your breath weapon explodes from your mouth, brilliant but mixed with sharp spikes of living darkness. For this spell to function, you must have a breath weapon, either as a supernatural ability or as the result of casting a spell such as dragon breath (page 73). When you successfully cast this spell, you can modify your breath weapon so that it is laced with negative energy. In addition to the normal energy damage your breath weapon deals, creatures that fail their saving throws against the breath weapon gain 2d4 negative levels. If the subject gains at least as many negative levels as it has Hit Dice, it dies. Each negative level gives a creature the following penalties: –1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities). Additionally, a spellcaster loses one spell or spell slot from her highest available level. Assuming the subjects survive, they regain lost levels after a number of hours equal to your caster level. Ordinarily, negative levels have a chance of permanently draining the subject’s level, but the negative levels from enervating breath don’t last long
enough to do so. If an undead creature is caught within the breath weapon, it gains 2d4×5 temporary hit points before taking damage from the breath weapon. These temporary hit points last for up to 1 hour.
Target: You and one other touched creature per three levels
Spell Resistance: Yes
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.
Effect: Magical sensor
Saving Throw: None
Spell Resistance: No
Your invocation creates a miniature floating eye of faintly glowing blue energy. Spying your enemy from the safety of your magical sensor, you unleash your spell. This spell functions like arcane eye (PH 200), except as noted here. You can cast any spell of 3rd level or lower that has a range other than personal through the eye. Any spell so cast functions as though it had been cast from the eye’s location rather than yours. Casting any spell of higher than 3rd level through the eye not only produces no effect (though the spell is still expended), but it destroys the eye of power and ends the spell. Unlike an arcane eye, an eye of power is visible and corporeal, so it can be destroyed. The eye is a Fine object with AC 18 and 77 hit points. It uses your save bonuses for saving throws.
Target: See text
Saving Throw: None or Will negates (harmless)
Spell Resistance: No or Yes (harmless)
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.
Target: One creature
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
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.
Effect: See text
Saving Throw: None
Spell Resistance: No
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 - creatures moving through it from the back are not. Planar Travel: As a mode of planar travel, a gate spell functions much like a plane shift spell, except that the gate opens precisely at the point you desire (a creation effect). Deities and other beings who rule a planar realm can prevent a
gate from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you anyone who chooses to step through the portal is transported. A gate cannot be opened to another point on the same plane - the spell works only for interplanar travel. You may hold the gate open only for a brief time (no more than 1 round per caster level), and you must concentrate on doing so, or else the interplanar connection is severed. Calling Creatures: The second effect of the gate spell is to call an extraplanar creature to your aid (a calling effect). By naming a particular being or kind of being as you cast the spell, you cause the gate to open in the immediate vicinity of the desired creature and pull the subject through, willing or unwilling. Deities and unique beings are under no compulsion to come through the gate, although they may choose to do so of their own accord. This use of the spell creates a gate that remains open just long enough to transport the called creatures. This use of the spell has an XP cost (see below). If you choose to call a kind of creature instead of a known individual you may call either a single creature (of any HD) or several creatures. You
can call and control several creatures as long as their HD total does not exceed your caster level. In the case of a single creature, you can control it if its HD do not exceed twice your caster level. A single creature with more HD than twice your caster level can't be controlled. Deities and unique beings cannot be controlled in any event. An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time. A controlled creature can be commanded to perform a service for you. Such services fall into two categories: immediate tasks and contractual service. Fighting for you in a single battle or taking any other actions that can be accomplished within 1 round per caster level counts as an immediate task - you need not make any agreement or pay any reward for the creature's help. The creature departs at the end of the spell. If you choose to exact a longer or more involved form of service from a called creature, you must offer some fair trade in return for that service. The service exacted must be reasonable with respect to the promised favor or reward - see the lesser planar ally spell for appropriate
rewards. (Some creatures may want their payment in livestock rather than in coin, which could involve complications.) Immediately upon completion of the service, the being is transported to your vicinity, and you must then and there turn over the promised reward. After this is done, the creature is instantly freed to return to its own plane. Failure to fulfill the promise to the letter results in your being subjected to service by the creature or by its liege and master, at the very least. At worst, the creature or its kin may attack you.
