```
@@---
Spell: Abate Dracorage
Source: Dragons of Faerûn
School: Abjuration
NSch:
NSubSch:
Level: Cleric 4, Wizard 4
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Abate Dracorage
Source: Dragons of Faerûn
Abjuration
**Level:** Cleric 4, Wizard 4
**Components:** V, S
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One dragon
**Duration:** 1 day/level; see text
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
As you speak the ancient words, the torrent of rage begins to drain from the eyes of the dragon before you. This spell helps calm the effects, of the Dracorage. It instantaneously restores 5 points of Wisdom damage resulting from the Dracorage (but not other sources) and returns the dragon's negative attitude toward nondragons one step closer in the positive direction (from unfriendly to indifferent, for example).
In addition, the spell also protects the dragon from having to make another save against the Dracorage for a number of days equal to the caster's level (maximum 20 days).
This spell counters or dispels aggravate Dracorage.
**Origin:** The abate Dracorage spell was rediscovered by the song dragon, Karasendrieth the Dragon Bard, while carrying out research at the Ilmatari Monastery of the Yellow Rose.
```
@@---
Spell: Aberrate
School: Transmutation
Descriptor: Evil
NSch:
NSubSch:
Level: Wizard 1
Save: Fortitude negates
SR: Yes
---
!!
```
## Aberrate
Transmutation [Evil]
**Level:** Wizard 1
**Components:** V, S, Fiend
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One living creature
**Duration:** 10 minutes/level
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
The caster transforms one creature into an aberration. The subject's form twists and mutates into a hideous mockery of itself. The subject's type changes to aberration, and it gains a +1 natural armor bonus to AC (due to the toughening and twisting of the flesh) for every four levels the caster has, up to a maximum of +5.
```
@@---
Spell: Ablative Armor
Source: Magic of Eberron
School: Abjuration
NSch:
NSubSch:
Level: Artificer 1
Save: None (object)
SR: No (object)
---
!!
```
## Ablative Armor
Source: Magic of Eberron
Abjuration
**Level:** Artificer 1
**Components:** S, M
**Casting Time:** 1 minute
**Range:** Touch
**Target:** Suit of armor touched
**Duration:** 10 minutes/level
**Saving Throw:** None (object)
**Spell Resistance:** No (object)
Armor imbued with this infusion absorbs 5 points of damage from the next attack that deals damage to the creature that wears it (treat this as one-time damage reduction 5/?). Forms of damage that aren?t affected by damage reduction likewise overcome ablative armor. Once the infused item has prevented damage from a single attack (even if not all the damage reduction is needed), the magic fades.
The damage reduction increases by 1 for every caster level above 1st, to a maximum of 15/? at 10th level. Special: A character with any Mark of Sentinel dragonmark, or with the Favored in House feat (Deneith), casts this infusion at +1 caster level.
Material Component: A shard of scrap metal from a forge.
```
@@---
Spell: Aboleth Curse
School: Necromancy
NSch:
NSubSch:
Level: Wizard 4
Save: Fortitude negates
SR: Yes
---
!!
```
## Aboleth Curse
Necromancy
**Level:** Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** Permanent
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
You bestow a dreadful affliction on the creature you touch, similar to the effect of an aboleth's foul contact. The skin of the target creature transforms into a transparent, glistening membrane. A creature so transformed must keep this membrane moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. In addition, its natural armor bonus (if any) decreases by 1, but it can never drop below 0.
This transformation does not affect natural armor bonuses provided by magic items.
This curse cannot be dispelled, but it can be removed with a remove curse spell if cast within 24 hours. Afterward, only a heal, mass heal, limited wish, miracle, or wish spell can remove the affliction.
```
@@---
Spell: Absorb Mind
School: Divination
Descriptor: Evil
NSch:
NSubSch:
Level: Corrupt 3
---
!!
```
## Absorb Mind
Divination [Evil]
**Level:** Corrupt 3
**Components:** V, S, F, Corrupt
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level
The caster eats at least a portion of the brain of another creature's corpse. By doing so, she gains the creature's memories and knowledge to some degree, so that she has a 25% chance of recalling any important fact known to the creature?family history, recent events, the general layout of the creature's stomping grounds, details about the creature's death, important plans, passwords, magic item command words, and similar tidbits. Skills, feats, spells, and other such knowledge cannot be obtained in this fashion.
Once the caster rolls to determine whether she recalls a fact, she cannot attempt to recall that fact again. After the duration expires, the caster no longer has the ability to recall new facts.
Focus: A fresh or preserved (still bloody) 1-ounce portion of another creature's brain. Corruption Cost: 2d6 points of Wisdom damage.
```
@@---
Spell: Absorb Strength
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Corrupt 4
---
!!
```
## Absorb Strength
Necromancy [Evil]
**Level:** Corrupt 4
**Components:** V, S, F, Corrupt
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level
The caster eats at least a portion of the flesh of another creature's corpse, thereby gaining one-quarter of the creature's Strength score as an enhancement bonus to the caster's Strength score, and one-quarter of the creature's Constitution score as an enhancement bonus to the caster's Constitution.
Focus: A fresh or preserved (still bloody) 1-ounce portion of another creature's flesh. Corruption Cost: 2d6 points of Wisdom damage.
```
@@---
Spell: Absorb Weapon
School: Transmutation
NSch:
NSubSch:
Level: Assassin 2
Save: Will negates (object); see text
SR: Yes (object)
---
!!
```
## Absorb Weapon
Transmutation
**Level:** Assassin 2
**Components:** V, S **Casting Time:** 1 standard action
**Range:** Touch
Effect: One touched weapon not in another creature's possession
**Duration:** 1 hour/level (D)
**Saving Throw:** Will negates (object); see text
**Spell Resistance:** Yes (object)
You can harmlessly absorb a weapon you are touching (even a poisoned one) into your arm, as long as it is not in another creature's possession. The weapon must be a light weapon for you at the time you cast the spell. The absorbed weapon cannot be felt under the skin and doesn?t restrict your range of motion in any way. An absorbed weapon cannot be detected with even a careful search, although detect magic reveals the presence of a magical aura.
The only evidence of its presence is a faint blotch on your skin shaped vaguely like the weapon. When you touch the spot (an action equivalent to drawing a weapon), or when the spell duration expires, the weapon appears in your hand and the spell ends. If you attack with the weapon in the same round that you retrieve it from its hiding place, you can attempt a Bluff check to feint in combat as a free action, and you gain a +4 bonus on the Bluff check. An intelligent magic weapon gets a saving throw against this spell, but other weapons do not.
```
@@---
Spell: Absorption
School: Abjuration
NSch:
NSubSch:
Level: Wizard 9
Save: Personal
**Target:** You
---
!!
```
## Absorption
Abjuration
**Level:** Wizard 9
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** Until expended or 10 minutes/level
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 spell level. 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.
Likewise, 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.
```
@@---
Spell: Abyssal Army
School: Conjuration
Subschool: Summoning
Descriptor: Chaotic, Evil
NSch:
NSubSch:
Level: Cleric 9, Wizard 9
Save: None
SR: No
---
!!
```
## Abyssal Army
Conjuration (Summoning) [Chaotic, Evil]
**Level:** Cleric 9, Wizard 9
**Components:** V, S
**Casting Time:** 10 minutes
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Two or more summoned creatures, no two of which are more than 30 ft. apart
**Duration:** 10 minutes/level (D)
**Saving Throw:** None
**Spell Resistance:** No
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.
```
@@---
Spell: Abyssal Frenzy
School: Transmutation
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 8, Fury 7
Save: Will negates
SR: Yes
---
!!
```
## Abyssal Frenzy
Transmutation [Evil]
**Level:** Cleric 8, Fury 7
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One animal, humanoid, magical beast, or monstrous humanoid
**Duration:** 1 round/level (D)
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You cause the subject creature to deform. The transformation is shocking to behold?the creature's skin sprouts thick fur or jagged scales, horns grow from its head and body, its hands twist into talons, and so forth. This transformation bestows the following advantages and disadvantages on the subject for the duration of the spell:
- Base land speed increases by 30 feet.
- +3 enhancement bonus to natural armor.
- The subject gains two claw attacks if it did not already have them. If it did not previously have claws, the base damage for its new claw attacks depends on its size, as given on the following table. If it already had claw attacks, the base damage increases by one die type, as if the creature had become one size category larger.
Target Size Base Claw Damage
Fine
1d2
Diminutive
1d3
Tiny
1d4
Small
1d6
Medium
1d8
Large 2d6
Huge 2d8
Gargantuan 4d6
Colossal 2d8
- Rend (Ex): If the subject hits a target with both claw attacks in a single round, it can rend the flesh, dealing damage equal to the twice its claw damage, modified by double its Strength modifier.
- The subject gains darkvision out to 60 feet, or its existing darkvision extends by 60 feet.
- +2 profane bonus to Strength and Constitution.
- ?2 penalty to Dexterity.
The subject cannot communicate, cast spells, use spell-like abilities, activate magic items, or use weapons other than its natural ones while under the effects of this spell.
```
@@---
Spell: Abyssal Frenzy, Mass
School: Transmutation
Descriptor: Evil
NSch:
NSubSch:
Level: Fury 9
---
!!
```
## Abyssal Frenzy, Mass
Transmutation [Evil]
**Level:** Fury 9
Targets: One animal, humanoid, magical beast, or monstrous humanoid/level, all of which must be within 30 ft. of each other
This spell has the same effects as abyssal frenzy, except as indicated above.
## Abyssal Might
Conjuration (Summoning) [Evil]
**Level:** Blackguard 3, Cleric 4, Demonologist 3, Wizard 4
**Components:** V, S, M, Demon
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level
The caster summons evil energy from the Abyss and imbues himself with its might. The caster gains a +2 enhancement bonus to Strength, Constitution, and Dexterity. The caster's existing spell resistance improves by +2. Material Component: The heart of a dwarf child.
```
@@---
Spell: Abyssal Rift
School: Conjuration
Subschool: Calling
Descriptor: Evil
NSch:
NSubSch:
Level: Entropy 9, Wizard 9
Save: Reflex negates; see text
SR: Yes
---
!!
```
## Abyssal Rift
Conjuration (Calling) [Evil]
**Level:** Entropy 9, Wizard 9
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
Effect: 10-ft.-wide, 60-ft.-deep rift, up to 5 ft. long per caster level
**Duration:** 3 rounds
**Saving Throw:** Reflex negates; see text
**Spell Resistance:** Yes
This spell creates a rectangular rift in the ground. You designate where the rift opens, but it must be in a straight line on relatively level ground. Throughout the spell's duration, any conjuration spells with the evil descriptor that are cast within 60 feet of the rift function at caster level +2.
You cannot make the rift open beneath a fixed structure such as a tower, castle wall, or Daern's instant fortress.
However, you can make it open underneath a wagon, tent, or similarly mobile object or lightweight structure.
Untended objects wholly or partly in squares occupied by the rift fall in, taking 6d6 points of damage from the fall.
Any creature standing wholly or partly in the area where the rift opens must succeed on a Reflex saving throw or fall into it as well, taking a like amount of damage. A successful save indicates that the creature avoids falling in by moving to the nearest safe square(s).
Anything that falls into the rift is scorched by black fire that deals 6d6 points of fire damage per round and 6d6 points of divine energy damage per round. Energy resistance or immunity does not protect against the divine energy damage.
On the second and third rounds of the spell's duration, black fire continues to fill the rift. In addition, the rift sprouts black fiery tentacles that reach out to all creatures within 60 feet of the rift's edge. Such creatures are entitled to a Reflex save each round to avoid the fiery tendrils; a creature that fails its save is lashed for 3d6 points of fire damage and 3d6 points of divine energy damage.
At the end of the spell's duration, the rift closes. Anything still trapped inside the rift when it closes plane shifts (as the spell) to a random layer of the Abyss. All that remains of the rift is a permanent scar on the ground where it formed.
Material Component: A miniature adamantine and gem-studded pickaxe worth at least 1,000 gp.
```
@@---
Spell: Accelerated Movement
School: Transmutation
NSch:
NSubSch:
Level: Bard 1, ranger 1, sorcerer/ wizard 1
Save: Personal
**Target:** You
---
!!
```
## Accelerated Movement
Transmutation
**Level:** Bard 1, ranger 1, sorcerer/ wizard 1
**Components:** S, M
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
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.
Material Component: A dead cockroach.
```
@@---
Spell: Accuracy
School: Transmutation
NSch:
NSubSch:
Level: Warmage 1, Wu Jen 1
Save: Will negates (harmless, object)
SR: Yes (harmless, object)
---
!!
```
## Accuracy
Transmutation
**Level:** Warmage 1, Wu Jen 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
Targets: One thrown weapon/level touched or one projectile weapon touched
**Duration:** 10 min./level
**Saving Throw:** Will negates (harmless, object)
**Spell Resistance:** Yes (harmless, object)
When you cast this spell, you enhance one or more thrown weapons or one projectile weapon to improve its chance of hitting distant targets. For the duration of the spell, the range increment for the affected weapon or weapons is doubled.
Material Component: Ink used to scribe a mystical character on each weapon affected by the spell.
```
@@---
Spell: Acid Arrow
School: Conjuration
Subschool: Creation
Descriptor: Acid
NSch:
NSubSch:
Level: Wizard 2
Save: None
SR: No
---
!!
```
## Acid Arrow
Conjuration (Creation) [Acid]
**Level:** Wizard 2
**Components:** V, S, M, F
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
Effect: One arrow of acid
**Duration:** 1 round + 1 round per three levels
**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.
Material Component: Powdered rhubarb leaf and an adder's stomach. Focus: A dart.
```
@@---
Spell: Acid Breath
School: Conjuration
Subschool: Creation
Descriptor: Acid
NSch:
NSubSch:
Level: Wizard 3
Save: Reflex half
SR: Yes
---
!!
```
## Acid Breath
Conjuration (Creation) [Acid]
**Level:** Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action **Range:** 15 ft.
**Area:** Cone-shaped burst
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
You breathe forth a cone of acidic droplets. The cone deals 1d6 points of acid damage per caster level (maximum 10d6).
Material Component: A handful of fire ants (alive or dead).
```
@@---
Spell: Acid Rain
School: Conjuration
Subschool: Creation
Descriptor: Acid
NSch:
NSubSch:
Level: Wizard 5
Save: None
SR: No
---
!!
```
## Acid Rain
Conjuration (Creation) [Acid]
**Level:** Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** 20-ft. radius cylinder, 40 ft. high
**Duration:** 1 full round and 1 round/level; see text
**Saving Throw:** None
**Spell Resistance:** No
You create a downpour of acid that douses the area for 1 full round, dealing 7d6 points of acid damage to every creature in the area.
The ground within the area becomes muddy and/or slick from the downpour, and remains in that condition for a number of rounds equal to the caster's class level. Movement in the area is halved, though a creature can move at normal speed by making a DC 10 Balance check.
Failure on the check means it cannot move in that round, and failure by 5 or more results in the creature falling prone.
Material Component: A flask of acid (cost 10 gp).
```
@@---
Spell: Acid Fog
School: Conjuration
Subschool: Creation
Descriptor: Acid
NSch:
NSubSch:
Level: Wizard 6, Water 7
Save: None
SR: No
---
!!
```
## Acid Fog
Conjuration (Creation) [Acid]
**Level:** Wizard 6, Water 7
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Fog spreads in 20-ft. radius, 20 ft. high
**Duration:** 1 round/level
**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. Arcane Material Component: A pinch of dried, powdered peas combined with powdered animal hoof.
```
@@---
Spell: Acid Sheath
School: Conjuration
Subschool: Creation
Descriptor: Acid
NSch:
NSubSch:
Level: Wizard 5
Save: Personal
**Target:** You
---
!!
```
## Acid Sheath
Conjuration (Creation) [Acid]
**Level:** Wizard 5
**Components:** V, S, M, F
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
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 takes acid damage once per round at the beginning of their turn. Any spell you cast with the acid descriptor while the sheath surrounds you deals an extra 1 point of damage per die.
Material Component: A handful of fire ants (alive or dead). Focus: A glass sculpture of a humanoid (worth 50 gp).
```
@@---
Spell: Acid Splash
School: Conjuration
Subschool: Creation
Descriptor: Acid
NSch:
NSubSch:
Level: Wizard 0
Save: None
SR: No
---
!!
```
## Acid Splash
Conjuration (Creation) [Acid]
**Level:** Wizard 0
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One missile of acid
**Duration:** Instantaneous
**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.
```
@@---
Spell: Acid Storm
School: Conjuration
Subschool: Creation
Descriptor: Acid
NSch:
NSubSch:
Level: Wizard 6
Save: Reflex half
SR: No
---
!!
```
## Acid Storm
Conjuration (Creation) [Acid]
**Level:** Wizard 6
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** Cylinder (20-ft. radius, 20 ft. high)
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** No
Acid rain deals 1d6 points of acid damage per caster level (maximum 15d6) to each creature in the area. Material Component: A flask of acid (10 gp).
```
@@---
Spell: Adamantine Weapon
Source: Magic of Eberron
School: Transmutation
NSch:
NSubSch:
Level: Artificer 3
Save: Will negates (harmless, object)
SR: No (object)
---
!!
```
## Adamantine Weapon
Source: Magic of Eberron
Transmutation
**Level:** Artificer 3
**Components:** S, M
**Casting Time:** 1 minute
**Range:** Touch
**Target:** Weapon touched
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless, object)
**Spell Resistance:** No (object)
This infusion temporarily alters the substance of one weapon, transforming it into adamantine. This effect replaces the properties of any other special material the weapon might be constructed from. Only weapons made of metal can benefit from this infusion.
Material Component: A pinch of powdered adamantine.
```
@@---
Spell: Adamantine Wings
School: Transmutation
NSch:
NSubSch:
Level: Wizard 7, Wu Jen 7 (metal)
Save: Personal
**Target:** You
---
!!
```
## Adamantine Wings
Transmutation
**Level:** Wizard 7, Wu Jen 7 (metal)
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level (D) or until expended
You grow a pair of adamantine wings. The wings grant you a fly speed of 60 feet (or 40 feet if you wear medium or heavy armor or carry a medium or heavy load), with good maneuverability. If you are not flying, you can use a standard action to make one wing attack or a full attack action to make two such attacks (as if they were natural weapons). Each wing deals 2d6 points of slashing damage (plus your Strength modifier), and threatens a critical hit on a 19-20. The wings are considered both magic and adamantine for the purpose of overcoming damage reduction or penetrating hardness. Wing strikes are not additional attacks; they replace any other attack or full attack action.
As a swift action, you can choose to launch the adamantine feathers as a burst of razor-sharp blades. This attack takes the form of a 60-foot cone-shaped burst. All creatures within the cone take 10d6 points of damage (Reflex half; spell resistance applies). Since this is a spell effect, damage reduction does not affect the damage dealt by the cone. This action immediately ends the spell's duration.
```
@@---
Spell: Addiction
School: Enchantment
NSch:
NSubSch:
Level: Assassin 1, Bard 2, Cleric 2, Wizard 2
Save: Fortitude negates
SR: Yes
---
!!
```
## Addiction
Enchantment
**Level:** Assassin 1, Bard 2, Cleric 2, Wizard 2
**Components:** V, S, Drug
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One living creature
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
The caster gives the subject an addiction to a drug (see the Drugs section of Chapter 3 of the Book of Vile Darkness for descriptions of drugs and information on addiction). A caster of less than 5th level can force the subject to become addicted to any drug with a low addiction rating. A 6th- to 10th-level caster can force addiction to any drug with a medium addiction rating, and an 11th- to 15thlevel caster can force addiction to a drug with a high addiction rating.
Casters of 16th level or higher can give the subject an addiction to a drug with an extreme addiction rating. Drug Component: The chosen drug for the addiction.
```
@@---
Spell: Adept Spirit
School: Divination
Descriptor: Incarnum
NSch:
NSubSch:
Level: Cleric 2, Wizard 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Adept Spirit
Divination [Incarnum]
**Level:** Cleric 2, Wizard 3
**Components:** V, S, DF (E)
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 hour/level or until discharged
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
As an immediate action, the target creature can activate the adept spirit. While active, the spirit's wisdom and learning provide the recipient of the spell with a +1 insight bonus to caster level and a +2 insight bonus on Will saves, Concentration checks, Intelligence checks, and Intelligence- based skill checks. The adept spirit remains active for 1 minute, and then its power is expended and the spell ends.
No creature can be the target of more than one adept spirit spell simultaneously. If a second is cast before the first has been discharged, the second spell dissipates to no effect.
Essentia: For every point of essential you invest in this spell, the bonus on Will saves, Concentration checks, Intelligence checks, and Intelligence based skill checks provided by the spirit improves by 1. (The bonus to caster level is not improved by essential investment.)
```
@@---
Spell: Adept Spirit, Mass
School: Divination
Descriptor: Incarnum
NSch:
NSubSch:
Level: Cleric 6, Wizard 7
Save: Will negates
SR: Yes
---
!!
```
## Adept Spirit, Mass
Divination [Incarnum]
**Level:** Cleric 6, Wizard 7
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** Up to one creature/level
As adept spirit, except as noted above. Each target must activate his own adept spirit separately.
## Adoration Of The Frightful
Enchantment (Charm) [Mind-Affecting]
**Level:** Bard 3, cleric 3, Hexblade 2, Wizard 3
**Components:** V
**Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** 60-ft. radius emanation centered on you
**Duration:** 1 minute/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
Upon casting this spell, you radiate a magical aura that causes fearful creatures to shy away from harming you. While this spell is in effect, any creature within the spell's area that is shaken, frightened, or panicked has its attitude toward you shifted to friendly (see Influencing Npc Attitudes, PH 72).
This effect ends for a given creature if the fear effect is removed, or if you or an ally attacks the creature or otherwise takes any hostile act toward it.
Special: A character who learns this spell gains a +1 competence bonus on Diplomacy checks.
```
@@---
Spell: Aerial Alacrity
School: Transmutation
NSch:
NSubSch:
Level: Sky 4, Wizard 4
Save: Personal
**Target:** You
---
!!
```
## Aerial Alacrity
Transmutation
**Level:** Sky 4, Wizard 4
**Components:** V
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level (D)
You become quicker and more maneuverable while airborne. Your fly speed increases by 30 feet, and your maneuverability when flying improves by one category, to a maximum of perfect (see page 20 of the Dungeon Master's Guide). While airborne, you gain a +1 dodge bonus to Armor Class and on Reflex saves.
```
@@---
Spell: Aerial Alarm
School: Abjuration
NSch:
NSubSch:
Level: Ranger 2, Wizard 2
Save: None
SR: No
---
!!
```
## Aerial Alarm
Abjuration
**Level:** Ranger 2, Wizard 2
**Components:** V, S, F/DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 100-ft. radius cylinder, 500 ft. high
**Duration:** 2 hours/level (D)
**Saving Throw:** None
**Spell Resistance:** No
As alarm (see Player's Handbook page 197), except the area is a cylinder that extends 500 feet into the air and the alarm only sounds when a flying creature of Medium or larger size enters or touches the warded area. Arcane Focus: A silver bell and an eagle's feather.
```
@@---
Spell: Affliction
School: Necromancy
Descriptor: Good
NSch:
NSubSch:
Level: Cleric 3, druid 3, Wizard 4, Wrath 3
Save: Fortitude negates
SR: Yes
---
!!
```
## Affliction
Necromancy [Good]
**Level:** Cleric 3, druid 3, Wizard 4, Wrath 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Evil creature touched
**Duration:** Instantaneous
**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 2points. The DC listed is for the subsequent saves (use affliction's normal save DC for the initial saving throw).
Affliction DC Damage*
Depraved decadence
18
1d4 Str
Eternal torpor
14
1d6 Dex
Raging desire
15
1d3 Con
Consuming passion
17
1d4 Int
Haunting conscience
16
1d4 Wis
Pride in vain 20 1d6 Cha
```
@@---
Spell: Aggravate Dracorage
Source: Dragons of Faerûn
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Cleric 4, Wizard 4
Save: Will negates; see text
SR: No
---
!!
```
## Aggravate Dracorage
Source: Dragons of Faerûn
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Cleric 4, Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One dragon
**Duration:** 1 round/level
**Saving Throw:** Will negates; see text
**Spell Resistance:** No
The ancient words are no sooner spoken than you behold the twinkling fire within the dragon's eyes flare into a conflagration.
This spell fuels the Dracorage for a short period.
It causes the target to instantly and fully succumb to the Dracorage, shifting the target's attitude toward nondragons to hostile and instilling in the dragon a bloodthirsty desire to murder and wreak havoc. This usually causes the dragon (even a good metallic dragon) to immediately attack all nondragons nearby. Because aggravate Dracorage manipulates the existing Dracorage mythal, the Will save against the spell is 4 higher than normal and has a DC of 18 + the appropriate ability modifier.
(Nevertheless, many casters of the spell will use subterfuge to trick the target dragon into allowing the spell to be cast freely upon it, thereby avoiding the dragon's high Will save bonus). As with the Dracorage mythal itself, this spell ignores a dragon's spell resistance.
Aggravate Dracorage functions only during the period of the Dracorage and has no effect on dragons at other times.
This spell counters or dispels abate Dracorage.
Origin: As part of his research to control the Dracorage mythal, Sammaster (the once-human lich) crafted aggravate Dracorage and shared it with his most loyal minions.
```
@@---
Spell: Aid
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Cleric 2, Good 2, Luck 2
Save: None
SR: Yes (harmless)
---
!!
```
## Aid
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Cleric 2, Good 2, Luck 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** 1 min./level
**Saving Throw:** None
**Spell Resistance:** Yes (harmless)
Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).
```
@@---
Spell: Aid, Mass
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Cleric 3
Save: Personal
**Target:** You
---
!!
```
## Aid, Mass
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Cleric 3
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One or more creatures, no two of which are more than 30 ft. apart
This spell functions like aid (PH 196), except that it affects multiple subjects at a distance and each subject gains temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+15).
## Aiming At The Target
Abjuration
**Level:** Wizard 2
**Components:** S
**Casting Time:** 1 immediate action
**Range:** Personal
**Target:** You
**Duration:** Concentration, up to 20 minutes; see text
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).
```
@@---
Spell: Air Breathing
School: Transmutation
NSch:
NSubSch:
Level: Cleric 3, druid 3, sorcerer/ wizard 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Air Breathing
Transmutation
**Level:** Cleric 3, druid 3, sorcerer/ wizard 3
**Components:** S, M/DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creatures touched
**Duration:** 2 hours/level; see text
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
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. Arcane Material Component: A short reed or piece of straw.
```
@@---
Spell: Air Walk
School: Transmutation
Descriptor: Air
NSch:
NSubSch:
Level: Air 4, Cleric 4, Druid 4
Save: None
SR: Yes (harmless)
---
!!
```
## Air Walk
Transmutation [Air]
**Level:** Air 4, Cleric 4, Druid 4
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature (Gargantuan or smaller) touched
**Duration:** 10 min./level
**Saving Throw:** None
**Spell Resistance:** Yes (harmless)
The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half the air walker's normal speed.
A strong wind (21+ mph) can push the subject along or hold it back. At the end of its turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.
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 air walk spell is dispelled, but not if it is negated by an antimagic field. You can cast air walk on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of air walk (counts as a trick; see Handle Animal skill) with one week of work and a DC 25 Handle Animal check.
```
@@---
Spell: Airy Water
School: Transmutation
Descriptor: Air, Water
NSch:
NSubSch:
Level: Seafolk 6, Wizard 5
Save: None
SR: No
---
!!
```
## Airy Water
Transmutation [Air, Water]
**Level:** Seafolk 6, Wizard 5
**Components:** S, M
**Casting Time:** 1 standard action **Range:** 0 ft.
**Area:** 20-ft. radius emanation centered on you
**Duration:** 10 min./level (D)
**Saving Throw:** None
**Spell Resistance:** No
This spell turns normal water (or watery solutions) into a frothy substance that is as breathable as air. Both airbreathing and water-breathing creatures within the area can breathe normally.
Moving through airy water is easier than moving through normal water. Swimmers make a DC 10 Swim check once per round; they swim at their normal speed on a success, or half their normal speed on a failure.
Creatures with a swim speed can simply use their swim speed without penalty. Creatures can instead use their land speed to move along the bottom at their normal speed. Creatures walking on the bottom do not pay any movement penalty for walking on sand, stone, or pebble seafloor and only pay 2 squares of movement per square of muck or mud entered (see Marine Dungeon Terrain on page 21).
Finally, airy water negates underwater combat penalties for all melee attacks, although ranged attacks still take the normal underwater penalty. The spell does not filter or purify solid particles, so casting airy water on very turbid liquids, for example, would produce an area filled with dust or smoke (and impose similar penalties). Material Component: A small handful of alkaline salts.
```
@@---
Spell: Alarm
School: Abjuration
NSch:
NSubSch:
Level: Bard 1, Ranger 1, Wizard 1
Save: None
SR: No
---
!!
```
## Alarm
Abjuration
**Level:** Bard 1, Ranger 1, Wizard 1
**Components:** V, S, F/DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 20-ft. radius emanation centered on a point in space
**Duration:** 2 hours/level (D)
**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.
Arcane Focus: A tiny bell and a piece of very fine silver wire
```
@@---
Spell: Alarm, Greater
School: Abjuration
NSch:
NSubSch:
Level: Bard 2, Wizard 2
Save: None
SR: No
---
!!
```
## Alarm, Greater
Abjuration
**Level:** Bard 2, Wizard 2
**Components:** V, S, F
**Duration:** 4 hours/level (D)
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. Focus: A bell made of carved crystal, worth at least 100 gp.
## Alert Bebilith
Conjuration (Calling) [Evil]
**Level:** Wizard 6
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One bebilith
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
When in the presence of a demon, the caster conjures a bebilith?a demon that hunts other demons?to kill or chase off the original demon. This spell is a risky proposition, however. To determine the effect of the spell, subtract the Hit Dice of the demon from 12 (the HD of the bebilith), add the result to a caster level check, and consult the above table.
If this spell is cast while not in the presence of a demon, the bebilith acts as if the caster level check result was a 10.
Material Component: A bit of demon's flesh and a lump of iron.
Check Result Outcome
9 or lower
Bebilith and demon both attack caster.
10?12
Bebilith ignores demon and attempts to grab another random creature (possibly caster) within 100 feet of where it appeared. It tries to grab the creature, then retreat to the Abyss to feed, never returning.*
13?18
Bebilith flees without taking action.
19?21
Demon flees, and bebilith attempts to grab another random creature (possibly caster) within 100 feet of where it appeared. It tries to grab the creature, then retreat to the Abyss to feed, never returning.*
22?30
Demon flees, and 1 round later the bebilith starts hunting for it.
31 or higher
Bebilith grabs demon, and the two disappear.* The demon is never seen again.
*Bebilith attempts to start a grapple with its target. On a successful grapple check, bebilith and its victim are both affected by the bebilith's plane shift ability (this ability allows the bebilith to take a creature with it, which it can?t otherwise do).
```
@@---
Spell: Algid Enhancement
School: Transmutation
Descriptor: Cold
NSch:
NSubSch:
Level: Cleric 6
Save: None
SR: No
---
!!
```
## Algid Enhancement
Transmutation [Cold]
**Level:** Cleric 6
**Components:** V, S, Coldfire
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One cold creature/level
**Duration:** 24 hours
**Saving Throw:** None
**Spell Resistance:** No
You energize cold creatures with a surge of coldfire. Creatures with the cold subtype affected by this spell gain a +1 deflection bonus to AC, +1d8 temporary hit points, a +1 enhancement bonus on attack rolls, and a +2 bonus on saving throws against fire effects. Each of these enhancements increases by +1 for every three caster levels. So a 12th-level caster grants a +5 deflection bonus to AC, an extra 1d8+4 temporary hit points, a +5 enhancement bonus on attack rolls, and a +6 resistance bonus on saving throws against fire effects. This spell has no effect on creatures not of the cold subtype. Coldfire Component: One ounce of coldfire.
```
@@---
Spell: Align Fang
School: Transmutation
Descriptor: see text
NSch:
NSubSch:
Level: Druid 2, ranger 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Align Fang
Transmutation [see text]
**Level:** Druid 2, ranger 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
Align fang makes a creature's natural weapons good-, evil-, lawful-, or chaotic- aligned, as you choose. A natural weapon that is aligned can overcome the damage reduction of certain creatures, usually outsiders of the opposite alignment. This spell has no effect on a natural weapon that is already treated as being aligned, such as the claw or bite attack of most demons. You can?t cast this spell on a manufactured weapon, such as a sword. When you cast this spell to make a natural weapon good-, evil-, lawful-, or chaotic-aligned, align fang is a good, evil, lawful, or chaotic spell, respectively.
```
@@---
Spell: Align Fang, Mass
School: Transmutation
Descriptor: see text
NSch:
NSubSch:
Level: Druid 3, ranger 3
Save: Will negates (harmless, object)
SR: Yes (harmless, object)
---
!!
```
## Align Fang, Mass
Transmutation [see text]
**Level:** Druid 3, ranger 3
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. apart
This spell functions like align fang, except that it affects multiple allies at a distance.
## Align Weapon
Transmutation [see text]
**Level:** Cleric 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Weapon touched or fifty projectiles (all of which must be in contact with each other at the time of casting) **Duration:** 1 min./level
**Saving Throw:** Will negates (harmless, object)
**Spell Resistance:** Yes (harmless, object)
Align weapon makes a weapon good, evil, lawful, or chaotic, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment.
You can?t cast this spell on a natural weapon, such as an unarmed strike.
When you make a weapon good, evil, lawful, or chaotic, align weapon is a good, evil, lawful, or chaotic spell, respectively.
```
@@---
Spell: Align Weapon, Mass
School: Transmutation
Descriptor: see text
NSch:
NSubSch:
Level: Cleric 3
Save: Fortitude partial
SR: Yes
---
!!
```
## Align Weapon, Mass
Transmutation [see text]
**Level:** Cleric 3
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One weapon/level, no two of which are more than 30 ft. apart
This spell functions like align weapon (PH 197), except that it affects multiple weapons or projectiles at a distance.
## Aligned Aura
Abjuration
**Level:** Blackguard 4, cleric 4, paladin 4
**Components:** V, S, DF
**Casting Time:** 1 standard action **Range:** 20 ft. or 60 ft.
**Area:** 20-ft. radius emanation or 60-ft. radius burst, centered on you
**Duration:** 1 round/level or until discharged
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
When you cast this spell, choose one non-neutral aspect of your own alignment?chaos, evil, good, or law. (If you are neutral, you can select whichever alignment you wish each time you cast this spell.) You are immediately surrounded in a 20-foot aura of invisible energy associated with the chosen alignment component. Anyone in that area who shares that alignment component gains a bonus, and anyone with the opposed alignment component must make a Fortitude save or take a penalty. The values of these modifiers and the features to which they apply are given on the following table.
These modifiers end when the affected creature leaves the spell's area.
Alignment
Bonus
Penalty
Chaos
+1 on attack rolls
?1 on saving throws
Evil
+1 on damage rolls
?1 to Armor Class
Good
+1 on saving throws
?1 on attack rolls
Law
+1 to Armor Class
?1 on damage rolls
At any point before the duration expires, you can choose to unleash the spell's remaining power in a 60-foot burst that deals 1d4 points of damage per round of duration remaining (maximum 15d4) to each creature of the opposed alignment in the area. Each affected creature can attempt a Fortitude save for half damage. The burst also heals 1 point of damage per round of duration remaining (maximum 15 points) for each creature of the same alignment in the area. Once this option is invoked, the spell ends immediately.
```
@@---
Spell: Allegro
School: Transmutation
NSch:
NSubSch:
Level: Bard 3
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Allegro
Transmutation
**Level:** Bard 3
**Components:** V, S, M
**Casting Time:** 1 swift action **Range:** 20 ft.
**Area:** 20-ft. radius burst centered on you
**Duration:** 1 minute/level (D)
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
Each creature within the spell's area gains a 30-foot enhancement bonus to its land speed, up to a maximum of double the creature's land speed. Affected creatures retain these effects for the duration of the spell, even if they leave the original area.
Material Component: A tail feather from a bird of prey.
```
@@---
Spell: Alliance Undone
Source: Exemplars of Evil
School: Transmutation
NSch:
NSubSch:
Level: Cleric 4, hexblade 2, Wizard 4
Save: None
SR: No
---
!!
```
## Alliance Undone
Source: Exemplars of Evil
Transmutation
**Level:** Cleric 4, hexblade 2, Wizard 4
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 10-ft./level radius
**Duration:** 1 minute
**Saving Throw:** None
**Spell Resistance:** No
You chant words of discord and unrest while making a breaking motion with your hands. Those around you fall quiet as suspicion and distrust take root in their hearts.
Alliance undone suppresses the benefits gained from alliances, including, but not limited to, the effects of ceremony feats, teamwork benefits, companion spirits, and affiliations. Material Component: A severed cord.
```
@@---
Spell: Alter Fortune
School: Divination
NSch:
NSubSch:
Level: Bard 3, cleric 3, druid 3, Wizard 3
Save: None
SR: No
---
!!
```
## Alter Fortune
Divination
**Level:** Bard 3, cleric 3, druid 3, Wizard 3
**Components:** V, X
**Casting Time:** 1 immediate action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
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. XP Cost: 200 XP.
```
@@---
Spell: Alter Self
School: Transmutation
NSch:
NSubSch:
Level: Bard 2, Wizard 2
Save: Personal
**Target:** You
---
!!
```
## Alter Self
Transmutation
**Level:** Bard 2, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 min./level (D)
You assume the form of a creature of the same type as your normal form. The new form must be within one size category of your normal size. The maximum HD of an assumed form is equal to your caster level, to a maximum of 5 HD at 5th level. You can change into a member of your own kind or even into yourself.
You retain your own ability scores. Your class and level, hit points, alignment, base attack bonus, and base save bonuses all remain the same. You retain all supernatural and spell-like special attacks and qualities of your normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack).
You keep all extraordinary special attacks and qualities derived from class levels, but you lose any from your normal form that are not derived from class levels.
If the new form is capable of speech, you can communicate normally. You retain any spellcasting ability you had in your original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components.
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.
```
@@---
Spell: Amanuensis
School: Transmutation
NSch:
NSubSch:
Level: Cleric 0, Wizard 0
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Amanuensis
Transmutation
**Level:** Cleric 0, Wizard 0
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** Object or objects with writing
**Duration:** 10 minutes/level
**Saving Throw:** Will negates (object)
**Spell Resistance:** Yes (object)
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 creates 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.
```
@@---
Spell: Amber Sarcophagus
School: Evocation
NSch:
NSubSch:
Level: Wizard 7
Save: None
SR: Yes
---
!!
```
## Amber Sarcophagus
Evocation
**Level:** Wizard 7
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 day/level
**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 flatfooted 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. Material Component: An amber sphere worth at least 500 gp.
```
@@---
Spell: Amethyst Aura
Source: Lost Empires of Faerûn
School: Abjuration
NSch:
NSubSch:
Level: Wizard 3
Save: None
SR: No
---
!!
```
## Amethyst Aura
Source: Lost Empires of Faerûn
Abjuration
**Level:** Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 10 minutes/level (D)
**Saving Throw:** None
**Spell Resistance:** No
You surround the subject with a brilliant violet glow that grants temporary immunity to poisons and diseases. Nezram's amethyst aura absorbs all poisons and diseases that target the subject for the duration of the spell, regardless of how they are delivered.
Any weapon or natural attack normally used to deliver a poison or disease (such as a mummy's touch or a snake's bite) still deals the normal amount of hit point damage, but the poison or disease is blocked.
This spell does not reverse or prevent the effects of poison and disease in a subject already affected by one or both at the time of casting.
Arcane Material Component: A pinch of amethyst dust.
```
@@---
Spell: Amorphous Form
School: Transmutation
NSch:
NSubSch:
Level: Assassin 3, Wizard 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Amorphous Form
Transmutation
**Level:** Assassin 3, Wizard 3
**Components:** S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Willing corporeal creature touched
**Duration:** 1 minute/level (D)
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
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.
Material Component: A pinch of gelatin.
```
@@---
Spell: Amplify
School: Transmutation
Descriptor: Sonic
NSch:
NSubSch:
Level: Bard 1
Save: Will negates; see text
SR: Yes; see text
---
!!
```
## Amplify
Transmutation [Sonic]
**Level:** Bard 1
**Components:** S
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** 20-ft. radius emanation centered on a creature, object, or point in space
**Duration:** 1 minute/level (D)
**Saving Throw:** Will negates; see text
**Spell Resistance:** Yes; see text
You cause an amplification of all sounds within the spell's area. This decreases the DC to hear those sounds by 20. Those creatures within the spell's area do not notice the increased amplification. Thus, anyone whose voice is amplified remains unaware of the increase in volume. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can apply spell resistance, if any. Items in a creature's possession receive the benefits of saves and spell resistance, but unattended objects and points in space do not. Amplify counters and dispels silence, and is also countered and dispelled by silence.
```
@@---
Spell: Analyze Dweomer
School: Divination
NSch:
NSubSch:
Level: Bard 6, Wizard 6
Save: None or Will negates; see text
SR: No
---
!!
```
## Analyze Dweomer
Divination
**Level:** Bard 6, Wizard 6
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One object or creature per caster level
**Duration:** 1 round/level (D)
**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.
Focus: A tiny lens of ruby or sapphire set in a small golden loop. The gemstone must be worth at least 1,500 gp.
```
@@---
Spell: Analyze Portal
School: Divination
NSch:
NSubSch:
Level: Bard 3, Portal 2, sorcerer/ wizard 3
Save: See text
SR: No
---
!!
```
## Analyze Portal
Divination
**Level:** Bard 3, Portal 2, sorcerer/ wizard 3
**Components:** V, S, M **Casting Time:** 1 minute **Range:** 60 ft.
**Area:** Cone-shaped emanation from you to the extreme of the range
**Duration:** Concentration, up to 1 round/level (D)
**Saving Throw:** See text
**Spell Resistance:** No
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.
- 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).
- Whether 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 caster level check (1d20 + caster level) 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. It does not reveal when the portal starts or stops 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 Portals: 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.
Material **Components:** A crystal lens and a small mirror.
```
@@---
Spell: Anarchic Storm
School: Conjuration
Subschool: Creation
Descriptor: Chaotic, Water
NSch:
NSubSch:
Level: Cleric 3
Save: None
SR: No
---
!!
```
## Anarchic Storm
Conjuration (Creation) [Chaotic, Water]
**Level:** Cleric 3
**Components:** V, S, M, DF
**Casting Time:** 1 standard action
**Area:** Cylinder (20-ft. radius, 20 ft. high)
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** No
The downpour created by this spell falls in a fixed area once created. The storm reduces hearing and visibility, resulting in a ?4 penalty on Listen, Spot, and Search checks. It also applies a ?4 penalty on ranged attacks made into, out of, or through the storm. Finally, it automatically extinguishes any unprotected flames and has a 50% chance to extinguish protected flames (such as those of lanterns). The rain damages lawful creatures, dealing 2d6 points of damage per round (lawful outsiders take double damage). In addition, each round, a bolt of lightning strikes a randomly selected lawful outsider within the spell's area, dealing 5d6 points of electricity damage. After the spell's duration expires, the water disappears.
Material Component: A flask of anarchic water (see the anarchic water spell, below).
```
@@---
Spell: Anarchic Water
School: Transmutation
Descriptor: Chaotic
NSch:
NSubSch:
Level: Cleric 1
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Anarchic Water
Transmutation [Chaotic]
**Level:** Cleric 1
**Components:** V, S, M
**Casting Time:** 1 minute
**Range:** Touch
**Target:** Flask of water touched
**Duration:** Instantaneous
**Saving Throw:** Will negates (object)
**Spell Resistance:** Yes (object)
This transmutation imbues a flask (1 pint) of water with the energy of chaos, turning it into anarchic water. Anarchic water damages lawful outsiders the way holy water damages undead and evil outsiders. A flask of anarchic water can be thrown as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, the bearer must open the flask and pour the anarchic water out onto the target. Thus, a character can douse an incorporeal creature with anarchic water only if he is adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity. A direct hit by a flask of anarchic water deals 2d4 points of damage to a lawful outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.
Material Component: 5 pounds of powdered iron and silver (worth 25 gp).
```
@@---
Spell: Anathema
Source: Champions of Ruin
School: Enchantment
Subschool: Compulsion
NSch:
NSubSch:
Level: Cleric 9, Druid 9
Save: None
SR: No
---
!!
```
## Anathema
Source: Champions of Ruin
Enchantment (Compulsion)
**Level:** Cleric 9, Druid 9
**Components:** V, S, AF, DF
**Casting Time:** 1 round
**Range:** Unlimited
**Target:** One creature of the same faith as the spellcaster
**Duration:** Permanent
**Saving Throw:** None
**Spell Resistance:** No
You can permanently break the divine link between your deity and a lower-level cleric, druid, ranger or paladin of your faith, or upon a common worshiper.
The spell has no effect on spellcasters of a faith other than your own.
You can pronounce an anathema upon any character of your faith, no matter where he is, even if on a different plane.
You cannot pronounce an anathema against someone who is already dead.
Some deities do not allow an anathema to be pronounced against the innocent or against their chosen, while others grant their high-level clerics free use of this most terrible of divine curses.
An individual under anathema can no longer cast divine spells or call upon the power of his god to turn or command undead, heal, harm, smite, shape change, or use any other divine power associated with his character class.
An ordinary worshiper placed under anathema is not allowed to take advantage of any of the faith's services, such as healing, naming, marrying, or burial of the dead.
Anyone who dies while under anathema is barred from entry into his deity's plane just as though he had never declared allegiance to a god.
His soul is condemned to eternally writhe in the Wall of the Faithless.
On a more personal level, the anathema spell marks the subject as accursed with regard to others of the faith.
They are not allowed to speak to him, look at him, or even acknowledge his existence.
The common members of the faith are only aware that the subject is under anathema if so informed by the church hierarchy; however, clerics, paladins, druids and rangers of the faith can automatically detect an anathema effect simply by looking at the subject.
The effect is permanent until lifted, either by the original spellcaster, or by a cleric of the same faith, of a higher level than the caster, who casts an atonement spell upon the subject.
The subject of an anathema can also remove its effect by changing his divine allegiance (see Changing Deities, page 233 of the Forgotten Realms Campaign Setting).
Focus: The subject's name must be inscribed in a book or scroll especially consecrated for this purpose and detailing the crimes (real or imagined) for which the subject is being condemned. The book is not consumed in the process.
```
@@---
Spell: Ancient Knowledge
Source: Magic of Eberron
School: Divination
NSch:
NSubSch:
Level: Bard 1, Wizard 1
Save: Personal
**Target:** You
---
!!
```
## Ancient Knowledge
Source: Magic of Eberron
Divination
**Level:** Bard 1, Wizard 1
**Components:** V, S, F
**Casting Time:** 1 minute
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level or until discharged
You tap the ancient knowledge of fate and fortune, giving you a greater ability to focus on a particularly difficult academic problem. Before making a Knowledge check, you can decide to discharge this spell as an immediate action to give yourself a +5 insight bonus on the check. If you do not have any ranks in the Knowledge skill, it is still treated as an untrained check.
Special: A character with any Mark of Finding dragonmark, or with the Favored in House feat (Tharashk), treats any Knowledge check made in conjunction with this spell as a trained check, even if he doesn?t have any ranks in the skill.
Focus: A piece of ivory worth at least 100 gp.
```
@@---
Spell: Angelskin
School: Abjuration
Descriptor: Good
NSch:
NSubSch:
Level: Paladin 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Angelskin
Abjuration [Good]
**Level:** Paladin 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Lawful good creature touched
**Duration:** 1 round/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The subject gains damage reduction 5/evil.
```
@@---
Spell: Anger Of The Noonday Sun
School: Evocation
Descriptor: Light
NSch:
NSubSch:
Level: Druid 6
Save: Reflex negates; see text
SR: Yes
---
!!
```
## Anger Of The Noonday Sun
Evocation [Light]
**Level:** Druid 6
**Components:** V, S **Casting Time:** 1 standard action
**Range:** 20 feet
**Area:** All sighted creatures within a 20-ft. radius burst centered on you
**Duration:** Instantaneous
**Saving Throw:** Reflex negates; see text
**Spell Resistance:** Yes
Any creature within the area of the spell that can see you must make a saving throw or be temporarily blinded. The blindness lasts for 1 minute per caster level. An undead creature caught within the spell's area takes 1d6 points of damage per two caster levels (maximum 10d6), or half damage if a Reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light (such as a vampire) if it fails its save. The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes as if they were undead creatures.
```
@@---
Spell: Angry Ache
School: Necromancy
NSch:
NSubSch:
Level: Assassin 1, Cleric 1, Pain 1
Save: Fortitude negates
SR: Yes
---
!!
```
## Angry Ache
Necromancy
**Level:** Assassin 1, Cleric 1, Pain 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 minute/level
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
The caster temporarily strains the subject's muscles in a very specific way. The subject feels a sharp pain whenever she makes an attack. All her attack rolls have a ?2 circumstance penalty for every four caster levels (maximum penalty ?10).
```
@@---
Spell: Animal Growth
School: Transmutation
NSch:
NSubSch:
Level: Druid 5, Ranger 4, Wizard 5
Save: Fortitude negates
SR: Yes
---
!!
```
## Animal Growth
Transmutation
**Level:** Druid 5, Ranger 4, Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Targets: Up to one animal (Gargantuan or smaller) per two levels, no two of which can be more than 30 ft. apart **Duration:** 1 min./level
**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.
```
@@---
Spell: Animal Messenger
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 2, Druid 2, Ranger 1
Save: None; see text
SR: Yes
---
!!
```
## Animal Messenger
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 2, Druid 2, Ranger 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One Tiny animal
**Duration:** One day/level
**Saving Throw:** None; see text
**Spell Resistance:** Yes
You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions.
Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can?t find a destination on its own. You can attach some small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities.
During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries.
The intended recipient gains no special ability to communicate with the animal or read any attached message (if it's written in a language he or she doesn?t know, for example). Material Component: A morsel of food the animal likes.
```
@@---
Spell: Animal Shapes
School: Transmutation
NSch:
NSubSch:
Level: Animal 7, Druid 8
Save: None; see text
SR: Yes (harmless)
---
!!
```
## Animal Shapes
Transmutation
**Level:** Animal 7, Druid 8
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: Up to one willing creature per level, all within 30 ft. of each other
**Duration:** 1 hour/level (D)
**Saving Throw:** None; see text
**Spell Resistance:** Yes (harmless)
As polymorph, except you polymorph up to one willing creature per caster level into an animal of your choice; the spell has no effect on unwilling creatures. All creatures must take the same kind of animal form. Recipients remain in the animal form until the spell expires or until you dismiss it for all recipients. In addition, an individual subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone. The maximum HD of an assumed form is equal to the subject's HD or your caster level, whichever is lower, to a maximum of 20 HD at 20th level.
```
@@---
Spell: Animal Spirit
School: Divination
Descriptor: Incarnum
NSch:
NSubSch:
Level: Druid 2, ranger 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Animal Spirit
Divination [Incarnum]
**Level:** Druid 2, ranger 2
**Components:** V, S (E)
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 hour/level or until discharged
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You bestow a small portion of the soul-energy of the animal kingdom on the creature touched, granting him some of an animal's sensory capabilities. As an immediate action, the target creature can activate the animal spirit. While active, the spirit's keen senses provide the recipient of the spell with low-light vision and scent, as well as a +2 insight bonus on Wisdom checks and Wisdom-based skill checks.
The animal spirit remains active for 1 minute, and then its power is expended and the spell ends.
No creature can be the target of more than one animal spirit spell simultaneously. If a second is cast before the first has been discharged, the second spell dissipates to no effect.
Essentia: For every point of essentia you invest in this spell, the bonus on Wisdom checks and Wisdom-based skill checks provided by the spirit improves by 2.
```
@@---
Spell: Animal Spirit, Mass
School: Divination
Descriptor: Incarnum
NSch:
NSubSch:
Level: Druid 6
Save: Will negates; see text
SR: Yes
---
!!
```
## Animal Spirit, Mass
Divination [Incarnum]
**Level:** Druid 6
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** Up to one creature/level
As animal spirit, except as noted above. Each target must activate his own animal spirit separately.
## Animal Trance
Enchantment (Compulsion) [Mind-Affecting, Sonic]
**Level:** Bard 2, Druid 2
**Components:** V, S **Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: Animals or magical beasts with Intelligence 1 or 2
**Duration:** Concentration
**Saving Throw:** Will negates; see text
**Spell Resistance:** Yes
Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected.
A magical beast, a dire animal, or an animal trained to attack or guard is allowed a saving throw; an animal not trained to attack or guard is not.
```
@@---
Spell: Animalistic Power
School: Transmutation
NSch:
NSubSch:
Level: Cleric 2, druid 2, duskblade 2, ranger 2, Wizard 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Animalistic Power
Transmutation
**Level:** Cleric 2, druid 2, duskblade 2, ranger 2, Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You imbue the subject with an aspect of the natural world. The subject gains a +2 enhancement bonus to Strength, Dexterity, and Constitution.
Material Component: A bit of animal fur, feathers, or skin.
```
@@---
Spell: Animalistic Power, Mass
School: Transmutation
NSch:
NSubSch:
Level: Cleric 7, druid 7, Wizard 7
Save: Personal
**Target:** Your breath weapon
---
!!
```
## Animalistic Power, Mass
Transmutation
**Level:** Cleric 7, druid 7, Wizard 7
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: 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.
## Animate Breath
Transmutation
**Level:** Wizard 7
**Components:** S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** Your breath weapon
**Duration:** 1 round/level
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 2d8 points of 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.
```
@@---
Spell: Animate City
School: Transmutation
NSch:
NSubSch:
Level: City 9
Save: None
SR: No
---
!!
```
## Animate City
Transmutation
**Level:** City 9
**Components:** V, S, DF **Casting Time:** 1 round **Range:** 60 ft.
**Area:** 60-ft. radius emanation, centered on you
**Duration:** 1 min./level (D)
**Saving Throw:** None
**Spell Resistance:** No
The buildings and other structures of the city attack your enemies. Every round on your turn, every enemy within the spell's area is subject to one melee attack as if from a Gargantuan animated object (slam +15 melee, 2d8+10 damage). The animated city's attacks disregard cover and concealment (even invisibility is useless). In addition, all enemies within the area of the spell move at half normal speed (regardless of their mode of movement). Damage dealt to the animated city structures has no effect.
You may cast this spell only when within a community at least as large as a small city (see page 137 of the Dungeon Master's Guide).
```
@@---
Spell: Animate Dead
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 3, Death 3, Wizard 4
Save: None
SR: No
---
!!
```
## Animate Dead
Necromancy [Evil]
**Level:** Cleric 3, Death 3, Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
Targets: One or more corpses touched
**Duration:** Instantaneous
**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.
Material Component: You must place a black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells.
```
@@---
Spell: Animate Fire
School: Transmutation
Descriptor: Fire
NSch:
NSubSch:
Level: Druid 1
Save: None
SR: No
---
!!
```
## Animate Fire
Transmutation [Fire]
**Level:** Druid 1
**Components:** V, S, M
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One Small fire
**Duration:** Concentration, up to 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** No
You animate a fire, which must be approximately the size of a campfire. The animated fire has the statistics of a Small fire elemental (MM 98), and attacks as you direct. It cannot move beyond the range of its source fire (25 ft. + 5 ft./2 levels).
Material Component: A handful of charcoal, sulfur, and soda ash.
```
@@---
Spell: Animate Instrument
School: Transmutation
NSch:
NSubSch:
Level: Bard 2
Save: None
SR: No
---
!!
```
## Animate Instrument
Transmutation
**Level:** Bard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Instrument touched
**Duration:** 1 minute/level
**Saving Throw:** None
**Spell Resistance:** No
You imbue your musical instrument with the ability to play at your command. This instrument can play a tune on your behalf even while you are busy with other actions. As long as this spell is in effect, you can cause the instrument to begin playing as a swift action, effectively mimicking and continuing your performance.
The instrument uses your Perform modifier for the purpose of bardic music checks.
Once the animated instrument picks up the performance, you do not have to concentrate to maintain its effect. Thus, you can continue a performance or bardic music effect that relies on the use of a musical instrument and also cast spells, activate magic items by spell completion or command words, or even use another bardic music ability.
You can animate any nonmagical musical instrument, such as a piano, fiddle, or harp. If the instrument must be carried or held while played, it floats in the air in the square in which you cast the spell. The animated instrument cannot move.
It continues to play until the spell expires or the instrument is damaged.
An animated instrument's AC is 10 + any relevant size modifiers; most handheld instruments are Tiny. Material Component: One working musical instrument.
```
@@---
Spell: Animate Legion
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 4, Wizard 5
Save: None
SR: No
---
!!
```
## Animate Legion
Necromancy [Evil]
**Level:** Cleric 4, Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One or more corpses, no two of which can be more than 30 ft. apart
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
You use negative energy to temporarily animate one or more corpses. You can create undead skeletons or zombies with this spell, but you can?t create more Hit Dice of undead than twice your caster level. The Monster Manual has game statistics for skeletons (page 226) and zombies (page 266).
The undead created are mindless and are not initially under your command. Unless otherwise influenced (by way of a rebuke attempt or the control undead spell from the Player's Handbook, for instance), the undead created will attack the nearest living creatures.
See animate dead, page 199 of the Player's Handbook, for information on what is required to create a skeleton or zombie from a corpse.
Material Component: A black onyx gem worth at least 100 gp.
```
@@---
Spell: Animate Objects
School: Transmutation
NSch:
NSubSch:
Level: Bard 6, Chaos 6, Cleric 6
Save: None
SR: No
---
!!
```
## Animate Objects
Transmutation
**Level:** Bard 6, Chaos 6, Cleric 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Targets: One Small object per caster level; see text
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate.
An animated object can be of any nonmagical material. You may animate one Small or smaller object or an equivalent number of larger objects per caster level. A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two.
You can change the designated target or targets as a move action, as if directing an active spell.
This spell cannot animate objects carried or worn by a creature.
Animate objects can be made permanent with a permanency spell.
```
@@---
Spell: Animate Plants
School: Transmutation
NSch:
NSubSch:
Level: Druid 7, Plant 7
Save: None
SR: No
---
!!
```
## Animate Plants
Transmutation
**Level:** Druid 7, Plant 7
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One Large plant per three caster levels or all plants within range; see text
**Duration:** 1 round/level or 1 hour/level; see text
**Saving Throw:** None
**Spell Resistance:** No
You imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object of the appropriate size category. You may animate one Large or smaller plant, or an equivalent number of larger plants, per three caster levels. A Huge plant counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal plant as eight. You can change the designated target or targets as a move action, as if directing an active spell.
Use the statistics for animated objects, except that plants smaller than Large usually don?t have hardness.
Animate plants cannot affect plant creatures, nor does it affect nonliving vegetable material.
Entangle: Alternatively, you may imbue all plants within range with a degree of mobility, which allows them to entwine around creatures in the area. This usage of the spell duplicates the effect of an entangle spell. Spell resistance does not keep creatures from being entangled. This effect lasts 1 hour per caster level.
```
@@---
Spell: Animate Rope
School: Transmutation
NSch:
NSubSch:
Level: Bard 1, Wizard 1
Save: None
SR: No
---
!!
```
## Animate Rope
Transmutation
**Level:** Bard 1, Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One ropelike object, length up to 50 ft. + 5 ft./level; see text
**Duration:** 1 round/level
**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.
```
@@---
Spell: Animate Siege Weapon
School: Transmutation
NSch:
NSubSch:
Level: Cleric 7
Save: None
SR: No
---
!!
```
## Animate Siege Weapon
Transmutation
**Level:** Cleric 7
**Components:** V, S
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One siege weapon of up to Gargantuan size
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
You imbue a siege weapon, such as a ballista or a battering ram, with mobility and the semblance of life. (See the Size column on Table 4?1, page 67, to determine which siege weapons can be affected by this spell.) The siege weapon attacks whomever or whatever you initially designate, continuing to do so as long as the spell lasts. You can give it a new command as a free action as long as you are within range, and you can even command it to allow itself to be operated normally (in which case it gains none of the benefits of this spell).
The siege weapon can operate itself as if it were crewed by a normal complement of operators. It automatically succeeds on any checks required to operate it. It uses your caster level as its attack bonus when acting as a siege weapon.
```
@@---
Spell: Animate Snow
School: Transmutation
Descriptor: Cold
NSch:
NSubSch:
Level: Druid 6
Save: None
SR: No
---
!!
```
## Animate Snow
Transmutation [Cold]
**Level:** Druid 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** Cube of snow up to 20 ft. on a side
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
You cause snow in the area to become 1d3+2 Large animated objects, 1d3 Huge animated objects, or one Gargantuan animated object (MM 14). The animated snow attacks as directed by your vocal commands.
Animated snow does not have a hardness score. It possesses improved speed as if it had legs, granting it a speed of 30 feet, as well as the blind special ability (MM 13). In addition, each animated snow object has the cold subtype and deals an extra 1d6 points of cold damage on a successful hit. Animated snow objects take 1d6 points of damage per round in a place where the temperature is above freezing.
```
@@---
Spell: Animate Water
School: Transmutation
Descriptor: Water
NSch:
NSubSch:
Level: Druid 1
Save: Will negates (object)
SR: Yes
---
!!
```
## Animate Water
Transmutation [Water]
**Level:** Druid 1
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** Cube of water up to 5 ft. on a side
This spell functions like animate fire, but you can instead animate a quantity of water of at least 4 cubic feet into a Small water elemental (MM 100).
Material Component: A vial of pure spring water mixed with cinnabar oil.
## Animate Weapon
Transmutation
**Level:** Assassin 2, hexblade 2, Wizard 3
**Components:** V, S **Casting Time:** 1 standard action
**Range:** Touch
**Target:** Weapon touched
**Duration:** Concentration + 1 round
**Saving Throw:** Will negates (object)
**Spell Resistance:** Yes
A weapon affected by this spell gains the ability to move and attack on its own and functions in most ways like an animated object of its size (MM 13). Treat a light weapon as an object two size categories smaller than its wielder, a one-handed weapon as one size category smaller than its wielder, and a two-handed weapon as an object of the same size as its wielder.
However, the weapon deals its normal damage, not the damage noted for an animated object of its size, and it gains a bonus on attack rolls equal to the ability modifier used to set your spell save DCs. Diminutive or smaller objects are unaffected by the spell.
An animated weapon attacks the nearest enemy to the best of its ability. You can use a move action to direct it to a different target, but if at the end of your turn you are more than 30 feet from the weapon, the spell ends. A weapon held or carried by another creature can't be affected by this spell.
The weapon doesn't gain the benefit of any of your class features, feats, or other special abilities that would improve its combat ability. If the weapon has an enhancement bonus or other special properties, these apply as normal. For example, an animated +1 flaming longsword gains a +1 enhancement bonus on attack rolls and damage rolls and deals an extra 1d6 points of fire damage on a successful hit.
```
@@---
Spell: Animate With The Spirit
Source: Champions of Valor
School: Conjuration
Subschool: Summoning
Descriptor: Good
NSch:
NSubSch:
Level: Sanctified 4
Save: None
SR: No
---
!!
```
## Animate With The Spirit
Source: Champions of Valor
Conjuration (Summoning) [Good]
**Level:** Sanctified 4
**Components:** V, S, DF, Sacrifice
**Casting Time:** 10 minutes
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One corpse with HD equal to or less than your caster level
**Duration:** 10 minutes/level (D)
**Saving Throw:** None
**Spell Resistance:** No
By casting this spell, you request your deity to send you the spirit of a good-aligned outsider (of 6 HD or less) of the deity's choice to inhabit a corpse within range, which becomes animated by the spirit.
If you serve no particular deity, the spell is a general plea answered by a creature sharing your philosophical alignment.
If you know an individual creature's name, you can request that individual by speaking the name during the spell (though you might get a different creature anyway).
The Hit Dice of the corpse to be animated (not counting class levels) cannot exceed your caster level.
The possessed body attacks your opponents to the best of its ability.
If you can communicate with the possessing spirit, you can direct it not to attack, to attack particular enemies, or to perform other actions.
While the body is inhabited by the spirit, it is treated as if were still alive but possessed.
It uses the outsider's Intelligence, Wisdom, Charisma, base attack bonus, base save bonuses, alignment, mental abilities, and any class levels it might have.
The body regains the Strength, Dexterity, Constitution, hit points, and innate abilities of the creature the corpse represented when it was alive.
For example, a sahuagin's body breathes water and a troll's body regenerates.
The spirit can't choose to activate the host body's extraordinary or supernatural abilities, and the host body's spells and spell-like abilities do not stay with the body.
The spirit remains within the body until the spell is dismissed, the duration ends, or the host body is slain, at which point it returns to its original body with no ill effects.
Sacrifice Component: 1d3 points of Strength drain.
```
@@---
Spell: Animate Wood
School: Transmutation
NSch:
NSubSch:
Level: Druid 1
Save: None
SR: No
---
!!
```
## Animate Wood
Transmutation
**Level:** Druid 1
**Components:** V, S, M
**Casting Time:** 1 round
**Range:** Touch
**Target:** One Small or smaller wooden object
**Duration:** Concentration, up to 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** No
This spell imbues a Small or smaller wooden object with mobility and a semblance of life, then causes it to immediately attack whomever or whatever you initially designate. Statistics for the animated wood are as for a Small animated object (MM 13). Wooden objects animated by this spell have hardness 5. The spell cannot animate objects carried or worn by a creature.
Material Component: A mixture of powdered cinnabar and ground peach pit.
```
@@---
Spell: Anticipate Teleportation
School: Abjuration
NSch:
NSubSch:
Level: Wizard 3
Save: None
SR: No
---
!!
```
## Anticipate Teleportation
Abjuration
**Level:** Wizard 3
**Components:** V, S, F
**Casting Time:** 10 minutes
**Range:** One willing creature touched
**Area:** 5-ft./level radius emanation from touched creature
**Duration:** 24 hours
**Saving Throw:** None
**Spell Resistance:** No
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. Focus: A tiny hourglass of platinum and crystal costing at least 500 gp, which must be carried or worn by the spell's recipient while the spell is in effect.
```
@@---
Spell: Anticipate Teleportation, Greater
School: Abjuration
NSch:
NSubSch:
Level: Wizard 6
Save: None
SR: Yes
---
!!
```
## Anticipate Teleportation, Greater
Abjuration
**Level:** Wizard 6
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.
Focus: A tiny hourglass of platinum and crystal filled with diamond dust, costing at least 1,000 gp. The hourglass must be carried or worn by the spell's recipient while the spell is in effect.
## Anticold Sphere
Abjuration [Cold]
**Level:** Druid 5, Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 10 ft.
**Area:** 10-ft. radius emanation centered on you
**Duration:** 10 minutes/level (D)
**Saving Throw:** None
**Spell Resistance:** Yes
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).
```
@@---
Spell: Antidragon Aura
School: Abjuration
NSch:
NSubSch:
Level: Cleric 3, sorcerer/ wizard 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Antidragon Aura
Abjuration
**Level:** Cleric 3, sorcerer/ wizard 3
**Components:** V, S, M, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One creature/ 2 levels, no two of which are more than 30 ft. apart
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
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).
Material Component: A chunk of platinum worth at least 25 gp (slightly less than 1 ounce).
```
@@---
Spell: Antidragon Aura, Greater
Source: Dragons of Faerûn
School: Abjuration
NSch:
NSubSch:
Level: Cleric 8
Save: See text
SR: Yes (harmless)
---
!!
```
## Antidragon Aura, Greater
Source: Dragons of Faerûn
Abjuration
**Level:** Cleric 8
**Components:** V, S, AF, **Casting Time:** 1 standard action **Range:** 20 ft.
**Target:** One creature/level in a 20-ft. radius burst centered on you
**Duration:** 1 round/level (D)
**Saving Throw:** See text
**Spell Resistance:** Yes (harmless)
A phosphorescent green aura bursts from you, causing an area 20 feet around you to glow brightly.
This spell creates a phosphorescent aura of protection around the subjects.
This abjuration has four effects, as follows:
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves.
This benefit applies against all attacks, not just against attacks by dragons and dragonblood creatures.
Second, each warded creature gains spell resistance 25 against spells cast by dragons and dragonblood creatures. Third, the abjuration blocks possession and mental influence, in the same manner as protection from evil.
Fourth, if a dragon or dragonblood creature succeeds on a melee attack against a warded creature, the offending attacker takes 1d6 points of Strength damage (Fortitude save negates).
Focus: A tiny reliquary containing some sacred relic, such as a shard from the sword of a famous dragon slayer.
The reliquary must be worth at least 500 gp.
Special: Members of the dragonslayer prestige class cast this spell at +1 caster level.
```
@@---
Spell: Antifire Sphere
School: Abjuration
NSch:
NSubSch:
Level: Wizard 5
Save: Will negates (harmless)
SR: No; see text
---
!!
```
## Antifire Sphere
Abjuration
**Level:** Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Area:** 10-ft. radius emanation from touched creature
**Duration:** 10 min./level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** No; see text
You bring into being a mobile, spherical energy field that protects against fire. All creatures within the area of the spell gain immunity to fire damage. In addition, the sphere prevents the entrance of any creature with the fire subtype and hedges out such creatures that are in the area when the spell is cast. You must overcome a creature's spell resistance to keep it at bay.
```
@@---
Spell: Antilife Shell
School: Abjuration
NSch:
NSubSch:
Level: Animal 6, Cleric 6, Druid 6
Save: None
SR: Yes
---
!!
```
## Antilife Shell
Abjuration
**Level:** Animal 6, Cleric 6, Druid 6
**Components:** V, S, DF **Casting Time:** 1 round **Range:** 10 ft.
**Area:** 10-ft. radius emanation, centered on you
**Duration:** 10 min./level (D)
**Saving Throw:** None
**Spell Resistance:** Yes
You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures.
The effect hedges out animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, elementals, outsiders, or undead.
This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.
```
@@---
Spell: Antimagic Field
School: Abjuration
NSch:
NSubSch:
Level: Cleric 8, Magic 6, Protection 6, Wizard 6
Save: None
SR: See text
---
!!
```
## Antimagic Field
Abjuration
**Level:** Cleric 8, Magic 6, Protection 6, Wizard 6
**Components:** V, S, M/DF **Casting Time:** 1 standard action **Range:** 10 ft.
**Area:** 10-ft. radius emanation, centered on you
**Duration:** 10 min./level (D)
**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.
Arcane Material Component: A pinch of powdered iron or iron filings.
```
@@---
Spell: Antimagic Ray
School: Abjuration
NSch:
NSubSch:
Level: Wizard 7
Save: Will negates (object)
SR: Yes
---
!!
```
## Antimagic Ray
Abjuration
**Level:** Wizard 7
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Ray
**Duration:** 1 round/level
**Saving Throw:** Will negates (object)
**Spell Resistance:** Yes
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, its equipment remains unaffected.
Material Component: A pinch of iron filings mixed with ruby dust worth 100 gp.
```
@@---
Spell: Antipathy
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Druid 9, Wizard 8
Save: Will partial
SR: Yes
---
!!
```
## Antipathy
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Druid 9, Wizard 8
**Components:** V, S, M/DF
**Casting Time:** 1 hour
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One location (up to a 10-ft. cube/level) or one object
**Duration:** 2 hours/level (D)
**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.
Arcane Material Component: A lump of alum soaked in vinegar.
```
@@---
Spell: Antiplant Shell
School: Abjuration
NSch:
NSubSch:
Level: Druid 4
Save: None
SR: Yes
---
!!
```
## Antiplant Shell
Abjuration
**Level:** Druid 4
**Components:** V, S, DF
**Casting Time:** 1 standard action **Range:** 10 ft.
**Area:** 10-ft. radius emanation, centered on you
**Duration:** 10 min./level (D)
**Saving Throw:** None
**Spell Resistance:** Yes
The antiplant shell spell creates an invisible, mobile barrier that keeps all creatures within the shell protected from attacks by plant creatures or animated plants. As with many abjuration spells, forcing the barrier against creatures that the spell keeps at bay strains and collapses the field.
```
@@---
Spell: Anyspell
School: Transmutation
NSch:
NSubSch:
Level: Spell 3
Save: Personal
**Target:** You
---
!!
```
## Anyspell
Transmutation
**Level:** Spell 3
**Components:** V, S, DF (and possibly M, F, and XP)
**Casting Time:** 15 minutes
**Range:** Personal
**Target:** You
**Duration:** Instantaneous
Anyspell allows you to read and prepare any arcane spell of up to 2nd level. You must have an arcane magical writing (a scroll or spellbook) on hand to cast anyspell. During the spell's 15-minute casting time, you can scan the spells available and choose one to read and prepare. Once you choose and prepare an arcane spell, you retain it in your mind. The prepared spell occupies your 3rd-level domain spell slot. If you read the spell from a spellbook, the book is unharmed, but reading a spell from a scroll erases the spell from the scroll. When you cast the arcane spell, it works just as though cast by a wizard of your cleric level except that your Wisdom score sets the save DC (if applicable). You must have a Wisdom of at least 10 + the arcane spell's level to prepare and cast it. Your holy symbol substitutes for any noncostly material component. If the spell has a costly material component (one to which a gold piece value is assigned), you must provide it. If the spell has another focus, you must provide the focus. If the spell has an XP component, you must pay the experience point cost.
```
@@---
Spell: Anyspell, Greater
School: Transmutation
NSch:
NSubSch:
Level: Spell 6
Save: Personal
**Area:** 10-mile radius/level, centered on caster
---
!!
```
## Anyspell, Greater
Transmutation
**Level:** Spell 6
This spell functions like anyspell, except you can read and prepare any arcane spell of up to 5th level, and the prepared spell occupies your 6th-level domain spell slot.
## Apocalypse From The Sky
Conjuration (Creation) [Evil]
**Level:** Corrupt 9
**Components:** V, S, M, Corrupt
**Casting Time:** 1 day
**Range:** Personal
**Area:** 10-mile radius/level, centered on caster
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
The caster calls upon the darkest forces in all existence to rain destruction down upon the land. All creatures and objects in the spell's area take 10d6 points of fire, acid, or sonic damage (caster's choice). This damage typically levels forests, sends mountains tumbling, and wipes out entire populations of living creatures. The caster is subject to the damage as well as the corruption cost.
Material Component: An artifact, usually one of good perverted to this corrupt use.
Corruption Cost: 3d6 points of Constitution damage and 4d6 points of Wisdom drain. Just preparing this spell deals 1d3 points of Wisdom damage, with another 1d3 points of Wisdom damage for each day it remains among the caster's prepared spells.
```
@@---
Spell: Apparition
School: Illusion
Subschool: Phantasm
Descriptor: Fear, Mind-Affecting
NSch:
NSubSch:
Level: Wu Jen 2
Save: Will negates
SR: Yes
---
!!
```
## Apparition
Illusion (Phantasm) [Fear, Mind-Affecting]
**Level:** Wu Jen 2
**Components:** V, S, M
**Casting Time:** 1 round
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
This spell causes the subject's face to take on a horrible and terrifying appearance. You can create nearly any combination of hideous features?blue skin, parrot face, elephantine nose, rotting tusks, or worse?but you cannot duplicate the appearance of any specific creature or person. Any creature (excluding you and your allies) that views the recipient and fails its save becomes shaken.
Material Component: A miniature palette dotted with paints of assorted colors.
```
@@---
Spell: Appraising Touch
School: Divination
NSch:
NSubSch:
Level: Bard 1, Wizard 1
Save: Personal
**Target:** You
---
!!
```
## Appraising Touch
Divination
**Level:** Bard 1, Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level
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%.
```
@@---
Spell: Aquatic Escape
School: Transmutation
Subschool: Polymorph
NSch:
NSubSch:
Level: Druid 1
Save: Personal
**Target:** You
---
!!
```
## Aquatic Escape
Transmutation (Polymorph)
**Level:** Druid 1
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
Your arms and legs fuse with your body as bright silvery scales cover your skin. You take the form of a Diminutive fish. Use the statistics for the toad (MM 282) except for the following changes: Add the aquatic subtype, replace the land speed with a swim speed of 30 feet, remove the amphibious special quality, and replace the toad's skills with Listen +4, Spot +4, and Swim +13. A fish adds its Dexterity modifier, not its Strength modifier, to Swim checks, and gains a +8 racial bonus on Swim checks due to its swim speed. See the polymorph subschool description on page 91 for more details.
As its name suggests, this spell's most common use is to make a quick getaway in a watery environment, but it also allows a clever druid to overcome a flooded corridor or similar obstacle.
```
@@---
Spell: Arboreal Transformation
School: Transformation
NSch:
NSubSch:
Level: Wu Jen 9 (wood)
Save: Fortitude partial
SR: Yes
---
!!
```
## Arboreal Transformation
Transformation
**Level:** Wu Jen 9 (wood)
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 day/level and permanent; see text
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
You transform the subject of the spell into a Huge oak tree. For a number of days equal to your caster level, that oak tree animates as a treant (though it can't animate trees) and serves as you command. You can either command it to follow you, or you can leave it somewhere with a triggering phrase as described in the liveoak spell (PH 248).
When the spell's duration expires, the subject becomes in all respects a normal tree, taking root where it stands if capable. A creature that succeeds on its saving throw is instead slowed (as the spell) as his body fights off the transformation from within. When the spell's duration expires, the subject returns to normal.
```
@@---
Spell: Arc Of Lightning
School: Conjuration
Subschool: Creation
Descriptor: Electricity
NSch:
NSubSch:
Level: Druid 4, Wizard 5, Windstorm 5
Save: Reflex half
SR: No
---
!!
```
## Arc Of Lightning
Conjuration (Creation) [Electricity]
**Level:** Druid 4, Wizard 5, Windstorm 5
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** A line between two creatures
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** No
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.
Arcane Material Component: Two small iron rods.
```
@@---
Spell: Arcane Conversion
School: Universal
NSch:
NSubSch:
Level: Wizard 6
Save: Personal
**Target:** You
---
!!
```
## Arcane Conversion
Universal
**Level:** Wizard 6
**Components:** V, S
**Casting Time:** 1 full round
**Range:** Personal
**Target:** You
**Duration:** Instantaneous
Arcane conversion allows you to exchange a prepared wizard spell for another spell of equal or lower level. For instance, upon casting this spell, you could choose to lose a prepared fly spell and have fireball prepared in its place. The replacement spell must be one already scribed in your spellbook.
The new spell is now prepared and ready to cast as normal, just as though you had prepared it when you last studied your spells.
```
@@---
Spell: Arcane Eye
School: Divination
Subschool: Scrying
NSch:
NSubSch:
Level: Wizard 4
Save: None
SR: No
---
!!
```
## Arcane Eye
Divination (Scrying)
**Level:** Wizard 4
**Components:** V, S, M
**Casting Time:** 10 minutes
**Range:** Unlimited
Effect: Magical sensor
**Duration:** 1 min./level (D)
**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. Material Component: A bit of bat fur.
```
@@---
Spell: Arcane Fusion
School: Universal
NSch:
NSubSch:
Level: Sorcerer 5
Save: Personal
**Target:** You
---
!!
```
## Arcane Fusion
Universal
**Level:** Sorcerer 5
**Components:** V, S; see text
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** Instantaneous
**Duration:** Instantaneous
**Saving Throw:** None or Will partial; see text
**Spell Resistance:** Yes
When you cast this spell, choose any 1st-level sorcerer spell you know and any 4th-level or lower sorcerer spell you know. Neither spell chosen can have a casting time longer than 1 standard action. Both spells take effect in the order you choose, as if you had cast them one after the other using only one standard action, but you don't expend any additional spell slots to cast those spells. Effectively, you cast two other spells using this spell's 5thlevel spell lot. Each of the chosen spells has its normal effect, including range, target, area, duration, saving throw, and spell resistance as appropriate to the spell's level.
If either spell requires a material component, focus, XP cost, or other special cost, these must be used or paid as part of the casting of arcane fusion.
```
@@---
Spell: Arcane Fusion, Greater
School: Universal
NSch:
NSubSch:
Level: Sorcerer 8
Save: None
SR: No
---
!!
```
## Arcane Fusion, Greater
Universal
**Level:** Sorcerer 8
This spell works like arcane fusion, except that you choose any 4th-level or lower sorcerer spell that you know and any 7th-level or lower sorcerer spell that you know to cast together.
## Arcane Lock
Abjuration
**Level:** Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** The door, chest, or portal touched, up to 30 sq. ft./level in size
**Duration:** Permanent
**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.) Material Component: Gold dust worth 25 gp.
```
@@---
Spell: Arcane Mark
School: Universal
NSch:
NSubSch:
Level: Wizard 0
Save: None
SR: No
---
!!
```
## Arcane Mark
Universal
**Level:** Wizard 0
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 0 ft.
Effect: One personal rune or mark, all of which must fit within 1 sq. ft.
**Duration:** Permanent
**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).
```
@@---
Spell: Arcane Maul
Source: Secrets of Sarlona
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 3
Save: Fortitude half; see text
SR: Yes
---
!!
```
## Arcane Maul
Source: Secrets of Sarlona
Evocation [Force]
**Level:** Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** See text
Area/Effect: See text
**Duration:** Instantaneous, 1 round/level (D); see text
**Saving Throw:** Fortitude half; see text
**Spell Resistance:** Yes
This spell creates a powerful aura of pure force that can be wielded as a melee weapon or hurled as an area attack. When the spell is cast, you choose which version of the arcane maul to employ and in which hand to wield the melee version. An arcane maul cannot be first used in melee and then hurled, nor can the melee version be switched from hand to hand.
When used as a melee weapon, an arcane maul acts as a +4 warhammer (1d8 + 4/x3) for 1 round per level, and it can be wielded regardless of proficiency with the warhammer.
Used empty-handed, an arcane maul appears as a shimmering, hammer-shaped force field. When it is used in a hand already holding a weapon, the shimmering force field wraps around both hand and weapon, but all effects of the material weapon (mundane or magic, including damage, bonuses, threat range, and special abilities) are lost for the duration of the spell. An arcane maul can be used with a weapon in your off hand, but the regular penalties for two-weapon fighting apply.
If hurled, an arcane maul shoots out from your fist as a line 50 feet long, then fills a 20-foot radius burst at the end of its range. Creatures within the area of the line and burst take ld6 points of force damage per two levels (maximum 10d6) and are stunned for 1 round. A successful Fortitude save halves damage and negates the stun effect.
A hurled arcane maul damages objects in its area. It destroys nonmagical crystal, glass, ceramic, or porcelain, smashing those substances into dozens of pieces.
Objects that weigh more than your caster level in pounds take damage as normal. If the damage caused to an interposing barrier shatters or breaks through it, an arcane maul can continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does. Material Component: A small clay hammer, crushed in the fist as the spell is cast.
```
@@---
Spell: Arcane Seal
Source: Sharn, City of Towers
School: Abjuration
NSch:
NSubSch:
Level: Magewright 3, Wizard 3
Save: None
SR: No
---
!!
```
## Arcane Seal
Source: Sharn, City of Towers
Abjuration
**Level:** Magewright 3, Wizard 3
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** The door, chest, or portal touched, up to 30 sq. ft./level in size
**Duration:** Permanent
**Saving Throw:** None
**Spell Resistance:** No
This spell can be cast upon a door, chest, or portal. This magically seals the target and attaches a mystical alarm to this location. The focus of the spell is a platinum key; this key is mystically bound to the target of the spell and cannot be used again. The bearer of the key may freely pass the arcane seal 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. In addition, if the door is opened in any manner, the bearer of the key receives a mental alert: a single word, set when the spell is cast.
A knock spell suppresses the seal for 10 minutes. Dispel magic permanently destroys the seal if the dispel check is successful. However, the seal sends its mental alert even if its magic is dispelled. A rogue or artificer can sense the presence of a arcane seal by making a successful Search check (DC 28). A rogue or artificer can temporarily disable the alarm using an arcane key (see next page). Focus: A finely crafted platinum key worth 50 gp.
```
@@---
Spell: Arcane Sight
School: Divination
NSch:
NSubSch:
Level: Wizard 3
Save: Personal
**Target:** You
---
!!
```
## Arcane Sight
Divination
**Level:** Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 min./level (D)
This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly.
You know the location and power of all magical auras within your sight. An aura's power depends on a spell's functioning level or an item's caster level, as noted in the description of the detect magic spell. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; 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.
```
@@---
Spell: Arcane Sight, Greater
School: Divination
NSch:
NSubSch:
Level: Wizard 7
Save: Personal
**Target:** You
---
!!
```
## Arcane Sight, Greater
Divination
**Level:** Wizard 7
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.
## Arcane Spellsurge
Universal
**Level:** Wizard 7, Wu Jen 7 (all)
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
This spell speeds the flow of magic through you, hastening your spellcasting ability. Casting times for arcane spells are reduced as follows:
Normal Casting Time New Casting Time
1 standard action
1 swift action
1 full round
1 standard action
2?10 rounds 1 round less than normal
Arcane spellsurge has no effect on any spell with a casting time of greater than 1 minute or a casting time not listed on the table.
You can't choose to ignore this effect; that is, you can't opt to cast a spell using its normal casting time. Thus, if all your spells normally have casting times of 1 standard action, they take 1 swift action instead, and because you can?t take more than one swift action in a round, you won't be able to cast multiple spells per round while under the effect of arcane spellsurge. (If you have available spells with casting times of 1 full round, you are still able to cast more than one of those spells per round.) However, a sorcerer or other spontaneous arcane caster could cast a metamagic spell (as a standard action) and a normal spell (as a swift action) in the same round.
This spell doesn't stack with any other effect that reduces a spell's casting time.
Special: If you are of the dragonblood subtype (see page 4), you can cast this spell as a swift action.
```
@@---
Spell: Arcane Turmoil
School: Abjuration
NSch:
NSubSch:
Level: Hexblade 2, Wizard 2
Save: Fortitude half
SR: No
---
!!
```
## Arcane Turmoil
Abjuration
**Level:** Hexblade 2, Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
You affect the subject of the spell as if by the targeted variant of dispel magic. Additionally, if the subject is a spellcaster who fails a Will save, she loses one randomly determined prepared spell or spell slot from her highest level of available spells remaining. This spell or spell slot is lost as if it had been cast or used for the day. Material Component: A broken eggshell.
## Arctic Haze
Conjuration (Creation) [Cold]
**Level:** Druid 3, Wizard 3
**Components:** V, S **Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Fog spreads in a 30-ft. radius, 20 ft. high
**Duration:** 10 min./level
**Saving Throw:** Fortitude half
**Spell Resistance:** No
A bank of fog composed entirely of tiny, razor-sharp ice shards billows out from the targeted point. The fog obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can?t use sight to locate the target). In addition, the sharp ice particles tear the skin of those moving through the area, causing 4 points of damage per round, half of which is cold damage.
A strong wind (21+ mph) disperses the fog in 4 rounds; a severe wind (31+ mph) disperses the fog in 1 round. Dispersing the fog in this manner, however, causes damage to those within its area as the icy shards whip past. A strong wind causes 4 points of damage per round (half cold); a severe wind causes 8 points of damage (half cold).
```
@@---
Spell: Armageddon
School: Conjuration
Subschool: Summoning
Descriptor: Good
NSch:
NSubSch:
Level: Sanctified 9
Save: None
SR: No
---
!!
```
## Armageddon
Conjuration (Summoning) [Good]
**Level:** Sanctified 9
**Components:** V, S, Sacrifice
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: 2 or more summoned creatures, no two of which can be more than 30 ft. apart
**Duration:** 1 minute/level (D)
**Saving Throw:** None
**Spell Resistance:** No
The caster opens a portal to one of the good-aligned outer planes and calls forth celestials to aid in battle against the most fearsome forces of evil. The spell takes place over a period of time.
The first round, 2d4 avorals arrive. Two rounds later, a ghaele eladrin arrives to join the fight. Two rounds later, an astral deva arrives. Once these creatures appear, they serve the caster for the duration of the spell. The spell's duration begins the instant the first Armageddon summons the wrath of heaven. celestials appear.
At the end of the spell's duration, all summoned celestials disappear at once. The celestials only heed the summons if the caster is of good alignment and there are evil foes to fight. After their arrival, the celestials obey the caster explicitly and never attack her, even if someone else manages to gain control over them. The caster does not need to concentrate to maintain control over the celestials. She can dismiss them singly or in groups at any time.
Sacrifice: 1 character level.
```
@@---
Spell: Armor Enhancement
Source: Eberron Campaign Setting
School: Transmutation
NSch:
NSubSch:
Level: Artificer 2
Save: None (object)
SR: No (object)
---
!!
```
## Armor Enhancement
Source: Eberron Campaign Setting
Transmutation
**Level:** Artificer 2
As lesser armor enhancement, but you can choose any special ability whose market price is equivalent to a bonus of up to +3 or up to 35,000 gp, such as ghost touch or acid resistance.
Material Component: An ointment costing 50 gp.
## Armor Enhancement, Greater
Source: Eberron Campaign Setting
Transmutation
**Level:** Artificer 3
As lesser armor enhancement, but you can choose any special ability whose market price is equivalent to a bonus of up to +5 or up to 100,000 gp, such as etherealness or greater fire resistance. Material Component: An ointment costing 100 gp.
## Armor Enhancement, Lesser
Source: Eberron Campaign Setting
Transmutation
**Level:** Artificer 1
**Components:** S, M
**Casting Time:** 1 minute
**Range:** Touch
**Target:** Armor or shield touched
**Duration:** 10 min./level
**Saving Throw:** None (object)
**Spell Resistance:** No (object)
The armor or shield you touch temporarily gains a special ability commonly found on magic armor or shields. You can choose any special ability whose market price is equivalent to a +1 bonus or up to 5,000 gp, such as light fortification or shadow. The armor or shield does not need to have an existing enhancement bonus, nor does it gain one when you imbue it with this infusion.
Material Component: An ointment made from rare spices and minerals, costing 10 gp.
```
@@---
Spell: Armor Of Darkness
School: Abjuration
Descriptor: Darkness NSch:
NSubSch:
Level: Darkness 4
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Armor Of Darkness
Abjuration [Darkness] **Level:** Darkness 4
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 10 minutes/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The shroud grants the subject a +4 deflection bonus to Armor Class plus an additional +1 for every three caster levels above 7th (for a total of +5 at 10th level, +6 at 13th, +7 at 16th, to a maximum of +8 at 19th level). The subject can see through the armor as if it did not exist and is also afforded darkvision out to 60 feet. The subject gains a +2 saving throw bonus against any holy, good, or light spells or effects. Undead creatures that are subjects of armor of darkness also gain +4 turn resistance.
```
@@---
Spell: Armor Lock
School: Transmutation
NSch:
NSubSch:
Level: Bard 1, hexblade 1, sorcerer/ wizard 1
Save: Fortitude negates
SR: Yes
---
!!
```
## Armor Lock
Transmutation
**Level:** Bard 1, hexblade 1, sorcerer/ wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature wearing armor
**Duration:** 1 round/level (D)
**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.
```
@@---
Spell: Armored Vermin
Source: Drow of the Underdark
School: Transmutation
NSch:
NSubSch:
Level: Cleric 4, Druid 4
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Armored Vermin
Source: Drow of the Underdark
Transmutation
**Level:** Cleric 4, Druid 4
**Components:** V, S, DF, Drow
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** Up to three vermin, no two of which are more than 30 ft. apart
**Duration:** 1 round/level (D)
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The vermin you select pause for a moment as their exoskeletons take on a metallic sheen.
You cause the exoskeletons of up to three vermin to harden to the strength of steel.
The spell increases the vermin's natural armor bonus by 2.
This bonus increases by 1 for every three caster levels above 7th, to a maximum of +6 at caster level 19th. The enhancement bonus provided by armored vermin stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor.
A vermin with no natural armor has an effective natural armor bonus of +0.
```
@@---
Spell: Arrow Mind
School: Divination
NSch:
NSubSch:
Level: Ranger 1, Wizard 1
Save: Personal
**Target:** You
---
!!
```
## Arrow Mind
Divination
**Level:** Ranger 1, Wizard 1
**Components:** V, S, M
**Casting Time:** 1 immediate action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level (D)
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. Material Component: A flint arrowhead.
```
@@---
Spell: Arrow Of Bone
School: Necromancy
Descriptor: Death
NSch:
NSubSch:
Level: Wizard 7
Save: Fortitude partial
SR: Yes
---
!!
```
## Arrow Of Bone
Necromancy [Death]
**Level:** Wizard 7
**Components:** V, S, M
**Casting Time:** 10 minutes
**Range:** Touch
**Target:** One projectile or thrown weapon touched
**Duration:** 1 hour/level or until discharged
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
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 +20). Regardless of whether the attack hits, the magic of the arrow of bone is discharged by the attack, and the missile is destroyed.
Material Component: A tiny sliver of bone and an oil of magic weapon (50 gp).
```
@@---
Spell: Arrow Storm
School: Transmutation
NSch:
NSubSch:
Level: Ranger 3
Save: Personal
**Target:** You
---
!!
```
## Arrow Storm
Transmutation
**Level:** Ranger 3
**Components:** V
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round
You can cast this spell only at the beginning of your turn, before you take any other actions. After casting arrow storm, you can use a full-round action to make one ranged attack with a bow with which you are proficient against every foe within a distance equal to the weapon's range increment. You can attack a maximum number of individual targets equal to your character level. If you choose not to spend a full-round action in this fashion after casting the spell, the spell has no effect.
```
@@---
Spell: Arrowsplit
Source: Champions of Ruin
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Assassin 3, Ranger 3, Justice of Weald and Woe 3
Save: None
SR: Yes
---
!!
```
## Arrowsplit
Source: Champions of Ruin
Conjuration (Creation)
**Level:** Assassin 3, Ranger 3, Justice of Weald and Woe 3
**Components:** V, M
**Casting Time:** 1 swift action
**Range:** Touch
**Target:** One masterwork arrow or bolt
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
This spell is cast upon a masterwork arrow or bolt, causing it to split in mid-flight into 1d4+1 identical masterwork arrows or bolts.
All the missiles strike the same target, and you must make a separate attack roll for each missile.
The arrow or bolt must be fired during the same round the spell is cast, or the magic dissipates and is lost. The projectile is destroyed even if it misses its target.
Material Component: Masterwork arrow or bolt.
```
@@---
Spell: Arms Of Plenty
School: Transmutation
NSch:
NSubSch:
Level: Wizard 3
Save: None
SR: No
---
!!
```
## Arms Of Plenty
Transmutation
**Level:** Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One creature
**Duration:** 1 round/level **Saving Throw:** None
**Spell Resistance:** No
Two clawed arms grow out of the subject's body. The arms are roughly humanoid, but are either scaly or furred and end in sharp talons. The spell transforms any clothing or armor worn by the creature to accommodate these additional arms; when the duration ends the creature's clothing and armor return to normal.
The arms grant the subject two primary claw attacks. A hit from one of the claws deals slashing damage equal to 1d6 points (1d4 if Small) plus the creature's Strength modifier. The claws cannot be used to wield weapons or manipulate objects. Since the claws are primary attacks, you can attack with them in addition to making your weapon attacks without penalty. The claws count as magic weapons for the purpose of overcoming damage reduction. If both claw attacks hit the same target, the arms can rend the target for extra damage equal to 2d6 points plus 1-1/2 times the subject's Strength modifier.
Multiple castings of arms of plenty on a creature do not stack; the duration simply resets. Material Component: A xill's claw.
```
@@---
Spell: As The Frost
School: Transmutation
Descriptor: Cold
NSch:
NSubSch:
Level: Druid 7, Wizard 7
Save: Personal
**Target:** You
---
!!
```
## As The Frost
Transmutation [Cold]
**Level:** Druid 7, Wizard 7
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
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.
Material Component: A chunk of ice or crystal.
```
@@---
Spell: Ashen Union
School: Necromancy
NSch:
NSubSch:
Level: Wizard 6
Save: Fortitude half and Fortitude partial; see text
SR: Yes
---
!!
```
## Ashen Union
Necromancy
**Level:** Wizard 6
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One living creature
**Duration:** Instantaneous
**Saving Throw:** Fortitude half and Fortitude partial; see text
**Spell Resistance:** Yes
You drain all the moisture from the body of a living creature, dealing it 1d6 points of desiccation damage per two caster levels (maximum 10d6). A creature that makes a successful Fortitude save takes half damage. If the subject takes damage from the spell (whether its first save was successful or not) equal to more than half of its current hit points, it must make another Fortitude saving throw or die as its body expels all remaining fluid, leaving behind only a fragile husk that powders to ash at the least touch.
A victim's equipment is unaffected.
A creature that is affected but not slain by the spell is dehydrated (see page 15). Material Component: A piece of dried fruit and a pinch of dust.
```
@@---
Spell: Ashstar
School: Conjuration
Subschool: Creation
Descriptor: Evil
NSch:
NSubSch:
Level: Wizard 2
Save: Fortitude negates
SR: No
---
!!
```
## Ashstar
Conjuration (Creation) [Evil]
**Level:** Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft. level)
Effect: One ashstar; see text
**Duration:** 1 round/level
**Saving Throw:** Fortitude negates
**Spell Resistance:** No
You create a magical construct called an ashstar. It shoots from your hand and hovers in the air anywhere within the limit of the range. Each round, you can move the ashstar anywhere within range by spending a move action to concentrate on the new position.
The ashstar gives off a reddish light, akin to the hazy light within a sandstorm, providing shadowy illumination in a 20-foot radius. A creature you designate within 10 feet of the ashstar that takes damage from any source must make a Fortitude saving throw. On a failed save, the damage is considered desiccation damage, and the victim becomes dehydrated.
An ashstar can be attacked as if it were an object. It has hardness 10 and 20 hit points.
```
@@---
Spell: Aspect Of The Chromatic Dragon
School: Transmutation
Subschool: Polymorph
Descriptor: Evil
NSch:
NSubSch:
Level: Sorcerer 8
Save: Personal
**Target:** You
---
!!
```
## Aspect Of The Chromatic Dragon
Transmutation (Polymorph) [Evil]
**Level:** Sorcerer 8
**Components:** V, S, Evil
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
You take the form of an aspect of Tiamat (see page 110). You gain 100 temporary hit points, which disappear at the end of the spell's duration. For details, see The Polymorph Subschool on page 60. Evil: Only evil-aligned characters can cast this spell.
```
@@---
Spell: Aspect Of The Earth Hunter
School: Transmutation
NSch:
NSubSch:
Level: Druid 6, ranger 4
Save: Personal
**Target:** You
---
!!