Note: When you use a calling spell such as gate to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it becomes a spell of that type.
XP Cost: 1,000 XP (only for the calling creatures function).
(Creation or Calling)
Effect: Two or more summoned creatures, no two of which are more than 30 ft. apart
Saving Throw: None
Spell Resistance: No
You invoke this spell and heavenly rays lance down from above. Out of these sparkling rays manifest great glowing balls of power. The shadows of greater warriors coalesce within this light. When the spell is complete, 2d4 lantern archons ( MM 16) appear. Ten minutes later, 1d4 hound archons ( MM 17) appear. Each creature has maximum hit points per Hit Die. Once these creatures appear, they serve you for the duration of the spell. The creatures obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the creatures. You can dismiss them singly or in groups at any time.
(Summoning) [Good, Lawful]
Effect: Two or more summoned creatures, no two of which are more than 30 ft. apart
Saving Throw: None
Spell Resistance: No
A wave of spectral fire bursts forth, and out of the curling smoke steps the hunched form of a barbazu, followed by a second, and other shadowy forms loom behind them. When the spell is complete, 2d4 bearded devils ( MM 52) appear. Ten minutes later, 1d4 chain devils ( MM 53) appear. Ten minutes after that, one bone devil ( MM 52) appears. Each creature has maximum hit points per Hit Die. Once these creatures appear, they serve you for the duration of the spell. The devils obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the devils. You can dismiss them singly or in groups at any time.
(Summoning) [Evil, Lawful]
Area: 60-ft.-radius emanation centered on you
Saving Throw: None
Spell Resistance: No
The rigorous ritual of the spell finally draws to a close. You breathe a sigh of relief even as phantom images appear before your eyes, moving in reverse. Suddenly they cease their movements and seem more real. You watch as the phantom images play out their parts in quick succession, showing you the knowledge of the past you seek.You can see and hear into the past, getting a look at events that happened previously at your current location. The level of detail you see and hear by means of this spell depends on the span of time you wish to observe- concentrating on a span of days renders a more detailed perspective than a span of centuries, for example. You can view only one span of time per casting, chosen from the following options. Days: You sense the events of the past, stretching back one day per caster level. You gain detailed knowledge of the people, conversations, and events that transpired. Weeks: You gain a summary of the events of the past, stretching back one week per
caster level. Exact wording and details are lost, but you know all the participants and the highlights of the conversations and events that took place. Years: You gain a general idea of the events of the past, stretching back one year per caster level. You notice only noteworthy events such as deaths, battles, scenes of great emotion, important discoveries, and significant happenings. Centuries: You gain a general idea of the events of the past, stretching back one century plus an additional century for every four caster levels beyond 1st. For instance, a 16th-level caster would gain insight into the events of four centuries in the past, and a 17th-level caster would see back across five centuries. You notice only the most remarkable of events: coronations, deaths of important personages, major battles, and other truly historic happenings.
Target: One or more living creatures
Saving Throw: Will negates - see text
Spell Resistance: Yes
This spell functions like hold person, except that it affects multiple creatures and holds any living creature that fails its Will save.
(Creation or Calling)
Target: Creature touched
Saving Throw: Will negates - see text
Spell Resistance: Yes
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.
XP Cost: 100 XP
Target: You
You set invisible arcane triggers within your mind and body, allowing you to escape great peril in an instant. This powerful variant of the contingency spell automatically transfers you and everything you carry or touch (except for other creatures or objects that weigh more than 50 pounds) to a locale you name. When casting instant refuge, you must specify the locale and detail up to six specific conditions that trigger the spell. When any of these situations occurs, you are whisked away to the location. The location can be any place you have visited, even on another plane.
Area: 30-ft.-radius emanation centered on a point in space
Saving Throw: None- see text
Spell Resistance: No
A thick, sparkling cloud of billowing mist rolls into being from the point you indicate. This potent spell conjures a cloud of mist that functions as a solid fog spell (PH 281). In addition, any spells cast within the fog have a –4 penalty to the spellcaster’s caster level, and the save DC of any such spell is reduced by 2. Creatures within the fog, or that enter the fog, must succeed on a Will save or suffer the reduction in caster level and DC even after they leave the fog, for the duration of the spell.
Area: 15-ft.-radius emanation centered on a point in space
Saving Throw: Will partial
Spell Resistance: Yes
At the culmination of casting the spell you open your mouth wide as if to yawn. In imitation, the air cracks and splits, opening into a yawning area of roiling blue-green energy resembling a great mouth. All creatures in the area take 1d6 points of damage per caster level in the round when you cast the spell and each round thereafter at the start of your turn. Those damaged must also make a Will saving throw or be dazed for 1 round. Second, the chaotic energy makes it difficult to concentrate. Any activity that involves concentration (such as casting a spell or using a spell-like ability) requires a Concentration check (DC 25 + spell level) to succeed. Creatures with the chaotic subtype are unaffected by this spell.
Area: Four 40-ft.-radius spreads - see text
Saving Throw: None or Reflex half - see text
Spell Resistance: Yes
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.)
Area: All magical effects and magic items within a 40-ft.-radius burst
Saving Throw: Will negates (object)
Spell Resistance: No
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 connection with the device.
Effect: 20-ft.-radius avalanche of snow centered on a point in space- see text
Saving Throw: Reflex half or Reflex negates- see text
Spell Resistance: No
You summon an avalanche of snow out of a rift in midair, burying your foes and sending them to a frosty death. An obedient avalanche spell affects creatures differently, depending on where they are in relation to the avalanche. Within 20 feet of the Center Point: Creatures take 1d8 points of damage per two caster levels (maximum 10d8) and an additional 1d6 points of cold damage per two caster levels. A successful Reflex save halves the damage. Creatures who fail their saves are also buried (DMG 90). All squares within 20 feet of the center point are covered in heavy snow ( DMG 94), which persists as long as ordinary snow would. A buried creature can free itself with a DC 20 Strength check as a full-round action, and can be dug free by others (a single creature working alone requires 1 minute to free a trapped creature). A trapped creature is unable to move, and cannot cast spells with somatic components, and any material components must be in hand.
Between 20 feet and 40 feet of the Center Point: Creatures take half as much damage from the impact of the avalanche as the creatures nearer the center point took (Reflex negates). Creatures who fail their saves must also resist the force of the snow moving past them as if they were being bull rushed. The snow has a +13 attack bonus (+5 for effective Strength of 20 and +8 for effectively being Huge) on the bullrush check, and it pushes characters away from the center point of the spell. All squares in the 20-foot to 40-foot ring are covered in snow ( DMG 94), which persists as long as ordinary snow would. Terrain and Structures: The avalanche uproots small trees and other vegetation automatically, and it leaves a trail of light rubble ( DMG 91) even after the snow melts. Structures struck by an obedient avalanche take 1d6×10 points of damage. An obedient avalanche extinguishes all flames it touches, whether they are normal or magical.
(Creation) [Cold]
Saving Throw: None (object) and Reflex negates- see Perinarch
Spell Resistance: No
The god’s domain was made entirely of water, but your spell creates a bubble of air and a place to stand. This spell functions like perinarch, except that you can cast this spell on any highly morphic or divinely morphic plane ( DMG 148).
Target: One or more corpses within range
Saving Throw: None
Spell Resistance: No
around Unleashing a cold rush of necromantic energy, you cause a host of undead to rise from the bodies of the fallen. This spell turns the bones or bodies of dead creatures into undead skeletons (MM 225) or zombies ( MM 265) with maximum hit points for their Hit Dice. If you can control them, these undead follow your spoken commands. The undead remain animated until destroyed (a destroyed skeleton or zombie can’t be animated again). Regardless of the specific numbers or kinds of undead created with this spell, you can’t create more HD of undead with this spell than four times your caster level with a single casting of plague of undead. The undead you create remain under our control indefinitely. No matter how many times you use this spell or animate dead (PH 198), however, you can control only 4 HD worth of undead creatures per caster level. The limit imposed by this spell and the animate dead spell are the same, meaning that creatures you
animate with either spell count against this limit. If you exceed this number, all the newly created creatures fall under your control and any excess undead from previous castings of this spell or animate dead become uncontrolled. Any time you must release part of the undead that you control because of this spell or animate dead, you choose which undead are released until the total HD of un- dead you control is equal to four times your caster level. The bones and bodies required for this spell follow the same restrictions as animate dead.