```
## Aspect Of The Earth Hunter
Transmutation
**Level:** Druid 6, ranger 4
**Components:** V, S, M, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level (D)
When you cast this spell, you assume the physical appearance and many of the qualities and abilities of a bulette (MM 30). While under the effect of the spell, your creature type changes to magical beast, and your size changes to Huge. You have the space and reach of a bulette (15 feet/10 feet). You gain the Strength, Dexterity, and Constitution of an average bulette (Str 27, Dex 15, Con 20), but you retain your own mental ability scores. Your base land speed becomes 40 feet, and you gain a burrow speed of 10 feet. You gain darkvision out to 60 feet. You also gain low-light vision, scent, and tremorsense out to 60 feet. 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 abilities. 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 bulette form. However, if you have the Natural Spell feat, you can cast spells normally. Your natural armor bonus becomes +12, regardless of any natural armor bonus from your normal form. You can make two claw attacks, which are natural weapons that deal 2d8+8 points of damage. While in bulette form, you gain the bulette's leap extraordinary attack form, allowing you to make four claw attacks instead of two. Your equipment melds into your new form and becomes nonfunctional. Material Component: A small piece of a bulette's armored shell.
```
@@---
Spell: Aspect Of The Icy Hunter
School: Transmutation
Subschool: Polymorph
NSch:
NSubSch:
Level: Wizard 4
Save: Personal
**Target:** You
---
!!
```
## Aspect Of The Icy Hunter
Transmutation (Polymorph)
**Level:** Wizard 4
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
You take the form of a winter wolf (MM 256). You gain 20 temporary hit points, which disappear at the end of the spell's duration. See the Polymorph Subschool sidebar on page 91 for more details.
```
@@---
Spell: Aspect Of The Platinum Dragon
School: Transmutation
Subschool: Polymorph
Descriptor: Good
NSch:
NSubSch:
Level: Sorcerer 7
Save: Personal
**Target:** You
---
!!
```
## Aspect Of The Platinum Dragon
Transmutation (Polymorph) [Good]
**Level:** Sorcerer 7
**Components:** V, S, Good
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
You rake the form of an aspect of Bahamut (see page 108). You gain 110 temporary hit points, which disappear at the end of the spell's duration. For details, see The Polymorph Subschool on page 60. (If you don't have access to Draconomicon, replace the aspect's Tempest Breath feat with Great Cleave.) Good: Only good-aligned characters can cast this spell.
```
@@---
Spell: Aspect Of The Wolf
School: Transmutation
NSch:
NSubSch:
Level: Druid 1, ranger 1
Save: Personal
**Target:** You
---
!!
```
## Aspect Of The Wolf
Transmutation
**Level:** Druid 1, ranger 1
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level (D)
When you cast this spell, you assume the physical appearance and many of the qualities and abilities of a wolf
(MM 283). While under the effect of the spell, your creature type changes to animal, and your size changes to Medium. You have the space and reach of a wolf (5 ft./5 ft.). You gain the Strength, Dexterity, and Constitution of an average wolf (Str 13, Dex 15, Con 15), but you retain your own mental ability scores. Your base land speed becomes 50 feet. You gain low-light vision and scent. You gain a bite attack, which is a primary natural attack that deals 1d6+1 points of damage with each successful hit. 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 abilities. 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 wolf form. However, if you have the Natural Spell feat, you can cast spells normally. Your natural armor bonus becomes +2, regardless of any natural armor bonus from your normal form. While in wolf form, you gain the wolf's trip extraordinary attack form, allowing you to make a free trip attempt against any opponent that you hit with your bite attack. Your equipment melds into your new form and becomes nonfunctional.
Arcane Material Component: A whisker from a wolf.
```
@@---
Spell: Aspect Of The Werebeast
School: Transmutation
Descriptor: Mindset
NSch:
NSubSch:
Level: Druid 4, ranger 4
Save: Personal
**Target:** You
---
!!
```
## Aspect Of The Werebeast
Transmutation [Mindset]
**Level:** Druid 4, ranger 4
**Components:** V, S, shifter
**Casting Time:** 1 round
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
When you cast this spell, you tap into your shifter nature to transform yourself into a hybrid of your natural form and a specific animal. This transformation resembles the hybrid forms of some lycanthropes, and grants similar bonuses and abilities.
When you cast aspect of the werebeast, choose one of the animal forms listed below to determine your hybrid form.
Bear: You gain a +4 enhancement bonus to Strength and Constitution. In addition, if you have a natural claw attack, you gain the improved grab special attack. This ability allows you to make a free grapple attempt against a foe at least one size category smaller than you whenever you hit with your natural claw attack. For more information, see page 310 of the Monster Manual.
Tiger: You gain a +4 enhancement bonus to Strength and Dexterity. In addition, you gain the pounce special attack, allowing you to follow a charge with a full attack (including rake attacks). For more information, see page 313 of the Monster Manual.
Wolf: You gain a +4 enhancement bonus to Dexterity and Constitution and a +10 feet enhancement bonus to your land speed. In addition, if you have a natural bite attack, you can attempt to trip your opponent as a free action without making a touch attack or provoking an attack of opportunity. If this trip attempt fails, your opponent cannot react to trip you.
Razorclaw shifters tend to prefer the bear or tiger aspects of this spell, while longtooth shifters prefer the wolf aspect. As with other spells and effects, aspect of the werebeast does not stack with itself. You cannot gain multiple benefits from the spell even if you cast it multiple times with different aspects. Mindset: While this spell is prepared, the duration of your shifting is increased by 1 round.
```
@@---
Spell: Assassin's Darkness
School: Evocation
Subschool: Darkness
NSch:
NSubSch:
Level: Assassin 4
Save: No
SR: No
---
!!
```
## Assassin's Darkness
Evocation (Darkness)
**Level:** Assassin 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 40-ft. radius spherical emanation
**Duration:** 1 minute/level (D)
**Saving Throw:** No
**Spell Resistance:** No
Covering your eyes and spitting a harsh whisper, you conjure a globe of absolute blackness before you. As you step forward, your sight alone pierces the darkness, showing you your disoriented victims within.
You call a globe of absolute darkness into being, which only you can see through. All other creatures within or who enter this spell's area are blinded while they remain in the area. Even creatures that have darkvision cannot see through this magical obscurement, although creatures capable of seeing in magical darkness (such as devils) are not affected by it.
While you are outside the sphere, you can see nothing within, and every creature within has total concealment. Upon entering the spell's area, however, you can see as if the area were illuminated by bright light and can interact with those within as normal, even though they cannot see you.
```
@@---
Spell: Assay Spell Resistance
School: Divination
NSch:
NSubSch:
Level: Cleric 4, Wizard 4
Save: Personal
**Target:** You
---
!!
```
## Assay Spell Resistance
Divination
**Level:** Cleric 4, Wizard 4
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
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.
```
@@---
Spell: Astral Hospice
School: Conjuration
Subschool: Teleportation
NSch:
NSubSch:
Level: Cleric 4
Save: None
SR: No
---
!!
```
## Astral Hospice
Conjuration (Teleportation)
**Level:** Cleric 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: See text
**Duration:** 24 hours/level
**Saving Throw:** None
**Spell Resistance:** No
This spell can be cast only upon the Astral Plane (Dmg 154). It opens up a small planar portal to a demiplane where natural healing can occur (unlike on the Astral Plane itself). The firm surface of the demiplane is roughly 50 feet square, and the demiplane extends 50 feet above the surface. The demiplane's traits (including time, gravity, and magic) match those of the Material Plane, and the demiplane is self-contained; walking to one end returns a character to the point from which he began. The demiplane has no unusual planar traits. The only way in or out of the demiplane is through the entrance created by you, and only those named or described by you upon the casting of the spell can enter. The portal continues to exist and remains visible on the Astral Plane only while the hospice demiplane exists. When you leave the demiplane, the portal seals shut and vanishes. Anyone still in the hospice demiplane at that time appears on the Astral Plane at the location of the hospice's entrance. Material Component: A single flawless gemstone of at least 250 gp value.
```
@@---
Spell: Astral Projection
School: Necromancy
NSch:
NSubSch:
Level: Cleric 9, Wizard 9, Travel 9
Save: None
SR: Yes
---
!!
```
## Astral Projection
Necromancy
**Level:** Cleric 9, Wizard 9, Travel 9
**Components:** V, S, M
**Casting Time:** 30 minutes
**Range:** Touch
Targets: You plus one additional willing creature touched per two caster levels **Duration:** See text
**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).
Material Component: A jacinth worth at least 1,000 gp, plus a silver bar worth 5 gp for each person to be affected.
```
@@---
Spell: Atonement
School: Abjuration
NSch:
NSubSch:
Level: Cleric 5, Druid 5
Save: None
SR: Yes
---
!!
```
## Atonement
Abjuration
**Level:** Cleric 5, Druid 5
**Components:** V, S, M, F, DF, XP
**Casting Time:** 1 hour
**Range:** Touch
**Target:** Living creature touched
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
This spell removes the burden of evil acts or misdeeds from the subject. The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds. If the atoning creature committed the evil act unwittingly or under some form of compulsion, atonement operates normally at no cost to you. However, in the case of a creature atoning for deliberate misdeeds and acts of a knowing and willful nature, you must intercede with your deity (requiring you to expend 500 XP) in order to expunge the subject's burden. Many casters first assign a subject of this sort a quest (see geas/quest) or similar penance to determine whether the creature is truly contrite before casting the atonement spell on its behalf.
Atonement may be cast for one of several purposes, depending on the version selected.
Reverse Magical Alignment Change: If a creature has had its alignment magically changed, atonement returns its alignment to its original status at no cost in experience points.
Restore Class: A paladin who has lost her class features due to committing an evil act may have her paladinhood restored to her by this spell.
Restore Cleric or Druid Spell Powers: A cleric or druid who has lost the ability to cast spells by incurring the anger of his or her deity may regain that ability by seeking atonement from another cleric of the same deity or another druid. If the transgression was intentional, the casting cleric loses 500 XP for his intercession. If the transgression was unintentional, he does not lose XP.
Redemption or Temptation: You may cast this spell upon a creature of an opposing alignment in order to offer it a chance to change its alignment to match yours. The prospective subject must be present for the entire casting process. Upon completion of the spell, the subject freely chooses whether it retains its original alignment or acquiesces to your offer and changes to your alignment. No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment. This use of the spell does not work on outsiders or any creature incapable of changing its alignment naturally.
Though the spell description refers to evil acts, atonement can also be used on any creature that has performed acts against its alignment, whether those acts are evil, good, chaotic, or lawful.
Note: Normally, changing alignment is up to the player. This use of atonement simply offers a believable way for a character to change his or her alignment drastically, suddenly, and definitively.
Material Component: Burning incense.
Focus: In addition to your holy symbol or normal divine focus, you need a set of prayer beads (or other prayer device, such as a prayer wheel or prayer book) worth at least 500 gp.
XP Cost: When cast for the benefit of a creature whose guilt was the result of deliberate acts, the cost to you is 500 XP per casting (see above).
```
@@---
Spell: Attentive Alarm
School: Abjuration
NSch:
NSubSch:
Level: Wizard 2
Save: None
SR: No
---
!!
```
## Attentive Alarm
Abjuration
**Level:** Wizard 2
This spell functions like alarm, except that you immediately know the type and number of creatures that triggered the spell. This effect applies only to creatures that cross the boundary during the round in which the spell is triggered; creatures that come afterward are not automatically detected.
When used as a touch attack against a plant creature, the spell deals ld8 points of damage per round. A successful Fortitude save reduces the duration to 1 round.
Alternatively, you can touch a weapon with a wooden striking surface (such as a club or quarterstaff). Any creature damaged by the weapon is sickened for 1 round unless it succeeds on a Fortitude save. Treat this as a poison effect for creatures immune or resistant to such effects.
## Attune Form
Transmutation
**Level:** Cleric 3, druid 3, sorcerer/ wizard 4
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One creature/3 levels
**Duration:** 24 hours
**Saving Throw:** None
**Spell Resistance:** No
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). Arcane Material Component: A bit of stone or earth from your home plane.
```
@@---
Spell: Augment Familiar
School: Transmutation
NSch:
NSubSch:
Level: Wizard 2
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Augment Familiar
Transmutation
**Level:** Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** Your familiar
**Duration:** Concentration + 1 round/ level
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
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.
```
@@---
Spell: Augment Truefriend
Source: Tome of Magic
School: Transmutation
NSch:
NSubSch:
Level: Bard 2, Cleric 2, druid 2, Wizard 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Augment Truefriend
Source: Tome of Magic
Transmutation
**Level:** Bard 2, Cleric 2, druid 2, Wizard 2
**Components:** V, S, T
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
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.
Truename Component: When you cast this spell, you must correctly speak the personal truename of the creature you're augmenting.
```
@@---
Spell: Augury
School: Divination
NSch:
NSubSch:
Level: Cleric 2
Save: Personal
**Target:** You
---
!!
```
## Augury
Divination
**Level:** Cleric 2
**Components:** V, S, M, F
**Casting Time:** 1 minute
**Range:** Personal
**Target:** You
**Duration:** Instantaneous
An augury can tell you whether a particular action will bring good or bad results for you in the immediate future. The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results:
- Weal (if the action will probably bring good results).
- Woe (for bad results).
- Weal and woe (for both).
- Nothing (for actions that don?t have especially good or bad results).
If the spell fails, you get the ?nothing? result. A cleric who gets the ?nothing? result has no way to tell whether it was the consequence of a failed or successful augury.
The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same dice result as the first casting.
Material Component: Incense worth at least 25 gp.
Focus: A set of marked sticks, bones, or similar tokens of at least 25 gp value.
```
@@---
Spell: Aura Against Flame
School: Abjuration
NSch:
NSubSch:
Level: Cleric 2, druid 1
Save: Personal
**Target:** You
---
!!
```
## Aura Against Flame
Abjuration
**Level:** Cleric 2, druid 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
You create an aura of blue mist that protects you against fire, absorbing the first 10 points of fire damage as a resist energy (fire) spell (PH 272). In addition to the resist energy (fire) effect, the spell can be used to snuff out fires. Any nonmagical flame that the aura contacts is immediately extinguished if the flame's maximum damage is 10 or fewer points per round. This means that torches, small fires, and hurled alchemist's fire are snuffed out and cause no damage if used against you or if you touch them. You can use a standard action to touch an existing magical fire (such as a flaming sphere or a wall of fire) and attempt to dispel it as if using a dispel magic spell against it (use the caster level of aura against flame for the caster level check). If you succeed, you take no damage from the touch and the magical fire and aura both vanish. If you fail, you take damage from the magical fire source normally (reduced by your aura against flame), and both spells remain. With a readied action, you can use the aura as a dispel magic effect to counterspell a magical fire attack against you. If successful, the spell is counterspelled and the aura disappears. If you fail the dispel check, or if the attack is not a fire attack, the aura remains.
```
@@---
Spell: Aura Of Cold, Greater
School: Transmutation
Descriptor: Cold NSch:
NSubSch:
Level: Cleric 7, druid 7 **Range:** 10 ft.
Save: None
SR: Yes
---
!!
```
## Aura Of Cold, Greater
Transmutation [Cold] **Level:** Cleric 7, druid 7 **Range:** 10 ft.
**Area:** 10-ft. radius spherical emanation, centered on you
This spell functions exactly like lesser aura of cold, except it deals 2d6 points of cold damage to all creatures within 10 feet.
## Aura Of Cold, Lesser
Transmutation [Cold]
**Level:** Cleric 3, druid 3, paladin 4, ranger 4
**Components:** V, S, DF
**Casting Time:** 1 standard action **Range:** 5 ft.
**Area:** 5-ft. radius spherical emanation, centered on you
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** Yes
You are covered in a thin layer of white frost and frigid cold emanates from your body, dealing 1d6 points of cold damage at the start of your round to each creature within 5 feet.
```
@@---
Spell: Aura Of Evasion
School: Abjuration
NSch:
NSubSch:
Level: Cleric 5, Wizard 6
Save: No
SR: No
---
!!
```
## Aura Of Evasion
Abjuration
**Level:** Cleric 5, Wizard 6
**Components:** V, S, M, DF
**Casting Time:** 1 standard action
**Range:** 10 ft.
**Area:** 10-ft. radius emanation centered on you
**Duration:** 1 minute/level
**Saving Throw:** No
**Spell Resistance:** No
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 successfully 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. Material Component: Powdered emerald worth 500 gp.
```
@@---
Spell: Aura Of Glory
School: Transmutation
NSch:
NSubSch:
Level: Paladin 2
Save: None
SR: No
---
!!
```
## Aura Of Glory
Transmutation
**Level:** Paladin 2
**Components:** V, DF
**Casting Time:** 1 swift action
**Area:** 10-ft. radius spread
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
You channel divine power into yourself, spreading glory to your comrades. This spell removes any fear effect from all allies within your aura of courage.
```
@@---
Spell: Aura Of Terror
School: Necromancy
Descriptor: Fear, Mind-Affecting
NSch:
NSubSch:
Level: Wizard 6
Save: Will negates; see text
SR: Yes
---
!!
```
## Aura Of Terror
Necromancy [Fear, Mind-Affecting]
**Level:** Wizard 6
**Components:** V
**Casting Time:** 1 standard action
**Range:** 30-ft. radius emanation centered on you
**Duration:** 1 minute/level
**Saving Throw:** Will negates; see text
**Spell Resistance:** Yes
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.
```
@@---
Spell: Aura Of The Sun
Source: Lost Empires of Faerûn
School: Abjuration
Descriptor: Light
NSch:
NSubSch:
Level: Cleric 4, Paladin 4
Save: No
SR: None
---
!!
```
## Aura Of The Sun
Source: Lost Empires of Faerûn
Abjuration [Light]
**Level:** Cleric 4, Paladin 4
**Components:** V, S, DF
**Casting Time:** 1 standard action **Range:** 10 ft.
**Area:** 10-ft. radius emanation centered on you
**Duration:** 1 round/level (D)
**Saving Throw:** No
**Spell Resistance:** None
By casting aura of the sun, you fill the area around you with warm, glowing light that eliminates natural shadows and hampers magical darkness.
Any creature attempting to cast a spell from the shadow subschool or a spell with the darkness descriptor within an aura of the sun must succeed on a caster level check (DC 11 + your caster level), or the spell fails.
Areas of magical darkness originating from 3rd-level or lower spells and effects are temporarily suppressed when overlapping with an aura of the sun.
Creatures that take penalties in bright light also take them while within an aura of the sun, and an undead creature takes 1d6 points of positive energy damage at the end of its turn every round that it spends within the spell's area.
Furthermore, any creature attempting to hide within the aura takes a -4 penalty on Hide checks.
This effect is centered on you and moves with you.
Anyone who enters the aura immediately becomes subject to its effect, but creatures that leave are no longer affected.
```
@@---
Spell: Aura Of Vitality
School: Transmutation
NSch:
NSubSch:
Level: Druid 7
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Aura Of Vitality
Transmutation
**Level:** Druid 7
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One creature/3 levels, no two of which are more than 30 ft. apart
**Duration:** 1 round/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
All subjects receive a +4 morale bonus to Strength, Dexterity, and Constitution.
```
@@---
Spell: Avascular Mass
School: Necromancy
Descriptor: Death, Evil
NSch:
NSubSch:
Level: Deathbound 8, sorcerer/ wizard 8
Save: Fortitude partial and Reflex negates; see text
SR: Yes
---
!!
```
## Avascular Mass
Necromancy [Death, Evil]
**Level:** Deathbound 8, sorcerer/ wizard 8
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Ray
**Duration:** See text
**Saving Throw:** Fortitude partial and Reflex negates; see text
**Spell Resistance:** Yes
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 check 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.
```
@@---
Spell: Avasculate
School: Necromancy
Descriptor: Death, Evil
NSch:
NSubSch:
Level: Deathbound 7, sorcerer/ wizard 7
Save: Fortitude partial
SR: Yes
---
!!
```
## Avasculate
Necromancy [Death, Evil]
**Level:** Deathbound 7, sorcerer/ wizard 7
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Ray
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
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.
```
@@---
Spell: Avoid Planar Effects
School: Abjuration
NSch:
NSubSch:
Level: Cleric 2, druid 2, sorcerer/ wizard 3
Save: None
SR: Yes (harmless)
---
!!
```
## Avoid Planar Effects
Abjuration
**Level:** Cleric 2, druid 2, sorcerer/ wizard 3
**Components:** V
**Casting Time:** 1 immediate action **Range:** 20 ft.
Targets: One creature/level in a 20-ft. radius burst centered on you
**Duration:** 1 minute/level
**Saving Throw:** None
**Spell Resistance:** Yes (harmless)
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 waterdominant 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.
```
@@---
Spell: Awaken
School: Transmutation
NSch:
NSubSch:
Level: Druid 5
Save: Will negates
SR: Yes
---
!!
```
## Awaken
Transmutation
**Level:** Druid 5
**Components:** V, S, DF, XP
**Casting Time:** 24 hours
**Range:** Touch
**Target:** Animal or tree touched
**Duration:** Instantaneous
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You awaken a tree or animal to humanlike sentience. To succeed, you must make a Will save (DC 10 + the animal's current HD, or the HD the tree will have once awakened).
The awakened animal or tree is friendly toward you. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it. An awakened tree has characteristics as if it were an animated object, except that it gains the plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6. An awakened plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human's.
An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Its type becomes magical beast (augmented animal). An awakened animal can?t serve as an animal companion, familiar, or special mount.
An awakened tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any).
XP Cost: 250 XP.
```
@@---
Spell: Awaken, Mass
School: Transmutation
NSch:
NSubSch:
Level: Druid 8
Save: See text
SR: Yes
---
!!
```
## Awaken, Mass
Transmutation
**Level:** Druid 8
**Components:** V, S, DF, XP
**Casting Time:** 24 hours
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One animal or tree/3 levels, no two of which are more than 30 ft. apart
**Duration:** Instantaneous
**Saving Throw:** See text
**Spell Resistance:** Yes
You awaken one or more trees or animals to humanlike sentience. All awakened creatures must be of the same kind. To succeed, you must make a Will save (DC 10 + the HD of the highest-HD target, or the HD the highest-HD tree has once awakened, whichever is greater). Failure indicates that the spell fails for all targets. The awakened animal or tree is friendly toward you. You have no special empathy or connection with it, but it serves you in specific tasks or endeavors if you communicate your desires to it. An awakened tree has characteristics as if it were an animated object (MM 13), except that its Intelligence, Wisdom, and Charisma scores are all 3d6. Awakened plants gain the ability to move their limbs, roots, vines, creepers, and so forth, and they have senses similar to a human's. An awakened animal has 3d6 Intelligence, a +1d3 bonus to Charisma, and +2 HD. An awakened tree or animal can speak one language that you know, plus one additional language that you know per point of its Intelligence bonus, if it has one. (See MM 290 for information on skills and feats the creature gains.) XP Cost: 250 XP per creature awakened.
```
@@---
Spell: Awaken Construct
School: Transmutation
NSch:
NSubSch:
Level: Cleric 9, Wizard 9
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Awaken Construct
Transmutation
**Level:** Cleric 9, Wizard 9
**Components:** V, S, M, XP
**Casting Time:** 8 hours
**Range:** Touch
**Target:** One construct
**Duration:** Instantaneous
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
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.)
Material Component: The brain of a humanoid that has been dead less than 8 hours. XP Cost: 5,000 XP.
```
@@---
Spell: Awaken Sand
School: Transmutation
NSch:
NSubSch:
Level: Druid 6, Sand 6
Save: None
SR: No
---
!!
```
## Awaken Sand
Transmutation
**Level:** Druid 6, Sand 6
**Components:** V, S, DF, XP
**Casting Time:** 24 hours
**Range:** Touch
**Target:** 15-ft. area of sand touched
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
You awaken a region of sand, or similar material, to humanlike sentience. To succeed, you must make a DC 18 Will save. The awakened sand is friendly toward you. You have no special empathy or connection with sand you awaken, although it serves you in specific tasks or endeavors if you communicate your desire to it.
The sand creature you awaken has the same statistics as a Huge animated object with a base land speed of 40 feet and a burrow speed of 20 feet. Unlike normal animated objects, awakened sand beings have the earth subtype, and their Intelligence, Wisdom, and Charisma scores are each 3d6. A sand being has immunity to polymorphing. The awakened sand can speak one language you know, plus one additional language that you know per point of Intelligence bonus (if any) it has.
A sand creature can engulf Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The sand creature merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the creature, but if they do so they are not entitled to a saving throw.
Those who do not attempt attacks of opportunity must succeed on a DC 19 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent's choice) as the creature moves forward. Engulfed opponents are considered grappled and are trapped within the sand creature's body. The sand creature deals 1d6+3 points of damage to trapped opponents each round after the one in which it engulfed them. Opponents that need to breathe risk suffocation (see page 304 of the Dungeon Master's Guide). The save DC is Strength-based. Sand creatures are amorphous and can do anything sand would be expected to do?hide perfectly atop other sand, form into dunes and drifts, and pour through small openings (although passing through an opening two size categories smaller than the creature takes a full-round action). XP Cost: 500 XP.
```
@@---
Spell: Awaken Sin
School: Enchantment
Subschool: Compulsion
Descriptor: Fear, Good, Mind-Affecting
NSch:
NSubSch:
Level: Cleric 3, paladin 2
Save: Will negates
SR: Yes
---
!!
```
## Awaken Sin
Enchantment (Compulsion) [Fear, Good, Mind-Affecting]
**Level:** Cleric 3, paladin 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One evil creature with Intelligence 3+
**Duration:** Instantaneous
**Saving Throw:** Will negates
**Spell Resistance:** Yes
The subject immediately takes 1d6 points of nonlethal damage per caster level (maximum 10d6) and is stunned for 1 round. If this knocks the subject unconscious, it also takes 1d6 points of Wisdom damage.
```
@@---
Spell: Awaken Undead
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Deathbound 6, sorcerer/ wizard 7
Save: None (harmless)
SR: Yes (harmless)
---
!!
```
## Awaken Undead
Necromancy [Evil]
**Level:** Deathbound 6, sorcerer/ wizard 7
**Components:** V, S, M, XP
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: All mindless undead within a circle with a radius of 25 ft. + 5 ft./2 levels
**Duration:** Instantaneous
**Saving Throw:** None (harmless)
**Spell Resistance:** Yes (harmless)
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).
Material Component: A humanoid finger bone.
XP Cost: 250 XP
```
@@---
Spell: Axiomatic Creature
School: Transmutation
NSch:
NSubSch:
Level: Cleric 8, Wizard 8
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Axiomatic Creature
Transmutation
**Level:** Cleric 8, Wizard 8
**Components:** V, S, M, XP, Archon
**Casting Time:** 1 round
**Range:** Touch
**Target:** One corporeal creature of lawful or neutral alignment that is native to the Material Plane
**Duration:** Permanent
**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
1?3
5
4?7
10
8?11
15
12+
20
Material Component: A diamond wand worth at least 10,000 gp. XP Cost: 1,000 XP.
```
@@---
Spell: Axiomatic Storm
School: Conjuration
Subschool: Creation
Descriptor: Lawful, Water
NSch:
NSubSch:
Level: Cleric 3, paladin 3
Save: None
SR: No
---
!!
```
## Axiomatic Storm
Conjuration (Creation) [Lawful, Water]
**Level:** Cleric 3, paladin 3
**Components:** V, S, M, DF
**Casting Time:** 1 standard action
**Area:** Cylinder (20-ft. radius, 20 ft. high)
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** No
A driving rain falls around you. It falls in a fixed area once created. The storm reduces hearing and visibility, resulting in a ?4 penalty on Listen, Spot, and Search checks. It also applies a ?4 penalty on ranged attacks made into, out of, or through the storm. Finally, it automatically extinguishes any unprotected flames and has a 50% chance to extinguish protected flames (such as those of lanterns). The rain damages chaotic creatures, dealing 2d6 points of damage per round (chaotic outsiders take double damage). In addition, each round, a gout of acid strikes a randomly selected chaotic outsider within the spell's area, dealing 5d6 points of acid damage. After the spell's duration expires, the water disappears.
Material Component: A flask of axiomatic water (see the axiomatic water spell, below).
```
@@---
Spell: Axiomatic Water
School: Transmutation
Descriptor: Lawful
NSch:
NSubSch:
Level: Cleric 1, paladin 1
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Axiomatic Water
Transmutation [Lawful]
**Level:** Cleric 1, paladin 1
**Components:** V, S, M
**Casting Time:** 1 minute
**Range:** Touch
**Target:** Flask of water touched
**Duration:** Instantaneous
**Saving Throw:** Will negates (object)
**Spell Resistance:** Yes (object)
This transmutation imbues a flask (1 pint) of water with the order of law, turning it into axiomatic water. Axiomatic water damages lawful outsiders the way holy water damages undead and evil outsiders. A flask of axiomatic water can be thrown as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, the bearer must open the flask and pout the axiomatic water out onto the target. Thus, a character can douse an incorporeal creature with axiomatic water only if he is adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity. A direct hit by a flask of axiomatic water deals 2d4 points of damage to a chaotic outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.
Material Component: 5 pounds of powdered iron and silver (worth 25 gp).
```
@@---
Spell: Ayailla's Radiant Burst
School: Evocation
Descriptor: Good
NSch:
NSubSch:
Level: Sanctified 2
Save: Fortitude negates (blindness) and Reflex half (shards)
SR: Yes
---
!!
```
## Ayailla's Radiant Burst
Evocation [Good]
**Level:** Sanctified 2
**Components:** V, S, Sacrifice **Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** Cone-shaped burst
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates (blindness) and Reflex half (shards)
**Spell Resistance:** Yes
Shards of heavenly light spray from your fingertips, blinding evil creatures in their path for 1 round. A successful Fortitude save negates the blindness. The luminous shards also sear the flesh of evil creatures, dealing 1d6 points of damage per two caster levels (maximum 5d6). A successful Reflex save halves the damage, which is of divine origin. Sacrifice: 1d2 points of Strength damage.
```
@@---
Spell: Babau Slime
School: Transmutation
NSch:
NSubSch:
Level: Abyss 3, druid 1, sorcerer/ wizard 1
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Babau Slime
Transmutation
**Level:** Abyss 3, druid 1, sorcerer/ wizard 1
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 minute/level
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
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. Arcane Material Component: A drop of babau slime.
```
@@---
Spell: Backbiter
School: Necromancy
NSch:
NSubSch:
Level: Wizard 1
Save: Will negates; see text
SR: Yes (object)
---
!!
```
## Backbiter
Necromancy
**Level:** Wizard 1
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One weapon
**Duration:** 1 round/level or until discharged
**Saving Throw:** Will negates; see text
**Spell Resistance:** Yes (object)
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. Focus: A dagger.
```
@@---
Spell: Backblast
Source: Lost Empires of Faerun
School: Abjuration
Descriptor: Fire
NSch:
NSubSch:
Level: Wizard 3
Save: Personal
**Target:** You
---
!!
```
## Backblast
Source: Lost Empires of Faerun
Abjuration [Fire]
**Level:** Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** Until expended or 10 minutes/level (D)
Though this spell was originally created by the phaerimms, it has since been stolen by spellcasters of other races and can now be found in grimoires across Faerûn.
Backblast protects you in the same manner as the spell turning spell, except that it turns only spells with the fire descriptor that are targeted on you.
Effect and area spells are unaffected, as is any spell with a range of touch.
The DM secretly rolls 1d4+2 to determine the total number of spell levels that can be turned.
Backblast otherwise follows the rules for the spell turning spell.
In addition to the above, backblast grants you fire resistance 10.
This effect persists until the end of the round in which the spell turning effect ends.
```
@@---
Spell: Backlash
School: Transmutation
NSch:
NSubSch:
Level: Wizard 4
Save: Will negates
SR: Yes
---
!!
```
## Backlash
Transmutation
**Level:** Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 10 minutes/level or until discharged
**Saving Throw:** Will negates
**Spell Resistance:** Yes
The first time the target creature attempts to cast a spell or use a spelllike 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.
```
@@---
Spell: Balancing Lorecall
School: Divination
NSch:
NSubSch:
Level: Druid 2, ranger 2, sorcerer/ wizard 2
Save: Personal
**Target:** You
---
!!
```
## Balancing Lorecall
Divination
**Level:** Druid 2, ranger 2, sorcerer/ wizard 2
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level (D)
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). Arcane Material Component: A thin, 3-inch-long wooden dowel.
```
@@---
Spell: Baleful Blink
School: Transmutation
NSch:
NSubSch:
Level: Bard 4, Wizard 4
Save: Fortitude negates
SR: No
---
!!
```
## Baleful Blink
Transmutation
**Level:** Bard 4, Wizard 4
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 round/level
**Saving Throw:** Fortitude negates
**Spell Resistance:** No
You curse one creature to a frustrating existence on the edge of the Ethereal Plane. The subject shimmers between the Ethereal Plane 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 against her, and spells cast against her 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.
```
@@---
Spell: Baleful Polymorph
School: Transmutation
NSch:
NSubSch:
Level: Druid 5, Wizard 5
Save: Fortitude negates, Will partial; see text
SR: Yes
---
!!
```
## Baleful Polymorph
Transmutation
**Level:** Druid 5, Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** Permanent
**Saving Throw:** Fortitude negates, Will partial; see text
**Spell Resistance:** Yes
As polymorph, except that you change the subject into a Small or smaller animal of no more than 1 HD. If the new form would prove fatal to the creature the subject gets a +4 bonus on the save.
If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses its extraordinary, supernatural, and spell-like abilities, loses its ability to cast spells (if it had the ability), and gains the alignment, special abilities, and Intelligence, Wisdom, and Charisma scores of its new form in place of its own. It still retains its class and level (or HD), as well as all benefits deriving therefrom (such as base attack bonus, base save bonuses, and hit points). It retains any class features (other than spellcasting) that aren?t extraordinary, supernatural, or spell-like abilities.
Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action.
```
@@---
Spell: Baleful Transposition
School: Conjuration
Subschool: Teleportation
NSch:
NSubSch:
Level: Wizard 2
Save: Will negates
SR: Yes
---
!!
```
## Baleful Transposition
Conjuration (Teleportation)
**Level:** Wizard 2
**Components:** V
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Targets: Two creatures of up to Large size
**Duration:** Instantaneous
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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.
```
@@---
Spell: Ball Lightning
School: Evocation
Descriptor: Electricity
NSch:
NSubSch:
Level: Wizard 5
Save: Reflex negates
SR: Yes
---
!!
```
## Ball Lightning
Evocation [Electricity]
**Level:** Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: One lightning ball
**Duration:** 1 round/level
**Saving Throw:** Reflex negates
**Spell Resistance:** Yes
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. Material Component: A handful of copper and iron pellets.
```
@@---
Spell: Balor Nimbus
School: Transmutation
NSch:
NSubSch:
Level: Abyss 4, Cleric 2, sorcerer/ wizard 2
Save: Personal
**Target:** You
---
!!
```
## Balor Nimbus
Transmutation
**Level:** Abyss 4, Cleric 2, sorcerer/ wizard 2
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
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. Arcane Material Component: A pinch of soot.
```
@@---
Spell: Bands Of Steel
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Wizard 3
Save: Reflex partial
SR: No
---
!!
```
## Bands Of Steel
Conjuration (Creation)
**Level:** Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One Medium or smaller creature
**Duration:** 1 round/level
**Saving Throw:** Reflex partial
**Spell Resistance:** No
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 fullround action, either by bursting free (Strength DC 18) or wriggling out (Escape Artist DC 18). An entangled creature can use a fullround action to break free (Strength DC 13) or disentangle itself (Escape Artist DC 13). Material Component: Three small silver hoops, interlocked.
```
@@---
Spell: Bane
School: Enchantment
Subschool: Compulsion
Descriptor: Fear, Mind-Affecting
NSch:
NSubSch:
Level: Cleric 1
Save: None
SR: No
---
!!
```
## Bane
Enchantment (Compulsion) [Fear, Mind-Affecting]
**Level:** Cleric 1
**Components:** V, S, DF
**Casting Time:** 1 standard action **Range:** 50 ft.
**Area:** All enemies within 50 ft. **Duration:** 1 min./level
Saving Throw:Will negates
**Spell Resistance:** Yes
Bane fills your enemies with fear and doubt. Each affected creature takes a ?1 penalty on attack rolls and a ?1 penalty on saving throws against fear effects.
Bane counters and dispels bless.
## Bane Bow
Evocation
**Level:** Ranger 4
**Components:** V, S **Casting Time:** 1 standard action
**Range:** Touch
**Target:** Ranged weapon touched
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
This spell allows you to channel divine power into any ranged weapon you choose. The weapon gains a +5 enhancement bonus on attack and damage rolls, plus the bane quality (+7 enhancement bonus on attack and damage rolls, plus an additional 2d6 points of damage) against foes of a type you specify. You must choose one of your favored enemy categories as the type that your bane bow is effective against. The spell is automatically canceled 1 round after the weapon leaves your hand. You cannot have more than one bane bow at a time. If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with other spells that modify weapons in some way. This spell does not work on artifacts.
Note: A masterwork weapon's bonus on attack rolls does not stack with a magic enhancement bonus on attacks. Ammunition fired from a bane bow loses its magic qualities (taking those of the bane bow instead), but it retains its material qualities for the purpose of overcoming damage reduction. For example, a bane bow can still shoot silver arrows that bypass the damage reduction of lycanthropes.
```
@@---
Spell: Bane Of The Archrival
Source: Tome of Magic
School: Abjuration
NSch:
NSubSch:
Level: Cleric 3, Paladin 3, Wizard 3
Save: See text
SR: No; see text
---
!!
```
## Bane Of The Archrival
Source: Tome of Magic
Abjuration
**Level:** Cleric 3, Paladin 3, Wizard 3
**Components:** V, S, TN
**Casting Time:** 1 standard action
**Range:** Touch
**Area:** 20-ft. radius emanation centered on a point in space
**Duration:** I minute/level
**Saving Throw:** See text
**Spell Resistance:** No; see text
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.
Truename Component: When you cast this spell, you must correctly speak the personal truename of the creature you're protecting against.
```
@@---
Spell: Banish Dragonmark
Source: Dragonmarked
School: Abjuration
NSch:
NSubSch:
Level: Cleric 5, Wizard 5
Save: Will negates
SR: Yes
---
!!
```
## Banish Dragonmark
Source: Dragonmarked
Abjuration
**Level:** Cleric 5, Wizard 5
**Components:** V, S, M, Dr
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One dragonmarked creature
**Duration:** 1 day/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
If the target fails its save, its dragonmark is stripped away for the spell's duration. The affected subject cannot use any of its dragonmarked spell-like abilities (or other abilities that rely on dragonmarks) during this time.
If the target creature's dragonmark is one step more powerful than yours, the creature gains a +2 bonus on its Will save. If the target creature's dragonmark is two steps more powerful than yours, the creature gains a +4 bonus on its save.
Material Component: A pinch of Eberron dragonshard dust.
Dragonmark: Any true or aberrant dragonmark.
```
@@---
Spell: Banishment
School: Abjuration
NSch:
NSubSch:
Level: Cleric 6, Wizard 7
Save: Will negates
SR: Yes
---
!!
```
## Banishment
Abjuration
**Level:** Cleric 6, Wizard 7
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One or more extraplanar creatures, no two of which can be more than 30 ft. apart **Duration:** Instantaneous
**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). Arcane Focus: Any item that is distasteful to the subject (optional, see above).
```
@@---
Spell: Barghest's Feast
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 6, Wizard 7
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Barghest's Feast
Necromancy [Evil]
**Level:** Cleric 6, Wizard 7
**Components:** V, S, M
**Casting Time:** 1 round
**Range:** Touch
**Target:** Corpse touched
**Duration:** Instantaneous
**Saving Throw:** Will negates (object)
**Spell Resistance:** Yes (object)
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. Material Component: A diamond worth 5,000 gp.
```
@@---
Spell: Barkskin
School: Transmutation
NSch:
NSubSch:
Level: Druid 2, Ranger 2, Plant 2
Save: None
SR: Yes (harmless)
---
!!
```
## Barkskin
Transmutation
**Level:** Druid 2, Ranger 2, Plant 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** 10 min./level
**Saving Throw:** None
**Spell Resistance:** Yes (harmless)
Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 12th.
The enhancement bonus provided by barkskin stacks with the target'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.
```
@@---
Spell: Bastion Of Good
School: Abjuration
Descriptor: Good
NSch:
NSubSch:
Level: Apostle of peace 7, cleric 7
Save: None
SR: No
---
!!
```
## Bastion Of Good
Abjuration [Good]
**Level:** Apostle of peace 7, cleric 7
**Components:** V, S, Abstinence **Casting Time:** 1 standard action **Range:** 20 ft.
**Area:** 20-ft. radius spherical emanation centered on you
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
A nimbus of light surrounds you, protecting you and those around you from spell effects and the attacks of evil creatures.
The aura excludes all spell effects of up to 3rd level, exactly as a minor globe of invulnerability does. In addition, the nimbus protects creatures within it as a magic circle against evil at double strength. Warded creatures gain a +4 deflection bonus to AC and a +4 resistance bonus on saves against attacks from evil creatures, and they are protected from possession, mental control, and bodily contact by summoned or Conjured creatures. Abstinence Component: You must fast for 24 hours before casting this spell.
```
@@---
Spell: Battering Ram
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 2
Save: None
SR: Yes
---
!!
```
## Battering Ram
Evocation [Force]
**Level:** Wizard 2
**Components:** V, S, F
**Casting Time:** 1 standard
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One object or creature
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
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. Focus: A piece of carved ram's horn.
```
@@---
Spell: Battle Hymn
School: Enchantment
Subschool: Charm
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 2, Wizard 4
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Battle Hymn
Enchantment (Charm) [Mind-Affecting]
**Level:** Bard 2, Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 30 ft.
Targets: All allies within 30 ft.
**Duration:** 1 round/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
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.
```
@@---
Spell: Battle Line
Source: Champions of Ruin
School: Abjuration
NSch:
NSubSch:
Level: Initiate of gruumsh 2
Save: See text
SR: See text
---
!!
```
## Battle Line
Source: Champions of Ruin
Abjuration
**Level:** Initiate of gruumsh 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** Up to two contiguous 5-ft. squares/level, maximum 10 squares (S)
**Duration:** 1 round/level
**Saving Throw:** See text
**Spell Resistance:** See text
By means of this spell you draw a visible, unholy "line in the sand" that causes a feeling of dread and hesitation in all creatures that cross it.
Any creature entering the affected area must make a Will save or become shaken.
A creature that successfully saves cannot be affected again by the same spellcaster's battle line spells for 24 hours.
```
@@---
Spell: Battlecry
School: Evocation
Descriptor: Mind-Affecting, Sonic
NSch:
NSubSch:
Level: Bard 4
Save: None
SR: No
---
!!
```
## Battlecry
Evocation [Mind-Affecting, Sonic]
**Level:** Bard 4
**Components:** V, S
**Casting Time:** 1 swift action **Range:** 60 ft.
Targets: You and all allies within 60 ft.
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
When you cast battlecry, you and your allies gain a burst of confidence and combat prowess. The next single attack made by any affected creature gains a +5 morale bonus on the damage roll, provided the attack is made before the end of your next turn. This bonus applies only to a single attack.
In addition, any ally who is currently under a charm, compulsion, or fear effect can attempt a new save against that effect with a +2 morale bonus.
Battlecry also extends by 3 rounds the duration of inspire courage, inspire greatness, or inspire heroics bardic music effects currently affecting any ally. If an ally is under the effect of more than one of these, all durations are extended.
```
@@---
Spell: Battlefield Fortification
School: Transmutation
Descriptor: Earth
NSch:
NSubSch:
Level: Wizard 4
Save: None
SR: No
---
!!
```
## Battlefield Fortification
Transmutation [Earth]
**Level:** Wizard 4
**Components:** V, S
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** See text
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
You shift earth to create a shallow trench or a berm, as described on page 35. The trench or berm created is a straight line up to 5 feet long per two caster levels. A berm created by this spell is 2 squares wide.
This spell has no effect when cast in an area of stone such as an unworked cavern floor, a flagstone floor, or a cobblestone street.
```
@@---
Spell: Battlefield Illumination
School: Evocation
Descriptor: Light
NSch:
NSubSch:
Level: Cleric 4, druid 4, paladin 4
Save: None
SR: No
---
!!
```
## Battlefield Illumination
Evocation [Light]
**Level:** Cleric 4, druid 4, paladin 4
**Components:** V, S
**Casting Time:** 1 round
**Range:** Long (400 ft. + 40 ft./level)
**Area:** 80-ft. radius cylinder, 40 ft. high
**Duration:** 10 minutes/level (D)
**Saving Throw:** None
**Spell Resistance:** No
When you cast battlefield illumination, a soft light illuminates the area. This effect improves the illumination in the area by one category (from darkness to shadowy, or from shadowy to bright light). It does not stack with other magical light effects.
Unlike other spells with the light descriptor, battlefield illumination counters and dispels early twilight (see page 126) but does not affect other darkness spells.
```
@@---
Spell: Battlemagic Perception
School: Divination
NSch:
NSubSch:
Level: Cleric 3, Wizard 3
Save: Personal
**Target:** You
---
!!
```
## Battlemagic Perception
Divination
**Level:** Cleric 3, Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 min./level (D)
You gain a perception of the forces of magic and can sense when magic is being manipulated by a spellcaster. You gain a +5 competence bonus on Spellcraft checks made to identify a spell as it is being cast.
If you have at least 5 ranks in Spellcraft, you are also able to sense the use of any spell or spell-like ability within 100 feet, so long as you have line of effect to the caster.
With a Spellcraft check (DC 15 + spell level) you can even ascertain the spell being cast.
This determination happens quickly enough that you can attempt to counter the spell as a free action.
Counterspell attempts are otherwise handled normally, and you can counter the spell even if you do not have line of sight to the spellcaster. If you counter a spell in this manner, the battlemagic perception spell ends immediately.
```
@@---
Spell: Battletide
Source: Player's Guide to Faerûn
School: Transmutation
NSch:
NSubSch:
Level: Initiate of bane 5
Save: Will negates
SR: Yes
---
!!
```
## Battletide
Source: Player's Guide to Faerûn
Transmutation
**Level:** Initiate of bane 5
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** You and up to one creature/level, no two of which can be more than 30 ft. apart **Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You steal energy from others.
Each target other than you takes a -2 penalty on saving throws, attack rolls, and weapon damage rolls. As long as at least one enemy is affected by the spell, you receive the following benefits.
- You gain a +1 bonus on attack rolls and Reflex saves, and a +1 dodge bonus to AC. Any condition that causes you to lose your Dexterity bonus to Armor Class (if any) also negates this dodge bonus.
- All of your modes of movement increase by 30 feet, to a maximum of twice your normal speed with each form of movement. This increase counts as an enhancement bonus.
- When using a full attack action, you may make one extra attack with any weapon you are holding.
You make this attack using your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with similar effects, such as that provided by the haste spell or a weapon with the speed special ability.
- If you do not make an extra attack, you may cast any 0-level or 1st-level spell you have prepared as a free action, as though you had applied the Quicken Spell feat to it.
For every two caster levels beyond 9th, you may apply this benefit to a spell one level higher (to 2nd-level spells at 11th level, 3rd-level spells at 13th level, 4th-level spells at 15th level, and 5th-level spells at 17th level).
The benefit cannot be applied to spells higher than 5th level.
If all the affected enemies are freed from the spell (by death, entering an antimagic field, receiving a successful dispel magic, or the like), the spell ends immediately.
```
@@---
Spell: Bear's Endurance
School: Transmutation
NSch:
NSubSch:
Level: Cleric 2, Druid 2, Ranger 2, Wizard 2
Save: Personal
**Target:** You
---
!!
```
## Bear's Endurance
Transmutation
**Level:** Cleric 2, Druid 2, Ranger 2, Wizard 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 min./level
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.
## Bear's Endurance, Mass
Transmutation
**Level:** Cleric 6, Druid 6, Wizard 6
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Mass bear 's endurance works like bear 's endurance, except that it affects multiple creatures.
## Beast Claws
Transmutation
**Level:** Druid 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level
You gain two claw attacks that act as slashing melee weapons, dealing 1d4 points of damage with a threat range of 19?20. Attacks with your transformed hands do not provoke attacks of opportunity. Your claws work just like the natural weapons of many monsters. You can make an attack with one claw or a full attack with two claws at your normal attack bonus, replacing your normal attack routine. You take no penalties for two-weapon fighting, and neither attack is a secondary attack. If your base attack bonus is +6 or higher, you do not gain any additional attacks?you simply have two claw attacks at your normal attack bonus. If you attack with a manufactured weapon or another natural attack, you can?t make any claw attacks in that round. The claws do not hinder your manual dexterity or spellcasting. Material Component: The claw of a bird of prey, such as an eagle or falcon.
```
@@---
Spell: Beastland Ferocity
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 1, druid 1
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Beastland Ferocity
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 1, druid 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 minute/level
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
The subject becomes such a tenacious combatant that it continues to fight without penalty even while disabled or dying. While between ?1 and ?9 hit points, the creature gains a +4 enhancement bonus to Strength. If the creature is reduced to ?10 hit points, it dies normally.
```
@@---
Spell: Bebilith Blessing
Source: Drow of the Underdark
School: Transmutation
Descriptor: Chaos, Evil
NSch:
NSubSch:
Level: Cleric 5
Save: Will negates (harmless); see text
SR: Yes (harmless)
---
!!
```
## Bebilith Blessing
Source: Drow of the Underdark
Transmutation [Chaos, Evil]
**Level:** Cleric 5
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 round/level
**Saving Throw:** Will negates (harmless); see text
**Spell Resistance:** Yes (harmless)
A halo of blue fire flares around the target's head, which transforms into the head of an arachnid.
As the light fades, two oversized claws explode from the target's torso, snapping and clawing at the air. You infuse a target with the essence of a bebilith (MM 42), causing it to gain the mandibles and claws of this demon.