Target: One living creature with 100 hp or less
Saving Throw: None
Spell Resistance: Yes
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.
(Compulsion) [Death, Mind-Affecting]
Effect: 10-ft.-radius sphere centered on you
Saving Throw: See text
Spell Resistance: See text
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.
Target: One living creature
Saving Throw: Will negates
Spell Resistance: Yes
As you finish the complicated procedure necessary to cast the spell, your target’s mind opens up to you like a book. You see the target’s memories like stories and know that you can rewrite them as a master bard rewrites the inferior works of his apprentices. You can selectively destroy, alter, or implant memories in the subject creature as you see fit. Casting the spell gives you access to all of the subject’s thoughts and memories, allowing you to implement as many of the following specific effects as you like.
Memory Erasure: Memories possessed by the subject can be erased, including knowledge of specific events, people, or places. You can erase up to one full week of memories from the subject’s mind.
Memory Implant: You can create false memories in the subject’s mind as you see fit. You can implant memories of being friends with a hated enemy, events that didn’t really take place, or betrayals by people the
subject regards as friends.
Negative Levels: You can bestow a number of negative levels equal to 1/2 the subject’s character level (rounding down, minimum 1st level) or less. This effect represents erasure of class knowledge and training. These negative levels never become permanent level loss, but they cannot be removed by spells such as restoration, instead returning at a rate of one level per day.
Persona Rebuilding: By erasing the subject’s previous personality and implanting a false set of memories, you can build a new persona for the creature, altering its alignment, beliefs, values, and personality traits. (Some class abilities might be affected by alignment changes.)
Programmed Trigger: You can program the subject to delay the onset of any of the above effects until a specific event takes place, such as the receipt of a coded message, capture by enemies, or arrival at some destination. Similarly, you could specify some or all of the alterations you create in a subject to be removed by a specific event. The nature
of programmed amnesia is such that a subject given new memories (whether willing or not) might be given cause to suspect that those memories are false, based on how complete your programming is. For example, a paladin subject to a persona rebuilding effect that changes her alignment to neutral loses her paladin abilities. Unless you impart a specific believable memory of why she changed alignment, the character will perceive this unexplained gap in her memory and might take steps (such as seeking a magical cure for her “amnesia”) that could negate the spell’s effect (see below). Generally, your subject must be either willing to undergo the spell or restrained in some way so that it cannot leave or interfere with the casting. Programmed amnesia cannot be dispelled, and so is normally permanent unless you care to specify events that will end the effect. Its effect can also be removed by a greater restoration, miracle, or wish spell.
(Compulsion) [Mind-Affecting]
Area: 20-ft.-radius emanation centered on a point in space, and 40-ft.-radius emanation centered on the same point- see text
Saving Throw: Will negates, Reflex negates- see text
Spell Resistance: Yes
A lightning strike and a tearing sound as loud as thunder fills the area as a hole in space opens. Wind rushes into the void, and objects nearby lift into the air as everything is drawn inexorably toward the rip in reality. You tear a temporary hole in reality itself that sucks all loose material and living creatures into it, sending them to a random plane (see sidebar). Every- thing sucked into the reality maelstrom goes to the same plane. Reality maelstrom has a primary area and a secondary area. The primary area is the hole itself: a sphere with a 20-foot radius centered on the spell’s point of origin. Within that area, all unattended objects weighing 100 pounds or less are sucked into the maelstrom, as are all individuals who fail a Will saving throw. The rip also creates a windstorm of air that affects objects and creatures in the secondary area of the spell. The
secondary area is all the space farther than 20 feet from the spell’s point of origin but not farther than 40 feet away. All unattended objects within the secondary area that weigh 50 pounds or less are drawn into the primary area of the maelstrom. Individuals within the secondary area must make a Reflex saving throw. Those who fail are sucked into the primary area and must then make a Will saving throw to avoid being drawn into the maelstrom. Individuals who succeed on either saving throw can move and attack as normal. A reality maelstrom is a one-way portal, so nothing ever emerges from the hole the spell makes.
Target or Area: One spellcaster, creature, or object - or 20-ft.-radius burst
Saving Throw: See text
Spell Resistance: No
Bringing to your lips some of the most elemental words of arcane power, you feel stirring within you the spirits of ancient mages as you prepare to absorb the spell energies you have targeted. Your body shakes uncontrollably, as if eagerly anticipating the power behind those spells. This spell functions like dispel magic (PH B223), except that your caster level for your dispel check is a maximum of +20 instead of +10, and (as with greater dispel magic ) you have a chance to dispel any effect that remove curse can remove, even if dispel magic can’t dispel that effect. When casting a targeted dispel or counterspell, you can choose to reave each spell you successfully dispel, stealing its power and effect for yourself. When making a targeted dispel, make a spellcraft check (DC 25 + spell level) to identify the target spell or each ongoing spell currently in effect on the target creature or object. Each spell you dispel with a targeted dispel can be reaved if you so desire, and the spell’s effects are redirected to you, continuing as if cast on you by
the
original caster with no interruption to or extension of duration. Once you reave the spell, you identify it if you haven’t done so already (see below). If the subject was the caster and the spell is dismissible, you can dismiss it as if you had cast it yourself. Likewise, if the subject was the caster and the spell requires concentration, you must concentrate to maintain the spell’s effect as if you had cast it yourself. You can still attempt to reave a spell you didn’t identify with your Spellcraft check, but doing so can be risky if you don’t know the specifics of the spell’s effect. For example, if you fail to identity an ongoing spell effect on an enemy character and choose to reave anyway, you might find yourself under the influence of the dominate person effect that character was suffering from. Any spell resistance you might have has no effect against harmful spells you might inadvertently reave, but you get the same chance to save against those spell effects as the original target. If you choose to reave a spell you have successfully counterspelled with reaving dispel, you seize control of the spell after the enemy caster completes it, and you can redirect the spell to whatever targets or area you wish (including the original
caster, if appropriate). Again, you must make a Spellcraft check (DC 25 + spell level) to identify the spell you intend to reave, but you are free to choose to redirect a spell whose effect, range, and area you don’t know. If the redirected spell’s correct casting conditions aren’t met (because you guess at an improper target or range, for example), the spell fails. Reaving dispel can be used to cast an area dispel with the increased maximum caster level, but any magical effects so dispelled cannot be reaved.
Target: Object touched
Saving Throw: None
Spell Resistance: No
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.
(Teleportation)
Effect: One spell or spell-like ability
Saving Throw: See text
Spell Resistance: See text
The enemy mage raises her hands, and a cone of swirling, multicolored winds appears at her fingertips. Then she laughs and says, “Can you do that?” You smile and reply, “I can now.” You duplicate the effect of any one spell or spell-like ability you have seen within the last round. This spell can duplicate only spells and spell-like abilities of 8th level or lower. This duplication functions like the ability of a wish spell to duplicate another spell, except that it is not limited by type of spell (divine or arcane) or by what school the effect is from. If the casting time of the spell you observed is greater than 1 round, the casting time of this spell is increased to the same. A duplicated spell or spell-like ability functions as if you had the appropriate spell prepared and were casting it yourself. If the spell or ability has an XP cost, you must pay that XP cost. If the spell has a costly material component, you must provide that component or pay an additional XP cost equal to the gold piece value of that component divided by 5.
Effect: See text
Saving Throw: Will disbelief (if interacted with) - varies - see text
Spell Resistance: Yes - see 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.
The focus melds into your new form when you change shape.
Target: You
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.
Target: Corpse
Saving Throw: Will negates
Spell Resistance: No
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).
If the gem is not valuable enough, it shatters when the binding is attempted.
(While creatures have no concept of level or Hit Dice as such, the value of the gem needed to trap an individual can be researched. Remember that this value can change over time as creatures gain more Hit Dice.)