The target gains two primary claw attacks (in addition to its normal claw attacks, if any) and a secondary bite attack (replacing its normal bite attack).
The claws deal 1d6 points of damage, and the bite deals 1d8 points (assuming Medium size).
If it is wielding a weapon, the target can attack with either a single law or a bite as a secondary attack.
The target can sunder objects with its claw attacks as if it had the Improved Sunder feat.
The target's bite attack carries a poison (injury; Fort save equal to the spell's save DC; 1d6 Con/2d6 Con).
The target of this spell is also treated as an outsider of the evil subtype in addition to its normal type and subtypes.
```
@@---
Spell: Beckon Person
Source: Tome of Magic
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 1, Wizard 1
Save: Will negates
SR: Yes
---
!!
```
## Beckon Person
Source: Tome of Magic
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 1, Wizard 1
**Components:** V, S, T
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One humanoid creature
**Duration:** 1 round; see text (D)
**Saving Throw:** Will negates
**Spell Resistance:** Yes
With a crook of your fi nger 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).
Truename Component: When you cast this spell, you must correctly speak the truenames associated with movement and approach. You learn these truenames when you learn this spell. The Truespeak DC to cast this spell is 15; you add 2 rounds to the duration for every 5 points by which you exceed the DC.
```
@@---
Spell: Beckon Monster
Source: Tome of Magic
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 3, Wizard 4
Save: Will negates
SR: Yes
---
!!
```
## Beckon Monster
Source: Tome of Magic
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 3, Wizard 4
**Components:** V, S, T
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** 1 round; see text (D)
**Saving Throw:** Will negates
**Spell Resistance:** Yes
This spell functions like beckon person, except that the effect is not restricted by creature type or size.
```
@@---
Spell: Beckoning Call
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 2, Temptation 2
Save: Will negates
SR: Yes
---
!!
```
## Beckoning Call
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 2, Temptation 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** Concentration plus 3 rounds
**Saving Throw:** Will negates
**Spell Resistance:** Yes
The subject becomes overwhelmed with the desire to be near you. It remains aware of its surroundings and breathes normally, but it must take any actions it can to reach a square adjacent to you if it is not already by your side. The subject must take at least one move action each round and can activate spells or use abilities only if doing so brings it physically closer to your position. It avoids obvious danger where it can, but if given no other choice, it takes the least dangerous route to reach your side. If prevented from reaching you, the subject can do nothing but stand motionless and watch you in despair. Each round at the end of its turn, regardless of whether it reaches you or not, the subject can attempt a new saving throw to end the effect.
Once the subject reaches a square adjacent to your space, it stands motionless and can take no actions. If you move, it moves to follow you. The subject is considered flat-footed against you, but if you take any obvious hostile actions against it, the spell ends at the start of its next turn. Thus, you could use this spell to lure a creature to your side and gain a round's worth of sneak attacks against it before it came to its senses.
```
@@---
Spell: Bedevil
Source: Champions of Ruin
School: Conjuration
Subschool: Summoning
Descriptor: Evil
NSch:
NSubSch:
Level: Blackguard 3, Wizard 3
Save: No
SR: Yes
---
!!
```
## Bedevil
Source: Champions of Ruin
Conjuration (Summoning) [Evil]
**Level:** Blackguard 3, Wizard 3
**Components:** V, S, M
**Casting Time:** 1 round
**Range:** See text
**Duration:** 1 day/level (D)
**Saving Throw:** No
**Spell Resistance:** Yes
You summon a mischievous spirit and send it to bedevil your enemy.
The spirit seeks out its assigned victim wherever she might be, as long as she is on the same plane as you when you cast the spell.
It then proceeds to irritate and annoy her through a variety of manifestations.
The victim of a bedevil spell finds herself constantly seeing movement out of the corner of her eye.
Her sleep is frequently interrupted by bed shaking and blanket shifting and the sounds of voices that fade upon waking.
When spellcasting, she suffers a variety of minor irritations that threaten to disrupt her spells, and she constantly feels haunted and watched.
The result of this bedevilment is that she takes a -1 penalty on all ability checks, skill checks, and Will saving throws and has a 5% chance of arcane spell failure (which stacks with any spell failure chance from armor worn). Detect evil cast upon the subject of this spell reveals the presence of the bedeviling spirit, while protection from evil keeps the spirit from adversely affecting the victim.
A dispel evil spell destroys the mischievous spirit, but remove curse or similar magic has no effect on it. Material **Components:** A tiny iron statuette of a devil or imp, plus either a drop of the intended victim's blood or one personal article belonging to the intended victim.
```
@@---
Spell: Befoul
School: Transmutation
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 8, Corruption 8, Ooze 8
Save: None; see text
SR: No
---
!!
```
## Befoul
Transmutation [Evil]
**Level:** Cleric 8, Corruption 8, Ooze 8
**Components:** V, S, M
**Casting Time:** 1 minute
**Range:** Touch
**Area:** Water in a volume of 100 ft./level by 100 ft./level by 10 ft./level (S)
**Duration:** Permanent; see text
**Saving Throw:** None; see text
**Spell Resistance:** No
The caster makes water (or other liquid) foul and mildly poisonous. A creature that drinks the affected water must succeed on a Fortitude saving throw or take 1d4 points of Constitution damage. Any creature with 2 or more Hit Dice that swims or immerses itself halfway or more in the water must attempt a saving throw as if drinking it; a creature with fewer than 2 HD dies immediately if immersed to such a degree.
If the spell can affect only part of a larger body of water, the befouled water mixes with the pure water. If the entire body of water is no more than four times the size of the affected area, all the water is befouled 24 hours later, but the damage from drinking or swimming in it is only 1d2 points of Constitution damage. If the body of water is more than four times but less than twenty times the affected area, all the water tastes foul after 24 hours but has no damaging effect. If the entire body is larger than twenty times the affected area, the fouled water mixes with the clean water and loses all effect after 24 hours.
Material Component: A dead fish and a drop of poison.
```
@@---
Spell: Beget Bogun
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Druid 1
Save: None
SR: No
---
!!
```
## Beget Bogun
Conjuration (Creation)
**Level:** Druid 1
**Components:** V, S, M, XP
**Casting Time:** 1 standard action
**Range:** Touch
Effect: Tiny construct
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
Beget bogun allows you to infuse living magic into a small mannequin that you have created from vegetable matter. This is the final spell in the process of creating a bogun. See the bogun's description for further details. Material Component: The mannequin from which the bogun is created. XP Cost: 25 XP.
```
@@---
Spell: Belker Claws
School: Transmutation
Descriptor: Air
NSch:
NSubSch:
Level: Wizard 2
Save: None
SR: Yes
---
!!
```
## Belker Claws
Transmutation [Air]
**Level:** Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
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.
Material Component: A small vial of smoke.
```
@@---
Spell: Benediction
School: Abjuration
NSch:
NSubSch:
Level: Cleric 2, paladin 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Benediction
Abjuration
**Level:** Cleric 2, paladin 2
**Components:** V, S, DF
**Casting Time:** 1 full round
**Range:** Touch
**Target:** Creature touched
**Duration:** 10 minutes/level or until discharged
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
With this spell, you can grant another creature a +2 luck bonus on all saving throws. If the subject is also under another effect that grants saving throw bonuses, the effects stack. In addition, at any point before the duration expires, the subject can choose to reroll a single attack roll, saving throw, skill check, or ability check after seeing the result of the initial roll, but before finding out whether it succeeds or fails. The higher of the two rolls applies.
Once this option is exercised, the spell ends immediately.
Unlike most touch spells, benediction cannot be used on yourself. Its effects are for the benefit of others only.
```
@@---
Spell: Benign Projection
Source: Champions of Valor
School: Illusion
Subschool: Shadow
NSch:
NSubSch:
Level: Sanctified 6
Save: None
SR: No
---
!!
```
## Benign Projection
Source: Champions of Valor
Illusion (Shadow)
**Level:** Sanctified 6
**Components:** V, S, DF, Sacrifice
**Range:** See text
This spell functions like project image, except as noted above and as follows.
You can create an image of your entire body or just your face, and you can cause it to shed light as a candle at will.
It can only mimic your actions and speech (you cannot direct it to perform other actions).
The image can cast spells only from the schools of abjuration, divination, and conjuration (healing). Sacrifice Component: 1d2 points of Strength damage.
## Benign Transposition
Conjuration (Teleportation)
**Level:** Wizard 1
**Components:** V
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Targets: Two willing creatures of up to Large size
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
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.
```
@@---
Spell: Bestow Curse
School: Necromancy
NSch:
NSubSch:
Level: Cleric 3, Wizard 4
Save: Will negates
SR: Yes
---
!!
```
## Bestow Curse
Necromancy
**Level:** Cleric 3, Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** Permanent
**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.
```
@@---
Spell: Bestow Curse, Greater
School: Necromancy
NSch:
NSubSch:
Level: Cleric 7, Wizard 8
Save: Will negates
SR: Yes
---
!!
```
## Bestow Curse, Greater
Necromancy
**Level:** Cleric 7, Wizard 8
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** Permanent
**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 (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.
```
@@---
Spell: Bestow Wound
School: Transmutation
NSch:
NSubSch:
Level: Dread necromancer 1, Wizard 1, Spite 1
Save: Fortitude negates
SR: Yes
---
!!
```
## Bestow Wound
Transmutation
**Level:** Dread necromancer 1, Wizard 1, Spite 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
If wounded, you can cast this spell and touch a living creature. The target takes damage equal to your wounds at the rate of 1 point of damage per your caster level, or the amount needed to bring you up to your maximum hit points, whichever is less. At the same time, you heal that much damage, as if a cure spell had been cast on you. Material Component: A small eye agate worth at least 10 gp.
```
@@---
Spell: Bewildering Mischance
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Adept 5, cleric 5, shugenja 5
Save: Will negates
SR: Yes
---
!!
```
## Bewildering Mischance
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Adept 5, cleric 5, shugenja 5
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
Bewildering mischance causes extreme bad luck to befall the target. For the duration of the spell, the subject must roll each saving throw, attack roll, and skill check twice, keeping the lower of the two rolls.
```
@@---
Spell: Bewildering Substitution
School: Illusion
Subschool: Phantasm
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Adept 2, cleric 2, shugenja 2
Save: Will negates
SR: Yes
---
!!
```
## Bewildering Substitution
Illusion (Phantasm) [Mind-Affecting]
**Level:** Adept 2, cleric 2, shugenja 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
By casting this spell, you cause the subject to believe that one ally and one enemy have traded places. The ally physically closest to the subject now seems to have the appearance, voice, clothing, and gear of its nearest enemy, and that enemy looks and sounds exactly like the subject's nearest ally. Both the ally and the enemy must be within the spell's range, and the effect ends immediately if either moves out of its range from you. The illusion affects only the subject.
```
@@---
Spell: Bewildering Visions
School: Illusion
Subschool: Phantasm
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Adept 2, cleric 2, shugenja 2
Save: Will negates
SR: Yes
---
!!
```
## Bewildering Visions
Illusion (Phantasm) [Mind-Affecting]
**Level:** Adept 2, cleric 2, shugenja 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
This spell makes the world appear to be tossing and rippling in a nauseating manner. The subject is sickened for the duration of the spell and must make a Fortitude save or be nauseated. This saving through must be repeated each round.
```
@@---
Spell: Billet
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Bard 5, Wizard 5
Save: None
SR: No
---
!!
```
## Billet
Conjuration (Creation)
**Level:** Bard 5, Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./level)
Effect: 20-ft.-by-80-ft. structure
**Duration:** 2 hours/level
**Saving Throw:** None
**Spell Resistance:** No
This spell creates a simple building similar to secure shelter (see Player's Handbook page 247) that can be used to house up to forty troops. The billet has a latched door at each end and two shuttered windows on each long side. These doors and windows can be barred from the inside, but the billet does not provide any magical protection. The billet contains forty bunks (stacked two high), two trestle tables with ten stools each, and two fireplaces with raging fires already burning and enough wood to last for one night. Twenty loaves of bread are stacked on each table, and a pot of hot gruel hangs on a hook over each fire.
Material **Components:** A rectangular chip of stone, crushed lime, iron filings, several splinters of wood, a pinch of flour, a sprinkling of water, and a sliver of dried beef.
```
@@---
Spell: Binding
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Wizard 8
Save: Will negates; see text
SR: Yes
---
!!
```
## Binding
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Wizard 8
**Components:** V, S, M
**Casting Time:** One minute
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** See text (D)
**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.
**Components:** 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.
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.
```
@@---
Spell: Binding Snow
School: Transmutation
Descriptor: Cold
NSch:
NSubSch:
Level: Cleric 3, druid 3, paladin 3, ranger 3
Save: Reflex negates
SR: Yes
---
!!
```
## Binding Snow
Transmutation [Cold]
**Level:** Cleric 3, druid 3, paladin 3, ranger 3
**Components:** V, S, DF, Frostfell
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** One 10-ft. square/level
**Duration:** 1 hour/level (D)
**Saving Throw:** Reflex negates
**Spell Resistance:** Yes
This spell must be cast on a snow field. That snow field instantly freezes, impeding movement through the area. A creature caught within the area can move only at half its normal speed. By making a DC 20 Strength check or a DC 25 Escape Artist check, the creature can move at its normal speed for that round. A creature that succeeds on a Reflex save is not impeded.
```
@@---
Spell: Binding Winds
School: Evocation
Descriptor: Air
NSch:
NSubSch:
Level: Druid 2, Windstorm 2
Save: Reflex negates
SR: Yes
---
!!
```
## Binding Winds
Evocation [Air]
**Level:** Druid 2, Windstorm 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** Concentration
**Saving Throw:** Reflex negates
**Spell Resistance:** Yes
The subject can act normally, but it cannot move from its current location. The winds carry its voice away, so it can speak but cannot be heard, and it cannot hear anything but the roar of the winds. This spell distracts spellcasters, and so a Concentration check is required to successfully cast any spell (DC equal to this spell's DC + the level of the spell being cast). Furthermore, no sonic or languagedependent spells or effects can be cast into or out of the winds (though spells cast by you upon yourself function normally). Ranged attacks made into or out of the winds take a ? 2 penalty. Binding winds holds flying creatures in midair.
```
@@---
Spell: Bite Of The King
School: Necromancy
NSch:
NSubSch:
Level: Gluttony 8, Hunger 8
Save: Fortitude negates
SR: Yes
---
!!
```
## Bite Of The King
Necromancy
**Level:** Gluttony 8, Hunger 8
**Components:** V
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One living creature of a size that does not exceed caster's
**Duration:** 1 round/level
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
When you cast this spell, you can send a creature to a pocket 'stomach? dimension with a successful melee touch attack. The target you touch must make a successful Fortitude save. If it fails its saving throw, the creature is sent to the stomach dimension. The victim takes 2d8+12 points of bludgeoning damage and 12 points of acid damage per round while in the stomach dimension. The victim can cut its way out by using a light slashing or piercing weapon to deal 35 points of damage to the stomach dimension (AC 21). A creature that successfully exits appears to cut its way free from thin air, appearing in a space adjacent to you. Each time you cast this spell, you create a separate temporary stomach dimension.
```
@@---
Spell: Bite Of The Werebear
School: Transmutation
NSch:
NSubSch:
Level: Druid 6, Wizard 7
Save: Personal
**Target:** You
---
!!
```
## Bite Of The Werebear
Transmutation
**Level:** Druid 6, Wizard 7
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
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. Material Component: A tuft of bear fur.
```
@@---
Spell: Bite Of The Wereboar
School: Transmutation
NSch:
NSubSch:
Level: Druid 4, Wizard 5
Save: Personal
**Target:** You
---
!!
```
## Bite Of The Wereboar
Transmutation
**Level:** Druid 4, Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
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. Material Component: Four boar bristles.
```
@@---
Spell: Bite Of The Wererat
School: Transmutation
NSch:
NSubSch:
Level: Druid 2, Wizard 3
Save: Personal
**Target:** You
---
!!
```
## Bite Of The Wererat
Transmutation
**Level:** Druid 2, Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
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. Material Component: A rat's tail.
```
@@---
Spell: Bite Of The Weretiger
School: Transmutation
NSch:
NSubSch:
Level: Druid 5, Wizard 6
Save: Personal
**Target:** You
---
!!
```
## Bite Of The Weretiger
Transmutation
**Level:** Druid 5, Wizard 6
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
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 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. Material Component: A tiger's claw.
```
@@---
Spell: Bite Of The Werewolf
School: Transmutation
NSch:
NSubSch:
Level: Druid 3, Wizard 4
Save: Personal
**Target:** You
---
!!
```
## Bite Of The Werewolf
Transmutation
**Level:** Druid 3, Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
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. Material Component: A wolf's tooth.
```
@@---
Spell: Black Bag
School: Conjuration
Subschool: Creation
Descriptor: Evil
NSch:
NSubSch:
Level: Assassin 1, Wizard 1
Save: None
SR: No
---
!!
```
## Black Bag
Conjuration (Creation) [Evil]
**Level:** Assassin 1, Wizard 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
Effect: A black leather bag
**Duration:** 24 hours
**Saving Throw:** None
**Spell Resistance:** No
This spell creates a bag full of knives, scalpels, and other small torture implements. If the implements are removed from the bag by anyone other than the caster, or if they leave the caster's possession after he removes them, they disintegrate after 1 round.
The bag and its magically created contents weigh only 1 pound. Evil magic items, including items that deal unholy damage, and items with an evil spell as a prerequisite for their creation can be placed in the bag as if it had 10 cubic feet of space. These additional items add no weight to the bag. Nonevil items added to the black bag fall through as if the bag had no bottom, so they cannot be stored in the bag.
Material Component: A strip of black leather soaked in the blood of a willing masochist.
```
@@---
Spell: Black Blade Of Disaster
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Wizard 9
Save: None
SR: Yes
---
!!
```
## Black Blade Of Disaster
Conjuration (Creation)
**Level:** Wizard 9
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Sword-shaped planar rift
**Duration:** Concentration, up to 1 round/level
**Saving Throw:** None
**Spell Resistance:** Yes
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.
```
@@---
Spell: Black Karma Curse
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Cleric 2, Wizard 2
Save: Will negates
SR: Yes
---
!!
```
## Black Karma Curse
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Cleric 2, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** Instantaneous
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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.
```
@@---
Spell: Black Sand
School: Necromancy
Descriptor: Darkness, Evil
NSch:
NSubSch:
Level: Cleric 3, Sand 2
Save: Reflex negates; see text
SR: Yes
---
!!
```
## Black Sand
Necromancy [Darkness, Evil]
**Level:** Cleric 3, Sand 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 20-ft. radius spread
**Duration:** 1 min./level
**Saving Throw:** Reflex negates; see text
**Spell Resistance:** Yes
This spell creates an area of black sand (see page 20), infused with shadowstuff and negative energy. A region of black sand literally swallows light, emitting magical darkness rising to a height of 20 feet over the surface.
Creatures that come in contact with the sand take 1d4 points of damage per round from negative energy (no save). Those reduced to 0 hit points crumble into black sand themselves. Creatures can make Reflex saves to avoid being caught in the area upon which the spell is first cast. Only the surface of the sand is affected by the spell, so creatures burrowing beneath an area of black sand are unaffected unless they break its surface. Creatures that do so immediately take damage from the spell.
Black sand can be made permanent with a permanency spell.
```
@@---
Spell: Black Talon
Source: Player's Guide to Faerûn
School: Necromancy
NSch:
NSubSch:
Level: Initiate of cyric 2
Save: Personal
**Target:** You
---
!!
```
## Black Talon
Source: Player's Guide to Faerûn
Necromancy
**Level:** Initiate of cyric 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
**Saving Throw:** No; see text
One of your arms transforms into a retractable, rubbery appendage ending in a taloned claw.
You can attack with this claw as if your natural reach were 5 feet longer than it is.
(Thus, the spell provides a 10-foot natural reach for most Medium casters).
You gain a +1 profane bonus on attack rolls with the black talon, and this bonus increases by 1 per four caster levels (to +2 at 5th level, +3 at 9th level, and so forth).
The talon deals 1d6 points of slashing damage +1 point of negative energy damage per caster level (maximum +10).
A successful Will save reduces the negative energy damage by half.
You can also use the talon to make touch attacks, and the profane bonus on attack rolls applies to these as well.
A successful touch attack deals only the negative energy damage.
As with similar effects, the negative energy damage from this spell heals undead creatures.
```
@@---
Spell: Black Tentacles
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Wizard 4
Save: None
SR: No
---
!!
```
## Black Tentacles
Conjuration (Creation)
**Level:** Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 20-ft. radius spread
**Duration:** 1 round/level (D)
**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. Material Component: A piece of tentacle from a giant octopus or a giant squid.
```
@@---
Spell: Blackfire
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Wizard 8
Save: Fortitude partial and Reflex negates; see text
SR: Yes
---
!!
```
## Blackfire
Necromancy [Evil]
**Level:** Wizard 8
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Ray
**Duration:** 1 round/level
**Saving Throw:** Fortitude partial and Reflex negates; see text
**Spell Resistance:** Yes
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.
Material Component: A pinch of dust from a vampire destroyed by sunlight.
```
@@---
Spell: Blacklight
School: Evocation
Descriptor: Darkness
NSch:
NSubSch:
Level: Darkness 3, sorcerer/ wizard 3
Save: Will negates or none (object)
SR: Yes or no (object)
---
!!
```
## Blacklight
Evocation [Darkness]
**Level:** Darkness 3, sorcerer/ wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** A 20-ft. radius emanation centered on a creature, object, or point in space
**Duration:** 1 round/level (D)
**Saving Throw:** Will negates or none (object)
**Spell Resistance:** Yes or no (object)
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. Material Component: A piece of coal and the dried eyeball of any creature.
```
@@---
Spell: Blackwater Taint
School: Necromancy
Descriptor: Evil, Water
NSch:
NSubSch:
Level: Blackwater 6, Wizard 6
Save: Fortitude partial
SR: Yes
---
!!
```
## Blackwater Taint
Necromancy [Evil, Water]
**Level:** Blackwater 6, Wizard 6
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 20-ft. radius
**Duration:** 1 round/level (D)
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
In the dark, sunless abysses of the deep ocean, shadows gather, the cold beckons, and the corpses of many things in the oceans lie slowly rotting. These black waters are often poisoned with the energies of undeath. When this spell is cast, you call up the cold blackness of those stygian depths, infusing the waters in the spell's area with negative energy. Those in or entering the area must make a Fortitude save to resist its terrible power. Those who fail the save are chilled to the bone, taking 1d6 points of damage per two levels (to a maximum of 10d6) and gain a negative level. Those who make the save take half damage and avoid the negative level. All undead in the area are healed of 1d6 points of damage per two caster levels (maximum of 10d6). Furthermore, the spell's area is treated as though there were a desecrate spell active within it.
This area of blackwater remains in place for the spell's duration, affecting creatures who enter the area in subsequent rounds. A creature can only be affected once by the spell, regardless of success or failure on the saving throw, so creatures who leave and reenter the area take no additional effect (although the desecrate effect remains throughout the spell's duration).
Material Component: Bone or scale of a fish that dwells in the deep, sunless parts of the ocean.
```
@@---
Spell: Blackwater Tentacle
School: Conjuration
Subschool: Creation
Descriptor: Evil, Water
NSch:
NSubSch:
Level: Blackwater 5, druid 5, Wizard 5
Save: Fortitude partial
SR: No
---
!!
```
## Blackwater Tentacle
Conjuration (Creation) [Evil, Water]
**Level:** Blackwater 5, druid 5, Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One tentacle
**Duration:** 1 round/level (D)
**Saving Throw:** Fortitude partial
**Spell Resistance:** No
You create a tentacle-shaped mass of blackwater, drawn from the deepest ocean trenches, to attack an enemy as you direct it. The tentacle appears at a particular point within range and can?t move from that location. It attacks the opponent you designate once each round, starting with the round the spell is cast. It has a reach of 20 feet (though it can?t make attacks of opportunity).
Its attack bonus is equal to your caster level plus the ability modifier you would normally use to set the save DC
(Wisdom for cleric or druid, Intellgence for wizard, Charisma for sorcerer). The tentacle deals 2d8 + caster level (max. +20) points of damage with a successful hit. Any Large or smaller creature hit by a blackwater tentacle must succeed on a Fortitude save or gain a negative level. Multiple hits by the same tentacle are cumulative, but the negative levels last only for the duration of the spell. The tentacle never provides nor benefits from a flanking bonus. Once a tentacle has been directed to attack a foe, it continues to do so until the spell is redirected to a new target (a move action).
The tentacle has 5 hit points per caster level and an AC of 10 + your caster level. It automatically fails all saves. If reduced to 0 hp, the tentacle is destroyed.
Material Component: Powdered squid beak and a single dried sucker from a kraken's tentacle.
```
@@---
Spell: Blackrot
School: Necromancy
NSch:
NSubSch:
Level: Druid 2, Wu Jen 2 (wood)
Save: Fortitude partial or Fortitude negates
SR: Yes
---
!!
```
## Blackrot
Necromancy
**Level:** Druid 2, Wu Jen 2 (wood)
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One plant creature or one wooden weapon touched
**Duration:** 1 round/level
**Saving Throw:** Fortitude partial or Fortitude negates
**Spell Resistance:** Yes
This spell allows you to deliver a single touch that either damages a plant creature over a number of rounds or renders a wooden weapon poisonous.
```
@@---
Spell: Blade Barrier
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Cleric 6, Good 6, War 6
Save: Reflex half or Reflex negates; see text
SR: Yes
---
!!
```
## Blade Barrier
Evocation [Force]
**Level:** Cleric 6, Good 6, War 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Wall of whirling blades up to 20 ft. long/ level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form 20 ft. high
**Duration:** 1 min./level (D)
**Saving Throw:** Reflex half or Reflex negates; see text
**Spell Resistance:** Yes
An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage. If you evoke the barrier 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 blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it.
```
@@---
Spell: Blade Brothers
School: Abjuration
NSch:
NSubSch:
Level: Bard 2, cleric 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Blade Brothers
Abjuration
**Level:** Bard 2, cleric 2
**Components:** V, S **Casting Time:** 1 standard action
**Range:** Touch
Targets: Two willing creatures
**Duration:** 1 minute/level or until discharged
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
One time during the duration of this spell, when one subject of the spell attempts a saving throw, both recipients can roll and apply the more favorable result. When rolling, each subject uses his own save bonus and save modifiers.
If both saving throws fail, both creatures suffer the consequences of a failed save, even if the effect that prompted the saving throw only affected one of the subjects. If the affected creatures move more than 120 feet away from each other after the spell is cast, the effect ends.
```
@@---
Spell: Blade Of Blood
School: Necromancy
NSch:
NSubSch:
Level: Assassin 1, blackguard 1, cleric 1, duskblade 1, Wizard 1
Save: None
SR: No
---
!!
```
## Blade Of Blood
Necromancy
**Level:** Assassin 1, blackguard 1, cleric 1, duskblade 1, Wizard 1
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Touch
**Target:** Weapon touched
**Duration:** 1 round/level or until discharged
**Saving Throw:** None
**Spell Resistance:** No
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.
```
@@---
Spell: Blade Of Pain And Fear
School: Evocation
NSch:
NSubSch:
Level: Assassin 2, blackguard 2, cleric 3, Deathbound 2, sorcerer/ wizard 3
Save: Will partial
SR: Yes
---
!!
```
## Blade Of Pain And Fear
Evocation
**Level:** Assassin 2, blackguard 2, cleric 3, Deathbound 2, sorcerer/ wizard 3
**Components:** V, S, DF
**Casting Time:** 1 standard action **Range:** 0 ft.
Effect: Swordlike column of gnashing teeth
**Duration:** 1 round/level (D)
**Saving Throw:** Will partial
**Spell Resistance:** Yes
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.
```
@@---
Spell: Blade Storm
School: Transmutation
NSch:
NSubSch:
Level: Ranger 3
Save: Personal
**Target:** You
---
!!
```
## Blade Storm
Transmutation
**Level:** Ranger 3
**Components:** V
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round
You can cast this spell only at the beginning of your turn, before you take any other actions. After casting blade storm, you can take a full-round action to make one attack with each melee weapon you are currently wielding against every foe within reach. If you wield more than one weapon, or a double weapon, you can attack each foe once with each weapon or end, using the normal rules for two-weapon fighting (PH 160). So, a ranger wielding a longsword and a short sword could attack each opponent he can reach with both weapons. If you choose not to spend a full-round action in this fashion after casting the spell, the spell has no effect.
```
@@---
Spell: Blade Thirst
School: Transmutation
NSch:
NSubSch:
Level: Ranger 3
Save: None (object)
SR: Yes (object)
---
!!
```
## Blade Thirst
Transmutation
**Level:** Ranger 3
**Components:** V
**Casting Time:** 1 swift action
**Range:** Touch
**Target:** One slashing weapon
**Duration:** 1 round/level
**Saving Throw:** None (object)
**Spell Resistance:** Yes (object)
You grant a slashing weapon a +3 enhancement bonus. The weapon sheds illumination as if it were a torch.
```
@@---
Spell: Blades Of Fire
School: Conjuration
Subschool: Creation
Descriptor: Fire
NSch:
NSubSch:
Level: Ranger 1, Wizard 1
Save: None
SR: No
---
!!
```
## Blades Of Fire
Conjuration (Creation) [Fire]
**Level:** Ranger 1, Wizard 1
**Components:** V
**Casting Time:** 1 swift action
**Range:** Touch
Targets: Up to two melee weapons you are wielding
**Duration:** 1 round
**Saving Throw:** None
**Spell Resistance:** No
Your melee weapons each deal an extra 1d8 points of fire damage. This damage stacks with any energy damage your weapons already deal.
```
@@---
Spell: Bladeweave
School: Illusion
Descriptor: Pattern
NSch:
NSubSch:
Level: Bard 2, Wizard 2
Save: Personal
**Target:** You
---
!!
```
## Bladeweave
Illusion [Pattern]
**Level:** Bard 2, Wizard 2
**Components:** V
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
**Saving Throw:** See text
**Spell Resistance:** See text
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.
```
@@---
Spell: Blasphemy
School: Evocation
Descriptor: Evil, Sonic
NSch:
NSubSch:
Level: Cleric 7, Evil 7
Save: None or Will negates; see text
SR: Yes
---
!!
```
## Blasphemy
Evocation [Evil, Sonic]
**Level:** Cleric 7, Evil 7
**Components:** V
**Casting Time:** 1 standard action **Range:** 40 ft.
**Area:** Nonevil creatures in a 40-ft. radius spread centered on you
**Duration:** Instantaneous
**Saving Throw:** None or Will negates; see text
**Spell Resistance:** Yes
Any nonevil creature within the area of a blasphemy spell suffers the following ill effects.
HD Effect
Equal to caster level
Dazed
Up to caster level ?1
Weakened, dazed
Up to caster level ?5
Paralyzed, weakened, dazed
Up to caster level ?10 Killed, paralyzed, weakened, dazed The effects are cumulative and concurrent.
No saving throw is allowed against these effects.
Dazed: The creature can take no actions for 1 round, though it defends itself normally.
Weakened: The creature's Strength score decreases by 2d6 points for 2d4 rounds.
Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Killed: Living creatures die. Undead creatures are destroyed.
Furthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy. The banishment effect allows a Will save (at a ?4 penalty) to negate.
Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy.
```
@@---
Spell: Blast Of Flame
School: Conjuration
Subschool: Creation
Descriptor: Fire
NSch:
NSubSch:
Level: Wizard 4
Save: Reflex half
SR: No
---
!!
```
## Blast Of Flame
Conjuration (Creation) [Fire]
**Level:** Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** Cone-shaped burst
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** No
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.
Material Component: A bit of wick soaked in oil.
```
@@---
Spell: Blast Of Force
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Force 3, Wizard 2
Save: Fortitude partial
SR: Yes
---
!!
```
## Blast Of Force
Evocation [Force]
**Level:** Force 3, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Ray
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
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).
```
@@---
Spell: Blast Of Sand
School: Conjuration
Subschool: Creation
Descriptor: Earth
NSch:
NSubSch:
Level: Druid 4, Sand 4, Wizard 4
Save: Reflex half
SR: No
---
!!
```
## Blast Of Sand
Conjuration (Creation) [Earth]
**Level:** Druid 4, Sand 4, Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action **Range:** 30 ft.
**Area:** Cone-shaped burst
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** No
Sand sprays from your outstretched palm with enough force to strip flesh from bone and scour surfaces. The spell deals 1d6 points of damage per caster level (maximum 10d6). Do not divide damage from sand scour by four when applying it to objects.
Material Component: A pinch of sand.
```
@@---
Spell: Blaze Of Light
School: Evocation
Descriptor: Light
NSch:
NSubSch:
Level: Druid 2, paladin 1
Save: Fortitude negates
SR: Yes
---
!!
```
## Blaze Of Light
Evocation [Light]
**Level:** Druid 2, paladin 1
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** Cone
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
A cone of bright light shines forth from just above the caster's head. All creatures within the cone that fail a Fortitude saving throw are dazzled for 1 minute.
Sightless creatures are not affected by blaze of light.
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.
```
@@---
Spell: Blast Rod
Source: Magic of Eberron
School: Evocation
NSch:
NSubSch:
Level: Artificer 3
Save: None (object)
SR: Yes
---
!!
```
## Blast Rod
Source: Magic of Eberron
Evocation
**Level:** Artificer 3
**Components:** S, F
**Casting Time:** 1 minute
**Range:** Touch
**Target:** Rod touched
**Duration:** 10 minutes/level
**Saving Throw:** None (object)
**Spell Resistance:** Yes
You store energy within a rod, then unleash it in rays of destructive power. The blast rod can deal a total of 1d8 points of damage per caster level (maximum 10d8), either focused into a single blast or divided up among multiple blasts.
To use the rod, you designate how many dice of damage you wish to release, then make a ranged touch attack as a standard action against any target within 60 feet. Regardless of whether the attack hits or not, the damage dice you specified are subtracted from the total stored in the rod. Focus: The rod to be infused.
```
@@---
Spell: Bleakness
School: Evocation
Descriptor: Darkness, Evil
NSch:
NSubSch:
Level: Cleric 4, Wizard 4
Save: None
SR: No
---
!!
```
## Bleakness
Evocation [Darkness, Evil]
**Level:** Cleric 4, Wizard 4
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 20-ft. radius emanation centered on a point in space
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** No
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.
```
@@---
Spell: Bleed
School: Necromancy
NSch:
NSubSch:
Level: Blackguard 4, cleric 5, druid 5
Save: Fortitude negates
SR: Yes
---
!!
```
## Bleed
Necromancy
**Level:** Blackguard 4, cleric 5, druid 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** 1 round/level (D)
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
For the duration of the spell, the subject bleeds profusely through any open wound. Each new hit from a piercing or slashing weapon or effect that deals damage to the subject also deals 1 point of Constitution damage. This ability damage is not multiplied on a critical hit.
Because this spell thins the subject's blood, repeated uses cause additional difficulty. In addition to the extra damage, a target subjected to a second use of this spell before the first has expired also takes a ?4 penalty on Fortitude saves against disease, poison, or the sickened and nauseated conditions.
Creatures with no discernible anatomy (such as plants and oozes) and those immune to critical hits (such as undead and constructs) are immune to this spell.
```
@@---
Spell: Bless
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Cleric 1, Paladin 1
Save: None
SR: Yes (harmless)
---
!!
```
## Bless
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Cleric 1, Paladin 1
**Components:** V, S, DF
**Casting Time:** 1 standard action **Range:** 50 ft.
**Area:** The caster and all allies within a 50-ft. burst, centered on the caster
**Duration:** 1 min./level
**Saving Throw:** None
**Spell Resistance:** Yes (harmless)
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
Bless counters and dispels bane.
```
@@---
Spell: Bless Water
School: Transmutation
Descriptor: Good
NSch:
NSubSch:
Level: Cleric 1, Paladin 1
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Bless Water
Transmutation [Good]
**Level:** Cleric 1, Paladin 1
**Components:** V, S, M
**Casting Time:** 1 minute
**Range:** Touch
**Target:** Flask of water touched **Duration:** Instantaneous
**Saving Throw:** Will negates (object)
**Spell Resistance:** Yes (object)
This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water. Material Component: 5 pounds of powdered silver (worth 25 gp).
```
@@---
Spell: Bless Weapon
School: Transmutation
NSch:
NSubSch:
Level: Paladin 1
Save: None
SR: No
---
!!
```
## Bless Weapon
Transmutation
**Level:** Paladin 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Weapon touched
**Duration:** 1 min./level
**Saving Throw:** None
**Spell Resistance:** No
This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the damage reduction of evil creatures or striking evil incorporeal creatures (though the spell doesn?t grant an actual enhancement bonus). The weapon also becomes good, which means it can bypass the damage reduction of certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don?t confer the benefit to the projectiles they shoot.
In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.
```
@@---
Spell: Bless Weapon, Swift
School: Transmutation
NSch:
NSubSch:
Level: Paladin 1
Save: Will negates (harmless)
SR: No
---
!!
```
## Bless Weapon, Swift
Transmutation
**Level:** Paladin 1
**Components:** V
**Casting Time:** 1 swift action
**Duration:** 1 round
This spell functions like bless weapon (PH 205), except as noted above.
## Blessed Aim
Divination
**Level:** Blackguard 1, cleric 1, paladin 1
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 50 ft.
Effect: 50-ft. radius spread centered on you
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** No
This spell grants your allies within the spread a +2 morale bonus on ranged attack rolls.
```
@@---
Spell: Blessed Sight
School: Divination
NSch:
NSubSch:
Level: Apostle of peace 3, champion of Gwynharwyf 3, cleric 3, paladin 3, Celestial 3, slayer of Domiel 3 **Components:** V, S
Save: Personal
**Target:** You
---
!!
```
## Blessed Sight
Divination
**Level:** Apostle of peace 3, champion of Gwynharwyf 3, cleric 3, paladin 3, Celestial 3, slayer of Domiel 3 **Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level (D)
This spell makes your eyes glow with white light and allows you to see evil auras within 120 feet of you. The effect is similar to a detect evil spell, but does not require concentration and discerns aura location and strength more quickly.
You know the location and strength of all evil auras within your sight. An aura's strength depends on the type and Hit Dice of any evil creature, as noted in the description of the detect evil spell in the Player's Handbook.
```
@@---
Spell: Blessing Of Bahamut
School: Abjuration
Descriptor: Good
NSch:
NSubSch:
Level: Paladin 3
Save: Personal
**Target:** You
---
!!
```
## Blessing Of Bahamut
Abjuration [Good]
**Level:** Paladin 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/
You gain damage reduction 10/magic for the spell's duration.
Material Component: A canary feather, which is flung into the air.
```
@@---
Spell: Blessing Of The Righteous
School: Evocation
Descriptor: Good
NSch:
NSubSch:
Level: Cleric 4, paladin 4
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Blessing Of The Righteous
Evocation [Good]
**Level:** Cleric 4, paladin 4
**Components:** V, S, DF
**Casting Time:** 1 standard action **Range:** 40 ft.
**Area:** All allies in a 40-ft. radius burst centered on you
**Duration:** 1 round/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You bless yourself and your allies. You and your allies? melee and ranged attacks deal an extra 1d6 points of holy damage and are considered good aligned for the purpose of overcoming damage reduction.
```
@@---
Spell: Blight
School: Necromancy
NSch:
NSubSch:
Level: Druid 4, Wizard 5
Save: Fortitude half; see text
SR: Yes
---
!!
```
## Blight
Necromancy
**Level:** Druid 4, Wizard 5
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Duration:** Instantaneous
**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.
```
@@---
Spell: Blinding Breath
School: Transmutation
Descriptor: Light
NSch:
NSubSch:
Level: Wizard 4
Save: Personal
**Target:** You
---
!!
```
## Blinding Breath
Transmutation [Light]
**Level:** Wizard 4
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.
## Blinding Beauty
Transmutation [Good]
**Level:** Beloved of Valarian 4, bard 4, druid 4, Fey 4, ranger 4
**Components:** V, S, Abstinence
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
You gain the physical beauty of a nymph, with some of the supernatural accompaniment. All humanoids within 60 feet of you who look directly at you must succeed on a Fortitude save or be blinded permanently as though by the blindness spell. During the duration of the spell, you can suppress or resume this effect as a free action, while remaining stunningly attractive.
Abstinence Component: You must abstain from sexual intercourse for one week before casting this spell.
```
@@---
Spell: Blinding Color Surge
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Beguiler 2, Wizard 2
Save: Will negates
SR: Yes
---
!!
```
## Blinding Color Surge
Illusion (Glamer)
**Level:** Beguiler 2, Wizard 2
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Targets: You and one creature
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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.
Focus: A small prism.
```
@@---
Spell: Blinding Glory
School: Conjuration
Subschool: Creation
Descriptor: Good
NSch:
NSubSch:
Level: Glory 9, Wizard 9
Save: None
SR: No
---
!!
```
## Blinding Glory
Conjuration (Creation) [Good]
**Level:** Glory 9, Wizard 9
**Components:** V, S, M/DF
**Casting Time:** 1 hour
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 100-ft./level radius spread, centered on you
**Duration:** 1 hour/level
**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. Arcane Material Component: A polished rod of pure silver.
```
@@---
Spell: Blinding Spittle
School: Transmutation
NSch:
NSubSch:
Level: Druid 2
Save: None
SR: Yes
---
!!
```
## Blinding Spittle
Transmutation
**Level:** Druid 2
**Components:** V, S **Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One missile of spit
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
You spit caustic saliva into your target's eyes with a successful ranged touch attack. A ?4 penalty applies to the attack roll. The subject is blinded until it can wash its eyes with water or some other rinsing fluid, which requires a standard action. This spell has no effect on creatures without eyes or creatures that don?t depend on eyes for vision.
```
@@---
Spell: Blindsight
School: Transmutation
NSch:
NSubSch:
Level: Cleric 3, druid 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Blindsight
Transmutation
**Level:** Cleric 3, druid 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
This spell grants the subject the blindsight ability (MM 306) effective out to 30 feet.
```
@@---
Spell: Blindsight, Greater
School: Transmutation
NSch:
NSubSch:
Level: Cleric 4, druid 4
Save: Fortitude negates
SR: Yes
---
!!
```
## Blindsight, Greater
Transmutation
**Level:** Cleric 4, druid 4
This spell functions like blindsight, except as noted above and that the blindsight granted by the spell is effective out to 60 feet.
## Blindness/Deafness
Necromancy
**Level:** Bard 2, Cleric 3, Wizard 2
**Components:** V
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One living creature
**Duration:** Permanent (D)
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
You call upon the powers of unlife to render the subject blinded or deafened, as you choose.
```
@@---
Spell: Blink
School: Transmutation
NSch:
NSubSch:
Level: Bard 3, Wizard 3
Save: Personal
**Target:** You
---
!!
```
## Blink
Transmutation
**Level:** Bard 3, Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
You ?blink? back and forth between the Material Plane and the Ethereal Plane. You look as though you?re winking in and out of reality very quickly and at random.
Blinking has several effects, as follows.
Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn?t help opponents, since you?re ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).
If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.
Any individually targeted spell has a 50% chance to fail against you while you?re blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane.
While blinking, you take only half damage from area attacks (but full damage from those that extend onto 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.
```
@@---
Spell: Blink, Greater
School: Transmutation
NSch:
NSubSch:
Level: Bard 5, Celerity 8, sorcerer/ wizard 5
Save: None and Fortitude partial; see text
SR: Yes
---
!!
```
## Blink, Greater
Transmutation
**Level:** Bard 5, Celerity 8, sorcerer/ wizard 5
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.
## Blistering Radiance
Evocation [Fire, Light]
**Level:** Cleric 5, Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** 50-ft. radius spread
**Duration:** 1 round/level
**Saving Throw:** None and Fortitude partial; see text
**Spell Resistance:** Yes
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. Material Component: A bit of tinder and a small lens.
```
@@---
Spell: Blizzard
School: Transmutation
Descriptor: Cold
NSch:
NSubSch:
Level: Druid 5, Winter 5
Save: Fortitude partial
SR: No
---
!!
```
## Blizzard
Transmutation [Cold]
**Level:** Druid 5, Winter 5
**Components:** V, S
**Casting Time:** 1 round
**Range:** Long (400 ft. + 40 ft./level)
**Area:** 100 ft. radius/level spread
**Duration:** 1 round/level
**Saving Throw:** Fortitude partial
**Spell Resistance:** No
Immediately upon completion of this spell, the temperature drops to below freezing and a powerful blizzard erupts in the area. Visibility is reduced to zero, making Spot, Search, and Listen checks and all ranged attacks impossible.
Unprotected flames are automatically extinguished and protected flames have a 75% chance of being doused.
Creatures unprotected from the cold must make a Fortitude save or take 1d6 points of nonlethal cold damage. One foot of new snow falls each round. Movement within the area is impeded, depending on the creature's size and depth of snow (for movement in a snow field, see page 12).
```
@@---
Spell: Blockade
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Druid 1, ranger 1, Wizard 1
Save: No
SR: None
---
!!
```
## Blockade
Conjuration (Creation)
**Level:** Druid 1, ranger 1, Wizard 1
**Components:** V, S, M
**Casting Time:** 1 swift action **Range:** 0 ft.
Effect: 5-ft. cube of wood
**Duration:** 3 rounds
**Saving Throw:** No
**Spell Resistance:** None
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. Material Component: A block of wood, less than 3 inches on a side.
```
@@---
Spell: Blood Creepers
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Druid 5
Save: Fortitude negates
SR: Yes
---
!!
```
## Blood Creepers
Conjuration (Creation)
**Level:** Druid 5
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** 1 round/level
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
The subject takes 1 point of piercing damage per caster level (maximum 15) as the creepers rip apart its body. In addition, the creepers entwine securely around it, trapping its legs and arms. The subject is immobilized (unable to move from its current location) and entangled.
Each round, the subject takes an extra 1 point of piercing damage per caster level (maximum 15) unless it is able to escape. A trapped creature can attempt to break free with a DC 20 Strength check or wriggle free with a DC 25 Escape Artist check, either of which ends the spell if successful.
Other creatures can use the aid another action as normal on these checks. They can make attacks against these vines as if they were wooden objects with a thickness of 3 inches (see Smashing an Object, PH 185). Despite its name, blood creepers is equally effective on living and nonliving creatures.
```
@@---
Spell: Blood Frenzy
School: Transmutation
NSch:
NSubSch:
Level: Druid 2
Save: Will negates
SR: Yes
---
!!
```
## Blood Frenzy
Transmutation
**Level:** Druid 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Any creature with the rage ability
**Duration:** Special; see text
**Saving Throw:** Will negates
**Spell Resistance:** Yes
The target creature enters a rage, as its rage special ability, but this rage does not count toward the creature's number of rage attempts per day.
```
@@---
Spell: Blood Of The Martyr
School: Necromancy
Subschool: Healing
Descriptor: Good
NSch:
NSubSch:
Level: Apostle of peace 4, champion of Gwynharwyf 4, cleric 4, paladin 4
Save: None
SR: Yes
---
!!
```
## Blood Of The Martyr
Necromancy (Healing) [Good]
**Level:** Apostle of peace 4, champion of Gwynharwyf 4, cleric 4, paladin 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** Willing creature
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
You may Transfer your own hit points directly to a target creature within range. You must Transfer at least 20 points. Transferred hit points are damage to you. The creature takes your Transferred hit points as if receiving a cure wounds spell and cannot gain more hit points than its maximum allows; any excess points are lost. This spell Transfers only actual hit points, not temporary hit points. An unconscious target is considered a ?willing creature? for purposes of this spell.
```
@@---
Spell: Blood Sirocco
School: Evocation
NSch:
NSubSch:
Level: Druid 6
Save: Fortitude negates; see text
SR: Yes
---
!!
```
## Blood Sirocco
Evocation
**Level:** Druid 6
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 60 ft.
Effect: Cone-shaped emanation centered on you or on a point in space
**Duration:** 1 round/level
**Saving Throw:** Fortitude negates; see text
**Spell Resistance:** Yes
A blood sirocco blows out from your location with the force of a windstorm (Dmg 95). Creatures in the affected area of Small or smaller size are knocked prone and rolled 1d4?10 feet, taking 1d4 points of nonlethal damage per 10 feet. Medium creatures are knocked prone, and creatures of Large or Huge size are unable to move toward the origin point of the cone. A successful Fortitude save allows the creature to move normally in that round. In addition, the stifling winds dehydrate those within the cone. In each round when an affected living creature fails its saving throw, it takes 2 points of damage. The wind of a blood sirocco 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 these lights. The wind of a blood sirocco continues to blow from the origin point to the wide end of the cone for the duration of the spell. Any creature within this area is entitled a saving throw each round to ignore the effects of the blood sirocco.
```
@@---
Spell: Blood Snow
School: Necromancy
Descriptor: Cold
NSch:
NSubSch:
Level: Cleric 2, druid 2, Wizard 3
Save: Fortitude negates
SR: Yes
---
!!
```
## Blood Snow
Necromancy [Cold]
**Level:** Cleric 2, druid 2, Wizard 3
**Components:** V, S **Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 20-ft. square of snow/level
**Duration:** 1 round/level
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
You must cast this spell on a snow field. You corrupt an area of fallen snow, imbuing it with negative energy. Each round, a creature in contact with blood snow must succeed on a Fortitude save or take 1d2 points of Constitution drain.
In addition, anyone failing a saving throw is nauseated for the duration of the spell.
```
@@---
Spell: Blood To Water
School: Necromancy
Descriptor: Water
NSch:
NSubSch:
Level: Cleric 7
Save: Fortitude half **Spell Resistance:**
---
!!