Effect: Matrix that holds three of your spells
This spell functions like lesser spell matrix, except that you can store up to three spells of up to 3rd level, and you take 3d6 points of damage instead of 1d6 upon casting. The matrix closes after 3 rounds and no more spells can be added, even if it is not full. In addition, you can designate one spell or one spell sequence held in the matrix to come into effect under a condition you dictate when casting greater spell matrix. The spell (or sequence of spells) to be activated by the triggering condition must be of a type that affects your own person, such as levitate or feather fall. The conditions required to bring the desired spell or spells into effect must be clear, although they can be general. In all cases, greater spell matrix immediately brings into effect the designated spell or sequence of spells, which is cast instantaneously when the designated circumstances occur. You cannot choose to have the spell or spells not activate when the triggering event occurs.
Effect: 2-ft.-radius sphere
Saving Throw: Fortitude partial- see text
Spell Resistance: Yes
As you successfully complete the intricate gestures and tongue-tying syllables of this spell, you conjure a featureless black sphere of nothingness. Matter that touches the sphere disappears, causing a slight breeze to form that blows endlessly in the direction of the all-consuming blackness. You create a terrible sphere that destroys anything it touches. The sphere flies up to 30 feet per round. The sphere stops moving when it enters a space containing a creature, automatically striking it. You must actively direct it to a new target as a move action. When struck by the sphere, a subject takes 2d6 points of damage per caster level (maximum 40d6). Any creature reduced to 0 or fewer hit points by this spell is disintegrated, leaving behind only a trace of fine dust (though its equipment is unaffected). When used against an object, the sphere disintegrates as much as one 10-foot cube of nonliving matter. A creature or object that makes a successful Fortitude save is partially
affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is disintegrated. The effects of the sphere count as a disintegrate spell for the purpose of destroying a wall of force or any other spell or effect specifically affected by disintegrate . If the sphere moves beyond the spell’s range, it winks out.
Aquamarine for Air, Tourmaline for Earth, Garnet for Fire, or Pearl for Water.
Effect: One summoned elemental monolith
Saving Throw: None
Spell Resistance: No
You call into being a gigantic, roughly humanoid creature composed entirely of elemental matter. The creature immediately attacks a nearby enemy. You conjure a tremendously powerful creature known as an elemental monolith ( Complete Arcane 156). It appears at the spot you designate and acts immediately on your turn, attacking your opponents to the best of its ability. You must concentrate to maintain the spell’s effect, but commanding the creature is a free action. If you speak the elemental monolith’s language and are close enough to communicate with it, you can direct it not to attack, to attack particular enemies, or to perform other actions. A monolith can’t be summoned into an environment hostile to it in any way (for example, you couldn’t summon a fire monolith underwater or an earth monolith high in midair). When you use a summoning
spell to summon an air, earth, fire, or water creature, it becomes a spell of that type.
(Summoning) [see text]
Effect:One summoned golem
Saving Throw: None
Spell Resistance: No
You wave your hand over a lump of flesh, clay, stone, or iron while chanting a lengthy incantation. Moments later, a golem of similar substance appears in a flash of light to serve you. You summon a flesh, clay, stone, or iron golem. The golem begins acting at the start of your next turn and follows your simple commands. The golem disappears when it is destroyed or when the spell's duration expires.
(AF: A tiny bag and a small, not necessarily lit, candle)
Saving Throw: None
Spell Resistance: No
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.
(Summoning) [see text for summon monster I]
Target: You
or a creature or object weighing no more than 100 lb./level
Saving Throw: Will negates (harmless)
Spell Resistance: No
This powerful glamer functions like invisibility, except that it masks image, scent, and sound alike, concealing the subject from all senses except touch and taste. As with greater invisibility, this spell doesn' t end if the subject attacks. While invisible, the subject exudes no scent and radiates a silence that absorbs all sound and vibration in a 5-foot radius, preventing detection by tremorsense and similar abilities, as well as preventing speech and the casting of spells with somatic components (though the subject remains able to detect scents and can hear as normal). Superior invisibility renders the recipient immune to detection by see invisibility, faerie fire, glitterdust, invisibility purge, dust of appearance, and the blindsense ability, though creatures under the effect of the spell can be detected by true seeing or the blindsight ability. Certain mundane conditions (such as leaving footprints) can also render a subject detectable.
Effect: 5-ft.-radius circle that teleports those who activate it
Saving Throw: None
Spell Resistance: Yes
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. .
(Teleportation)
Target: You
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 - you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat. You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature's possession. You are undetectable while time stop lasts. You cannot enter an area protected by an antimagic field while under the effect of time stop.
Area: One 10-ft. cube
Saving Throw: Reflex half- see text
Spell Resistance: No
As you release the spell’s energy, the targeted area of stone instantly turns to molten lava, and the uncomfortable burning in your chest immediately ceases. You transform natural, uncut, or unworked rock of any sort into an equal volume of red-hot molten lava. All creatures in the spell’s area that make successful Reflex saves take 6d6 points of fire damage, provided they can physically escape the area on their next turn. Creatures that fail their saves, or those unable to escape the area, take 20d6 points of fire damage in each round they remain in the area. Creatures in the lava have their speed reduced to 5 feet and take a –2 penalty on attack rolls and to Armor Class. Even after leaving the area of the spell, creatures that were exposed to the lava take half damage (either 3d6 or 10d6) for 1 additional round. If transmute rock to lava is cast upon the ceiling of a cavern or tunnel, the lava falls to the floor and spreads out in a 15-foot-radius pool at a depth of approximately 1-1/2 feet. The rain of lava deals 2d6 points of fire damage to anyone caught directly
beneath (Reflex half). In addition, creatures take 10d6 points of fire damage each round when they are caught in the area of the pool. Although constructions of worked stone can’t be targeted with this spell, casting it on unworked stone below or adjacent to such structures deals 10d6 points of fire damage per round to any part of the structure in contact with the lava. Wooden structures in contact with lava instantly burst into flame. The lava cools naturally from its surface toward its center, and it no longer deals fire damage after 2d6 hours as it slowly reverts to stone. Though a 15-foot-radius pool can take as long as two days to completely cool, the core of a 10-foot cube of lava might remain molten for a month or more. Magical or enchanted stone is not affected by the spell.
[Earth, Fire]
Target:One elemental or outsider of CR 14 or less
This spell functions like lesser planar binding, except that you can call a single creature of CR 14 or less.
Area: 180-ft.-radius burst centered on you
Saving Throw: None
Spell Resistance: No
A burst of white energy erupts from your body to destroy spells that contain, constrain, or seal. An unbinding spell negates charm and hold spells of all types- arcane locks and similar closures- and spells that create physical or magical barriers, such as wall of fire, wall of force, guards and wards, temporal stasis, and slow spells, among others. The effect of a statue spell is also ended, and a magic jar is shattered - forever destroyed – and the life force within snuffed out. In addition, any spell that holds magical effects, including other spells ( magic mouth, imbue with spell ability, and so on), immediately releases them at a range of 0 feet. Protective spells such as protection from evil, shield, globe of invulnerability, and similar spells are not affected by an unbinding . Petrified creatures are neither revealed nor restored. Individuals bound to service are not freed (including creatures such as familiars, invisible stalkers, genies, and elementals). An antimagic field is not
affected, nor does the effect of unbinding penetrate one. A magic circle against evil (or another alignment) that currently holds a creature imprisoned is dispelled. Curses and geas/quest spells are negated only if you are of a level equal to or greater than that of the original caster. All these effects occur without regard to the caster’s wishes. Spell effects on the person of the caster, or effects or items being carried or worn by the caster, remain undisturbed, but any others within the area are affected, including those of allies. The opening of locks or other closures triggers any alarms or traps attached to them. Any released creature might or might not be friendly to the caster.
Target: You
You invoke the mighty powers of the earth and it rises about you, limning you from below with brilliant green radiance. The power surges within your hands as you are invested with its might, and you bend that might to your own will. You take up the mantle of the earth, gaining power over it as long as you stand upon or beneath its surface. While energized with the awesome power of this spell, you can choose a spell from those listed below once per round and use it as a spell-like ability. Using a spell in this way requires a standard action, even if the spell would normally have a longer casting time (such as move earth ). The spells granted by undermaster are earth lock, earthquake, excavate, flesh to stone, meld into stone, move earth, reverse gravity, soften earth and stone, statue, stone shape, stone tell, stone to flesh, transmute mud to rock, transmute rock to mud, tunnel swallow, wall of stone, and xorn movement.