```
## Blood To Water
Necromancy [Water]
**Level:** Cleric 7
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Up to five living creatures, no two of which are more than 30 ft. apart
**Duration:** Instantaneous **Saving Throw:** Fortitude half **Spell Resistance:**
You transmute the subjects? blood into pure water, dealing 2d6 points of Constitution damage. A successful Fortitude save halves the Constitution damage. This spell has no effect on living creatures with the fire or water subtype.
```
@@---
Spell: Blood Wind
School: Evocation
NSch:
NSubSch:
Level: Cleric 1, Wizard 1
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Blood Wind
Evocation
**Level:** Cleric 1, Wizard 1
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Close (25 ft. + 5 ft./2 caster levels)
**Target:** A single creature with Intelligence 4 or higher
**Duration:** 1 round
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
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.
```
@@---
Spell: Bloodbriars
Source: Lost Empires of Faerun
School: Evocation
NSch:
NSubSch:
Level: Druid 4, Wizard 4
Save: Will negates
SR: Yes
---
!!
```
## Bloodbriars
Source: Lost Empires of Faerun
Evocation
**Level:** Druid 4, Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** 1 creature
**Duration:** 1 minute/level (D)
**Saving Throw:** Will negates
**Spell Resistance:** Yes
This spell, commonly used by the armathors of Myth Drannor in the apprehension of criminals, snares the target in a tangle of invisible, razor-sharp briars of mystical energy.
The affected creature suffers no ill effects as long as it does not attempt to move, attack, cast a spell with material or somatic components, or perform any other action that requires movement.
During any round in which the target moves in any fashion, however, it takes 1d8 points of damage (no save).
Damage from the spell disrupts spellcasting; a subject that attempts to cast a spell with a material or somatic component must make a Concentration check (DC 10 + spell level + damage dealt) or lose the spell. Material Component: A drop of blood.
```
@@---
Spell: Bloodfreeze Arrow
Source: Champions of Ruin
School: Transmutation
NSch:
NSubSch:
Level: Assassin 4, Ranger 4, Justice of Weald and Woe 4
Save: Fortitude partial; see text
SR: Yes
---
!!
```
## Bloodfreeze Arrow
Source: Champions of Ruin
Transmutation
**Level:** Assassin 4, Ranger 4, Justice of Weald and Woe 4
**Components:** V, M
**Casting Time:** 1 swift action
**Range:** Touch
**Target:** One masterwork arrow or bolt
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial; see text
**Spell Resistance:** Yes
This spell is cast upon a masterwork arrow or bolt, transforming its head into blue ice.
In addition to taking normal damage from the missile, the target takes 2d6 points of cold damage and is paralyzed. A successful Fortitude save negates the paralysis, and the target can make a new save each round (at the start of the caster's turn).
Material Component:Masterwork arrow or bolt.
```
@@---
Spell: Bloodhound
School: Divination
NSch:
NSubSch:
Level: Ranger 1
Save: Personal
**Target:** You
---
!!
```
## Bloodhound
Divination
**Level:** Ranger 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 24 hours (D)
If you fail a Survival check to track a creature while this spell functions, you can immediately attempt another roll against the same DC to reestablish the trail. If the reroll fails, you must search for the trail for 30 minutes (if outdoors) or 5 minutes (if indoors) before trying again.
```
@@---
Spell: Bloodletting
School: Necromancy
NSch:
NSubSch:
Level: Assassin 1, hexblade 1
Save: None
SR: Yes; see text
---
!!
```
## Bloodletting
Necromancy
**Level:** Assassin 1, hexblade 1
**Components:** S
**Casting Time:** 1 swift action
**Range:** Touch
**Target:** One light weapon you hold
**Duration:** See text
**Saving Throw:** None
**Spell Resistance:** Yes; see text
You imbue a light weapon you hold in your hand with the power to wound grievously. The next time that weapon deals damage to a living creature, the wound continues to bleed, dealing an extra ld6 points of damage each round for the remainder of the spell's duration.
A successful DC 15 Heal check or at least 1 point of magical healing stops this additional damage.
A creature that is struck by the weapon but takes no damage from the initial attack (such as because of damage reduction) doesn't trigger the spell's effect.
Check to overcome a target's spell resistance when you first strike the creature. If the check fails, the spell has no effect and is discharged, but the weapon still deals damage normally.
The spell lasts for 3 rounds. If you don't deal damage to a living creature during the 3 rounds after casting the spell, it ends with no effect. The bleeding effect begins in the round when the creature is struck by the ensorcelled weapon and lasts until the spell ends (if struck on the first round after casting, the subject bleeds for 3 rounds; if struck in the second round after casting, the subject bleeds for 2 rounds, and so on). The spell ends immediately if the weapon leaves your hand.
```
@@---
Spell: Bloodspear
Source: Champions of Ruin
School: Transmutation
NSch:
NSubSch:
Level: Initiate of gruumsh 3
Save: None
SR: No
---
!!
```
## Bloodspear
Source: Champions of Ruin
Transmutation
**Level:** Initiate of gruumsh 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Spear touched
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
This spell allows you to channel the fury of Gruumsh into the god's favored weapon?a spear.
The weapon's tip begins to drip blood, and the spear acts as if it had the wounding special ability (see Dungeon Master's Guide page 226) for the duration of the spell.
The spell is automatically canceled 1 round after the weapon leaves your hand.
You cannot have more than one bloodspear in effect at a time.
This spell has no effect on a spear that already has the wounding special ability, and it does not work on artifacts.
```
@@---
Spell: Bloodstar
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Wizard 4
Save: Fortitude negates
SR: Yes
---
!!
```
## Bloodstar
Conjuration (Creation)
**Level:** Wizard 4
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: A bloodstar
**Duration:** 1 round/level
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
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. Focus: A ruby worth at least 30 gp.
```
@@---
Spell: Blur
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Bard 2,Wizard 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Blur
Illusion (Glamer)
**Level:** Bard 2,Wizard 2
**Components:** V
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 min./level (D)
**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).
```
@@---
Spell: Blunt Natural Weapons
Source: Dragons of Faerun
School: Transmutation
NSch:
NSubSch:
Level: Assassin 3, Bard 3, Wizard 3
Save: Fortitude negates
SR: Yes
---
!!
```
## Blunt Natural Weapons
Source: Dragons of Faerun
Transmutation
**Level:** Assassin 3, Bard 3, Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 round/level (D)
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
The target's bite, claws, and other natural weapons appear to grow smaller and weaker.
This spell weakens the natural weapons of the target creature.
All the damage dice of the target's natural weapons are decreased by 1 step for every five levels of the caster.
You cannot reduce the target's natural weapon damage to less than 1d2 points of damage. Special: Dragonblood creatures cast this spell at +1 caster level.
```
@@---
Spell: Bodak Birth
School: Transmutation
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 8
Save: None (see text)
SR: No
---
!!
```
## Bodak Birth
Transmutation [Evil]
**Level:** Cleric 8
**Components:** V, S, F, Drug
**Casting Time:** 1 minute
**Range:** Touch
**Target:** Youor one creature touched
**Duration:** Instantaneous
**Saving Throw:** None (see text)
**Spell Resistance:** No
The caster transforms one willing subject (which can be the caster) into a bodak. Ignore all of the subject's old characteristics, using the bodak description in the Monster Manual instead.
Before casting the spell, the caster must make a miniature figurine that represents the subject, then bathe it in the blood of at least three Small or larger animals. Once the spell is cast, anyone that holds the figurine can attempt to mentally communicate and control the bodak, but the creature resists such control with a successful Will saving throw. If the bodak fails, it must obey the holder of the figurine, but it gains a new saving throw every day to break the control.
If the figurine is destroyed, the bodak disintegrates.
Focus: Figurine of subject, bathed in animal blood.
Drug Component: Agony.
```
@@---
Spell: Bodak's Glare
School: Necromancy
Descriptor: Death, Evil
NSch:
NSubSch:
Level: Abyss 8, Cleric 8
Save: Fortitude negates
SR: Yes
---
!!
```
## Bodak's Glare
Necromancy [Death, Evil]
**Level:** Abyss 8, Cleric 8
**Components:** V, S, F
**Casting Time:** 1 standard action **Range:** 30 ft.
**Target:** One living creature
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
Upon completion of the spell, you target a creature within range that can see you. That creature dies instantly unless it succeeds on a Fortitude save. The target need not meet your gaze. If you slay a humanoid creature with this attack, 24 hours later it transforms into a bodak (MM 28) unless it has been resurrected in the meantime. The bodak is not under your command, but can be controlled as normal with a rebuke undead check. Focus: A black onyx gem worth at least 500 gp.
```
@@---
Spell: Body Blades
School: Transmutation
NSch:
NSubSch:
Level: Cleric 2
Save: Personal
**Target:** You
---
!!
```
## Body Blades
Transmutation
**Level:** Cleric 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level
You sprout daggerlike blades from all the surfaces of your body and clothing. The blades appear metallic but are not actually metal, and never harm you or interfere with your movement or actions. You are proficient with your blades, and they allow you to deal piercing damage equal to 1d6 + your caster level (maximum 1d6+5) with a successful grapple attack. You can also make a regular melee attack (or offhand attack) with the spikes, and they count as a light weapon in this case. If a creature initiates a grapple with you, it takes the same damage, and you gain a bonus on grapple checks to resist the grapple equal to the damage dealt. You get a +4 bonus on Escape Artist checks to escape from a net, rope, grappler, or spell that entangles.
```
@@---
Spell: Body Blaze
School: Evocation
Descriptor: Fire
NSch:
NSubSch:
Level: Wizard 3
Save: Will negates
SR: Yes
---
!!
```
## Body Blaze
Evocation [Fire]
**Level:** Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal; see text
**Target:** You
**Duration:** 1 round/level (D)
You are surrounded in flame, which does not harm you or your equipment. When you move, you leave a vertical trail of flame in your wake. The sheet of flame left behind you is up to 20 feet high, 2 inches wide, and lengthens as you move, exactly following the path you take across a horizontal surface?you leave no trail on vertical surfaces or through the air because the sheet of flame must be anchored on a horizontal surface.
The blazing wall deals 2d6 points of fire damage +1 point of fire damage per caster level (maximum +20) to any creature passing through it. If you pass through a square more than once, the damage dealt by the wall to creatures moving through that square does not increase. You take no damage from your own blazing wall.
If you overrun a creature or otherwise manage to pass through its square, 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 section goes out.
Material Component: A small piece of phosphorus.
## Body Harmonic
Transmutation
**Level:** Bard 5
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One living creature
**Duration:** Concentration, up to 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
As you rub the glass, the targeted creature's body begins to vibrate loudly and painfully in harmony with the tone.
Each round you continue to concentrate on this spell, the victim takes 1d10 points of damage to one ability score. You must select a different ability score each round, and cannot damage any one ability score more than once every 5 rounds. The creature can attempt a Will saving throw each round to negate that round's effect. While the subject is under the effect of body harmonic, its body whines and hums discordantly. The victim takes a ?20 penalty on Move Silently checks.
Focus: A crystal water-filled goblet worth at least 500 gp.
```
@@---
Spell: Body Of The Sun
School: Transmutation
Descriptor: Fire
NSch:
NSubSch:
Level: Druid 2, Wizard 2
Save: Reflex half
SR: Yes
---
!!
```
## Body Of The Sun
Transmutation [Fire]
**Level:** Druid 2, Wizard 2
**Components:** V, S, DF
**Casting Time:** 1 standard action **Range:** 5 ft.
**Area:** 5-ft. radius emanation centered on you
**Duration:** 1 round/level
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
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.
```
@@---
Spell: Body Of War
School: Transmutation
NSch:
NSubSch:
Level: Wizard 7
Save: Personal
**Target:** You
---
!!
```
## Body Of War
Transmutation
**Level:** Wizard 7
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
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 abilities. 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 mindaffecting 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. Material Component: A miniature bronze hammer.
```
@@---
Spell: Body Outside Body
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Wu Jen 7
Save: None
SR: No
---
!!
```
## Body Outside Body
Conjuration (Creation)
**Level:** Wu Jen 7
**Components:** V, S, M
**Casting Time:** 1 standard action **Range:** 10 ft.
Effect: One duplicate/5 levels
**Duration:** 1 minute
**Saving Throw:** None
**Spell Resistance:** No
This spell creates one or more indistinguishable duplicates of you, all of which share your ability scores, personality, class levels, skills, feats, and memories. They carry the same arms, armor, and equipment as you do (but only have mundane versions of any magic gear), and they cannot cast spells or use any spell completion or spell trigger items.
They are friendly toward each other and your companions and will follow any order you give them (even actions that you wouldn?t normally do yourself, such as charging a dragon or jumping off a cliff).
The duplicates you create each have one-quarter of your hit point total at the time of casting and take damage as normal in combat. If a duplicate is slain, it disappears and you take 10 points of damage. At the end of the spell's duration, all remaining duplicates (and any equipment created with them) disappear without dealing damage to you.
Material Component: A few of your hairs, fingernail parings, or flakes of skin.
```
@@---
Spell: Body Ward
School: Abjuration
NSch:
NSubSch:
Level: Cleric 2, druid 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Body Ward
Abjuration
**Level:** Cleric 2, druid 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 minute/level or until expended
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You grant the subject a limited resistance to ability damage. You choose one of the three physical ability scores? Strength, Dexterity, or Constitution?when you cast the spell. Body ward absorbs the next 5 points of damage dealt to that ability score, regardless of its source. If, for instance, an ally you had warded against Strength damage were subsequently poisoned for 6 points of Strength damage, she would take only 1 point.
The spell lasts until its duration expires, or until the 5 points of protection are used up, whichever comes first. When cast multiple times upon the same subject, body ward has a synergistic effect. If you use it to affect two physical abilities simultaneously, it wards each against 8 points of damage. If you use it to affect all three physical abilities at once, it wards each against 10 points of damage. To achieve this synergy, the multiple castings must occur in subsequent rounds.
The benefits from multiple castings of body ward that protect the same ability score do not stack.
```
@@---
Spell: Boiling Blood
School: Transmutation
Descriptor: Fire
NSch:
NSubSch:
Level: Wizard 2
Save: Fortitude partial
SR: Yes
---
!!
```
## Boiling Blood
Transmutation [Fire]
**Level:** Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One living creature
**Duration:** 1 round + 1 round/3 levels
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
The subject of the spell suffers as his blood heats up, taking 2d6 points of fire damage. For every three caster levels, the spell lasts an additional round (up to a maximum of 7 rounds at 18th level), dealing another 2d6 points of damage each round. A successful Fortitude save reduces the duration of the spell to 1 round.
If you cast boiling blood on the same subject before the first casting has expired, the second spell has a different effect. In any round in which the subject takes damage from the spell, he is also sickened. This extra effect lasts for as long as the duration of both spells continues, after which only the normal effect occurs for the rest of the duration of the latter spell.
Creatures immune to extra damage from critical hits are immune to this spell, as are creatures that lack blood or similar internal fluids.
```
@@---
Spell: Boiling Oil
School: Conjuration
Subschool: Creation
Descriptor: Fire
NSch:
NSubSch:
Level: Wizard 4
Save: Reflex half
SR: No
---
!!
```
## Boiling Oil
Conjuration (Creation) [Fire]
**Level:** Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 10-ft. radius cylinder, 40 ft. high
**Duration:** 1 round and 1 round/three levels; see text
**Saving Throw:** Reflex half
**Spell Resistance:** No
A torrent of boiling oil rains down in the area you specify.
Creatures in the area take 4d6 points of scalding (fire) damage from the oil. Creatures that fail their initial saving throw take an additional 2d6 points of damage in each each subsequent round of the spell's duration (up to a maximum of 6 rounds at 18th level).
The oil created by this spell is not itself flammable.
```
@@---
Spell: Bolster Aura
School: Abjuration
NSch:
NSubSch:
Level: Cleric 3, paladin 4
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Bolster Aura
Abjuration
**Level:** Cleric 3, paladin 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature or object touched
**Duration:** 10 minutes/level
**Saving Throw:** Will negates (object)
**Spell Resistance:** Yes (object)
By casting bolster aura, you make the aura of the target creature or object stronger, possibly causing other creatures to assume that the target is more powerful than it actually is. For every two caster levels you possess, the target of a bolster aura spell appears to have 1 Hit Die more than it actually does. If the target has no aura, then bolster aura has no effect.
```
@@---
Spell: Bolt Of Glory
School: Evocation
Descriptor: Good
NSch:
NSubSch:
Level: Cleric 6, Glory 6
Save: None
SR: Yes
---
!!
```
## Bolt Of Glory
Evocation [Good]
**Level:** Cleric 6, Glory 6
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Ray
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
You must succeed on a ranged touch attack with the ray to strike a target. A creature struck takes varying damage, depending on its nature or its home plane of existence and your level. Creatures native to the Negative Energy Plane, evil-aligned outsiders, and all undead creatures take 1d12 points of damage per caster level (maximum
15d12). Creatures native to the Material Plane or an Elemental Plane, or any other neutral-aligned outsiders, take 1d12 points of damage per two caster levels (maximum 7d12). Creatures native to the Positive Energy Plane and all good-aligned outsiders are not affected by this spell.
```
@@---
Spell: Bolts Of Bedevilment
School: Enchantment
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 5, Madness 5
Save: Will negates
SR: Yes
---
!!
```
## Bolts Of Bedevilment
Enchantment [Mind-Affecting]
**Level:** Bard 5, Madness 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Ray
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
This spell grants you the ability to make one ray attack per round. You must succeed on a ranged touch attack with the ray to strike a target. A living creature struck by the ray is dazed for 1d3 rounds if it fails its save.
```
@@---
Spell: Bombardment
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Druid 8
Save: Reflex half; see text
SR: No
---
!!
```
## Bombardment
Conjuration (Creation)
**Level:** Druid 8
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** Cylinder (15-ft. radius, 40 ft. high)
**Duration:** Instantaneous
**Saving Throw:** Reflex half; see text
**Spell Resistance:** No
You designate the spot on which the cylinder is centered. Each creature in the area that fails a Reflex saving throw takes 1d8 points of damage per caster level (maximum 20d8) and is buried under 5 feet of rubble. A successful save halves the damage and avoids burial. A buried creature can free itself with a DC 20 Strength check (a fullround action), or it can be dug free by others (a single creature working alone requires 1 minute to free a trapped creature). A buried creature is unable to move, and cannot cast spells with somatic components, and any material components must be in hand. After this spell is cast, its area is covered in 5 feet of dense rubble (Dmg 90) Focus: A quartz crystal embedded in rock.
```
@@---
Spell: Bone Chill
School: Necromancy
NSch:
NSubSch:
Level: Wizard 2
Save: Fortitude negates
SR: No
---
!!
```
## Bone Chill
Necromancy
**Level:** Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Ray
**Duration:** 1 round/level
**Saving Throw:** Fortitude negates
**Spell Resistance:** No
A ray of burning cold erupts from your fingertips. Corporeal undead struck by the ray are covered in a layer of ice, rendering the subject immobile as if held. Each round on its turn, the subject may attempt a new saving throw to
break free of the ice. (This is a full-round action that does not provoke attacks of opportunity.) Material Component: A small piece of bone and a 1-inch cube of ice.
```
@@---
Spell: Boneblade
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Blackguard 2, Cleric 3
Save: Fortitude half or Fortitude negates (see text)
SR: Yes
---
!!
```
## Boneblade
Necromancy [Evil]
**Level:** Blackguard 2, Cleric 3
**Components:** V, S, F, Undead
**Casting Time:** 1 standard action
**Range:** Touch
Effect: One bone that becomes a blade
**Duration:** 10 minutes/level
The caster changes a bone at least 6 inches long into a longsword, short sword, or greatsword (caster's choice). This weapon has a +1 enhancement bonus on attacks and damage for every five caster levels (at least +1, maximum +4). Furthermore, this blade deals an extra +1d6 points of damage to living targets and an additional +1d6 points of damage to goodaligned targets.
This spell confers no proficiency with the blade, but the caster doesn?t need to be the one wielding the blade for it to be effective.
Focus: A 6-inch-long bone.
## Boneblast
Necromancy [Evil]
**Level:** Blackguard 1, Cleric 2
**Components:** V, S, M, Undead
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One creature that has a skeleton
**Duration:** Instantaneous
**Saving Throw:** Fortitude half or Fortitude negates (see text)
**Spell Resistance:** Yes
The caster causes some bone within a touched creature to break or crack. The caster cannot specify which bone.
Because the damage is general rather than specific, the target takes 1d3 points of Constitution damage. A
Fortitude save reduces the Constitution damage by half, or negates it if the full damage would have been 1 point of Constitution damage.
Material Component: The bone of a small child that still lives.
```
@@---
Spell: Bonefiddle
School: Necromancy
NSch:
NSubSch:
Level: Bard 2, Wizard 2
Save: Fortitude negates
SR: Yes
---
!!
```
## Bonefiddle
Necromancy
**Level:** Bard 2, Wizard 2
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature with a skeleton or exoskeleton
**Duration:** Concentration, up to 1 round/level
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
You 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.
Focus: A miniature silver fiddle worth at least 30 gp.
```
@@---
Spell: Bones Of The Earth
School: Conjuration
Subschool: Creation
Descriptor: Earth
NSch:
NSubSch:
Level: Druid 6
Save: Reflex negates
SR: No
---
!!
```
## Bones Of The Earth
Conjuration (Creation) [Earth]
**Level:** Druid 6
**Components:** V, S, DF
**Casting Time:** 1 standard action **Range:** 60 ft.
Effect: One 5-ft.-diameter pillar of stone per round
**Duration:** 1 round/2 levels (D)
**Saving Throw:** Reflex negates
**Spell Resistance:** No
Each round as a standard action, you conjure a pillar of rock that bursts from a stone or earthen surface anywhere within the spell's range. Each pillar fills a 5-foot square and grows to a height of 20 feet or until it hits a barrier such as a ceiling or wall. A Large or smaller creature in a square where a pillar erupts must succeed on a Reflex save or be carried upward by the force of the pillar. If a pillar is created in a room with a ceiling height of 20 feet or less, the rock slams into the ceiling, dealing 4d6 points of damage to any creature atop it.
In a location with a ceiling height of more than 20 feet, a creature carried up by a pillar must succeed on a DC 20 Balance check or fall from the top of the pillar when it reaches its maximum height. On a failed check, the creature plummets to the ground, taking 2d6 points of damage from the fall.
You can also cause a pillar to erupt from a vertical surface, in which case any creatures in the pillar's path must succeed on their Reflex saves or take 2d6 points of damage and be knocked prone.
The pillar created is permanent and has AC 3, hardness 8, and 900 hit points. A pillar can be climbed with a DC 20 Climb check.
```
@@---
Spell: Boreal Wind
School: Evocation
Descriptor: Cold
NSch:
NSubSch:
Level: Bard 5, cleric 5, druid 4, Wizard 5
Save: Fortitude negates
SR: Yes
---
!!
```
## Boreal Wind
Evocation [Cold]
**Level:** Bard 5, cleric 5, druid 4, Wizard 5
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
Effect: Gust of wind (20 ft. wide, 20 ft. high) emanating out from you to the extreme of the range
**Duration:** 1 round + 1 round/2 levels
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
You create a strong blast of arctic air that originates from your fingertips and moves in the direction you are facing. As a stronger form of gust of wind, this boreal wind automatically extinguishes candles, torches, and similar protected or unprotected f lames, including lanterns. Large fires (such as bonfires, a blacksmith's coals, or even a house fire) have a 50% chance to be extinguished by the boreal wind. Forest or grassland fires are too large to be extinguished by this spell.
All creatures caught in the area take 1d4 points of cold damage per caster level (maximum 15d4). A successful Fortitude saving throw negates the gust's effects. Those that fail the save are pushed away from the caster a distance of 3 feet per caster level. Creatures that remain in the area past the first round must make an additional saving throw each round.
A boreal wind can do anything a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, overturn tents and blow down small huts, scuttle a small boat, and blow gases or vapors to the edge of the range.
The wind can change direction if you actively direct it (a move action for you); otherwise, it merely blows in the same direction.
```
@@---
Spell: Bothersome Babble
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 2, hexblade 2, sorcerer/ wizard 3
Save: Will negates
SR: Yes
---
!!
```
## Bothersome Babble
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 2, hexblade 2, sorcerer/ wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 3 rounds
**Saving Throw:** Will negates
**Spell Resistance:** Yes
The subject can't make himself understood through verbal communication. No matter how hard he tries, he can't speak a language, but only utters nonsense sounds. His ability to write is unimpeded. To cast a spell with a verbal component, the subject must succeed on a Concentration check; the DC equals this spell's save DC + level of the spell to be cast.
If you cast bothersome babble on a creature currently affected by a previous casting of the spell, the second spell has a different effect. As long as both spells' durations last, the subject's speech is physically painful to it. In any round in which the creature speaks, it takes 1d8 points of damage. Treat this as continuous damage for the purpose of making Concentration checks to cast spells. When the first duration ends, this secondary effect is replaced by the normal effect of the spell.
```
@@---
Spell: Bottle Of Smoke
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Druid 3, ranger 3
Save: None
SR: No
---
!!
```
## Bottle Of Smoke
Conjuration (Creation)
**Level:** Druid 3, ranger 3
**Components:** V, S, F
**Casting Time:** 10 minutes
**Range:** Touch
Effect: One smoky, horselike creature
**Duration:** 1 hour/level
**Saving Throw:** None
**Spell Resistance:** No
You create a plume of smoke that you capture in a special bottle you?re holding. If the bottle is thereafter opened before the spell duration expires, the smoke emerges to form a vaguely horselike creature made of wisps of smoke. It makes no sound, and anything that touches it simply passes through it. To mount this smoke horse, the would-be rider must make a DC 10 Ride check while holding the bottle in one hand. Anyone attempting to mount without the bottle simply passes through the horse's form. Letting go of the bottle after mounting causes the rider to fall through the horse's smoky form; he or she cannot thereafter remount without the intact bottle in hand. If the bottle is broken, the spell ends immediately and the rider (if mounted) falls to the ground. The smoke horse has a speed of 20 feet per caster level, to a maximum of 240 feet. It can send smoke billowing out behind it at the rider's behest, leaving behind a bank of smoke 5 feet wide and 20 feet high as it moves.
A severe wind, or magical wind of any kind, disperses the horse (and any smoke it has produced) instantly. Otherwise, the bank of smoke lasts 10 minutes, starting on the turn it was laid down. Starting or stopping the smoke trail is a free action. The mount and the smoke trail it produces give concealment to anyone behind them. The mount is immune to all damage and other attacks because material objects and spells simply pass through it. It cannot attack. The rider can return the smoke horse to the bottle, and thus pause the spell, at any time by simply uncorking it (a move action) and stoppering it again (another move action) in the next round after the horse is inside. If the bottle is reopened later, the spell reactivates with its remaining duration intact. Regardless of how much duration remains unused, the spell ceases functioning 24 hours after it is cast. If dispelled at any time while the bottle is corked, the spell ends.
Focus: An ornate, corked bottle worth at least 50 gp.
```
@@---
Spell: Brain Spider
School: Divination
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Cleric 7, Mind 7
Save: Will negates
SR: Yes
---
!!
```
## Brain Spider
Divination [Mind-Affecting]
**Level:** Cleric 7, Mind 7
**Components:** V, S, M, DF
**Casting Time:** 1 round
**Range:** Long (400 ft. + 40 ft./level)
Targets: Up to eight living creatures
**Duration:** 1 minute/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
For the duration of the spell, as a standard action, you can eavesdrop on the thoughts of up to eight other creatures at once, hearing as desired:
A creature's surface thoughts.
Individual trains of thought in whatever order you desire.
One nugget of information per caster level from all the minds regarding one particular topic, thing, or being. The thoughts and memories of one creature of the group in detail.
Once per round, if you do not perform a detailed study of one creature's mind, you can attempt (as a standard action) to implant a suggestion (PH 285) in the mind of any one of the affected creatures. The creature can make another Will saving throw to resist the suggestion, using the original save DC. (Creatures with special resistance to enchantment spells can use this resistance to keep from being affected by the suggestion.) Success on this saving throw does not negate the other effects of the brain spider for that creature. Material Component: A dead spider of any size or type. It must still have all eight legs.
```
@@---
Spell: Brambles
School: Transmutation
NSch:
NSubSch:
Level: Cleric 2, druid 2
Save: None
SR: No
---
!!
```
## Brambles
Transmutation
**Level:** Cleric 2, druid 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Wooden weapon touched
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
For the duration of the spell, the weapon deals both piercing and bludgeoning damage. It gains a +1 enhancement bonus on its attacks and also gains a +1 enhancement bonus per caster level on melee damage rolls (maximum +10). This spell works only on melee weapons with wooden striking surfaces. For instance, it does not work on a bow, an arrow, or a metal mace. Material Component: A small thorn.
```
@@---
Spell: Branch To Branch
School: Transmutation
NSch:
NSubSch:
Level: Druid 1, ranger 1
Save: Personal
**Target:** You
---
!!
```
## Branch To Branch
Transmutation
**Level:** Druid 1, ranger 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level (D)
You gain a +10 competence bonus on Climb checks made in trees. As long as you remain at least 10 feet above the ground, you can brachiate (swing by branches and vines) in medium or dense forest, but not in sparse forest. When you brachiate, you gain a 10-foot enhancement bonus to your land speed and ignore the hampered movement penalties for underangerowth and other terrain features. You can charge while brachiating, but you can?t run. Naturally, some local conditions, such as areas of sparse forest, clearings, wide rivers, or other breaks in the forest canopy, might force you to return to the ground.
```
@@---
Spell: Break Enchantment
School: Abjuration
NSch:
NSubSch:
Level: Bard 4, Cleric 5, Luck 5, Paladin 4, Wizard 5
Save: See text
SR: No
---
!!
```
## Break Enchantment
Abjuration
**Level:** Bard 4, Cleric 5, Luck 5, Paladin 4, Wizard 5
**Components:** V, S
**Casting Time:** 1 minute
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: Up to one creature per level, all within 30 ft. of each other
**Duration:** Instantaneous
**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.
```
@@---
Spell: Breath Flare
School: Transmutation
Descriptor: Light
NSch:
NSubSch:
Level: Wizard 1
Save: Personal
**Target:** Your breath weapon
---
!!
```
## Breath Flare
Transmutation [Light]
**Level:** Wizard 1
**Components:** S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** Your breath weapon
**Duration:** 1 round
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.
```
@@---
Spell: Breath Of The Jungle
School: Transmutation
NSch:
NSubSch:
Level: Druid 1
Save: None
SR: No
---
!!
```
## Breath Of The Jungle
Transmutation
**Level:** Druid 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Mist spreads in a 40-ft. radius, 20 ft. high
**Duration:** 1 minute/level
**Saving Throw:** None
**Spell Resistance:** No
The DC of any saving throw made within the mist against poison or disease increases by 2. The mist does not provide concealment.
```
@@---
Spell: Breath Weapon Admixture
School: Transmutation
Descriptor: see text
NSch:
NSubSch:
Level: Wizard 9
Save: Personal
**Target:** Your breath weapon
---
!!
```
## Breath Weapon Admixture
Transmutation [see text]
**Level:** Wizard 9
**Components:** S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** Your breath weapon
**Duration:** 1 round
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.
```
@@---
Spell: Breath Weapon Substitution
School: Transmutation
Descriptor: see text
NSch:
NSubSch:
Level: Wizard 5
Save: Personal
**Target:** Your breath weapon
---
!!
```
## Breath Weapon Substitution
Transmutation [see text]
**Level:** Wizard 5
**Components:** S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** Your breath weapon
**Duration:** 1 round
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.
```
@@---
Spell: Briar Web
School: Transmutation
NSch:
NSubSch:
Level: Druid 2, ranger 2
Save: None
SR: No
---
!!
```
## Briar Web
Transmutation
**Level:** Druid 2, ranger 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 40-ft. radius spread
**Duration:** 1 minute/level
**Saving Throw:** None
**Spell Resistance:** No
This spell causes grasses, weeds, bushes, and even trees to grow thorns and wrap and twist around creatures in or entering the area. The spell's area becomes difficult terrain, and creatures move at half speed within the affected area. Any creature moving through the area also takes 1 point of nonmagical piercing damage for each 5 feet moved. A creature with freedom of movement or the woodland stride ability is unaffected by this spell.
```
@@---
Spell: Briartangle
Source: Player's Guide to Faerûn
School: Transmutation
NSch:
NSubSch:
Level: Initiate of nature 4
Save: Reflex half
SR: No
---
!!
```
## Briartangle
Source: Player's Guide to Faerûn
Transmutation
**Level:** Initiate of nature 4
**Components:**
This spell functions like entangle, except as follows.
The entangling plants are changed to tangled briars covered with sharp thorns that grow to a height of 6 feet. Each entangled creature takes 1d8 points of piercing damage +1 point per two caster levels in the round it becomes entangled.
In each subsequent round that it attempts to break free or move within the briars, it takes a like amount of damage.
An entangled creature attempting to cast a spell within the briars must make a successful Concentration check (DC 20 + the spell's level) or lose the spell.
The briars are thick and tall enough to grant cover to creatures within or behind them.
## Bright Worms
Conjuration (Creation) [Fire]
**Level:** Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 20-ft. radius spread
**Duration:** 1 round/level (D)
**Saving Throw:** Reflex half
**Spell Resistance:** No
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.
```
@@---
Spell: Brilliant Aura
School: Transmutation
NSch:
NSubSch:
Level: Cleric 8, druid 8, sorcerer/ wizard 7
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Brilliant Aura
Transmutation
**Level:** Cleric 8, druid 8, sorcerer/ wizard 7
Targets: Weapons carried by one creature/2 levels, no two of which are more than 30 ft. apart **Duration:** 1 round/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
This spell functions like brilliant blade (see below), except as noted here, and that all weapons of the subject creatures gain the brilliant energy special ability.
```
@@---
Spell: Brilliant Blade
School: Transmutation
NSch:
NSubSch:
Level: Cleric 7, druid 7, sorcerer/ wizard 6
Save: Will negates (harmless, object)
SR: Yes (harmless, object)
---
!!
```
## Brilliant Blade
Transmutation
**Level:** Cleric 7, druid 7, sorcerer/ wizard 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One melee or thrown weapon, or fifty projectiles (all of which must be in contact with each other at the time of casting) **Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless, object)
**Spell Resistance:** Yes (harmless, object)
You transform a single melee weapon, natural weapon, 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.
```
@@---
Spell: Brilliant Emanation
School: Evocation
Descriptor: Good
NSch:
NSubSch:
Level: Sanctified 3
Save: Fortitude partial
SR: Yes
---
!!
```
## Brilliant Emanation
Evocation [Good]
**Level:** Sanctified 3
**Components:** Sacrifice
**Casting Time:** 1 standard action
**Range:** 100 ft. + 10 ft./level
**Area:** 100-ft. radius emanation + 10-ft. radius per level
**Duration:** 1d4 rounds
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
This spell causes a divine glow to radiate from any reflective objects worn or carried by the caster, including metal armor. Evil creatures within the spell's area are blinded unless they succeed on a Fortitude saving throw. Nonevil characters perceive the brilliant light emanating from the caster, but are not blinded by it and do not suffer any negative effects from it. Evil characters that make their saving throw are not blinded, but are distracted, taking a ? 1 penalty on any attacks made within the spell's area for the duration of the spell. Creatures must be able to see visible light to be affected by this spell. Sacrifice: 1d3 points of Strength damage.
```
@@---
Spell: Brilliant Energy Arrow
Source: Champions of Ruin
School: Transmutation
NSch:
NSubSch:
Level: Assassin 2, Ranger 2, Justice of Weald and Woe 2
Save: None
SR: Yes
---
!!
```
## Brilliant Energy Arrow
Source: Champions of Ruin
Transmutation
**Level:** Assassin 2, Ranger 2, Justice of Weald and Woe 2
**Components:** V, M
**Casting Time:** 1 swift action
**Range:** Touch
**Target:** One masterwork arrow or bolt
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
This spell is cast upon a masterwork arrow or bolt, transforming its head into brilliant energy that gives off light as a torch (20-foot radius).
A brilliant energy missile ignores nonliving matter.
Armor bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the missile passes through armor.
It deals normal damage and has no effect on constructs, undead, and objects.
The arrow or bolt must be fired during the same round the spell is cast, or the magic dissipates and is lost. The projectile is destroyed even if it misses its target.
Material Component: Masterwork arrow or bolt.
```
@@---
Spell: Bristle
School: Transmutation
NSch:
NSubSch:
Level: Sorcerer/ wizard 2
Save: None
SR: No
---
!!
```
## Bristle
Transmutation
**Level:** Sorcerer/ wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Suit of armor touched
**Duration:** 1 minute/level (D)
**Saving Throw:** None
**Spell Resistance:** No
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.
```
@@---
Spell: Brumal Stiffening
School: Transmutation
Descriptor: Cold
NSch:
NSubSch:
Level: Cleric 2, druid 2, Wizard 2
Save: Reflex negates
SR: Yes
---
!!
```
## Brumal Stiffening
Transmutation [Cold]
**Level:** Cleric 2, druid 2, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One weapon
**Duration:** 1 round/level
**Saving Throw:** Reflex negates
**Spell Resistance:** Yes
The targeted weapon becomes brittle, reducing its hardness by 5 for the duration of the spell, thereby increasing the effectiveness of sunder attempts against the weapon. In addition, rolling a 1 on an attack with the targeted weapon causes it to take damage equivalent to the amount it would have dealt on a successful hit.
```
@@---
Spell: Bull's Strength
School: Transmutation
NSch:
NSubSch:
Level: Cleric 2, Druid 2, Paladin 2, Wizard 2, Strength 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Bull's Strength
Transmutation
**Level:** Cleric 2, Druid 2, Paladin 2, Wizard 2, Strength 2
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 min./level
**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. Arcane Material Component: A few hairs, or a pinch of dung, from a bull.
```
@@---
Spell: Bull's Strength, Mass
School: Transmutation
NSch:
NSubSch:
Level: Cleric 6, Druid 6, Wizard 6
Save: Fortitude half
SR: Yes
---
!!
```
## Bull's Strength, Mass
Transmutation
**Level:** Cleric 6, Druid 6, Wizard 6
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
This spell functions like bull's strength, except that it affects multiple creatures.
## Burst Of Glacial Wrath
Evocation/Transmutation [Cold]
**Level:** Wizard 9
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** 30 feet
**Area:** Cone-shaped burst
**Duration:** Instantaneous
**Saving Throw:** Fortitude half
**Spell Resistance:** Yes
You create a burst of icy energy that flash-freezes any creatures within the spell's area. The spell deals 1d6 points of cold damage per caster level (maximum 25d6 points). Any living creature reduced to ?1 or fewer hit points is not killed, but instead turned to solid ice (similar to flesh to stone, but with ice instead of stone). Effectively, the spell can't reduce a creature's hit points below ?9. A successful Fortitude save halves the damage.
A creature turned to solid ice by this spell gains hardness 10 as well as immunity to cold and electricity. However, it also gains vulnerability to fire, and any frozen creature reduced to?10 or fewer hit points by fire damage immediately melts (and dies). Once this occurs, the creature can be brought back to life only with a miracle, true resurrection, or wish spell.
Special: A character who learns this spell gains resistance to cold 5, which stacks with any other resistance to cold he already possesses.
```
@@---
Spell: Buoyant Lifting
School: Evocation
NSch:
NSubSch:
Level: Druid 1
Save: None
SR: No
---
!!
```
## Buoyant Lifting
Evocation
**Level:** Druid 1
**Components:** S, DF
**Casting Time:** 1 immediate action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One willing creature/ level, no two of which are more than 20 ft. apart
**Duration:** 1 minute/ level (D); see text
**Saving Throw:** None
**Spell Resistance:** No
The subjects of this spell are borne toward the surface at 60 feet per round until they are floating on it. The subject then rests at the top of the liquid (rescuing it from drowning if it was a sinking air-breather) and can swim away under its own power or be moved by others (such as with a rope). If the subject is removed from the liquid, the spell ends.
```
@@---
Spell: Bulwark Of Reality
Source: Tome of Magic
School: Conjuration
Subschool: Creation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 1
Save: Personal
**Target:** You
---
!!
```
## Bulwark Of Reality
Source: Tome of Magic
Conjuration (Creation) [Force]
**Level:** Wizard 1
**Components:** V, S, TN
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level (D)
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.
Truename Component: When you cast this spell, you must correctly speak your own personal truename.
```
@@---
Spell: Burning Blood
School: Necromancy
NSch:
NSubSch:
Level: Sorcerer/ wizard 4
Save: Fortitude partial; see text
SR: Yes
---
!!
```
## Burning Blood
Necromancy
**Level:** Sorcerer/ wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One living creature; see text
**Duration:** 1 round/level (D)
**Saving Throw:** Fortitude partial; see text
**Spell Resistance:** Yes
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 creatures of the construct, elemental, ooze, plant, or undead types.
Material Component: A drop of blood and a pinch of saltpeter.
```
@@---
Spell: Burning Hands
School: Evocation
Descriptor: Fire
NSch:
NSubSch:
Level: Fire 1, Wizard 1
Save: Reflex half
SR: Yes
---
!!
```
## Burning Hands
Evocation [Fire]
**Level:** Fire 1, Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 15 ft.
**Area:** Cone-shaped burst
**Duration:** Instantaneous
**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.
```
@@---
Spell: Burning Rage
School: Transmutation
NSch:
NSubSch:
Level: Wizard 1
Save: Will negates
SR: Yes
---
!!
```
## Burning Rage
Transmutation
**Level:** Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 round/level (D)
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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.
```
@@---
Spell: Burning Sword
School: Evocation
Descriptor: Fire
NSch:
NSubSch:
Level: Wizard 2
Save: None
SR: No
---
!!
```
## Burning Sword
Evocation [Fire]
**Level:** Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Weapon touched
**Duration:** 1 minute/level (D)
**Saving Throw:** None
**Spell Resistance:** No
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
```
@@---
Spell: Burrow
School: Transmutation
NSch:
NSubSch:
Level: Druid 2, ranger 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Burrow
Transmutation
**Level:** Druid 2, ranger 2
**Components:** V, S, F/DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 minute/level (D)
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The subject can burrow through earth and loose rock (but not solid stone) with a speed of 30 feet (or 20 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). Arcane Focus: A claw from a burrowing creature.
```
@@---
Spell: Burrow, Mass
School: Transmutation
NSch:
NSubSch:
Level: Druid 4, ranger 3
Save: None
SR: No
---
!!
```
## Burrow, Mass
Transmutation
**Level:** Druid 4, ranger 3
Targets: One creature/level, no two of which are more than 30 ft. apart
This spell functions like burrow, except that it affects multiple creatures.
## Buzzing Bee
Conjuration (Creation)
**Level:** Wizard 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** 1 minute/level (D)
**Saving Throw:** None
**Spell Resistance:** No
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. Material Component: A dab of honey.
```
@@---
Spell: Cacophonic Burst
School: Evocation
Descriptor: Sonic
NSch:
NSubSch:
Level: Bard 5, Wizard 5
Save: Reflex half **Spell Resistance:**
---
!!
```
## Cacophonic Burst
Evocation [Sonic]
**Level:** Bard 5, Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** 20-ft. radius burst
**Duration:** Instantaneous **Saving Throw:** Reflex half **Spell Resistance:**
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.
```
@@---
Spell: Cacophonic Shield
School: Evocation
Descriptor: Sonic
NSch:
NSubSch:
Level: Bard 4, Wizard 5
Save: Fortitude partial **Spell Resistance:**
---
!!
```
## Cacophonic Shield
Evocation [Sonic]
**Level:** Bard 4, Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 10 ft.
**Area:** 10-ft. radius emanation centered on you
**Duration:** 1 minute/level (D) **Saving Throw:** Fortitude partial **Spell Resistance:**
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.
```
@@---
Spell: Cacophonous Alarm
School: Abjuration
NSch:
NSubSch:
Level: Bard 2
Save: Reflex half; see text
SR: No
---
!!
```
## Cacophonous Alarm
Abjuration
**Level:** Bard 2
This spell functions like alarm, although you can only set it to produce an audible result, not a mental one. Furthermore, an effect equivalent to a sound burst spell affects the first creature to violate the warded area (only this creature is affected, not a 10-footradius spread).
## Call Avalanche
Evocation [Cold]
**Level:** Druid 5
**Components:** V, S
**Casting Time:** 1 round
**Range:** Long (400 ft. + 40 ft./level)
**Area:** 10 ft. radius/level spread
**Duration:** Instantaneous
**Saving Throw:** Reflex half; see text
**Spell Resistance:** No
This spell may only be cast outside. Immediately upon completion of the spell, an avalanche of ice and snow falls out of the sky, dealing 8d6 points of crushing damage and potentially burying Large or smaller creatures within the area. Creatures making their Reflex saving throws take half damage and are not buried. Those that fail their saves are buried and take an additional 1d6 points of nonlethal damage per minute while still buried.
If such a creature falls unconscious while buried, it must make a DC 15 Constitution check. If that check fails, it takes 1d6 points of lethal damage each minute thereafter until freed or dead. The ice and snow remains until melted by natural or unnatural means. A rapid melting of the ice and snow could cause a flash flood (see Freezing and Thawing, page 10).
A 9th-level caster buries Large or smaller creatures. At 12th level, the maximum size of a creature increases to Huge. At 15th, Gargantuan creatures are also buried, and at 18th level, a creature of up to Colossal size is buried by the snow.
```
@@---
Spell: Call Dretch Horde
School: Conjuration
Subschool: Calling
Descriptor: Evil
NSch:
NSubSch:
Level: Demonologist 3, Mortal Hunter 4, Wizard 5
Save: None
SR: No
---
!!
```
## Call Dretch Horde
Conjuration (Calling) [Evil]
**Level:** Demonologist 3, Mortal Hunter 4, Wizard 5
**Components:** V, S, Soul
**Casting Time:** 1 minute
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: 2d4 dretches
**Duration:** One year
**Saving Throw:** None
**Spell Resistance:** No
The caster calls 2d4 dretches from the Abyss to where she is, offering them the soul that she has prepared. In exchange, they will serve the caster for one year as guards, slaves, or whatever else she needs them for. They are profoundly stupid, so the caster cannot give them more complicated tasks than can be described in about ten words.
No matter how many times the caster casts this spell, she can control no more than 2 HD worth of fiends per caster level. If she exceeds this number, all the newly called creatures fall under the caster's control, and any excess from previous castings become uncontrolled. The caster chooses which creatures to release.
```
@@---
Spell: Call Faithful Servants
School: Conjuration
Subschool: Calling
Descriptor: Good
NSch:
NSubSch:
Level: Celestial 6, cleric 6, Wizard 5
Save: None
SR: No
---
!!
```
## Call Faithful Servants
Conjuration (Calling) [Good]
**Level:** Celestial 6, cleric 6, Wizard 5
**Components:** V, S, Abstinence, Celestial
**Casting Time:** 1 minute
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: 1d4 lantern archons, coure eladrins, or musteval guardinals
**Duration:** Instantaneous
**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.
Abstinence Component: The character must abstain from casting Conjuration spells for 3 days prior to casting this spell.
```
@@---
Spell: Call Forth The Beast
School: Enchantment
Subschool: Compulsion
Descriptor: Evil, Mind-Affecting
NSch:
NSubSch:
Level: Corrupt 5
Save: Will negates
SR: Yes
---
!!
```
## Call Forth The Beast
Enchantment (Compulsion) [Evil, Mind-Affecting]
**Level:** Corrupt 5
**Components:** V, S, F, Corrupt
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One humanoid of Hit Dice equal to caster level +4 or less
**Duration:** Permanent until discharged, then 1 hour/level (D)
**Saving Throw:** Will negates
**Spell Resistance:** Yes
The target of this spell experiences no immediate effect. The next time she falls asleep, however, she immediately awakens with a chaotic evil alignment and a bloodthirsty, temperamental, and even psychotic disposition. The subject has no particular goals during this time except to shed blood and slaughter anyone who aggravates or irritates her; even the most innocent action might result in violence.
When the spell expires, the subject passes out momentarily, and reawakens with no memory of anything she might have done while under the effect of the spell. So far as she can tell, she simply fell asleep hours earlier, and she has no idea what has happened since then. She has gained no rest, cannot prepare arcane spells, and might be fatigued (if appropriate).
Focus: The tongue of an executed murderer.
Corruption Cost: 1d4 points of Constitution damage.
```
@@---
Spell: Call Kolyarut
School: Conjuration
Subschool: Calling
Descriptor: Lawful
NSch:
NSubSch:
Level: Cleric 7, sorcerer/ wizard 7
Save: None
SR: No
---
!!
```
## Call Kolyarut
Conjuration (Calling) [Lawful]
**Level:** Cleric 7, sorcerer/ wizard 7
**Components:** V, S, DF, XP
**Casting Time:** 10 minutes
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One called kolyarut
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
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.
XP Cost: 250 XP.
```
@@---
Spell: Call Lemure Horde
School: Conjuration
Subschool: Calling
Descriptor: Evil
NSch:
NSubSch:
Level: Mortal Hunter 4, Wizard 5
Save: None
SR: No
---
!!
```
## Call Lemure Horde
Conjuration (Calling) [Evil]
**Level:** Mortal Hunter 4, Wizard 5
**Components:** V, S, Soul
**Casting Time:** 1 minute
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: 3d4 lemures
**Duration:** One year
**Saving Throw:** None
**Spell Resistance:** No
The caster calls 3d4 lemures from the Nine Hells to where he is, offering them the soul that he has prepared. In exchange, they will serve the caster for one year as guards, slaves, or whatever else he needs them for. They are nonintelligent, so the caster cannot give them more complicated tasks than can be described in about five words. No matter how many times the caster casts this spell, he can control no more than 2 HD worth of fiends per caster level. If he exceeds this number, all the newly called creatures fall under the caster's control, and any excess from previous castings become uncontrolled. The caster chooses which creatures to release.
```
@@---
Spell: Call Lightning
School: Evocation
Descriptor: Electricity
NSch:
NSubSch:
Level: Druid 3
Save: Reflex half
SR: Yes
---
!!
```
## Call Lightning
Evocation [Electricity]
**Level:** Druid 3
**Components:** V, S
**Casting Time:** 1 round
**Range:** Medium (100 ft. + 10 ft./level)
Effect: One or more 30-ft.-long vertical lines of lightning
**Duration:** 1 min./level
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell's range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.
You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts).
If you are outdoors and in a stormy area?a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)?each bolt deals 3d10 points of electricity damage instead of 3d6.
This spell functions indoors or underangeround but not underwater.
```
@@---
Spell: Call Nightmare
School: Conjuration
Subschool: Calling
Descriptor: Evil
NSch:
NSubSch:
Level: Demonologist 4, Wizard 5
Save: None
SR: No
---
!!
```
## Call Nightmare
Conjuration (Calling) [Evil]
**Level:** Demonologist 4, Wizard 5
**Components:** V, S, Soul
**Casting Time:** 1 minute
**Range:** Medium (100 ft. + 10 ft./level)
Effect: One nightmare
**Duration:** One week
**Saving Throw:** None
**Spell Resistance:** No
The caster calls a nightmare from the Lower Planes to where she is, offering it the soul that she has prepared. In exchange, the nightmare serves the caster for one week as a mount or guard, although if the nightmare moves more than 150 feet away from her, it immediately returns whence it came. Multiple castings of this spell replace the previous nightmare with a new one.
```
@@---
Spell: Call Of Stone
School: Transmutation
NSch:
NSubSch:
Level: Druid 4, Wizard 4
Save: Fortitude partial
SR: Yes
---
!!
```
## Call Of Stone
Transmutation
**Level:** Druid 4, Wizard 4
Component: V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** 1 round/2 levels
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
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.
```
@@---
Spell: Call Lightning Storm
School: Evocation
Descriptor: Electricity
NSch:
NSubSch:
Level: Druid 5
Save: None
SR: No
---
!!
```
## Call Lightning Storm
Evocation [Electricity]
**Level:** Druid 5
**Range:** Long (400 ft. + 40 ft./level)
This spell functions like call lightning, except that each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area), and you may call a maximum of 15 bolts.
## Call Marut
Conjuration (Calling) [Lawful]
**Level:** Cleric 9, Mechanus 9, Wizard 9
**Components:** V, S, DF, XP
**Casting Time:** 10 minutes
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One called marut
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
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. XP Cost: 500 XP.
```
@@---
Spell: Call Mount
School: Conjuration
Subschool: Calling
Descriptor: Good
NSch:
NSubSch:
Level: Paladin 2
Save: None
SR: No
---
!!
```
## Call Mount
Conjuration (Calling) [Good]
**Level:** Paladin 2
**Components:** V **Casting Time:** 1 round **Range:** 10 ft.
Effect: Your special mount
**Duration:** 1 hour/level (D)
**Saving Throw:** None
**Spell Resistance:** No
You summon your special mount from the celestial planes where it resides. This works exactly as your normal, spell-like class ability to summon the creature, except that the duration is shorter and you are not limited in how many times you can call the mount in a day (except by how many times you can cast call mount). You can cast this spell even if you have already called your mount using your class ability on the same day.
```
@@---
Spell: Call Of The Twilight Defender
School: Conjuration
Subschool: Summoning
NSch:
NSubSch:
Level: Druid 6, Wizard 6
Save: None
SR: No
---
!!
```
## Call Of The Twilight Defender
Conjuration (Summoning)
**Level:** Druid 6, Wizard 6
**Components:** V
**Casting Time:** 1 full round
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One twilight guardian
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
This spell summons one twilight guardian (see page 121) to fight for you. The spell functions like a summon nature's ally spell, but with one exception. At any time, a summoned twilight guardian can sacrifice itself by simply touching you (a standard action); the twilight guardian is immediately destroyed, and you gain a number of hit points equal to 1/2 the twilight guardian's remaining hit points before its sacrifice.
Special: A character who learns this spell gains a +1 competence bonus on Knowledge (nature) checks.
```
@@---
Spell: Call Zelekhut
School: Conjuration
Subschool: Calling
Descriptor: Lawful
NSch:
NSubSch:
Level: Cleric 5, Wizard 5
Save: None
SR: No
---
!!
```
## Call Zelekhut
Conjuration (Calling) [Lawful]
**Level:** Cleric 5, Wizard 5
**Components:** V, S, DF, XP
**Casting Time:** 10 minutes
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One called zelekhut
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
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. XP Cost: 100 XP.
```
@@---
Spell: Calm Animals
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Animal 1, Druid 1, Ranger 1
Save: Will negates; see text
SR: Yes
---
!!
```
## Calm Animals
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Animal 1, Druid 1, Ranger 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: Animals within 30 ft. of each other
**Duration:** 1 min./level
**Saving Throw:** Will negates; see text
**Spell Resistance:** Yes
This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of Hit Dice of animals you can affect is equal to 2d4 + caster level. A dire animal or an animal trained to attack or guard is allowed a saving throw; other animals are not. The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.
```
@@---
Spell: Calm Emotions
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 2, Cleric 2, Law 2
Save: Will negates
SR: Yes
---
!!
```
## Calm Emotions
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 2, Cleric 2, Law 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** Creatures in a 20-ft. radius spread
**Duration:** Concentration, up to 1 round/level (D)
**Saving Throw:** Will negates
**Spell Resistance:** Yes
This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.
This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, as well as negating a bard's ability to inspire courage or a barbarian's rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.
```
@@---
Spell: Caltrops
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Wizard 0
Save: None
SR: No
---
!!
```
## Caltrops
Conjuration (Creation)
**Level:** Wizard 0
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** See text
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
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 fighting 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-footby- 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.
```
@@---
Spell: Camouflage
School: Transmutation
NSch:
NSubSch:
Level: Druid 1, ranger 1
Save: Personal
**Target:** You
---
!!
```
## Camouflage
Transmutation
**Level:** Druid 1, ranger 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level
Throughout the duration of the spell, your coloration changes instantly to match the background of any new environment you enter, with no effort on your part. This effect grants you a +10 circumstance bonus on Hide checks.
```
@@---
Spell: Camouflage, Mass
School: Transmutation
NSch:
NSubSch:
Level: Druid 2, ranger 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Camouflage, Mass
Transmutation
**Level:** Druid 2, ranger 2
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** Any number of creatures, no two of which are more than 60 ft. apart
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
This spell functions like camouflage, except the effect is mobile with the group. The spell is broken for any individual who moves more than 60 feet from the nearest member of the group. (If only two individuals are affected, the one moving away from the other one loses its camouflage. If both are moving away from each other, they both become visible when the distance between them exceeds 60 feet.)
```
@@---
Spell: Capable Caravel
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Wizard 8
Save: None
SR: No
---
!!
```
## Capable Caravel
Conjuration (Creation)
**Level:** Wizard 8
**Components:** V, S, F
**Casting Time:** 10 minutes
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Ship plus extradimensional space, up to three 10-ft. cubes/level (S)
**Duration:** 1 day/2 levels (D)
**Saving Throw:** None
**Spell Resistance:** No
You conjure into existence a fine, seaworthy ship to carry you and your companions safely and comfortably. A caravel is a fairly small, doubledecked sailing ship (see page 98 for more information). It holds a generous amount of cargo and offers cramped quarters for crew and passengers. The ship produced by this spell has even more room for cargo and passengers, contained within an extradimensional space.
The entry point to this space is a hatch on the aft upper deck. Lifting the hatch reveals a set of wooden stairs, which descend about 6 feet to a horizontal shimmering in the air about 4 feet wide. Only those you designate can enter this space, and the extradimensional portal is shut and made invisible behind you when you enter. Those without authorization to enter instead continue descending the steps to an ordinary cargo hold. You can open the portal again from your own side at will.
Those who pass beyond the portal's entrance find themselves in a magnificent foyer with many staterooms whose doors open from this space. The atmosphere is clean, fresh, and warm.
You can create any deck plan you desire within the limit of the spell's effect. The cabins are furnished, and the galley contains sufficient foodstuffs and preparation equipment to serve three full meals per day per person per caster level. A staff of near-transparent pursers (up to two per caster level), liveried and obedient, wait upon all who enter.
They function as unseen servant spells except that they are visible and can go anywhere within the extradimensional space.
Since the place can be entered only through its special portal, outside conditions do not affect the passenger space, nor do conditions inside it pass to the plane beyond. Bad weather or other marine hazards can still threaten the vessel, but even if it sinks, the passenger space remains safe and isolated (though exiting it might prove difficult).
The ship is crewed by a minimum complement of spectral deckhands, which perform the basic tasks of maintenance. These, like the cabin servants, behave as unseen servants but can travel anywhere on board ship and can enter the extradimensional space if you so direct. The spectral deckhands respond to the direction of the helmsman, reducing the number of crew necessary to control the caravel to 1. If you do not provide a real helmsman, the ship will steer itself on the last course a living helmsman provided but will not be able to avoid collisions or hazards or adjust to changing conditions.
Focus: A miniature ship carved from mahogany, rigged with silk sails and gold thread, with a total value of 500 gp.
```
@@---
Spell: Capricious Zephyr
School: Evocation
Descriptor: Air
NSch:
NSubSch:
Level: Druid 3, Wizard 3
Save: None or Reflex partial; see text
SR: Yes
---
!!
```
## Capricious Zephyr
Evocation [Air]
**Level:** Druid 3, Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: 5-ft.-diameter sphere
**Duration:** 1 round/level
**Saving Throw:** None or Reflex partial; see text
**Spell Resistance:** Yes
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.
```
@@---
Spell: Cast In Stone
School: Transmutation
NSch:
NSubSch:
Level: Druid 9
Save: Personal
**Target:** You
---
!!
```
## Cast In Stone
Transmutation
**Level:** Druid 9
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
**Saving Throw:** None and Fortitude negates; see text
**Spell Resistance:** No
Any creature within 30 feet that meets your gaze is permanently turned into a mindless, inert statue (as flesh to stone), unless it succeeds on a Fortitude save. You can free the victim of your own cast in stone at any time by speaking a command word you establish during the casting. Each creature within range of the gaze must attempt a saving throw against the gaze effect each round at the beginning of its turn. A creature can avert its eyes, which grants a 50% chance to avoid the gaze but in turn grants you concealment relative to it. A creature can close its eyes or turn away entirely; doing so prevents the gaze from affecting it but grants you total concealment from that creature. In addition, you can actively attempt to use the gaze as a standard action each round. To do so, you choose a target within range, and that target must attempt a saving throw. A target that is averting or shutting its eyes gains the above benefits.
```
@@---
Spell: Castigate
School: Evocation
Descriptor: Sonic
NSch:
NSubSch:
Level: Cleric 4, paladin 4, Purification 4
Save: Fortitude half
SR: Yes
---
!!
```
## Castigate
Evocation [Sonic]
**Level:** Cleric 4, paladin 4, Purification 4
**Components:** V
**Casting Time:** 1 standard action **Range:** 10 ft.
**Area:** 10-ft. radius burst centered on you
**Duration:** Instantaneous
**Saving Throw:** Fortitude half
**Spell Resistance:** Yes
This spell has no effect on creatures that cannot hear. All creatures whose alignment differs from yours on both the law?chaos and the good?evil axes take 1d4 points of damage per caster level (maximum 10d4). All creatures whose alignment differs from yours on one component take half damage, and this spell does not deal damage to those who share your alignment. For example, a lawful good cleric who casts this spell deals full damage to any creature that is not lawful and not good, half damage to any creature that is lawful or good (but not both), and no damage to lawful good creatures. A Fortitude saving throw reduces damage by half.
```
@@---
Spell: Cat's Grace
School: Transmutation
NSch:
NSubSch:
Level: Bard 2, Druid 2, Ranger 2, Wizard 2
Save: Will negates (harmless)
SR: Yes
---
!!
```
## Cat's Grace
Transmutation
**Level:** Bard 2, Druid 2, Ranger 2, Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 min./level
**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. Material Component: A pinch of cat fur.
```
@@---
Spell: Cat's Grace, Mass
School: Transmutation
NSch:
NSubSch:
Level: Bard 6, Druid 6, Wizard 6
Save: No
SR: None
---
!!
```
## Cat's Grace, Mass
Transmutation
**Level:** Bard 6, Druid 6, Wizard 6
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
This spell functions like cat's grace, except that it affects multiple creatures.
## Catapult
Transmutation
**Level:** Bard 2, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One held object, weighing up to 5 lb.
**Duration:** Instantaneous
**Saving Throw:** No
**Spell Resistance:** None
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.
```
@@---
Spell: Caterwaul
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting, Sonic
NSch:
NSubSch:
Level: Bard 2
Save: Will partial
SR: Yes
---
!!
```
## Caterwaul
Enchantment (Compulsion) [Mind-Affecting, Sonic]
**Level:** Bard 2
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 30 ft.
**Area:** Cone-shaped burst
**Duration:** 1 round
**Saving Throw:** Will partial
**Spell Resistance:** Yes
You draw upon your primal emotions to emit a stomach-churning wail. Creatures in the area become nauseated for 1 round; those that make successful Will saves become sickened for 1 round instead.
```
@@---
Spell: Catsfeet
School: Transmutation
NSch:
NSubSch:
Level: Assassin 1, bard 1, hexblade 1
Save: Personal
**Target:** You
---
!!
```
## Catsfeet
Transmutation
**Level:** Assassin 1, bard 1, hexblade 1
**Components:** V
**Casting Time:** 1 immediate action
**Range:** Personal
**Target:** You
**Duration:** Instantaneous
When you cast this spell, you can immediately reroll a Balance, Climb, Jump, or Move Silently check that you have just rolled. This second roll gains a +5 insight bonus. You must abide by the second result, even if it is worse than the first.
```
@@---
Spell: Cause Fear
School: Necromancy
Descriptor: Fear, Mind-Affecting
NSch:
NSubSch:
Level: Bard 1, Cleric 1, Death 1, Wizard 1
Save: Will partial
SR: Yes
---
!!
```
## Cause Fear
Necromancy [Fear, Mind-Affecting]
**Level:** Bard 1, Cleric 1, Death 1, Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature with 5 or fewer HD
**Duration:** 1d4 rounds or 1 round; see text
**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.
```
@@---
Spell: Caustic Mire
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Wizard 4
Save: None
SR: No
---
!!
```
## Caustic Mire
Conjuration (Creation)
**Level:** Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 20-ft. radius spread
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** No
You cover the ground in an acidic slime, roughly the consistency of thick mud. The sludge is sticky; entering any square affected by caustic mire costs 2 squares of movement. In addition, each square entered deals ld6 points of acid damage to the creature moving. A creature who stands in the area without moving from its space takes ld6 points of damage per round at the end of its turn.
The fumes rising out of caustic mire are flammable. Any effect that deals fire damage within an area of caustic mire deals an extra 1 point of damage per die (minimum +1 damage).
```
@@---
Spell: Caustic Smoke
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Wizard 3
Save: Fortitude partial
SR: No
---
!!
```
## Caustic Smoke
Conjuration (Creation)
**Level:** Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Acidic fog spreads in a 20-ft. radius, 20 ft. high
**Duration:** 5 rounds
**Saving Throw:** Fortitude partial
**Spell Resistance:** No
You create a bank of smoke, similar in effect to a fog cloud. In addition to obscuring sight, the cloud deals ld6 points of acid damage per round to all creatures within. Furthermore, its acrid fumes burn the eyes, imposing a - 5 penalty on all attack rolls and Search and Spot checks unless a creature succeeds on a Fortitude save (repeated each round the creature is within the cloud). These penalties last as long as the subject remains within the cloud, plus an additional 2 rounds thereafter.
If a creature within the cloud takes acid damage from any other effect, it must succeed on a Fortitude save (using this spell's save DC) or be blinded for 1 round.
```
@@---
Spell: Celebration
School: Enchantment
Subschool: Compulsion
Descriptor: Mind- Affecting, Sonic
NSch:
NSubSch:
Level: Bard 4
Save: Will negates; see text
SR: Yes
---
!!
```
## Celebration
Enchantment (Compulsion) [Mind- Affecting, Sonic]
**Level:** Bard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: All creatures in a 15-ft.- radius burst
**Duration:** 1 round/level
**Saving Throw:** Will negates; see text
**Spell Resistance:** Yes
You cause any creatures in the area to feel increasingly more intoxicated the longer you perform a drinking song. In the round this spell is cast, all creatures that fail their saving throws take a ?2 penalty to Dexterity, Intelligence, and Wisdom. If you use a standard action to continue performing in a second consecutive round, each affected creature must succeed on a second Will saving throw or become nauseated. Succeeding on this saving throw prevents the nausea, and the creature is immune to further effects of this spell. If you use a standard action to continue performing in a third consecutive round, any affected creatures must succeed on a Will save or pass out, becoming unconscious and helpless.
```
@@---
Spell: Celerity
School: Transmutation
NSch:
NSubSch:
Level: Bard 4, Wizard 4
Save: Personal
**Target:** You
---
!!
```
## Celerity
Transmutation
**Level:** Bard 4, Wizard 4
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.
## Celerity, Greater
Transmutation
**Level:** Wizard 8
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.
## Celerity, Lesser
Transmutation
**Level:** Bard 2, Wizard 2
**Components:** V
**Casting Time:** 1 immediate action
**Range:** Personal
**Target:** You
**Duration:** Instantaneous
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.
```
@@---
Spell: Celestial Aspect
School: Transmutation
Descriptor: Good
NSch:
NSubSch:
Level: Sanctified 3
Save: Fortitude negates (harmless); see text
SR: Yes (harmless)
---
!!
```
## Celestial Aspect
Transmutation [Good]
**Level:** Sanctified 3
**Components:** V, Sacrifice
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One creature touched
**Duration:** 1 minute/level
**Saving Throw:** Fortitude negates (harmless); see text
**Spell Resistance:** Yes (harmless)
The target can assume one of several celestial traits, chosen from selection below. As a free action, the target can choose a different celestial trait, but the target cannot change traits more than once during a given round. Armblade of the Sword Archon: One of the target's arms reshapes into a blade that functions as a +1 flaming longsword or +1 holy longsword (caster's choice). The caster may also choose to create a short sword version instead of the normal longsword sized blade.
The target cannot be holding anything in the affected arm, and the armblade cannot be disarmed or sundered. Eyes of the Firre: Red flames fill the target's eyes. Once per round, as a standard action, the target can deal 2d6 points of fire damage to any single creature or object within 60 feet, simply by gazing at it (no attack roll required). Horns of the Cervidal: Ramlike horns sprout from the target's head. The target can charge an opponent with its deadly horns. In addition to the normal benefits and hazards of a charge, this tactic allows the creature to make a single gore attack that deals 1d8 points of damage plus 1-1/2 times the target's Strength modifier. Any summoned or called creature struck by the horns is dismissed instantly.
Wings of the Astral Deva: Angelic wings sprout from the target's back, allowing the target to fly at a speed of 100 feet (good).
Although these attributes change the target's appearance, other celestials do not recognize the target as a celestial being (unless the target happens to be one). If the creature tries to disguise itself as a celestial, consult the Player's Handbook for the appropriate Disguise check DC.
Sacrifice: 1d3 points of Strength damage.
```
@@---
Spell: Celestial Blood
School: Abjuration
Descriptor: Good
NSch:
NSubSch:
Level: Apostle of peace 6, cleric 6, Pleasure 6
Save: None
SR: Yes (harmless)
---
!!
```
## Celestial Blood
Abjuration [Good]
**Level:** Apostle of peace 6, cleric 6, Pleasure 6
**Components:** V, S, M
**Casting Time:** 1 round
**Range:** Touch
**Target:** Nonevil creature touched
**Duration:** 1 minute/level
**Saving Throw:** None
**Spell Resistance:** Yes (harmless)
You channel holy power to grant the subject some of the protection enjoyed by celestial creatures. The subject gains resistance 10 to acid, cold, and electricity, a +4 bonus on saving throws against poison, and damage eduction 10/evil.
Material Component: A vial of holy water, with which you anoint the subject's head.
```
@@---
Spell: Celestial Brilliance
School: Evocation
Descriptor: Good, Light
NSch:
NSubSch:
Level: Cleric 4, Glory 4, Wizard 4
Save: None
SR: No
---
!!
```
## Celestial Brilliance
Evocation [Good, Light]
**Level:** Cleric 4, Glory 4, Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Object touched
**Duration:** 1 day/level (D)
**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.
```
@@---
Spell: Celestial Fortress
Source: Champions of Valor
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Sanctified 4
Save: None (object) or Will half; see text
SR: No (object) or Yes; see text
---
!!
```
## Celestial Fortress
Source: Champions of Valor
Conjuration (Creation)
**Level:** Sanctified 4
**Components:** V, S, DF, Sacrifice
This spell functions like Leomund's secure shelter, except as noted above and as follows.
The structure is a simple flat-roofed fort rather than a cottage.
It has a sturdy door and a fireplace but no windows; access to the roof is through a ladder and a sturdy hatch. The fortress resonates with the power of your deity's home plane, and it is protected by consecrate and magic circle against evil.
The fortress's appearance reflects your deity and deity's realm.
For example, Mystra's forts created by this spell look like high-fantasy castles, those of Mulhorandi deities look native to their land, those of dwarven deities look very dwarflike, and so on. Sacrifice Component: 1d2 points of Constitution damage.
## Censure Elementals
Source: Magic of Eberron
Abjuration
**Level:** Artificer 4
**Components:** S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Object touched
**Duration:** 1 minute/level
**Saving Throw:** None (object) or Will half; see text
**Spell Resistance:** No (object) or Yes; see text
When artificers began construction of some of the first great elemental vessels, they wanted a way to keep elementals from wreaking havoc prior to being bound. This infusion was developed as a means of conditioning the elementals through negative reinforcement.
Typically cast into a pole or other prod, this infusion creates a field that can harm elemental creatures. When held aloft (a standard action), the infused item deals 2d4 points of damage plus 1 point per caster level (maximum +15) to any elemental creatures within a 20-foot radius area. This damage repeats each round at the start of the artificer's turn as long as the item is held aloft (a standard action). A successful Will save halves this damage, and spell resistance applies against this effect.
The caster can designate up to one elemental creature per level to have immunity to the effects of the infusion. Special: A character with any Mark of Making dragonmark, or with the Favored in House feat (Cannith), casts this spell at +1 caster level.
Material Component: A pinch of kiln-hardened mud.
```
@@---
Spell: Chaav's Laugh
School: Enchantment
Subschool: Compulsion
Descriptor: Good, Mind-Affecting
NSch:
NSubSch:
Level: Cleric 5, Joy 5
Save: Will negates (see text)
SR: Yes
---
!!
```
## Chaav's Laugh
Enchantment (Compulsion) [Good, Mind-Affecting]
**Level:** Cleric 5, Joy 5
**Components:** V
**Casting Time:** 1 standard action **Range:** 40 ft.
**Area:** 40-ft. radius spread centered on you
**Duration:** 1 minute/level
**Saving Throw:** Will negates (see text)
**Spell Resistance:** Yes
You release a joyous, boisterous laugh that strengthens the resolve of good creatures and weakens the resolve of evil creatures.
Good creatures within the spell's area gain the following benefits for the duration of the spell: a +2 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+20 at caster level 20th). Evil creatures within the spell's area that fail a Will save take a ?2 morale penalty on attack rolls and saves against fear effects for the duration of the spell.
Creatures must be able to hear the laugh to be affected by the spell. Creatures that are neither good nor evil are unaffected by Chaav's laugh.
```
@@---
Spell: Chain Dispel
School: Abjuration
NSch:
NSubSch:
Level: Cleric 8, Wizard 8
Save: None
SR: No
---
!!
```
## Chain Dispel
Abjuration
**Level:** Cleric 8, Wizard 8
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One or more creatures, no two of which are more than 30 ft. apart
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
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.
Material Component: A pair of bronze nails, each no less than 6 inches in length.
```
@@---
Spell: Chain Of Sorrow
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Corrupt 7
Save: Will half, and see text
SR: Yes
---
!!
```
## Chain Of Sorrow
Necromancy [Evil]
**Level:** Corrupt 7
**Components:** V, S, F, Corrupt
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature to start, possibly more; see text
**Duration:** See below
**Saving Throw:** Will half, and see text
**Spell Resistance:** Yes
The target of this spell takes 2d10 points of Charisma drain (Will half).
If he makes his saving throw, the spell has no further effect. If he fails, however, the chain continues. The next time he touches a friend, loved one, or ally, that individual takes the same damage: 2d10 points of Charisma drain, or half with a successful save.
If this second victim fails the save, she then becomes the host for the spell, and the effect continues with the first friend or ally that she touches. This effect continues until the chain is broken by a successful save or until it has affected a number of people equal to the spell's caster level.
Focus: The umbilical cord of a stillborn child.
Corruption Cost: 2d4 points of Charisma damage.
```
@@---
Spell: Chain Missile
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 3
Save: None
SR: Yes
---
!!
```
## Chain Missile
Evocation [Force]
**Level:** Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Target:** One creature, plus one more creature/2 levels (each of which must be within 30 ft. of the primary target) **Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
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.
```
@@---
Spell: Chain Lightning
School: Evocation
Descriptor: Electricity
NSch:
NSubSch:
Level: Air 6, Wizard 6
Save: Reflex half
SR: Yes
---
!!
```
## Chain Lightning
Evocation [Electricity]
**Level:** Air 6, Wizard 6
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
Targets: One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)
**Duration:** Instantaneous
**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.
Focus: A bit of fur; a piece of amber, glass, or a crystal rod; plus one silver pin for each of your caster levels.
```
@@---
Spell: Chain Of Eyes
School: Divination
NSch:
NSubSch:
Level: Cleric 3, druid 4, sorcerer/ wizard 2
Save: Will negates
SR: Yes
---
!!
```
## Chain Of Eyes
Divination
**Level:** Cleric 3, druid 4, sorcerer/ wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** 1 hour/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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.
```
@@---
Spell: Changestaff
School: Transmutation
NSch:
NSubSch:
Level: Druid 7
Save: None
SR: No
---
!!
```
## Changestaff
Transmutation
**Level:** Druid 7
**Components:** V, S, F
**Casting Time:** 1 round
**Range:** Touch
**Target:** Your touched staff
**Duration:** 1 hour/level (D)
**Saving Throw:** None
**Spell Resistance:** No
You change a specially prepared quarterstaff into a Huge treantlike creature, about 24 feet tall. When you plant the end of the staff in the ground and speak a special command to conclude the casting of the spell, your staff turns into a creature that looks and fights just like a treant. The staff-treant defends you and obeys any spoken commands. However, it is by no means a true treant; it cannot converse with actual treants or control trees. If the staff-treant is reduced to 0 or fewer hit points, it crumbles to powder and the staff is destroyed. Otherwise, the staff returns to its normal form when the spell duration expires (or when the spell is dismissed), and it can be used as the focus for another casting of the spell. The staff-treant is always at full strength when created, despite any wounds it may have incurred the last time it appeared.
Focus: The quarterstaff, which must be specially prepared. The staff must be a sound limb cut from an ash, oak, or yew, then cured, shaped, carved, and polished (a process requiring twenty-eight days).
You cannot adventure or engage in other strenuous activity during the shaping and carving of the staff.
```
@@---
Spell: Changestones
Source: Underdark
School: Transmutation
NSch:
NSubSch:
Level: Druid 7, Wizard 7
Save: None
SR: No
---
!!
```
## Changestones
Source: Underdark
Transmutation
**Level:** Druid 7, Wizard 7
**Components:** V, S, AF
**Casting Time:** 1 full-round action
**Range:** Touch
**Target:** Prepared stones touched
**Duration:** 1 hour/level (D)
**Saving Throw:** None
**Spell Resistance:** No
When you place specially prepared stones on the ground and speak a command to conclude the casting of this spell, the stones transform into creatures that look and fight just like liths (see Chapter 6).
These stone-born creatures are not true liths, however; they cannot converse with actual liths or use any of a lith's psionic powers.
These stone-born liths defend you and obey any spoken commands.
When reduced to 0 or fewer hit points, a stone-born lith crumbles to powder, and the prepared stone used to create it is destroyed.
Otherwise, the stone-born liths revert to prepared stones when the duration of the spell expires, and these stones can be used as the focus for another casting of the spell.
The stone-born liths are always at full strength when created, despite any damage they may have taken the last time they appeared.
You can prepare up to one stone per four caster levels, to a maximum of five stones at 20th level.
A stone can remain prepared indefinitely; the spell isn't actually cast until you complete it by changing the stone into a lith.
Focus: The requisite number of stones, which must be specially prepared.
The materials for polishing and smoothing each stone cost 200 gp.
Once the stones are prepared, you must perform a rite of purification that requires one day per stone. You cannot adventure or engage in any other strenuous activity during the purification process.
```
@@---
Spell: Channel Celestial
School: Transmutation
Descriptor: Good
NSch:
NSubSch:
Level: Sanctified 7
Save: None
SR: No
---
!!
```
## Channel Celestial
Transmutation [Good]
**Level:** Sanctified 7
**Components:** V, DF, Abstinence, Sacrifice
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** You and 1 willing celestial
**Duration:** 10 minutes/level (D)
**Saving Throw:** None
**Spell Resistance:** No
You invite a celestial creature to occupy your body, as described in the section on Celestial Channeling in Chapter 2. The celestial must be present when you cast the spell, it must be willing, and it cannot have more than 12 HD. It need not have the innate spell-like ability to channel its power through mortals; this spell bestows that ability upon the celestial. If you channel a celestial that was summoned to the Material Plane by means of a summon monster or similar spell, the channeling ends when the duration of the summoning spell ends, regardless of any remaining duration on the channel celestial spell.
Abstinence Component: You must abstain from intoxicants and stimulants for 24 hours before casting this spell. You must not be the subject of any other spell at the time you cast this spell. You must not be suffering from any ability damage, ability drain, or energy drain at the time you cast this spell, including the effects of any previously cast sanctified spell.
Sacrifice: 1d3 points of Strength and Dexterity damage.
```
@@---
Spell: Channel Greater Celestial
School: Trasmutation
Descriptor: Good
NSch:
NSubSch:
Level: Sanctified 9
Save: Personal
**Target:** You
---
!!
```
## Channel Greater Celestial
Trasmutation [Good]
**Level:** Sanctified 9
As channel celestial, but the celestial you channel may have up to 24 HD.
Abstinence Component: You must abstain from intoxicants and stimulants for one week before casting this spell. You must not be the subject of any other spell at the time you cast this spell. You must not be suffering from any ability damage, ability drain, or energy drain at the time you cast this spell, including the effects of any previously cast sanctified spell.
Sacrifice: 1d6 points of Strength and Dexterity damage.
## Channel The Dragon
Transmutation
**Level:** Wu Jen 7 (all)
**Components:** V, S
**Casting Time:** 1 full round
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
Few creatures represent both the mystic and the elemental more than dragons. You tap into the spiritual might of these magnificent creatures to gain a breath weapon and a defensive ability based on your favored element (and the dragon variety channeled by the spell). See the table below for details.
The breath weapon takes the form of a 15-foot cone-shaped burst. Using the breath weapon requires a standard action, and each time you breathe, you must wait 1d4 rounds before breathing again. Spell resistance does not apply against the breath weapon's effect.
Element (Dragon)
Breath Weapon
Defensive Ability
Earth (copper)
Slow, 1d6 rounds (Will negates)
DR 5/ adamantine
Fire (red)
7d6 fire (Ref half)
Resistance to fire 30
Metal (silver)
Paralysis, 1 round (Will negates)
DR 5/ adamantine
Water (white) 7d6 cold, (Ref half) Resistance to cold 30
Wood (green) 7d6acid, (Ref half) Resistance to acid30
```
@@---
Spell: Channel The Mishtai
School: Necromancy
Descriptor: Incarnum
NSch:
NSubSch:
Level: Wizard 2
Save: Will negates
SR: Yes
---
!!
```
## Channel The Mishtai
Necromancy [Incarnum]
**Level:** Wizard 2
**Components:** V, S (E)
**Casting Time:** 1 round
**Range:** Touch
**Target:** One living creature
**Duration:** 1 minute
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You invite the soul-energy of a long-departed mishtai (see the rilkan and skarn race descriptions in Chapter 1) to share a living body. The would-be host must have an Intelligence, Wisdom, and Charisma of at least 5. The mishtai that you channel is drawn from one particular era of the millennia of ancient mishtai history, and it possesses a particular station in the highly ordered mishtai society. The mishtai helps or hinders but does not control the subject. Roll 1d6 and consult the table below to determine the nature of the mishtai that shares the subject's body and its effects upon him (if the subject is a skarn or rilkan, roll 1d10 instead).
Essentia: Every point of essential invested in this spell extends the duration by 1 minute.
Roll
Mishtai Spirit (Time Period): Effect
1
Inbred moron of the late decadent period (Segorn Period): Take ?2 penalty on all skill checks; subject must succeed on a Will save (using the spell's normal save DC) or be dazed for 1 round.
2
Hearty mishtai serf of the early period just after the discovery of incarnum (Tal Period): Gain +2 insight bonus on Str and Con-based ability and skill checks; lose ability to read and write.
3
Mishtai noblewoman of the Golden Age of Mishtai (Sudarn Period): Gain +2 insight bonus on Cha-based ability and skill checks; take ?2 penalty on Fortitude saves.
4
Sage of Ur-Mishtai from the postcollapse remnants of mishtai society (Geryn Period): Gain +2 insight bonus on Int based ability and skill checks; take ?1 penalty on attack rolls.
5
Royal scout of the Landwalker's League (Sudarn Period): Gain +2 insight bonus on Dex- and Wis-based ability and skill checks; take ?2 penalty on Will saves.
6
Bonded wizard of the Perfect Circle guild (Sudarn Period): Gain +1 insight bonus to arcane caster level; lose 1 hit point per Hit Die.
7
Sarkros, mishtai knight of the Defenders of Ril (Tal Period): Gain +1 insight bonus on melee attack rolls and damage rolls; proficiency with all martial weapons.
8
?The Pillow Spider,? famed female rogue (Sudarn Period): Gain +4 insight bonus on Hide and Move Silently checks; sneak attack +1d6.
9
Dallyster Harkedde, Curator of the Incarnate Fane (Segorn Period): Gain 1 point of essentia.
10
Mentriphiste Carre, ?The Argent Paladin,? Champion of the Mishtai and Martyr of the Frozen Pyre (Sudarn Period): Gain +2 insight bonus on attack rolls and damage rolls against evil creatures; immunity to fear effects.
```
@@---
Spell: Channel The Mishtai, Greater
School: Necromancy
Descriptor: Incarnum
NSch:
NSubSch:
Level: Wizard 6
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Channel The Mishtai, Greater
Necromancy [Incarnum]
**Level:** Wizard 6
**Duration:** 1 hour
**Range:** Touch
As channel the mishtai, except as noted above and as follows. Instead of rolling randomly, you can choose which mishtai spirit to channel with this spell. If the subject is a rilkan or skarn, you can choose any of the ten spirits; otherwise, you can choose only one of the first six listed. You cannot attempt to channel the same spirit more than once per week.
Essentia: Every point of essential invested in this spell extends the duration by 1 hour.
## Channeled Divine Health
Conjuration (Healing)
**Level:** Cleric 4
**Components:** V, S
**Casting Time:** See text
**Range:** See text
**Target:** One creature
**Duration:** Instantaneous
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
This spell allows you to heal an ally, or damage an undead creature, at a range greater than touch. When you cast this spell, you channel energy into it. You can choose how long to spend casting this spell.
If you cast this spell as a swift action, it has a range of touch, and you heal a single touched creature of 1d8 points of damage. An undead creature you touch takes this amount of damage instead of being healed.
If you cast this spell as a standard action, it has a range of close, and you heal a single creature within range of damage equal to 1d8 points + your caster level (maximum +10). An undead creature you designate within range takes this amount of damage instead of being healed.
If you cast this spell as a full-round casting this spell, it has a range of medium, and you heal a single creature within range of damage equal to 2d8 points + your caster level (maximum +15). An undead creature you designate within range takes this amount of damage instead of being healed.
If you spend 2 full rounds casting this spell, it has a range of long, and you heal a single creature within range of damage equal to 4d8 points + your caster level (maximum +20). An undead creature you designate within range takes this amount of damage instead of being healed.
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.
```
@@---
Spell: Channeled Divine Shield
School: Abjuration
NSch:
NSubSch:
Level: Cleric 3
Save: Personal
**Target:** You
---
!!
```
## Channeled Divine Shield
Abjuration
**Level:** Cleric 3
**Components:** V, S
**Casting Time:** See text
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
This spell improves your defenses. The magnitude of this improvement depends on the amount of time you spend casting the spell. If you cast this spell as a swift action, you gain damage reduction 2/evil for the duration of this spell. If you cast this spell as a standard action, you gain damage reduction 5/evil. If you cast this spell as a fullround action, you gain damage reduction 8/evil. If you spend 2 rounds casting this spell, you gain damage reduction 10/evil.
The spell's duration does not begin until you finish casting the spell. 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.
```
@@---
Spell: Channeled Lifetheft
School: Necromancy
NSch:
NSubSch:
Level: Wizard 5
Save: None
SR: Yes
---
!!
```
## Channeled Lifetheft
Necromancy
**Level:** Wizard 5
**Components:** V, S
**Casting Time:** See text
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
This spell uses negative energy to drain the vitality from a single foe. The spell's strength depends on the amount of time you spend channeling energy into it. If you cast channeled lifetheft as a swift action, it renders a single target fatigued, and you gain 5 temporary hit points. If you cast the spell as a standard action, it renders the target fatigued and deals 5d4 points of damage, and you gain temporary hit points equal to 5 + the damage dealt. If you cast channeled lifetheft as a full-round action, it renders the target exhausted and deals 5d4 points of damage, and you gain temporary hit points equal to 10 + the damage dealt. If you spend 2 full rounds casting this spell, it renders the target exhausted and deals 5d8 points of damage, and you gain temporary hit points equal to 10 +the damage dealt.
Temporary hit points granted by this spell last for up to 1 hour.
When you begin casting this spell, you decide when you are finished casting it after the appropriate time has passed. You do not need to declare ahead of time how long you want to spend casting the spell.
```
@@---
Spell: Channeled Pyroburst
School: Evocation
Descriptor: Fire
NSch:
NSubSch:
Level: Duskblade 4, Wizard 4
Save: Reflex half
SR: Yes
---
!!
```
## Channeled Pyroburst
Evocation [Fire]
**Level:** Duskblade 4, Wizard 4
**Components:** V, S
**Casting Time:** See text
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** See text
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
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 (maximum 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 spread. 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.
```
@@---
Spell: Channeled Sound Blast
School: Evocation
Subschool: Sonic
NSch:
NSubSch:
Level: Bard 5, Wizard 5
Save: Fortitude half
SR: Yes
---
!!
```
## Channeled Sound Blast
Evocation (Sonic)
**Level:** Bard 5, Wizard 5
**Components:** V, S
**Casting Time:** See text
**Range:** See text
**Area:** Cone-shaped burst
**Duration:** Instantaneous
**Saving Throw:** Fortitude half
**Spell Resistance:** Yes
This spell creates a cone of sonic energy that blasts your enemies. The spell's strength depends on the amount of time you spend channeling energy into it.
If you cast channeled sound burst as a swift action, it deals 1d4 points of sonic damage per two levels in a 15- foot cone. If you cast the spell as a standard action, it deals ld6 points of sonic damage per level in a 30-foot cone. If you cast channeled sound burst as a full-round action, it deals 1d8 points of sonic damage per level in a 30-foot cone. If you spend 2 full rounds casting this spell, it deals 1d10 points of sonic damage per level in a 60-foot radius spread and permanently deafens all creatures in the area that fail Fortitude saves.
Regardless of how long you spend casting this spell, it can't deal more than 10 dice of damage. When you begin casting this spell, you decide when you are finished casting it after the appropriate time has passed. You do not need to declare ahead of time how long you want to spend casting the spell.
```
@@---
Spell: Chaos Hammer
School: Evocation
Descriptor: Chaotic
NSch:
NSubSch:
Level: Chaos 4
Save: Will partial; see text
SR: Yes
---
!!
```
## Chaos Hammer
Evocation [Chaotic]
**Level:** Chaos 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 20-ft. radius burst
**Duration:** Instantaneous (1d6 rounds); see text
**Saving Throw:** Will partial; see text
**Spell Resistance:** Yes
You unleash chaotic power to smite your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to lawful creatures (or 1d6 points of damage per caster level, maximum 10d6, to lawful outsiders) and slows them for 1d6 rounds (see the slow spell). A successful Will save reduces the damage by half and negates the slow effect.
The spell deals only half damage against creatures who are neither lawful nor chaotic, and they are not slowed. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.
```
@@---
Spell: Charge Of The Triceratops
School: Transmutation
NSch:
NSubSch:
Level: Druid 3, ranger 3
Save: Will negates (harmless)
SR: Yes
---
!!
```
## Charge Of The Triceratops
Transmutation
**Level:** Druid 3, ranger 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** 1 round/level (D)
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes
The horns created by this spell grant a natural gore attack that deals 1d8 points of damage (1d6 points of damage if the subject creature is Small, 2d6 if Large). If the gore attack is used as part of a charge, it deals double damage. If the gore attack is used as a primary weapon, the subject adds 1-1/2 times its Strength bonus to the damage of the attack. If it is used as a secondary weapon, the subject adds only 1/2 its Strength bonus to the damage roll, and takes a ?5 penalty on the attack roll. The recipient also gains a +4 enhancement bonus to its natural armor.
```
@@---
Spell: Charm Animal
School: Enchantment
Subschool: Charm
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Druid 1, Ranger 1
Save: Will negates
SR: Yes
---
!!
```
## Charm Animal
Enchantment (Charm) [Mind-Affecting]
**Level:** Druid 1, Ranger 1
**Target:** One animal
This spell functions like charm person, except that it affects a creature of the animal type.
## Charm Monster
Enchantment (Charm) [Mind-Affecting]
**Level:** Bard 3, Wizard 4
**Target:** One living creature
**Duration:** One day/level
This spell functions like charm person, except that the effect is not restricted by creature type or size.
## Charm Monster, Mass
Enchantment (Charm) [Mind-Affecting]
**Level:** Bard 6, Wizard 8
**Components:** V
Targets: One or more creatures, no two of which can be more than 30 ft. apart **Duration:** One day/level
This spell functions like charm monster, except that mass charm monster affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you choose a creature with too many HD.
## Charm Person
Enchantment (Charm) [Mind-Affecting]
**Level:** Bard 1, Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One humanoid creature
**Duration:** 1 hour/level
**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.
```
@@---
Spell: Charm Person, Mass
School: Enchantment
Subschool: Charm
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 4, Wizard 5
Save: Will negates
SR: Yes
---
!!
```
## Charm Person, Mass
Enchantment (Charm) [Mind-Affecting]
**Level:** Bard 4, Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One or more creatures, no two of which can be more than 30 ft. apart
**Duration:** 1 hour/level
**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.
```
@@---
Spell: Charnel Fire
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 5
Save: None (Will negates for undead)
SR: No (Yes for undead)
---
!!
```
## Charnel Fire
Necromancy [Evil]
**Level:** Cleric 5
**Components:** V, S
**Casting Time:** 1 minute
**Range:** Touch
Effect: One corpse
**Duration:** Instantaneous
**Saving Throw:** None (Will negates for undead)
**Spell Resistance:** No (Yes for undead)
With sinister flame and brimstone, the caster completely consumes one dead body so that absolutely nothing remains. A creature whose body is destroyed by a charnel fire spell can only be brought back to life through a true resurrection spell. If this spell is cast upon a corporeal undead, the creature gets a Will saving throw, and the caster must overcome its spell resistance (if any). If the undead creature fails its save, it is destroyed forever.
```
@@---
Spell: Chasing Perfection
School: Transmutation
NSch:
NSubSch:
Level: Cleric 6, druid 6, Wizard 6
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Chasing Perfection
Transmutation
**Level:** Cleric 6, druid 6, Wizard 6
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The subject improves in all ways. It gains a +4 enhancement bonus to each of its ability scores. Material Component: A statuette of a celestial or fiend worth 50 gp.
```
@@---
Spell: Cheat
School: Transmutation
NSch:
NSubSch:
Level: Bard 1, Greed 1, sorcerer/ wizard 1
Save: Personal
**Target:** You
---
!!
```
## Cheat
Transmutation
**Level:** Bard 1, Greed 1, sorcerer/ wizard 1
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level or until discharged
**Saving Throw:** Will negates; see text
**Spell Resistance:** No
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).
Focus: A pair of dice made from human bones.
```
@@---
Spell: Checkmate's Light
School: Evocation
Descriptor: Lawful
NSch:
NSubSch:
Level: Cleric 3, paladin 2
Save: None
SR: No
---
!!
```
## Checkmate's Light
Evocation [Lawful]
**Level:** Cleric 3, paladin 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Melee weapon touched
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** No
You imbue the touched weapon with a +1 enhancement bonus per three caster levels (maximum +5 at 15th level), and it is treated as lawful-aligned for the purpose of overcoming damage reduction. In addition, you can cause it to cast a red glow as bright as a torch. Any creature within the radius of its clear illumination (20 feet) gets a +1 morale bonus on saving throws against fear effects. If the weapon leaves your grasp, the spell effect is suppressed until you or another worshiper of your deity picks it up. Time that passes while the spell's effects are suppressed counts against the spell's duration.
```
@@---
Spell: Chill Metal
School: Transmutation
Descriptor: Cold
NSch:
NSubSch:
Level: Druid 2
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Chill Metal
Transmutation [Cold]
**Level:** Druid 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lb. of metal/level, none of which can be more than 30 ft. away from any of the rest
**Duration:** 7 rounds
**Saving Throw:** Will negates (object)
**Spell Resistance:** Yes (object)
Chill metal makes metal extremely cold. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature's possession uses the creature's saving throw bonus unless its own is higher.
A creature takes cold damage if its equipment is chilled. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing metal armor and the metal that it's carrying weighs less than one-fifth of its weight.
On the first round of the spell, the metal becomes chilly and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell's duration. During the second (and also the next-to-last) round, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, causing more damage, as shown on the table below.
Round Metal Temperature Damage
1 Cold None
2 Icy 1d4 points
3?5 Freezing 2d4 points
6 Icy 1d4 points
7 Cold None
Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a pointfor-point basis. Underwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it more buoyant.
Chill metal counters and dispels heat metal.
```
@@---
Spell: Chill Of The Grave
School: Necromancy
NSch:
NSubSch:
Level: Deathbound 1
Save: None
SR: Yes
---
!!
```
## Chill Of The Grave
Necromancy
**Level:** Deathbound 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Ray
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
You must succeed on a ranged touch attack with the ray to strike a target. The subject takes 1d10 points of cold damage. This damage increases to 2d10 at caster level 4th, 3d10 at caster level 7th, and 4d10 at caster level 10th.
```
@@---
Spell: Chill Touch
School: Necromancy
NSch:
NSubSch:
Level: Wizard 1
Save: Fortitude partial or Will negates; see text
SR: Yes
---
!!
```
## Chill Touch
Necromancy
**Level:** Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
Targets: Creature or creatures touched (up to one/level)
**Duration:** Instantaneous
**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.
```
@@---
Spell: Choking Cobwebs
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Wizard 7
Save: Fortitude partial
SR: No
---
!!
```
## Choking Cobwebs
Conjuration (Creation)
**Level:** Wizard 7
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Dusty webs in a 10-ft. radius spread
**Duration:** 1 minute/level (D)
**Saving Throw:** Fortitude partial
**Spell Resistance:** No
This spell covers an area in layers of clinging filaments that resemble old, dusty cobwebs. Unlike a web spell, the strands of a choking cobwebs spell need not be anchored to two or more solid and diametrically opposed points, though they can be. Unsupported cobwebs flutter in the air as through held up by a rising current.
The cobwebs block sight beyond 5 feet. A creature within 5 feet has concealment. Creatures farther away have total concealment. Entering a square of cobwebs costs 2 squares of movement. A living creature that enters choking cobwebs falls into a fit of horrific coughing, making it sickened for as long as it remains in the area and for 1 round after it leaves. A successful Fortitude save negates the sickened effect, but the save must be repeated each round the creature enters or remains within the area.
If two or more choking cobwebs spells overlap the same area, the overlapping area of the two spells becomes a nearly impenetrable barrier of stands. In addition to the effects described above, any creature within the overlapping area has cover against adjacent creatures, and total cover against creatures more than 5 feet away. Entering a square of overlapping cobwebs costs 4 squares of movement, and a living creature within this area is nauseated rather than sickened (Fortitude negates) and also takes 1d4 points of Constitution damage in each round that it is nauseated.
```
@@---
Spell: Choking Sands
School: Necromancy
NSch:
NSubSch:
Level: Cleric 5, druid 5, sorcerer/ wizard 5
Save: Fortitude negates; see text
SR: Yes
---
!!