Target:One creature with an Intelligence score of 3 or higher
Remaining utterly still for a moment, you clench your fist and speak words of such potency that the creature you name simply ceases to exist. There's no fire, no flash, and no corpse. It's as if the creature you named never existed in the first place. With this most powerful of spells, you erase a subject's truename from existence itself. The last thing the subject ever hears is your voice uttering its truename - then nothing but oblivion. Items worn, held, or carried by the creature are likewise obliterated with no save allowed. Returning a creature to life after it has succumbed to an unname spell is difficult to accomplish. Resurrection isn't possible without a body, and the soul has been expunged as well. This spell alters reality itself so that the named creature cannot live without a truename, its existence would violate the fundamental laws of the universe. In a 2-hour-long ceremony, a succession of spells needs to be cast. First, you perform
a ritual of renaming to create a new personal truename for the creature you're trying to bring back from unnaming (this is an intentional exception to the target described in the ritual of renaming spell). Then a true resurrection spell must be cast to restore the soul (with its new personal truename) and life to the new body.
XP Cost: 100 XP
Target: One corporeal undead creature
Saving Throw: None
Spell Resistance: Yes
The ground tears at your feet, and you can hear the distant screams of people in pain. An unwholesome red light emanates from the tear and coalesces into the translucent form of a fiend. It sneers at you as the earth closes, then it turns to look at the undead host you chose as the spell’s subject. Both the undead and the fiend shudder as they meld together and the red glow dissipates. You summon the spirit of a fiend from the depths of the Nine Hells or the Abyss and bind it into the body of a corporeal undead creature - a bodak, a devourer, a ghast, a ghoul, a mohrg, a mummy, a nightshade, a skeleton, a vampire, a vampire spawn, a wight, or a zombie. Binding the fiend applies the fiendish template (MM 108) to the undead creature. The resulting creature is independent of you, and can act on its own. Its initial attitude toward you is indifferent.
(Calling) [Evil]
Area: One living creature/level within a 40-ft.-radius spread
Saving Throw: Fortitude negates
Spell Resistance: Yes
You emit a terrible scream that kills creatures that hear it (except for yourself). Creatures closest to the point of origin are affected first.
[Death, Sonic]
Target: One living creature
Saving Throw: Will disbelief (if interacted with), then Fortitude partial - see text
Spell Resistance: Yes
'See text' refers to Phantasmal Killer entry
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..
(Phantasm) [Fear, Mind-Affecting]
Area: See text
Saving Throw: See text
Spell Resistance: Yes
Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter reality to better suit you. Even wish, however, has its limits. A wish can produce any one of the following effects. Duplicate any wizard or sorcerer spell of 8th level or lower, provided the spell is not of a school prohibited to you. Duplicate any other spell of 6th level or lower, provided the spell is not of a school prohibited to you. Duplicate any wizard or sorcerer spell of 7th level or lower even if it's of a prohibited school. Duplicate any other spell of 5th level or lower even if it's of a prohibited school. Undo the harmful effects of many other spells, such as geas/quest or insanity. Create a nonmagical item of up to 25,000 gp in value. Create a magic item, or add to the powers of an existing magic item. Grant a creature a +1 inherent bonus to an ability score. Two to five wish spells cast in immediate succession can grant a creature a +2 to +5 inherent bonus to an ability score (two wishes for a +2 inherent bonus, three for a +3 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 per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target
gets a Will save to negate the effect, and spell resistance (if any) applies. Undo misfortune. A wish can undo a single recent event. The wish forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish could undo an opponent's successful save, a foe's successful critical hit (either the attack roll or the critical roll), a friend's failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies. You may try to use a wish to produce greater effects than these, but doing so is dangerous. (The wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.) Duplicated spells allow saves and spell resistance as normal (but save DCs are for 9th-level spells).
Material Component: When a wish duplicates a spell with a Material Component that costs more than 10,000 gp, you must provide that component.
XP Cost: The minimum XP cost for casting wish is 5,000 XP. When a wish duplicates a spell that has an XP cost, you must pay 5,000 XP or that cost, whichever is more. When a wish creates or improves a magic item, you must pay twice the normal XP cost for crafting or improving the item, plus an additional 5,000 XP.