```
## Choking Sands
Necromancy
**Level:** Cleric 5, druid 5, sorcerer/ wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** Instantaneous; see text
**Saving Throw:** Fortitude negates; see text
**Spell Resistance:** Yes
You coat the target's lungs with dust and sand. The target can cough up the sand by taking a full-round action and making a Fortitude save. If it chooses not to do so, it must make Constitution checks to avoid suffocation (see page 304 of the Dungeon Master's Guide).
Material Component: A tiny stuffed animal filled with sand.
```
@@---
Spell: Choose Destiny
School: Divination
NSch:
NSubSch:
Level: Destiny 9
Save: Personal
**Target:** You
---
!!
```
## Choose Destiny
Divination
**Level:** Destiny 9
**Components:** V
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
You gain a limited ability to discern a successful path for your actions. For the duration of the spell, any time you make an attack roll, skill check, ability check, or saving throw, you may roll twice and select which die roll to use.
```
@@---
Spell: Chromatic Ray
Source: Dragons of Faerun
School: Evocation
Descriptor: Evil
NSch:
NSubSch:
Level: Blackguard 4, Cleric 5
Save: Will negates
SR: Yes (object)
---
!!
```
## Chromatic Ray
Source: Dragons of Faerun
Evocation [Evil]
**Level:** Blackguard 4, Cleric 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Ray
**Target:** One good dragon or dragonblood creature
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes (object)
You fire a brilliant ray of white, black, green, blue, and red at the dragon.
This spell calls upon the might of evil dragonkind to suppress the powers of a good dragon or dragonblood creature.
You must make a ranged touch attack to hit the target.
If the attack is successful, the dragon must make a successful Will save or become unable to use all its racial supernatural and spell-like abilities.
This does not include the spells a dragon casts from its sorcerer spell progression.
Special: If you receive your divine spells from Mask or Tiamat, you receive a +1 profane bonus on the ranged touch attack.
```
@@---
Spell: Circle Dance
School: Divination
NSch:
NSubSch:
Level: Bard 2, cleric 3, druid 3, Wizard 3
Save: Personal
**Target:** You
---
!!
```
## Circle Dance
Divination
**Level:** Bard 2, cleric 3, druid 3, Wizard 3
**Components:** V, S
**Casting Time:** 1 minute
**Range:** Personal
**Target:** You
**Duration:** Instantaneous
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.
```
@@---
Spell: Circle Of Death
School: Necromancy
Descriptor: Death
NSch:
NSubSch:
Level: Wizard 6
Save: Fortitude negates
SR: Yes
---
!!
```
## Circle Of Death
Necromancy [Death]
**Level:** Wizard 6
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** Several living creatures within a 40-ft. radius burst
**Duration:** Instantaneous
**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.
Material Component: The powder of a crushed black pearl with a minimum value of 500 gp.
```
@@---
Spell: Circle Of Nausea
School: Evocation
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 3, Druid 2 **Components:** V, S, F
Save: Personal
**Area:** An emanation extending in a 20-ft. radius around a 2-ft. radius circle on the ground with the caster in the center
---
!!
```
## Circle Of Nausea
Evocation [Evil]
**Level:** Cleric 3, Druid 2 **Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Personal
**Area:** An emanation extending in a 20-ft. radius around a 2-ft. radius circle on the ground with the caster in the center
**Duration:** 1 minute/level
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
Evil energy bursts in all directions from the spell's origin, filling the area with pain. Everyone in the spell's area must succeed at a Fortitude saving throw or take a ?2 penalty on all attack rolls, saving throws, and skill checks. Those who succeed at the saving throw must make a new saving throw each round if they remain in the area. The pain lasts as long as the spell does.
The caster stands in the circle, which must be prepared ahead of time by inscribing a circle on the ground and putting a stone on the circle at each of the four cardinal directions. Creating this circle takes 1 hour, but once created it may be reused any number of times.
If anyone attempts to cross the circle during the spell's duration, she must succeed at a Fortitude saving throw or be nauseated until the spell ends, unable to take actions other than a single move or move-equivalent action. Nauseated characters cannot cross the circle. If someone breaches the circle without becoming nauseated, the spell ends.
```
@@---
Spell: City Lights
School: Evocation
Descriptor: Light
NSch:
NSubSch:
Level: City 2, Wizard 2
Save: Fortitude partial
SR: Yes
---
!!
```
## City Lights
Evocation [Light]
**Level:** City 2, Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** 60-ft. radius burst
**Duration:** Instantaneous
**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. Material Component: A pinch of tinder.
```
@@---
Spell: City Stride
School: Conjuration
Subschool: Teleportation
NSch:
NSubSch:
Level: Bard 6, City 6
Save: None and Will negates (object)
SR: No and Yes (object)
---
!!
```
## City Stride
Conjuration (Teleportation)
**Level:** Bard 6, City 6
**Components:** V, S, M
**Casting Time:** 1 round
**Range:** Touch
**Target:** You and touched objects or touched willing creatures
**Duration:** Instantaneous
**Saving Throw:** None and Will negates (object)
**Spell Resistance:** No and Yes (object)
This spell instantly transports you from one community to a second designated community. Each community must be at least as large as a small city (see page 137 of the Dungeon Master's Guide). The destination city 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 along 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.
Only objects held or in use (attended) by another person receive saving throws and spell resistance.
You must have visited the destination city at some point in the past. You do not have precise control over your arrival point; you appear at a randomly determined safe location within the borders of the city (not within a building).
Material Component: A chip of city stone or brick from the selected destination.
```
@@---
Spell: City's Might
School: Transmutation
NSch:
NSubSch:
Level: City 8
Save: Personal
**Target:** You
---
!!
```
## City's Might
Transmutation
**Level:** City 8
**Components:** V, S, M, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level; see text
You draw upon a city and its inhabitants for additional strength. You gain an enhancement bonus to Strength and Constitution, as well as damage reduction, based on the size of the community you are in (see page 137 of the Dungeon Master's Guide).
Community
Str/Con Bonus
DR
Large town or smaller
+2
2/adamantine
Small city
+4
4/adamantine
Large city
+6
6/adamantine
Metropolis +10 10/adamantine
If you are not within 100 feet of a community when the spell is cast, the spell has no effect. If you move more than 100 feet from the community before the duration elapses, the spell's effect ends immediately. For example, you could retain the effect while adventuring within the city's sewers, but heading to a dungeon a mile away would end the effect.
Material Component: A chip of city stone or brick.
```
@@---
Spell: Clairaudience/Clairvoyance
School: Divination
Subschool: Scrying
NSch:
NSubSch:
Level: Bard 3, Knowledge 3, Wizard 3
Save: None
SR: No
---
!!
```
## Clairaudience/Clairvoyance
Divination (Scrying)
**Level:** Bard 3, Knowledge 3, Wizard 3
**Components:** V, S, F/DF
**Casting Time:** 10 minutes
**Range:** Long (400 ft. + 40 ft./level)
Effect: Magical sensor
**Duration:** 1 min./level (D)
**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.
Arcane Focus: A small horn (for hearing) or a glass eye (for seeing).
```
@@---
Spell: Clarity Of Mind
School: Abjuration
NSch:
NSubSch:
Level: Balance 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Clarity Of Mind
Abjuration
**Level:** Balance 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** 1 hour/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You grant the subject a +4 insight bonus on saving throws against all mind-affecting spells and effects. If the subject of clarity of mind attacks a creature that has concealment and fails the miss chance roll, he can reroll the miss chance once to see if his attack actually hit the target.
```
@@---
Spell: Claws Of Darkness
School: Illusion
Subschool: Shadow
NSch:
NSubSch:
Level: Wizard 2
Save: Personal
**Target:** You
---
!!
```
## Claws Of Darkness
Illusion (Shadow)
**Level:** Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes; see text
When you cast this spell, your 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.
```
@@---
Spell: Claws Of The Bear
School: Transmutation
NSch:
NSubSch:
Level: Druid 1, ranger 1
Save: Personal
**Target:** You
---
!!
```
## Claws Of The Bear
Transmutation
**Level:** Druid 1, ranger 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
When you cast this spell, your hands become natural weapons that deal 1d8 points of damage each or your normal unarmed damage, whichever is greater. You are considered armed while this spell is in effect. If you are Small, your claws deal 1d6 points of damage, and if you are Large, they deal 2d6 points of damage. You add your Strength modifier to your claw damage rolls. Your claws work just like the natural weapons of many monsters. You can make an attack with one claw or a full attack with two claws at your normal attack bonus, replacing your normal attack routine. You take no penalties for two-weapon fighting, and neither attack is a secondary attack. If your base attack bonus is +6 or higher, you do not gain any additional attacks?you simply have two claw attacks at your normal attack bonus.
```
@@---
Spell: Claws Of The Bebilith
School: Transmutation
Descriptor: Evil
NSch:
NSubSch:
Level: Corrupt 5
---
!!
```
## Claws Of The Bebilith
Transmutation [Evil]
**Level:** Corrupt 5
**Components:** V, S, Corrupt
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level
The caster gains claws that deal damage based on her size (see below) and can catch and tear an opponent's armor and shield. If the opponent has both armor and a shield, roll 1d6: A result of 1?4 indicates the armor is affected, and a result of 5?6 affects the shield.
The caster makes a grapple check whenever she hits with a claw attack, adding to the opponent's roll any enhancement bonus from magic possessed by the opponent's armor or shield. If the caster wins, the armor or shield is torn away and ruined.
Caster Size Claw Damage
Fine
-
Diminutive
1
Tiny
1d2
Small
1d3
Medium
1d4
Large
1d6
Huge
1d8
Gargantuan
2d6
Colossal 2d8
Corruption Cost: 1d6 points of Dexterity damage.
```
@@---
Spell: Claws Of The Savage
School: Transmutation
Descriptor: Evil
NSch:
NSubSch:
Level: Bestial 4, Blackguard 4, Cleric 4, Druid 4
Save: Personal
**Target:** You
---
!!
```
## Claws Of The Savage
Transmutation [Evil]
**Level:** Bestial 4, Blackguard 4, Cleric 4, Druid 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One creature
**Duration:** 10 minutes/level
The caster grants one creature two long claws that replace its hands, tentacle tips, or whatever else is appropriate. The claws deal damage based on the creature's size.
Creature Size Claw Damage
Fine
1
Diminutive
1d2
Tiny
1d3
Small
1d4
Medium
1d6
Large
1d8
Huge
2d6
Gargantuan 2d8
Colossal 4d6
The creature can make attacks with both claws as if it were proficient with them. Just as with a creature that has natural weapons, the subject takes no penalty for making two claw attacks.
The subject is treated as armed. Furthermore, these claws gain a +2 enhancement bonus on attack and damage rolls.
If the creature already has claws, those claws gain a +2 enhancement bonus on attack and damage rolls, and the claws? damage increases as if the creature were two size categories larger.
## Clear Mind
Abjuration
**Level:** Paladin 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level
You gain a +4 sacred bonus on saving throws made against mind-affecting spells and effects.
```
@@---
Spell: Clearstone
Source: Lost Empires of Faerun
School: Transmutation
Descriptor: Earth
NSch:
NSubSch:
Level: Wizard 3
Save: None
SR: No
---
!!
```
## Clearstone
Source: Lost Empires of Faerun
Transmutation [Earth]
**Level:** Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Stone or stone object touched, up to 1 cu. ft./level
**Duration:** 1 minute/level (D)
**Saving Throw:** None
**Spell Resistance:** No
You cause a rock or section of stone to become transparent.
This spell affects naturally occurring stone, ore, gemstones in the rough, and even worked stone such as a statue or tunnel wall, but not worked metals, cut gems, or fabricated stone materials such as brick or concrete. Visibility through the affected stone is perfectly clear and limited only by the available light or by objects and creatures embedded in the stone (such as a creature using meld into stone).
Clearstone grants line of sight, but not line of effect, through the affected stone.
This spell does not change a stone's hardness or other qualities in any way.
Clearstone can be made permanent using permanency (minimum caster level 11th, 1,500 XP). Arcane Material Component: A small, flat piece of glass.
```
@@---
Spell: Clenched Fist
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 8, Strength 8
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Clenched Fist
Evocation [Force]
**Level:** Wizard 8, Strength 8
**Components:** V, S, F/DF
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.
Arcane Focus: A leather glove.
## Climb Walls
Transmutation
**Level:** Druid 1, ranger 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 minute/level (D)
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The subject gains a +10 enhancement bonus on Climb checks. The bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th. Unlike with spider climb, this spell does not allow the subject to climb on ceilings, and it does not give the creature a climb speed. Material Component: A drop of tree sap or equally sticky material.
```
@@---
Spell: Climbing Tree
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Druid 1, ranger 1, Wu Jen 1 (wood)
Save: None
SR: No
---
!!
```
## Climbing Tree
Conjuration (Creation)
**Level:** Druid 1, ranger 1, Wu Jen 1 (wood)
**Components:** V, S, DF **Casting Time:** 1 full round **Range:** 0 ft.
Effect: A thin but sturdy tree
**Duration:** 1 minute/level (D)
**Saving Throw:** None
**Spell Resistance:** No
You cause a 1-foot-diameter tree to grow in the center of any adjacent square. The tree can grow as high as 10 feet per caster level (to a maximum of 50feet). The branches are evenly spaced and perfect for climbing; ascending the tree requires a successful DC 5Climb check.
The tree can grow only in soft terrain, such as dirt, soil, or sand. The tree has hardness 5 and 120 hit points; if cut down, it vanishes instantly. It can't be animated by any means, such as with animate plants, nor can it serve as the basis for any plant-related spell such as tree stride. Treat the tree as a slender pillar(Dmg 64) for terrain purposes.
```
@@---
Spell: Cloak Of Bravery
School: Abjuration
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Cleric 3, Courage 3, paladin 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Cloak Of Bravery
Abjuration [Mind-Affecting]
**Level:** Cleric 3, Courage 3, paladin 2
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** 60-ft. radius emanation centered on you
**Duration:** 10 minutes/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
All allies within the emanation (including you) gain a morale bonus on saves against fear effects equal to your caster level (to a maximum of +10 at caster level 10th).
```
@@---
Spell: Cloak Of Bravery, Greater
School: Abjuration
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Courage 9
Save: See text
SR: Yes (harmless)
---
!!
```
## Cloak Of Bravery, Greater
Abjuration [Mind-Affecting]
**Level:** Courage 9
**Range:** 1 mile; see text
**Area:** 1-mile radius emanation centered on you
**Duration:** 1 hour/level
This spell functions like cloak of bravery, except all allies within the emanation (including you) are immune to fear effects and gain a +2 morale bonus on attack rolls. Allies who don?t have line of sight to you are unaffected.
## Cloak Of Chaos
Abjuration [Chaotic]
**Level:** Chaos 8, Cleric 8
**Components:** V, S, F
**Casting Time:** 1 standard action **Range:** 20 ft.
Targets: One creature/level in a 20-ft. radius burst centered on you
**Duration:** 1 round/level (D)
**Saving Throw:** See text
**Spell Resistance:** Yes (harmless)
A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to become confused. This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from law, the benefit of this spell applies against all attacks, not just against attacks by lawful creatures.
Second, each warded creature gains spell resistance 25 against lawful spells and spells cast by lawful creatures.
Third, the abjuration blocks possession and mental influence, just as protection from law does.
Finally, if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the confusion spell, but against the save DC of cloak of chaos). Focus: A tiny reliquary containing some sacred relic, such as a scrap of parchment from a chaotic text. The reliquary costs at least 500 gp.
```
@@---
Spell: Cloak Of Darkpower
School: Abjuration
NSch:
NSubSch:
Level: Drow 1
Save: Will negates (harmless)
SR: Yes (harmless
---
!!
```
## Cloak Of Darkpower
Abjuration
**Level:** Drow 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless
Cloak of dark power creates a dusky haze around the subject. The haze does not interfere with vision, but the subject and anything it wears or carries is protected from the effects of full sunlight, even under the open, daytime sky of the surface world. A drow subject suffers no blindness or bright illumination combat penalties while under the effect of cloak of dark power. The subject also gains a +4 resistance bonus on saves against light or darkness spells or effects.
```
@@---
Spell: Cloak Of Hate
School: Enchantment
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 5, cleric 6, Wizard 6, Spite 6
Save: Will negates
SR: Yes
---
!!
```
## Cloak Of Hate
Enchantment [Mind-Affecting]
**Level:** Bard 5, cleric 6, Wizard 6, Spite 6
**Components:** V, S, M, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 day/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
Living beings view the subject of this spell with instinctive hostility. All Npc reactions begin one category worse than they otherwise would (see page 72 of the Player's Handbook), and any Diplomacy checks to moderate those reactions take a ?10 circumstance penalty.
Furthermore, people view the target in the worst possible light. If, for example, a community is hunting for an unknown murderer, they will assume that the subject of the spell is guilty of the crime. Player characters and Npcs who know the subject well, such as old friends or loved ones, are unaffected. Material Component: One ounce of bile.
```
@@---
Spell: Cloak Of Shade
School: Abjuration
NSch:
NSubSch:
Level: Cleric 1, druid 1
Save: None
SR: Yes (harmless)
---
!!
```
## Cloak Of Shade
Abjuration
**Level:** Cleric 1, druid 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 hour/level (D)
**Saving Throw:** None
**Spell Resistance:** Yes (harmless)
The subject is wrapped in an envelope of perfect shade. Inside the cloak, the temperature is one band lower than the actual temperature (see Heat Dangers, page 12), but the spell has no effect on unearthly or hotter heat, nor does it offer any protection against fire damage. The target is treated as though it is in shade, thereby protected from sunburn, able to begin recovering from sun glare, and able to begin healing nonlethal damage taken from exposure to heat.
Cloak of shade has no effect on light, daylight, sunburst, and similar magical light effects, and it offers no protection from damage that creatures vulnerable to sunlight might take from the sun.
```
@@---
Spell: Cloak Of The Sea
School: Transmutation
NSch:
NSubSch:
Level: Druid 5, Wizard 6
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Cloak Of The Sea
Transmutation
**Level:** Druid 5, Wizard 6
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 hour/level (D)
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
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.
```
@@---
Spell: Cloak Pool
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Bard 2, Wizard 2
Save: Will negates (harmless, object)
SR: No
---
!!
```
## Cloak Pool
Illusion (Glamer)
**Level:** Bard 2, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One color pool
**Duration:** 1 hour/level (D)
**Saving Throw:** Will negates (harmless, object)
**Spell Resistance:** No
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.
```
@@---
Spell: Clone
School: Necromancy
NSch:
NSubSch:
Level: Wizard 8
Save: None
SR: No
---
!!
```
## Clone
Necromancy
**Level:** Wizard 8
**Components:** V, S, M, F **Casting Time:** 10 minutes **Range:** 0 ft.
Effect: One clone
**Duration:** Instantaneous
**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.
Material Component: The piece of flesh and various laboratory supplies (cost 1,000 gp). Focus: Special laboratory equipment (cost 500 gp).
```
@@---
Spell: Close Wounds
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Cleric 2
Save: Will half (harmless); see text
SR: Yes (harmless)
---
!!
```
## Close Wounds
Conjuration (Healing)
**Level:** Cleric 2
**Components:** V
**Casting Time:** 1 immediate action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** Instantaneous
**Saving Throw:** Will half (harmless); see text
**Spell Resistance:** Yes (harmless)
This spell cures 1d4 points of damage +1 point per caster level (maximum +5). If you cast this spell immediately after the subject takes damage, it effectively prevents the damage. It would keep alive someone who had just dropped to ?10 hit points, for example, leaving the character at negative hit points but stable. Used against an undead creature, close wounds deals damage instead of curing the creature (which takes half damage if it makes a Will saving throw).
```
@@---
Spell: Clothier's Closet
Source: Magic of Eberron
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Bard 2, Wizard 2
Save: None
SR: No
---
!!
```
## Clothier's Closet
Source: Magic of Eberron
Conjuration (Creation)
**Level:** Bard 2, Wizard 2
**Components:** V, S, M
**Casting Time:** 10 minutes
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One or more sets of clothes
**Duration:** 1 hour/level (D); see text
**Saving Throw:** None
**Spell Resistance:** No
When you and your companions need to attend a gala reception at the last minute, you need not despair over your clothing. When you cast clothier's closet, you conjure a 3-inch-diameter wooden rod up to 10 feet long between any two upright supports you choose. For example, you could summon the rod to appear between two walls of a corridor or alcove. On the rod hang a number of outfits as determined by you, each of a size and type you specify while the spell is cast.
The conjured rod can hold a variety of separate outfits whose total price does not exceed 100 gp. The outfit types that you can specify include the following: artisan's outfit (1 gp), cleric's vestments (5 gp), cold weather outfit (8 gp), courtier's outfit (30 gp), entertainer's outfit (3 gp), explorer's outfit (10 gp), monk's outfit (5 gp), noble's outfit (75 gp), scholar's outfit (5 gp), or traveler's outfit (1 gp).
The conjured clothing is normal in all respects and does not radiate magic. Even after the duration elapses and the rod and hangers disappear, the clothes remain.
Special: A character with any Mark of Hospitality dragonmark, or with the Favored in House feat (Ghallanda), can cast this spell without the material component, but the conjured clothes last only as long as the spell's duration. Material Component: A gem worth at least 100 gp.
```
@@---
Spell: Cloud Chariot
School: Conjuration
Subschool: Creation
Descriptor: Water
NSch:
NSubSch:
Level: Wu Jen 8 (water)
Save: Personaland touch
**Target:** You and other touched willing creatures
---
!!
```
## Cloud Chariot
Conjuration (Creation) [Water]
**Level:** Wu Jen 8 (water)
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personaland touch
**Target:** You and other touched willing creatures
**Duration:** 10 minutes (D)
When the spell is cast, you and any willing creatures you touch lift into the air on a magic chariot formed of cloud, then fly away in the direction you desire. You can bring one Medium or smaller creature (carrying gear and objects up to its maximum load) per four caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth.
A cloud chariot flies at 10 miles per minute, so that you can cover a distance of 100 miles over the spell's full duration. You and your passengers feel none of the effects of this swift movement, though, and the ride is perfectly steady and calm in even the worst weather.
When the spell is dismissed, the cloud settles gently to the ground and dissipates. Should the spell duration expire while a cloud chariot is still aloft, the magic fails slowly, with cloud and riders floating downward 60 feet per round for 1d6 rounds. If the cloud reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, and all creatures riding in it take falling damage.
A cloud chariot descends slowly if the spell is dispelled, but not if it is negated by an antimagic field. Material Component: A small ball of cotton.
```
@@---
Spell: Cloud Of Bewilderment
School: Conjuration
NSch:
NSubSch:
Level: Bard 2, Wizard 2
Save: Fortitude negates; see text
SR: No
---
!!
```
## Cloud Of Bewilderment
Conjuration
**Level:** Bard 2, Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 10-ft. cube
**Duration:** 1 round/level
**Saving Throw:** Fortitude negates; see text
**Spell Resistance:** No
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 must 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.
Material Component: A rotten egg.
```
@@---
Spell: Cloud Of Knives
School: Conjuration
NSch:
NSubSch:
Level: Cleric 2, Wizard 2
Save: Personal
**Target:** You
---
!!
```
## Cloud Of Knives
Conjuration
**Level:** Cleric 2, Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
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?20.
Damage reduction applies to knife attacks from this spell. The knives are treated as magic for the purpose of overcoming damage reduction.
Material Component: A knife.
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.
```
@@---
Spell: Cloud Of The Achaierai
School: Conjuration
Subschool: Creation
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 6, Demonologist 4
Save: Personal
**Area:** 10-ft. radius spread
---
!!
```
## Cloud Of The Achaierai
Conjuration (Creation) [Evil]
**Level:** Cleric 6, Demonologist 4
**Components:** V, S, Disease
**Casting Time:** 1 standard action
**Range:** Personal
**Area:** 10-ft. radius spread
**Duration:** 10 minutes/level
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
The caster conjures a choking, toxic cloud of inky blackness. Those other than the caster within the cloud take 2d6 points of damage. They must also succeed at a Fortitude save or be subject to a confusion effect for the duration of the spell.
Disease Component: Soul rot.
```
@@---
Spell: Cloud Wings
School: Transmutation
NSch:
NSubSch:
Level: Druid 2
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Cloud Wings
Transmutation
**Level:** Druid 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 hour/level
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
This spell increases the subject's fly speed by 30 feet. It has no effect on other modes of movement, nor does it allow the subject to fly if it cannot already do so.
```
@@---
Spell: Cloudburst
School: Evocation
Descriptor: Water
NSch:
NSubSch:
Level: Druid 1
Save: None
SR: No
---
!!
```
## Cloudburst
Evocation [Water]
**Level:** Druid 1
**Components:** V, S
**Casting Time:** 1 round
**Range:** Long (400 ft. + 40 ft./level)
**Area:** 100-ft. radius emanation
**Duration:** 10 minutes/level (D)
**Saving Throw:** None
**Spell Resistance:** No
You cause clouds to gather and a heavy rain to fall. The rain reduces visibility ranges by half, resulting in a ?4 penalty on Spot and Search checks. It automatically extinguishes unprotected flames and has a 50% chance of extinguishing protected flames. Ranged weapon attacks and Listen checks take a ?4 penalty. Fire damage in this spell's area is reduced by 1 point per die of damage. This spell does not function indoors, underangeround, underwater, or in desert climates. After the spell ends, the water created evaporates over the next 10 minutes. The water created with this spell does not slake thirst or provide any nourishment to plants.
```
@@---
Spell: Cloudkill
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Wizard 5
Save: Fortitude partial; see text
SR: No
---
!!
```
## Cloudkill
Conjuration (Creation)
**Level:** Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Cloud spreads in 20-ft. radius, 20 ft. high
**Duration:** 1 min./level
**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.
```
@@---
Spell: Cloud-Walkers
School: Transmutation
NSch:
NSubSch:
Level: Druid 7, Windstorm 6
Save: Reflex negates (harmless)
SR: Yes (harmless)
---
!!
```
## Cloud-Walkers
Transmutation
**Level:** Druid 7, Windstorm 6
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
Targets: One creature/level
**Duration:** 10 minutes/level (D)
**Saving Throw:** Reflex negates (harmless)
**Spell Resistance:** Yes (harmless)
Each subject of the spell can move with a fly speed of 60 feet (perfect maneuverability), but only outdoors. To touch the earth again, a subject must use a standard action to shake off the cloudstuff, which ends the spell for that creature. You can dismiss the spell, but only for all subjects at once?an act that can have significant consequences for subjects already in the air.
```
@@---
Spell: Clutch Of Orcus
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 3
Save: Fortitude negates **Spell Resistance:**
---
!!
```
## Clutch Of Orcus
Necromancy [Evil]
**Level:** Cleric 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One humanoid
**Duration:** Concentration, up to 1 round/level **Saving Throw:** Fortitude negates **Spell Resistance:**
Magical force grips the subject's heart (or similar vital organ) and begins crushing it. The victim is paralyzed and takes 1d12 points of damage per round. Concentration is required to maintain the spell each round. A conscious victim can attempt a new Fortitude saving throw each round to end the spell. If the victim dies as a result of this spell, its smoking heart appears in your hand.
```
@@---
Spell: Coat Of Arms
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 5
Save: None
SR: No or Yes; see text
---
!!
```
## Coat Of Arms
Evocation [Force]
**Level:** Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 0 ft.
Effect: A ring of blades swirling around you
**Duration:** 1 minute/level (D) or until expended
**Saving Throw:** None
**Spell Resistance:** No or Yes; see text
You surround yourself with a ring of spinning force blades. This spell creates one blade per three caster levels, up to a maximum of six blades at 18th level. You gain a shield bonus to AC equal to the number of blades that circle you. This bonus applies against incorporeal touch attacks, since it is a force effect.
Every round, as a move action, you can direct one of the blades to break off and strike any target within 30 feet. The blade strikes unerringly, requiring no attack roll, and deals 2d6 points of damage (even to incorporeal creatures) before disappearing. Spell resistance applies against this effect. Launching a blade in this fashion reduces your shield bonus accordingly.
Any creature that grapples you is automatically struck by all the blades that still encircle you, which deal damage as normal but then disappear as though you had voluntarily launched them.
```
@@---
Spell: Cobra's Breath
School: Transmutation
NSch:
NSubSch:
Level: Wu Jen 1 (water)
Save: Fortitude negates
SR: No
---
!!
```
## Cobra's Breath
Transmutation
**Level:** Wu Jen 1 (water)
**Components:** S, M
**Casting Time:** 1 standard action **Range:** 10 ft.
**Target:** Cone-shaped burst
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates
**Spell Resistance:** No
Your saliva changes into a virulent poison that you then spray forth in a 10-foot cone. Creatures within the cone must make a Fortitude save or take 1d3 points of Constitution damage. The poison does not affect you, nor does it produce any secondary effects or remain potent once sprayed. Material Component: A cobra's fang.
```
@@---
Spell: Cocoon
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Druid 8
Save: Fortitude negates
SR: Yes
---
!!
```
## Cocoon
Conjuration (Creation)
**Level:** Druid 8
**Components:** V, S, M, XP
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One corpse
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
When cast upon a deceased creature (whose death can be no less recent than 1 round per caster level), this spell preserves the body and begins a slow process of rebirth. If the corpse is raised, resurrected, or reincarnated at any point during the next week, the creature takes no level loss or Constitution loss normally associated with such spells. At the conclusion of the week, if the subject has not been returned to life, the creature is automatically reincarnated, as the spell, with no loss of level or Constitution.
Material Component: A silkworm cocoon.
XP Cost: 250 XP
```
@@---
Spell: Cold Fire
School: Transmutation
Descriptor: Cold
NSch:
NSubSch:
Level: Cleric 1, druid 1
Save: No (fire source) or Fortitude half (creature) **Spell Resistance:** No (fire source) or Yes (creature)
---
!!
```
## Cold Fire
Transmutation [Cold]
**Level:** Cleric 1, druid 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One fire source (up to a 20-ft. cube) or one creature; see text
**Duration:** 1 minute/level (D) (fire source) or Instantaneous (creature)
**Saving Throw:** No (fire source) or Fortitude half (creature) **Spell Resistance:** No (fire source) or Yes (creature)
You are able to change the normal flames of a fire (any blaze that lasts for more than 1 round) into cold flames. Affected flames deal cold damage to creatures that come into contact with them. The spell can also affect magical fires such as those generated by a wall of fire, provided the affected fire is small enough. Cold fire flames burn blue and white for the duration of the spell. If the target is a creature with the fire subtype or vulnerability to cold, the spell deals 1d6 points of cold damage per two caster levels (maximum 5d6) to the creature, but has no further effect.
```
@@---
Spell: Cold Snap
School: Transmutation
Descriptor: Cold
NSch:
NSubSch:
Level: Cleric 6, druid 5
Save: None
SR: No
---
!!
```
## Cold Snap
Transmutation [Cold]
**Level:** Cleric 6, druid 5
**Components:** V, S
**Casting Time:** 1 minute
**Range:** 1 mile
**Area:** 1-mile radius circle centered on you
**Duration:** 2d4 hours
**Saving Throw:** None
**Spell Resistance:** No
This spell causes a powerful cold front to form, lowering the temperature in the affected area by 5 degrees
Fahrenheit per caster level (maximum change of 50 degrees Fahrenheit), to a maximum low of ?20 degrees Fahrenheit (see Cold Dangers, Dmg 302). Spells with the cold descriptor deal an extra 1 point of damage per die when cast in the area.
```
@@---
Spell: Color Spray
School: Illusion
Subschool: Pattern
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Wizard 1
Save: Will negates
SR: Yes
---
!!
```
## Color Spray
Illusion (Pattern) [Mind-Affecting]
**Level:** Wizard 1
**Components:** V, S, M
**Casting Time:** 1 standard action **Range:** 15 ft.
**Area:** Cone-shaped burst
**Duration:** Instantaneous; see text
**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.
Material Component: A pinch each of powder or sand that is colored red, yellow, and blue.
```
@@---
Spell: Column Of Ice
School: Conjuration
Subschool: Creation
Descriptor: Cold
NSch:
NSubSch:
Level: Druid 3, Wizard 4
Save: Reflex negates
SR: No
---
!!
```
## Column Of Ice
Conjuration (Creation) [Cold]
**Level:** Druid 3, Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One column of ice, 10-ft. radius and 5 ft./level in height
**Duration:** Permanent
**Saving Throw:** Reflex negates
**Spell Resistance:** No
A column of ice rises from the ground, lifting any object or creature (including you) standing in the area into the air. Creatures making a Reflex saving throw can choose to avoid the column. Moving or fighting atop the ice column requires a DC 10 Balance check. Those who fail fall prone and must immediately succeed on a DC 12 Reflex saving throw or slip off the column, taking commensurate falling damage.
Creatures atop the column as it rises may be smashed against the ceiling or other overhead obstructions, which deals 4d6 points of damage.
Magical Ice Column: 10 feet thick; hardness 16; hp 160; break DC 90; Climb DC 30. Arcane Material Component: A 2-inch rod of ice.
```
@@---
Spell: Combat Readiness
Source: Drow of the Underdark
School: Divination
NSch:
NSubSch:
Level: Assassin 1, Bard 1, Wizard 1
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Combat Readiness
Source: Drow of the Underdark
Divination
**Level:** Assassin 1, Bard 1, Wizard 1
**Components:** V
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The target's eyes widen, and shine briefly with a white light.
The touched creature gains a +1 insight bonus on initiative checks for every three caster levels you have (minimum +1, maximum +6).
In addition, if the target is flanked, its opponents gain no bonus on attack rolls (but still gain any other benefits derived from flanking, such as extra sneak attack damage).
```
@@---
Spell: Combined Talent
School: Divination
NSch:
NSubSch:
Level: Bard 1
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Combined Talent
Divination
**Level:** Bard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 level)
Targets: Two willing creatures no more than 30 ft. apart
**Duration:** 10 minutes (D) or until expended
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You allow one of the subjects to make use of the skill ranks of the other subject, in place of her own, up to a value equal to your caster level (maximum 10 ranks). You must decide which skill is affected when you cast the spell, and the spell lasts for long enough to attempt a single use of that skill, up to a maximum of 10 minutes. The beneficiary of the spell uses the other subject's skill ranks in place of her own but applies her own ability, racial, and other modifiers. The second subject does not lose access to his skill ranks while under the effect of this spell.
```
@@---
Spell: Combust
School: Evocation
Descriptor: Fire
NSch:
NSubSch:
Level: Wizard 2
Save: Reflex partial
SR: Yes
---
!!
```
## Combust
Evocation [Fire]
**Level:** Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Touched creature or combustible object that weighs no more than 25 lb./level
**Duration:** Instantaneous; see text
**Saving Throw:** Reflex partial
**Spell Resistance:** Yes
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. Material Component: A drop of oil and a piece of flint.
```
@@---
Spell: Cometfall
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Cleric 6, druid 6
Save: Reflex half
SR: No
---
!!
```
## Cometfall
Conjuration (Creation)
**Level:** Cleric 6, druid 6
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: 400-pound ball of rock and ice
**Area:** 5-ft. radius burst
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** No
You conjure a comet that immediately falls to the ground, dealing 1d6 points of damage per caster level (maximum 15d6) to everything in the area. The force of the comet can also knock creatures over. Creatures who fail their Reflex save are knocked prone. A creature that succeeds on its saving throw takes half damage from the comet and is not knocked down. The comet breaks apart on impact, filling the 10-foot-square area with dense rubble (Dmg 90). You must cast this spell in an area with at least 40 feet of vertical space above the point of impact. If you do not have 40 feet of space, the spell fails.
```
@@---
Spell: Command
School: Enchantment
Subschool: Compulsion
Descriptor: Language-Dependent, Mind-Affecting
NSch:
NSubSch:
Level: Cleric 1
Save: Will negates
SR: Yes
---
!!
```
## Command
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
**Level:** Cleric 1
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 round
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.
Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Drop: On its turn, the subject drops whatever it is holding. It can?t pick up any dropped item until its next turn. Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.
Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless. If the subject can?t carry out your command on its next turn, the spell automatically fails.
```
@@---
Spell: Command, Greater
School: Enchantment
Subschool: Compulsion
Descriptor: Language-Dependent, Mind-Affecting
NSch:
NSubSch:
Level: Cleric 5
Save: Will negates
SR: Yes
---
!!
```
## Command, Greater
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
**Level:** Cleric 5
Targets: One creature/level, no two of which can be more than 30 ft. apart **Duration:** 1 round/level
This spell functions like command, except that up to one creature per level may be affected, and the activities continue beyond 1 round. At the start of each commanded creature's action after the first, it gets another Will save to attempt to break free from the spell. Each creature must receive the same command.
## Command Plants
Transmutation
**Level:** Druid 4, Plant 4, Ranger 3
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: Up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart **Duration:** One day/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
This spell allows you some degree of control over one or more plant creatures. Affected plant creatures can understand you, and they perceive your words and actions in the most favorable way (treat their attitude as friendly). They will not attack you while the spell lasts. You can try to give a 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.) A commanded plant never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.
You can affect a number of plant creatures whose combined level or HD do not exceed twice your level.
```
@@---
Spell: Command Undead
School: Necromancy
NSch:
NSubSch:
Level: Wizard 2
Save: Will negates; see text
SR: Yes
---
!!
```
## Command Undead
Necromancy
**Level:** Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One undead creature
**Duration:** One day/level
**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. Material Component: A shred of raw meat and a splinter of bone.
```
@@---
Spell: Commune
School: Divination
NSch:
NSubSch:
Level: Cleric 5
Save: Personal
**Target:** You
---
!!
```
## Commune
Divination
**Level:** Cleric 5
**Components:** V, S, M, DF, XP
**Casting Time:** 10 minutes
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
You contact your deity?or agents thereof ?and ask questions that can be answered by a simple yes or no. (A cleric of no particular deity contacts a philosophically allied deity.) You are allowed one such question per caster level. The answers given are correct within the limits of the entity's knowledge. ?Unclear? is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity's interests, a short phrase (five words or less) may be given as an answer instead.
The spell, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If you lag, discuss the answers, or go off to do anything else, the spell ends.
Material Component: Holy (or unholy) water and incense. XP Cost: 100 XP.
```
@@---
Spell: Commune With City
School: Divination
NSch:
NSubSch:
Level: City 4
Save: Personal
**Target:** You
---
!!
```
## Commune With City
Divination
**Level:** City 4
**Components:** V, S
**Casting Time:** 10 minutes
**Range:** Personal
**Target:** You
**Duration:** Instantaneous
You become one with a community that you are in, attaining knowledge of the surrounding community. You instantly gain knowledge of as many as three facts from among the following subjects: the population of the community, the dominant race within the community and the percentage of the population it encompasses, any given race's percentage of the total population, the level of the highest level character in a given class, the type and alignment of one of the community's power centers (if the community has more than one, roll randomly), a significant economic factor affecting trade within the city, or a major news item within the city (see Gather Information, page 74 of the Player's Handbook).
```
@@---
Spell: Commune With Greater Spirit
School: Divination
NSch:
NSubSch:
Level: Wu Jen 7
Save: Will negates; see text
SR: No
---
!!
```
## Commune With Greater Spirit
Divination
**Level:** Wu Jen 7
**Components:** V, S, M, XP
**Target:** One spirit
As commune with lesser spirit, except this spell can contact any spirit creature regardless of Hit Dice, and you can ask one question per caster level.
Material Component: Incense and a small offering worth 25 gp. XP Cost: 100 XP.
## Commune With Lesser Spirit
Divination
**Level:** Wu Jen 3
**Components:** V, S, M
**Casting Time:** 10 minutes **Range:** 10 ft.
**Target:** One lesser spirit
**Duration:** 1 min./level
**Saving Throw:** Will negates; see text
**Spell Resistance:** No
You contact any local spirit creature with 4 or fewer Hit Dice and can ask it up to one question per two caster levels. You must know the identity of the spirit, and you must be within 10 feet of the spirit's location. The spirit's knowledge is limited to matters within its immediate area (so that the spirit of a great tree in a village cannot answer questions about events outside the village, for example), and you must ask questions that could typically have one-word answers. ?Unclear? is a legitimate answer, because spirits are not necessarily omniscient, but in cases where a one-word answer would be misleading or contrary to the spirit's interests, the DM can respond with a short phrase (five words or less) instead.
If the spirit has been subject to commune with lesser spirit (or commune with greater spirit) within the past week, this spell fails. As well, if the spirit's alignment is different from yours, it gets a Will save to resist the spell. Unasked questions are wasted if the spell's duration expires.
Material Component: Incense and a small offering worth 10 gp.
```
@@---
Spell: Commune With Nature
School: Divination
NSch:
NSubSch:
Level: Animal 5, Druid 5, Ranger 4
Save: Personal
**Target:** You
---
!!
```
## Commune With Nature
Divination
**Level:** Animal 5, Druid 5, Ranger 4
**Components:** V, S
**Casting Time:** 10 minutes
**Range:** Personal
**Target:** You
**Duration:** Instantaneous
You become one with nature, attaining knowledge of the surrounding territory. You instantly gain knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting.
In outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underangeround settings? caves, caverns, and the like?the radius is limited to 100 feet per caster level. The spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns.
```
@@---
Spell: Compel Breath
Source: Dragons of Faerun
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 3, Wizard 3
Save: Will negates
SR: Yes
---
!!
```
## Compel Breath
Source: Dragons of Faerun
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 3, Wizard 3
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 min./level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
The target of the spell is compelled to use its breath weapon as soon as it is capable.
For instance, if a dragon must wait 1d4 rounds, and it rolls a 2, it must use its breath weapon after 2 rounds. The creature is capable of taking normal actions whenever its breath weapon is not available, though it cannot use any feats or spells that delay this result. Special: Sorcerers cast this spell at +1 level.
```
@@---
Spell: Comprehend Languages
School: Divination
NSch:
NSubSch:
Level: Bard 1, Cleric 1, Wizard 1
Save: Personal
**Target:** You
---
!!
```
## Comprehend Languages
Divination
**Level:** Bard 1, Cleric 1, Wizard 1
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 min./level
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.
Comprehend languages can be made permanent with a permanency spell. Arcane Material Component: A pinch of soot and a few grains of salt.
```
@@---
Spell: Concurrent Infusions
Source: Magic of Eberron
School: Transmutation
NSch:
NSubSch:
Level: Artificer 4
Save: None (object)
SR: No (object)
---
!!
```
## Concurrent Infusions
Source: Magic of Eberron
Transmutation
**Level:** Artificer 4
**Components:** S, M
**Casting Time:** 1 minute **Range:** Touch
**Target:** Object touched
**Duration:** Instantaneous
**Saving Throw:** None (object)
**Spell Resistance:** No (object)
You channel your artificer talents through an increased number of minor infusions. When you cast this infusion, you can imbue the target object with the effects of three different 1st-level infusions chosen at the time of casting.
The infusions function exactly as if you had cast them on the object, and do not count against your daily allotment. Material Component: An oak twig with at least three forks along its length.
```
@@---
Spell: Condemnation
School: Abjuration
NSch:
NSubSch:
Level: Cleric 5, Wizard 4
Save: Will negates
SR: Yes
---
!!
```
## Condemnation
Abjuration
**Level:** Cleric 5, Wizard 4
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One outsider
**Duration:** 1 round
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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.
```
@@---
Spell: Conduit Of Life
Source: Complete Champion
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Cleric 2, paladin 2
Save: Personal
**Target:** You
---
!!
```
## Conduit Of Life
Source: Complete Champion
Conjuration (Healing)
**Level:** Cleric 2, paladin 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level or until discharged
The next time you use a class feature or racial ability to channel positive energy (such as turn undead or lay on hands), you also heal a number of points of damage to yourself equal to 2d10+1/caster level (maximum 10). If you are already subject to an ongoing healing effect (such as vigor, or if you receive a cure spell while conduit of life is still in effect, this spell instead heals a number of points of damage equal to 3d8+1/caster level and it is discharged.
```
@@---
Spell: Cone Of Cold
School: Evocation
Descriptor: Cold
NSch:
NSubSch:
Level: Wizard 5, Water 6
Save: Reflex half
SR: Yes
---
!!
```
## Cone Of Cold
Evocation [Cold]
**Level:** Wizard 5, Water 6
**Components:** V, S, M/DF **Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** Cone-shaped burst
**Duration:** Instantaneous
**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). Arcane Material Component: A very small crystal or glass cone.
```
@@---
Spell: Cone Of Dimness
School: Illusion
Subschool: Phantasm
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Wizard 3
Save: Will negates; see text
SR: Yes
---
!!
```
## Cone Of Dimness
Illusion (Phantasm) [Mind-Affecting]
**Level:** Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** Cone-shaped burst
**Duration:** 1 round/level
**Saving Throw:** Will negates; see text
**Spell Resistance:** Yes
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.
```
@@---
Spell: Cone Of Euphoria
Source: Dragons of Faerun
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 3, Druid 4, Wizard 4
Save: Will negates
SR: Yes
---
!!
```
## Cone Of Euphoria
Source: Dragons of Faerun
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 3, Druid 4, Wizard 4
**Components:** V, S, M, **Casting Time:** 1 standard action **Range:** 20 ft.
**Area:** 20-ft. cone
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You dazzle your targets by breathing a beautiful cone of sparkling motes.
As a standard action, you can breathe a cone of sparkling motes that causes euphoria.
All those within the area must make a successful Will save or become dazed for 1d6 rounds.
You must wait 1d4 rounds between each use.
Material Component: A pinch of sparkling gem dust worth 10 gp.
```
@@---
Spell: Confound
Source: Complete Champion
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Cleric 4
Save: Will negates
SR: Yes
---
!!
```
## Confound
Source: Complete Champion
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Cleric 4
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Short (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You render the target unable to follow your movements effectively. The subject takes a ?2 penalty on attack rolls made against you, and you gain a +2 circumstance bonus on attack rolls made against it. If you worship a deity that provides access to the Trickery domain?even if you did not choose that domain?these modifiers rise to ?3 and +3, respectively. Furthermore, the subject cannot make attacks of opportunity against you.
If you successfully cast this spell on the same subject in each of 2 consecutive rounds, these beneficial effects extend to your allies as well.
```
@@---
Spell: Confusion
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 3, Wizard 4, Trickery 4
Save: Will negates
SR: Yes
---
!!
```
## Confusion
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 3, Wizard 4, Trickery 4
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Targets: All creatures in a 15-ft. radius burst
**Duration:** 1 round/level
**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). Arcane Material Component: A set of three nut shells.
```
@@---
Spell: Confusion, Lesser
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 1
Save: None
SR: No
---
!!
```
## Confusion, Lesser
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 1
**Components:** V, S, DF
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 round
This spell causes a single creature to become confused for 1 round. See the confusion spell, above, to determine the exact effect on the subject.
## Conjure Ice Beast I
Conjuration (Creation) [Cold]
**Level:** Cleric 1, druid 1, ranger 1
**Components:** V, S, DF
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One conjured ice creature
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** No
This spell creates a creature constructed from magical ice. 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 of either the summon monster table or the summon nature's ally table (pages 287?288 of the Player's Handbook). The conjured creature cannot have the fire subtype.
You choose which kind of creature to conjure, and you can change that choice each time you cast the spell. The conjured creature is a construct made of magical ice, gaining the ice beast template (see page 138). In all other ways, conjure ice beast I functions like summon monster I.
```
@@---
Spell: Conjure Ice Beast Ii
School: Conjuration
Subschool: Creation
Descriptor: Cold
NSch:
NSubSch:
Level: Cleric 2, druid 2, ranger 2
Save: Personal
Effect: One object of up to 5 lb./level
---
!!
```
## Conjure Ice Beast Ii
Conjuration (Creation) [Cold]
**Level:** Cleric 2, druid 2, ranger 2
Effect: One or more conjured ice creatures, no two of which can be more than 30 ft. apart
This spell functions like conjure ice beast I, except that you can conjure one creature from the 2nd-level list or two creatures of the same kind from the 1st-level list.
## Conjure Ice Beast Iii
Conjuration (Creation) [Cold]
**Level:** Cleric 3, druid 3, ranger 3
Effect: One or more conjured ice creatures, no two of which can be more than 30 ft. apart
This spell functions like conjure ice beast I, except that you can conjure one creature from the 3rd-level list, two creatures of the same kind from the 2nd-level list, or four creatures of the same kind from the 1st-level list.
## Conjure Ice Beast Iv
Conjuration (Creation) [Cold]
**Level:** Cleric 4, druid 4, ranger 4
Effect: One or more conjured ice creatures, no two of which can be more than 30 ft. apart
This spell functions like conjure ice beast I, except that you can conjure one creature from the 4th-level list, two creatures of the same kind from the 3rd-level list, or four creatures of the same kind from a lower-level list.
## Conjure Ice Beast V
Conjuration (Creation) [Cold]
**Level:** Cleric 5, druid 5
Effect: One or more conjured ice creatures, no two of which can be more than 30 ft. apart
This spell functions like conjure ice beast I, except that you can conjure one creature from the 5th-level list, two creatures of the same kind from the 4th-level list, or four creatures of the same kind from a lower-level list.
## Conjure Ice Beast Vi
Conjuration (Creation) [Cold]
**Level:** Cleric 6, druid 6
Effect: One or more conjured ice creatures, no two of which can be more than 30 ft. apart
This spell functions like conjure ice beast I, except that you can conjure one creature from the 6th-level list, two creatures of the same kind from the 5th-level list, or four creatures of the same kind from a lower-level list.
## Conjure Ice Beast Vii
Conjuration (Creation) [Cold]
**Level:** Cleric 7, druid 7
Effect: One or more conjured ice creatures, no two of which can be more than 30 ft. apart
This spell functions like conjure ice beast I, except that you can conjure one creature from the 7th-level list, two creatures of the same kind from the 6th-level list, or four creatures of the same kind from a lower-level list.
## Conjure Ice Beast Viii
Conjuration (Creation) [Cold]
**Level:** Cleric 8, druid 8
Effect: One or more conjured ice creatures, no two of which can be more than 30 ft. apart
This spell functions like conjure ice beast I, except that you can conjure one creature from the 8th-level list, two creatures of the same kind from the 7th-level list, or four creatures of the same kind from a lower-level list.
## Conjure Ice Beast Ix
Conjuration (Creation) [Cold]
**Level:** Cleric 9, druid 9
Effect: One or more conjured ice creatures, no two of which can be more than 30 ft. apart
This spell functions like conjure ice beast I, except that you can conjure one creature from the 9th-level list, two creatures of the same kind from the 8th-level list, or four creatures of the same kind from a lower-level list.
## Conjure Ice Object
Conjuration (Creation) [Cold]
**Level:** Cleric 2, druid 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Personal
Effect: One object of up to 5 lb./level
**Duration:** 1 min./level
**Saving Throw:** None (harmless)
**Spell Resistance:** No
You conjure into being a block of transparent ice in the shape of any object you have seen at least once before, up to the weight limit (to a maximum of 50 pounds at 10th level). Any object with moving parts does not function (for example, a crossbow). You must succeed on an appropriate Craft check to make a complex item.
```
@@---
Spell: Conjure Greater Midnight Construct
School: Conjuration
Subschool: Creation
Descriptor: Incarnum
NSch:
NSubSch:
Level: Wizard 8
Save: None
SR: No
---
!!
```
## Conjure Greater Midnight Construct
Conjuration (Creation) [Incarnum]
**Level:** Wizard 8
As conjure lesser midnight construct, except as noted above and as follows. You conjure a greater midnight construct instead of a lesser midnight construct.
Essentia: In addition to the options listed for conjure lesser midnight construct and conjure midnight construct, you gain two new options for modifying your midnight construct by investing essentia:
- Teleportation: Bestow the ability to teleport as a move action, with a range of 20 feet per point of essentia invested (40 feet for 2 points of essentia, 60 feet for 3 points, and so on).
- Soulburning Aura: Bestow a damaging aura of dark soul-energy. The aura deals 1 point of Strength damage per point of essentia invested (Will negates, DC 10 + 1/2 construct's HD + essentia invested) to all creatures adjacent to the construct at the end of the construct's turn.
## Conjure Lesser Midnight Construct
Conjuration (Creation) [Incarnum]
**Level:** Wizard 4
**Components:** V, S, M (E)
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One conjured midnight construct
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** No
You create a single lesser midnight construct (see page 184). The creature appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability.
As a free action, you can mentally direct it not to attack, to attack particular enemies, or to perform other actions.
The midnight construct acts normally on the last round of the spell's duration and dissipates at the end of its turn.
Midnight constructs are not summoned; they are created on the plane you inhabit, using incarnum you coalesce.
Thus, they are not subject to effects that hedge out or otherwise affect outsiders or summoned creatures. Essentia: You can invest essentia in a midnight construct when you create it to gain one or more of the following modifications to the construct. Every point of essentia can be invested in any one modification.
- Combat Power: +1 enhancement bonus on attack rolls and damage rolls per point of essentia invested.
- Damage Reduction: Increase the construct's DR by 2 points per point of essentia invested.
- Land Speed Increase: Increase the construct's land speed by 10 feet per point of essentia invested. ? Material Component: A bead of dark glass.
```
@@---
Spell: Conjure Midnight Construct
School: Conjuration
Subschool: Creation
Descriptor: Incarnum
NSch:
NSubSch:
Level: Wizard 6
Save: None
SR: No
---
!!
```
## Conjure Midnight Construct
Conjuration (Creation) [Incarnum]
**Level:** Wizard 6
As conjure lesser midnight construct, except as noted above and as follows. You conjure a midnight construct instead of a lesser midnight construct.
Essentia: In addition to the options listed for conjure lesser midnight construct, you gain two new options for modifying your midnight construct by investing essentia:
- Fly Speed: Bestow a fly speed of 20 feet per point of essentia invested (40 feet for 2 points of essentia, 60 feet for 3 points, and so on).
- Deadly Aura: Bestow a damaging aura. The aura deals 1d6 points of damage per point of essentia invested (Fort half, DC 10 + 1/2 construct's HD + essentia invested) to all creatures adjacent to the construct at the end of the construct's turn.
## Consecrate
Evocation [Good]
**Level:** Cleric 2
**Components:** V, S, M, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 20-ft. radius emanation
**Duration:** 2 hours/level
**Saving Throw:** None
**Spell Resistance:** No
This spell blesses an area with positive energy. Each Charisma check made to turn undead within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, giving it a ?1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area. If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled (+6 sacred bonus on turning checks, ?2 penalties for undead in the area). You cannot consecrate an area with a similar fixture of a deity other than your own patron. If the area does contain an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the consecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.
Consecrate counters and dispels desecrate.
Material Component: A vial of holy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.
```
@@---
Spell: Consecrate Battlefield
School: Evocation
Descriptor: Good
NSch:
NSubSch:
Level: Cleric 6
Save: None
SR: No
---
!!
```
## Consecrate Battlefield
Evocation [Good]
**Level:** Cleric 6
**Components:** V, S, M, DF
**Casting Time:** 10 minutes
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 100-ft. radius emanation
**Duration:** 1 day/level
This spell blesses a large area with positive energy. This effect functions as the consecrate spell (see Player's Handbook page 212), except as noted here.
Any creature slain within the area of this spell cannot be turned into an undead creature for the duration of the spell, even if it is removed from the area.
Consecrate battlefield counters and dispels desecrate and desecrate battlefield.
Material **Components:** A vial of holy water and 1 pound of platinum dust (500 gp).
## Constricting Chains
Evocation [Good]
**Level:** Sanctified 7
**Components:** V, S, F, Sacrifice
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
You call upon the heavenly powers to bind a creature in writhing chains of scintillating light. The creature is entangled, taking a ?2 penalty on attack rolls and a ?4 penalty to effective Dexterity. Moreover, the chains are anchored to the nearest immobile object (usually the floor), preventing the bound creature from moving. An entangled creature attempting to cast a spell must succeed on a Concentration check (DC 15 + spell level) or lose the spell.
The chains automatically constrict the bound creature for 3d6 points of nonlethal damage per round unless the caster (as a free action) commands the chains not to deal damage during any given round.
The constricting chains have AC 20, 5 hp per caster level (maximum 100 hp), and damage reduction 10/magic. They are immune to energy-based attacks, nonlethal damage, and all spells except dispel magic and similar effects. They are not subject to critical hits. Half of all damage dealt to the chains (rounded down) is Trans ferred to the target. A successful DC 32 Strength check breaks the chains and ends the spell. An entangled creature can also attempt to escape (requiring 1 minute) with a DC 40 Escape Artist check.
Focus: A small silver chain (10 gp).
Sacrifice: 1d2 points of Strength drain.
```
@@---
Spell: Construct Energy Ward
Source: Eberron Campaign Setting
School: Abjuration
NSch:
NSubSch:
Level: Artificer 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Construct Energy Ward
Source: Eberron Campaign Setting
Abjuration
**Level:** Artificer 3
**Components:** S
**Casting Time:** 1 round
**Range:** Touch
**Target:** Construct touched
**Duration:** 10 min./level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
As resist energy (see page 272 of the Player's Handbook), except that the target must be a construct.
```
@@---
Spell: Construct Energy Ward, Greater
Source: Eberron Campaign Setting
School: Abjuration
NSch:
NSubSch:
Level: Artificer 4
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Construct Energy Ward, Greater
Source: Eberron Campaign Setting
Abjuration
**Level:** Artificer 4
**Components:** S
**Casting Time:** 1 round
**Range:** Touch
**Target:** Construct touched
**Duration:** 10 min./level or until discharged
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
As protection from energy (see page 266 of the Player's Handbook), except that the target must be a construct.
```
@@---
Spell: Construct Essence
School: Transmutation
NSch:
NSubSch:
Level: Artificer 5, Wizard 5
Save: Will negates
SR: Yes
---
!!
```
## Construct Essence
Transmutation
**Level:** Artificer 5, Wizard 5
As lesser construct essence with the following additional effects.
The living construct becomes immune to critical hits, sneak attacks, ability damage, ability drain, death effects, and necromancy effects. The living construct also gains darkvision out to 60 feet.
This spell counters and dispels lesser humanoid essence and humanoid essence. If this spell is cast on a creature under the effect of lesser humanoid essence, the latter spell is automatically ended. If this spell is cast on a creature under the effect of humanoid essence, both spells are dispelled and have no effect. It has no effect if cast on a creature under the effect of greater humanoid essence.
## Construct Essence, Greater
Transmutation
**Level:** Wizard 9
**Saving Throw:** Will negates
**Spell Resistance:** Yes
As construct essence, with the following additional effects. The target loses the living construct subtype for the duration of the spell. It becomes immune to mind-affecting spells and abilities and any effect that requires a Fortitude save (unless the effect is harmless or also affects objects).
The target living construct is no longer affected by spells that affect living creatures (such as cure light wounds and harm), and spells from the healing subschool provide no benefit. The target living construct has no Constitution score, although its hit points remain the same. If reduced to 0 to ?9 hit points, it is not destroyed, but the spell ends. If reduced to ?10 hit points, the living construct is killed as normal.
This spell counters and dispels greater humanoid essence, lesser humanoid essence and humanoid essence. If this spell is cast on a creature under the effect of lesser humanoid essence or humanoid essence, the latter spell is automatically ended. If this spell is cast on a creature under the effect of greater humanoid essence, both spells are dispelled and have no effect.
```
@@---
Spell: Construct Essence, Lesser
School: Transmutation
NSch:
NSubSch:
Level: Artificer 2, Wizard 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Construct Essence, Lesser
Transmutation
**Level:** Artificer 2, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living construct touched
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
When this spell is cast upon a living construct, it takes on more of the qualities of a true construct. The living construct gains the moderate fortification armor special quality, negating critical hits and sneak attacks 75% of the time. As well, the living construct gains low-light vision and immunity to nonlethal damage and stunning.
This spell counters and dispels lesser humanoid essence. If this spell is cast on a creature under the effect of lesser humanoid essence, both spells are dispelled and have no effect. It has no effect if cast on a creature under the effect of humanoid essence or greater humanoid essence.
```
@@---
Spell: Construct Essence, Mass Lesser
Source: Faiths of Eberron
School: Transmutation
NSch:
NSubSch:
Level: Artificer 6, Wizard 6, Warforged 7
---
!!
```
## Construct Essence, Mass Lesser
Source: Faiths of Eberron
Transmutation
**Level:** Artificer 6, Wizard 6, Warforged 7
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living construct/level, no two of which can be more than 30 ft. apart
As lesser construct essence, except as noted above.
## Consume Likeness
Necromancy [Evil]
**Level:** Corrupt 6
**Components:** V, S, F, Corrupt
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** Permanent
The caster can take on the appearance and form?including clothing and equipment?of a corporeal humanoid that is freshly dead. The caster assumes the form of the creature as it looked when it lived. The caster must eat the flesh of the corpse whose form is to be assumed as he casts the spell.
Once the spell is complete, the caster can assume the new likeness at will. By changing to this new form, the caster's body can undergo a limited physical transmutation, including adding or subtracting one or two limbs, and his weight can be changed up to one-half. If the form selected has wings, the caster can fly at a speed of 30 feet with poor maneuverability.
If the form has gills, he can breathe underwater. The caster cannot assume the likeness of something that is a different size than he is.
The caster's attack bonuses, natural armor bonus, and saves do not change. The spell does not confer special abilities, attack forms, defenses, ability scores, or mannerisms of the chosen form. If the caster takes damage or dies, he automatically reverts to his normal form. The caster can also take a standard action to voluntarily assume his normal form.
If the caster uses this spell to create a disguise, he gets a +10 bonus on his Disguise check.
Focus: A fresh or preserved (still bloody) 1-ounce portion of another creature's flesh. Corruption Cost: 2d6 points of Wisdom drain.
```
@@---
Spell: Consumptive Field
School: Necromancy
Descriptor: Death, Evil
NSch:
NSubSch:
Level: Cleric 4
Save: Will negates
SR: Yes
---
!!
```
## Consumptive Field
Necromancy [Death, Evil]
**Level:** Cleric 4
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 30 ft.
**Area:** 30-ft. radius emanation centered on you
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
All creatures in the area with fewer than 0 hit points that fail their saving throws die, and you gain 1d8 temporary hit points and a +2 bonus to Strength for each death caused by this spell and until the spell's duration expires. Additionally, your effective caster level increases by one per death caused by this spell, to a maximum increase of half your original caster level, improving spell effects that are dependent on caster level. (This increase in effective caster level does not grant you access to more spells, and it does not increase the duration of this spell.) Creatures that fall to ?1 hit points or lower in the area after the spell is cast are likewise subject to its effect. No creature can be affected by this spell more than once per casting, regardless of the number of times that the area of the spell passes over them.
```
@@---
Spell: Consumptive Field, Greater
School: Necromancy
Descriptor: Death, Evil
NSch:
NSubSch:
Level: Cleric 7
Save: Personal
**Target:** You
---
!!
```
## Consumptive Field, Greater
Necromancy [Death, Evil]
**Level:** Cleric 7
This spell functions like consumptive field, except that the field affects all creatures in the area with 9 hit points or fewer. Such creatures that fail their saving throws die, and creatures that fall to 9 hit points or lower in the area after the spell is cast are likewise subject to its effect.
## Contact Other Plane
Divination
**Level:** Wizard 5
**Components:** V
**Casting Time:** 10 minutes
**Range:** Personal
**Target:** You
**Duration:** Concentration
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, interm. deity
DC 14/4 weeks
01?73
74?81
82?98
99?100
Outer Plane, greater deity DC 16/5 weeks 01?88 89?90 91?99 100
Avoid Int/Cha Decrease: You must succeed on an Intelligence check against this DC to avoid a decrease in Intelligence and Charisma. If the check fails, your Intelligence and Charisma scores each fall to 8 for the stated duration, and you become unable to cast arcane spells. If you lose Intelligence and Charisma, the effect strikes as soon as the first question is asked, and no answer is received. (The entries in parentheses are for questions that pertain to the appropriate Elemental Plane.)
Results of a Successful Contact: d% is rolled for the result shown on the table:
True Answer: You get a true, one-word answer. Questions that cannot be answered in this way are answered randomly.
Don?t Know: The entity tells you that it doesn?t know.
Lie: The entity intentionally lies to you.
Random Answer: The entity tries to lie but doesn?t know the answer, so it makes one up.
```
@@---
Spell: Contagion
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 3, Destruction 3, Druid 3, Wizard 4
Save: Fortitude negates
SR: Yes
---
!!
```
## Contagion
Necromancy [Evil]
**Level:** Cleric 3, Destruction 3, Druid 3, Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** Instantaneous
**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.
```
@@---
Spell: Contagion, Mass
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 5, druid 5, sorcerer/ wizard 6
Save: See text
---
!!
```
## Contagion, Mass
Necromancy [Evil]
**Level:** Cleric 5, druid 5, sorcerer/ wizard 6
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 20-ft. radius spread
This spell functions like contagion (PH 213), but all creatures within the area are infected.
## Contagious Fog
Conjuration (Creation)
**Level:** Wizard 3
**Components:** V, S, M
**Range:** Medium (100 ft. + 10 ft./level)
**Duration:** 1 round/level
**Saving Throw:** See text
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. Material Component: A used handkerchief.
```
@@---
Spell: Contagious Touch
School: Necromancy
NSch:
NSubSch:
Level: Druid 4
Save: Fortitude negates
SR: Yes
---
!!
```
## Contagious Touch
Necromancy
**Level:** Druid 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 round/level
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
Upon casting this spell, you choose one disease from this list: blinding sickness, cackle fever, filth fever, mindfire, red ache, the shakes, or slimy doom (Dmg 292). Any living creature you hit with a melee touch attack during the spell's duration is affected as though by the contagion spell, immediately contracting the disease you have selected unless it makes a successful Fortitude save. You cannot infect more than one creature per round.
```
@@---
Spell: Contingency
School: Evocation
NSch:
NSubSch:
Level: Wizard 6
Save: Personal
**Target:** You
---
!!
```
## Contingency
Evocation
**Level:** Wizard 6
**Components:** V, S, M, F
**Casting Time:** At least 10 minutes; see text
**Range:** Personal
**Target:** You
**Duration:** One day/level (D) or until discharged
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. Material Component: That of the companion spell, plus quicksilver and an eyelash of an ogre mage, rakshasa, or similar spell-using creature.
Focus: A statuette of you carved from elephant ivory and decorated with gems (worth at least 1,500 gp). You must carry the focus for the contingency to work.
```
@@---
Spell: Contingent Energy Resistance
School: Abjuration
NSch:
NSubSch:
Level: Cleric 4, druid 4, sorcerer/ wizard 5
Save: None
SR: No
---
!!
```
## Contingent Energy Resistance
Abjuration
**Level:** Cleric 4, druid 4, sorcerer/ wizard 5
**Components:** V, S, M
**Casting Time:** 1 minute
**Duration:** 1 hour/level (D)
This spell functions similarly to contingency (PH 213), but with a more limited scope. While contingent energy resistance is in effect, if you are dealt damage associated 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. Material Component: An oyster shell.
## Continual Flame
Evocation [Light]
**Level:** Cleric 3, Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Object touched
Effect: Magical, heatless flame
**Duration:** Permanent
**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.
Material Component: You sprinkle ruby dust (worth 50 gp) on the item that is to carry the flame.
```
@@---
Spell: Control Currents
School: Transmutation
Descriptor: Water
NSch:
NSubSch:
Level: Druid 4
Save: None
SR: No
---
!!
```
## Control Currents
Transmutation [Water]
**Level:** Druid 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** 20 ft./level
**Area:** 20-ft./level radius emanation centered on you
**Duration:** 10 min./level
**Saving Throw:** None
**Spell Resistance:** No
You alter the flow of water in the area surrounding you. You can change the direction of an existing current, boost its strength, or cause still water to flow at a desired rate. The new current speed and direction persists until the spell ends or you decide to alter the effect, which requires concentration. You can choose to create an area of calm water up to 80 feet in diameter at the center of the affected area if you so desire, and you can create a limited effect in a smaller circular area within the spell's range.
Current Direction: You can choose one of two basic current patterns to function over the spell's area.
- You can direct the current to flow in one direction across the entire area from one side to the other.
- You can create a rotation, causing the water to swirl around the center in a clockwise or counterclockwise direction.
Current Strength: For every three caster levels, you can increase or decrease the current's speed by 10 feet. For example, a 9th level druid could increase the speed of a vigorous current (20 feet per round) to a dangerous current (50 feet per round) or reduce it to calm, placid water. See Currents and Streams, Stormwrack page 10, for more information about current strength and Swim checks.
```
@@---
Spell: Control Darkness And Shadow
Source: Champions of Ruin
School: Transmutation
Descriptor: Darkness, Shadow
NSch:
NSubSch:
Level: Bard 2, Wizard 3
Save: None
SR: No
---
!!
```
## Control Darkness And Shadow
Source: Champions of Ruin
Transmutation [Darkness, Shadow]
**Level:** Bard 2, Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** Shadows in one 5-ft. cube/level
**Duration:** Concentration + 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
You can affect existing shadows, both natural and magical, by causing them to deepen, lighten, or even move. You can cause one of the following effects at a time, and can switch them once per round as a free action for the duration of the spell.
The chosen effect covers the entire area of the spell; multiple effects may not be applied to different areas.
The possible effects are described below.
Deepen Darkness and Shadow: Normal shadows now grant a +4 bonus on Hide checks and provide concealment to creatures within them.
Magical darkness now confers total concealment to anyone within its area.
Lighten Darkness and Shadow: Normal shadows are suppressed within the area, making it impossible to hide within them or use abilities such as the shadowdancer's shadow jump ability.
```
@@---
Spell: Control Elemental
Source: Magic of Eberron
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Wizard 6
Save: Will negates
SR: Yes
---
!!
```
## Control Elemental
Source: Magic of Eberron
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Wizard 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One elemental with HD no greater than twice your caster level
**Duration:** 1 minute/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
This spell enables you to command an elemental for a short period of time. While a spellcaster does not normally have line of effect to a bound elemental, which remains bound by a Khyber shard, a caster can establish line of effect by maintaining physical contact with the dragonshard while casting this spell. In such a case, the caster of control elemental would also need to have contact with the Khyber shard binding the elemental, or in the case of an elemental vessel, access to the helm, whenever he wished to give the elemental an order.
The elemental is commanded by voice and understands you, no matter what language you speak. Even if vocal communication is impossible (in the area of a silence spell, for instance), the targeted elemental does not attack you. When the spell's duration expires, the target elemental reverts to its normal behavior and remembers that you controlled it.
```
@@---
Spell: Control Plants
School: Transmutation
NSch:
NSubSch:
Level: Druid 8, Plant 8
Save: Will negates
SR: No
---
!!
```
## Control Plants
Transmutation
**Level:** Druid 8, Plant 8
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: Up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart
**Duration:** 1 min./level
**Saving Throw:** Will negates
**Spell Resistance:** No
This spell enables you to control the actions of one or more plant creatures for a short period of time. You command the creatures by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled plants do not attack you. At the end of the spell, the subjects revert to their normal behavior.
Suicidal or self-destructive commands are simply ignored.
```
@@---
Spell: Control Sand
School: Transmutation
NSch:
NSubSch:
Level: Cleric 3, druid 3
Save: None; see text
SR: No
---
!!
```
## Control Sand
Transmutation
**Level:** Cleric 3, druid 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** Dust or sand in a volume of 10 ft./level wide by 10 ft./level long by 2 ft./level deep (S) **Duration:** 10 min./level (D)
**Saving Throw:** None; see text
**Spell Resistance:** No
Depending on the version you choose, control sand raises or lowers fine particles of material, such as dust or sand. For either version, the caster can reduce one horizontal dimension by half and double the other horizontal dimension.
Lower Sand: This effect causes sand to reduce its depth by as much as 2 feet per caster level, to a minimum depth of 1 inch. The dust and sand is lowered within a square-shaped depression whose sides are up to 10 feet long per caster level. In extremely large and deep sand piles, such as a sand dune, the spell creates a pit that sweeps creatures downward (without dealing damage), putting them at risk and rendering them unable to leave by normal movement for the duration of the spell.
When cast on earth elementals, dust paraelementals, and other earth- or dust-based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures.
Raise Sand: This effect causes dust and sand to rise in height, just as the lower sand version causes it to lower. Creatures and objects on top of the dust or sand are raised along with the top level of sand.
```
@@---
Spell: Control Snow And Ice
School: Transmutation
NSch:
NSubSch:
Level: Cleric 3
Save: None
SR: No
---
!!
```
## Control Snow And Ice
Transmutation
**Level:** Cleric 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** Ice and snow in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)
**Duration:** 10 min./level (D)
**Saving Throw:** None
**Spell Resistance:** No
Depending on the version you choose, the control snow and ice spell raises or lowers ice or snow.
Lower Snow and Ice: This causes snow and ice to sink away to a minimum depth of 1 inch. The depth can be lowered by up to 2 feet per caster level. The snow and ice is lowered within a squarish depression whose sides are up to 10 feet long per caster level. In extremely large and deep snow and ice fields, such as a glacier, the spell creates a crevasse that sweeps creatures downward (without dealing damage), rendering them unable to leave by normal movement for the duration of the spell. They can climb out of a crevasse, as normal with a DC 18 Climb check. When cast on ice elementals and other ice-based creatures, this spell acts as a slow spell. The spell has no effect on other creatures.
Raise Snow and Ice: This causes snow and ice to rise in height, just as the lower snow and ice version causes it to lower. Creatures and objects on top of the snow or ice are raised along with the top level of snow. For either version, the character may reduce one horizontal dimension by half and double the other horizontal dimension.
```
@@---
Spell: Control Temperature
School: Transmutation
Descriptor: Cold, Fire
NSch:
NSubSch:
Level: Druid 3, Wizard 3
Save: None
SR: No
---
!!
```
## Control Temperature
Transmutation [Cold, Fire]
**Level:** Druid 3, Wizard 3
**Components:** V, S, M/DF
**Casting Time:** 1 round
**Range:** 20 ft./level
**Area:** 20 cu. ft./level emanation, centered on you
**Duration:** 1 hour/level
**Saving Throw:** None
**Spell Resistance:** No
You imbue an area with cold or fire energy, reducing or raising the temperature by one temperature band per five caster levels. Effects of the new temperature on creatures and the environment are incurred immediately (see Cold Dangers, page 8 of this book, and Heat Dangers, page 303 of the Dungeon Master's Guide). Arcane Material Component: A drop of mercury.
```
@@---
Spell: Control Undead
School: Necromancy
NSch:
NSubSch:
Level: Wizard 7
Save: Will negates
SR: Yes
---
!!
```
## Control Undead
Necromancy
**Level:** Wizard 7
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: Up to 2 HD/level of undead creatures, no two of which can be more than 30 ft. apart **Duration:** 1 min./level
**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.
Material Component: A small piece of bone and a small piece of raw meat.
```
@@---
Spell: Control Water
School: Transmutation
Descriptor: Water
NSch:
NSubSch:
Level: Cleric 4, Druid 4, Wizard 6, Water 4
Save: None; see text
SR: No
---
!!
```
## Control Water
Transmutation [Water]
**Level:** Cleric 4, Druid 4, Wizard 6, Water 4
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** Water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)
**Duration:** 10 min./level (D)
**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. Arcane Material Component: A drop of water (for raise water) or a pinch of dust (for lower water).
```
@@---
Spell: Control Weather
School: Transmutation
NSch:
NSubSch:
Level: Air 7, Cleric 7, Druid 7, Wizard 7
Save: None
SR: No
---
!!
```
## Control Weather
Transmutation
**Level:** Air 7, Cleric 7, Druid 7, Wizard 7
**Components:** V, S
**Casting Time:** 10 minutes; see text
**Range:** 2 miles
**Area:** 2-mile radius circle, centered on you; see text
**Duration:** 4d12 hours; 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.
```
@@---
Spell: Control Winds
School: Transmutation
Descriptor: Air
NSch:
NSubSch:
Level: Air 5, Druid 5
Save: Fortitude negates
SR: No
---
!!
```
## Control Winds
Transmutation [Air]
**Level:** Air 5, Druid 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** 40 ft./level
**Area:** 40 ft./level radius cylinder 40 ft. high
**Duration:** 10 min./level
**Saving Throw:** Fortitude negates
**Spell Resistance:** No
You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an ?eye? of calm air up to 80 feet in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit.
Wind Direction: You may choose one of four basic wind patterns to function over the spell's area.
- A downdraft blows from the center outward in equal strength in all directions.
- An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.
- A rotation causes the winds to circle the center in clockwise or counterclockwise fashion.
- A blast simply causes the winds to blow in one direction across the entire area from one side to the other.
Wind Strength: For every three caster levels, you can increase or decrease wind strength by one level. Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area.
- Strong winds (21+ mph) make sailing difficult.
- A severe wind (31+ mph) causes minor ship and building damage.
- A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships.
- Hurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder.
- A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees.
```
@@---
Spell: Convert Wand
School: Trasmutation
NSch:
NSubSch:
Level: Cleric 5
Save: None
SR: No
---
!!
```
## Convert Wand
Trasmutation
**Level:** Cleric 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Wand touched
**Duration:** 1 minute/level
**Saving Throw:** None
**Spell Resistance:** No
This spell temporarily transforms a magic wand of any type into a healing wand with the same number of charges remaining. At the end of the spell's duration, the wand's original effect is restored, and any charges that were depleted remain so. The spell level of the wand determines how powerful a healing instrument the wand becomes:
Spell Level New Wand Type
1st Wand of cure light wounds
2nd
Wand of cure moderate wounds
3rd
Wand of cure serious wounds
4th
Wand of cure critical wounds
For example, a 10th-level cleric can transform a wand of lightning bolt (3rdlevel spell) into a wand of cure serious wounds for 10 minutes.
```
@@---
Spell: Conviction
School: Abjuration
NSch:
NSubSch:
Level: Cleric 1
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Conviction
Abjuration
**Level:** Cleric 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 10 minutes/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
This spell bolsters the mental, physical, and spiritual strength of the creature touched. The spell grants the subject a +2 morale bonus on saving throws, with an additional +1 to the bonus for every six caster levels you have (maximum +5 morale bonus at 18th level).
Material Component: A small parchment with a bit of holy text written upon it.
```
@@---
Spell: Conviction, Mass
School: Abjuration
NSch:
NSubSch:
Level: Cleric 3
Save: Fortitude negates **Spell Resistance:**
---
!!
```
## Conviction, Mass
Abjuration
**Level:** Cleric 3
**Range:** Medium (100 ft. + 10 ft./level)
Targets: Allies in a 20-ft. radius burst
This spell functions like conviction, except that it affects multiple allies at a distance.
## Corona Of Cold
Evocation [Cold]
**Level:** Cleric 3, druid 3
**Components:** V, S, DF
**Casting Time:** 1 standard action **Range:** 10 ft.
**Area:** 10-ft. radius emanation centered on you
**Duration:** 1 round/level (D) **Saving Throw:** Fortitude negates **Spell Resistance:**
You are surrounded by a protective aura of cold that also causes damage to others within its radius. You gain resistance to fire 10. Starting in the round you cast the spell, corona of cold also deals 1d12 points of cold damage each round at the beginning of your turn to all other creatures within the area. A successful save prevents the damage caused by the spell in that round, but does not prevent damage in future rounds. Creatures damaged by the spell shiver uncontrollably, taking a ?2 penalty to their Strength and Dexterity and moving at half speed for as long as they remain within the area; these penalties do not stack with consecutive rounds of damage or additional corona of cold spells.
```
@@---
Spell: Corporeal Instability
School: Transmutation
NSch:
NSubSch:
Level: Wizard 4
Save: Fortitude negates **Spell Resistance:**
---
!!
```
## Corporeal Instability
Transmutation
**Level:** Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** 1 round/level (D) **Saving Throw:** Fortitude negates **Spell Resistance:**
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.
```
@@---
Spell: Corpse Candle
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Wizard 3
Save: None
SR: No
---
!!
```
## Corpse Candle
Conjuration (Creation)
**Level:** Wizard 3
**Components:** S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Ghostly hand and candle
**Duration:** 1 minute/level (D); see text
**Saving Throw:** None
**Spell Resistance:** No
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. Material Component: A piece of a corpse untreated by any kind of preservative.
```
@@---
Spell: Corrosive Grasp
School: Conjuration
Subschool: Creation
Descriptor: Acid
NSch:
NSubSch:
Level: Wizard 1
Save: None
SR: Yes
---
!!
```
## Corrosive Grasp
Conjuration (Creation) [Acid]
**Level:** Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch Targets: Creatures touched
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
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.
```
@@---
Spell: Countermoon
School: Abjuration
NSch:
NSubSch:
Level: Druid 2
Save: Will negates (D)
SR: Yes
---
!!
```
## Countermoon
Abjuration
**Level:** Druid 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One lycanthrope
**Duration:** 12 hours
**Saving Throw:** Will negates (D)
**Spell Resistance:** Yes
This spell forces a lycanthrope back to its natural form and keeps it from changing form, preventing both voluntary shapechanging through the alternate form ability and involuntary shapechanging because of lycanthropy. Material Component: A hair, scale, or other cast-off item from the type of creature.
```
@@---
Spell: Crabwalk
School: Transmutation
NSch:
NSubSch:
Level: Bard 1, druid 1, ranger 1
Save: None
SR: No
---
!!
```
## Crabwalk
Transmutation
**Level:** Bard 1, druid 1, ranger 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 minute/level
**Saving Throw:** None
**Spell Resistance:** No
When the subject of this spell charges, it gains a +4 bonus on its attack roll and takes no penalty to Armor Class. This benefit replaces the normal +2 bonus on attack rolls and ?2 penalty to AC that a charge attack normally confers. If the creature is capable of multiple attacks after a charge, such as a lion with the pounce ability, the bonus applies only to the first attack.
Material Component: A crab's leg.
```
@@---
Spell: Crack Ice
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 3
Save: Fortitude half (see text)
SR: Yes (creature only)
---
!!
```
## Crack Ice
Evocation [Force]
**Level:** Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Area or
**Target:** 10-ft. radius/level spread; or one ice creature
**Duration:** Instantaneous
**Saving Throw:** Fortitude half (see text)
**Spell Resistance:** Yes (creature only)
You create a sudden explosive burst that shatters ice bridges, breaks up river ice, opens frozen ponds, or damages an icy creature. The ice broken covers a 10-foot radius per caster level, and a 1-foot depth per level. Ice thicker than the spell's depth is cracked and weakened, but not broken all the way through. Weakened ice is treated as one category thinner than it really is (see Table 1?2, page 11).
Creatures dropped from a bridge, through lake or river ice, or off a glacier or iceberg take normal falling and cold water damage. Creatures on a glacier will have a crevasse open under them equal to the depth of the spell. Targeted against an ice creature of any weight (such as an ice golem, winterspawn, or entombed), crack ice deals 1d6 points of damage per caster level (maximum 10d6), with a Fortitude save for half damage. Material Component: A hammer carved from salt crystal (50 gp).
```
@@---
Spell: Crawling Darkness
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Cleric 5
Save: Personal
**Target:** You
---
!!
```
## Crawling Darkness
Conjuration (Creation)
**Level:** Cleric 5
**Components:** V, S, DF
**Casting Time:** 1 round
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level (D)
This spell creates a number of tentacles that surround you but do not interfere with your movement or spellcasting. They provide concealment and completely hide your features. You gain a +4 competence bonus on grapple checks, Climb checks, and Escape Artist checks. When you are attacked, the tentacles strike back at your attacker. They have an attack bonus equal to your base attack bonus + your Wis modifier, and a successful attack deals 1d12 points of damage.
```
@@---
Spell: Creaking Cacophony
School: Illusion
Subschool: Figment
Descriptor: Sonic
NSch:
NSubSch:
Level: Bard 3, druid 3
Save: None
SR: Yes
---
!!
```
## Creaking Cacophony
Illusion (Figment) [Sonic]
**Level:** Bard 3, druid 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 40-ft. radius spread
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** Yes
The sound from this spell is as loud as a pitched battle and is audible far beyond the spell's area. Outside the spell's area, the sound is merely loud. Inside the spell's area, the sound is overwhelming. All creatures within the spell's area take a ?4 penalty on Listen checks. Spellcasters are distracted and must make a Concentration check to cast any spell (DC equals this spell's DC + the level of the spell being cast). A creaking cacophony spell enhances and focuses sonic energy. Creatures in the area that do not have immunity to sonic damage gain vulnerability to sonic damage.
```
@@---
Spell: Create Deathless
Source: Eberron Campaign Setting
School: Necromancy
Descriptor: Good
NSch:
NSubSch:
Level: Deathless 6
Save: None
SR: No
---
!!
```
## Create Deathless
Source: Eberron Campaign Setting
Necromancy [Good]
**Level:** Deathless 6
**Components:** V, S, M
**Casting Time:** 1 hour
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One corpse
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
Calling on the celestial powers, you restore life to a corpse, creating an undying soldier, a type of deathless creature (see page 302). Created deathless are not automatically under the control of their animator. If you are capable of commanding deathless, you may attempt to command the deathless as it forms.
Your campaign may include additional types of deathless creatures. Your DM will inform you if you can create different creatures with this spell. No spell can create an ascendant councilor.
Material **Components:** A clay pot filled with grave dirt and another filled with pure water. The spell must be cast on a dead body. You must place a moonstone gem worth at least 50 gp per HD of the deathless to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells.
```
@@---
Spell: Create Fetch
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Assassin 3, bard 3, Wizard 4
Save: None
SR: No
---
!!
```
## Create Fetch
Conjuration (Creation)
**Level:** Assassin 3, bard 3, Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: A duplicate of yourself
**Duration:** 10 minutes/level
**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.
Material Component: One of your own hairs.
```
@@---
Spell: Create Food And Water
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Cleric 3
Save: None
SR: No
---
!!
```
## Create Food And Water
Conjuration (Creation)
**Level:** Cleric 3
**Components:** V, S
**Casting Time:** 10 minutes
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Food and water to sustain three humans or one horse/level for 24 hours
**Duration:** 24 hours; see text
**Saving Throw:** None
**Spell Resistance:** No
The food that this spell creates is simple fare of your choice?highly nourishing, if rather bland. Food so created decays and becomes inedible within 24 hours, although it can be kept fresh for another 24 hours by casting a purify food and water spell on it. The water created by this spell is just like clean rain water, and it doesn?t go bad as the food does.
```
@@---
Spell: Create Greater Deathless
Source: Eberron Campaign Setting
School: Necromancy
Descriptor: Good
NSch:
NSubSch:
Level: Deathless 8
Save: None
SR: No
---
!!
```
## Create Greater Deathless
Source: Eberron Campaign Setting
Necromancy [Good]
**Level:** Deathless 8
**Components:** V, S, M
**Casting Time:** 1 hour
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One corpse
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
As create deathless, except that this spell allows you to create an undying councilor, a more powerful and intelligent deathless creature.
Your campaign may include additional types of deathless creatures. Your DM will inform you if you can create different creatures with this spell. (For example, if you are using Book of Exalted Deeds, a character can create a crypt warden or a sacred guardian using this spell.) No spell can create an ascendant councilor.
```
@@---
Spell: Create Lantern Archon
Source: Champions of Valor
School: Conjuration
Subschool: Creation
Descriptor: Good, Light
NSch:
NSubSch:
Level: Sanctified 3
Save: None
SR: No
---
!!
```
## Create Lantern Archon
Source: Champions of Valor
Conjuration (Creation) [Good, Light]
**Level:** Sanctified 3
**Components:** V, S, DF, Sacrifice
**Casting Time:** 1 hour
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One lantern archon
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
You sacrifice a small part of your own life force to create a new lantern archon (see page 16 of the Monster Manual) in the service of your patron.
The lantern archon is not under your control but is friendly to you.
It willingly performs one nonhazardous task of your choice taking up to 1 hour without requiring any payment. Alternatively, you can request that it perform a hazardous or longer task, but in this case payment is required'see lesser planar ally, page 261 of the Player's Handbook, for details on tasks and payment.
Upon completion of the task, the lantern archon is magically transported to your deity's home plane. Sacrifice Component: 1d2 points of Constitution drain.
```
@@---
Spell: Create Magic Tattoo
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Wizard 2
Save: None
SR: Yes (harmless)
---
!!
```
## Create Magic Tattoo
Conjuration (Creation)
**Level:** Wizard 2
**Components:** V, S, M, F
**Casting Time:** 10 minutes
**Range:** Touch
**Target:** Creature touched
**Duration:** 24 hours
**Saving Throw:** None
**Spell Resistance:** Yes (harmless)
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 **Components:** Tattoo inks in appropriate colors costing at least 100 gp. Focus: Tattoo needles.
```
@@---
Spell: Create Spirit Idol
Source: Player's Guide to Eberron
School: Necromancy
NSch:
NSubSch:
Level: Cleric 4
Save: None
SR: No
---
!!
```
## Create Spirit Idol
Source: Player's Guide to Eberron
Necromancy
**Level:** Cleric 4
**Components:** V, S, M, XP
**Casting Time:** 1 hour
**Range:** Touch
**Target:** Corpse touched
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
.
This ritual binds the subject's soul to his physical remains, preventing its passage to Dolurrh. This is a voluntary effect; the subject's spirit must be willing (see Bringing Back the Dead, page 171 of the Player's Handbook), or the spell automatically fails. Once bound to the body, the spirit remains in a state of torpor.
If a speak with dead spell is cast upon a spirit idol by a caster whose alignment matches the alignment of the spirit in life, the spirit is woken to consciousness for 1 minute per caster level of the speak with dead effect. In this state, it can perceive its surroundings and communicate verbally (in any languages it knew in life) with the caster of speak with dead. (This effect occurs instead of the normal effect of speak with dead.) The spirit idol's communication is typically brief, cryptic, or repetitive, but it does not intentionally give false answers. A spirit idol can be restored to life by raise dead or similar means. The spell preserves both the body and spirit perfectly, allowing such magic to be cast after the usual time limit has expired. If the body is destroyed or dismembered, the spell effect is broken and the soul passes to Dolurrh.
Material Component: A clay pot filled with grave dirt and another filled with pure water. XP Cost: 100 XP.
```
@@---
Spell: Create Trap
School: Conjuration
NSch:
NSubSch:
Level: Wizard 1
Save: No
SR: No
---
!!
```
## Create Trap
Conjuration
**Level:** Wizard 1
**Components:** V, S, M
**Casting Time:** 1 full round
**Range:** Medium (100 ft. + 10 ft./level)
Effect: One trap; see text
**Duration:** 12 hours
**Saving Throw:** No
**Spell Resistance:** No
You create a CR 1 trap selected from the following list: basic arrow trap, fusillade of darts, scything blade trap, or spear trap (Dmg 70?71). You can locate the 5-foot-by-5-foot trigger in any square of your choice within the range of this spell. Once create trap is cast, the trap is active and ready to be sprung, with every design feature installed. Material Component: A miniature bronze gear.
```
@@---
Spell: Create Undead, Greater
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 8, Death 8, Wizard 8
Save: None
SR: No
---
!!
```
## Create Undead, Greater
Necromancy [Evil]
**Level:** Cleric 8, Death 8, Wizard 8
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
## Create Undead
Necromancy [Evil]
**Level:** Cleric 6, Death 6, Evil 6, Wizard 6
**Components:** V, S, M
**Casting Time:** 1 hour
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One corpse
**Duration:** Instantaneous
**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
12th?14th
Ghast
15th?17th
Mummy
18th or higher Mohrg
You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.
This spell must be cast at night.
Material Component: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells.
```
@@---
Spell: Create Water
School: Conjuration
Subschool: Creation
Descriptor: Water
NSch:
NSubSch:
Level: Cleric 0, Druid 0, Paladin 1
Save: None
SR: No
---
!!
```
## Create Water
Conjuration (Creation) [Water]
**Level:** Cleric 0, Druid 0, Paladin 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Up to 2 gallons of water/level
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large?possibly creating a downpour or filling many small receptacles.
Note: Conjuration spells can?t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
```
@@---
Spell: Creeping Cold
School: Transmutation
Descriptor: Cold
NSch:
NSubSch:
Level: Druid 2
Save: Fortitude half
SR: Yes
---
!!
```
## Creeping Cold
Transmutation [Cold]
**Level:** Druid 2
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 3 rounds
**Saving Throw:** Fortitude half
**Spell Resistance:** Yes
The subject takes 1d6 cumulative points of cold damage per round (that is, 1d6 on the 1st round, 2d6 on the second, and 3d6 on the third). Only one save is allowed against the spell; if successful, it halves the damage each round. Focus: A small glass or pottery vessel worth at least 25 gp filled with ice, snow, or water.
```
@@---
Spell: Creeping Cold, Greater
School: Transmutation
Descriptor: Cold
NSch:
NSubSch:
Level: Druid 4
Save: None
SR: No
---
!!
```
## Creeping Cold, Greater
Transmutation [Cold]
**Level:** Druid 4
**Duration:** See text
This spell is the same as creeping cold, but the duration increases by 1 round, during which the subject takes 4d6 points of cold damage. If you are at least 15th level, the spell lasts for 5 rounds and deals 5d6 points of cold damage. If you are at least 20th level, the spell lasts for 6 rounds and deals 6d6 points of cold damage.
## Creeping Darkness
Evocation [Darkness]
**Level:** Wu Jen 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Cloud spreads in a 20-ft. radius, 20 ft. high (S)
**Duration:** 3 rounds/level
**Saving Throw:** None
**Spell Resistance:** No
This spell creates an amorphous cloud of inky blackness that you can shape and move as desired. While you concentrate on it, the darkness can move up to 20 feet per round, either floating through air or seeping through the smallest cracks. The cloud stops all light and sound, so creatures within it (or creatures whose sensory organs and vocal apparatus are within it) are treated as being deafened and blinded (including creatures with darkvision), in addition to being unable to speak or cast spells with verbal components. As well, creatures entirely within the cloud have total concealment.
A moderate wind (11+ mph) disperses the cloud in 5 rounds; a strong wind (21+ mph) disperses it in 2 rounds. Material Component: A whisker from a black cat and a tiny bottle of smoke captured on a moonless night.
```
@@---
Spell: Creeping Doom
School: Conjuration
Subschool: Summoning
NSch:
NSubSch:
Level: Druid 7
Save: None
SR: No
---
!!
```
## Creeping Doom
Conjuration (Summoning)
**Level:** Druid 7
**Components:** V, S
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)/ 100 ft.; see text
Effect: One swarm of centipedes per two levels
**Duration:** 1 min./level
**Saving Throw:** None
**Spell Resistance:** No
When you utter the spell of creeping doom, you call forth a mass of centipede swarms (one per two caster levels, to a maximum of ten swarms at 20th level), which need not appear adjacent to one another.
You may summon the centipede swarms so that they share the area of other creatures. The swarms remain stationary, attacking any creatures in their area, unless you command the creeping doom to move (a standard action). As a standard action, you can command any number of the swarms to move toward any prey within 100 feet of you. You cannot command any swarm to move more than 100 feet away from you, and if you move more than 100 feet from any swarm, that swarm remains stationary, attacking any creatures in its area (but it can be commanded again if you move within 100 feet).
```
@@---
Spell: Crisis Of Confidence
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 3, hexblade 2
Save: Will negates
SR: Yes
---
!!
```
## Crisis Of Confidence
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 3, hexblade 2
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 minute/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You strip away the target's leadership qualities, leaving the creature virtually incapable of commanding troops. The target may not add its Charisma bonus (if any) to rally checks. The target's commander rating (if any) is reduced to 0, and it loses any commander aura(s) it possesses. The target can add its commander rating (if any) as a bonus on its Will save.
See Chapter 4 for more details on rally checks, commander ratings, and commander auras.
```
@@---
Spell: Critical Strike
School: Divination
NSch:
NSubSch:
Level: Assassin 1
Save: Personal
**Target:** You
---
!!
```
## Critical Strike
Divination
**Level:** Assassin 1
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** One attack
This spell guides your next attack to your foe's vital spots. Your next single attack roll (if it is made before the end of the next round) ignores any miss chance due to concealment. (In the case of a foe that has total concealment, you must still attack the correct square.) This even allows you to deliver a sneak attack against a foe that has concealment.
```
@@---
Spell: Crown Of Brilliance
School: Evocation
Descriptor: Good, Light
NSch:
NSubSch:
Level: Cleric 6
Save: Fortitude partial
SR: Yes
---
!!
```
## Crown Of Brilliance
Evocation [Good, Light]
**Level:** Cleric 6
**Components:** V, S, M, Archon **Casting Time:** 1 round **Range:** 20 ft.
**Area:** 20-ft. radius emanation, centered on you
**Duration:** 1 round/level
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
A blazing crown of golden light surrounds your head. Creatures you engage in melee combat must make successful Fortitude saving throws or be blinded for 1d4 rounds. Creatures that successfully save, and creatures that have recovered from blindness, are still dazzled for as long as they remain in melee with you.
Creatures with light sensitivity and creatures that are harmed by sunlight (such as vampires) must make a Will save if they are within the area of the spell. Creatures that fail their saving throws must move outside the area. Undead within the area take 1d6 points of damage each round they remain in the area.
Material Component: An opal worth at least 100 gp, carried on your person through the duration of the spell. The opal shatters upon completion of the spell, and the spell ends prematurely if the opal is shattered by other means.
```
@@---
Spell: Crown Of Clarity
School: Divination
NSch:
NSubSch:
Level: Druid 3, ranger 2, Wizard 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Crown Of Clarity
Divination
**Level:** Druid 3, ranger 2, Wizard 3
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 hour/level (D) or until discharged
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
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.
Focus: A pewter hoop 6 inches in diameter.
```
@@---
Spell: Crown Of Flame
School: Evocation
Descriptor: Good
NSch:
NSubSch:
Level: Cleric 5, exalted arcanist 5, Glory 5
Save: None
SR: Yes
---
!!
```
## Crown Of Flame
Evocation [Good]
**Level:** Cleric 5, exalted arcanist 5, Glory 5
**Components:** V, Archon **Casting Time:** 1 standard action **Range:** 10 ft.
**Area:** 10-ft. radius emanation, centered on you
**Duration:** 1 minute/level
**Saving Throw:** None
**Spell Resistance:** Yes
You become a blazingly hot beacon of the powers of good, searing all evil outsiders, evil undead, and evil fey
within 10 feet of you. Affected creatures take 2d6 points of damage per round.
```
@@---
Spell: Crown Of Glory
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Glory 8
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Crown Of Glory
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Glory 8
**Components:** V, S, DF **Casting Time:** 1 round **Range:** 20 ft.
Targets: You and one creature/level in a 20-ft. radius burst centered on you
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You are imbued with an aura of celestial authority, inspiring awe in all lesser creatures that behold your terrible perfection and righteousness. You gain a +4 enhancement bonus to Charisma for the duration of the spell. In addition, the subject creatures gain 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).
```
@@---
Spell: Crown Of Might
School: Transmutation
NSch:
NSubSch:
Level: Cleric 3, duskblade 3, Wizard 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Crown Of Might
Transmutation
**Level:** Cleric 3, duskblade 3, Wizard 3
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 hour/level (D) or until discharged
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
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.
Focus: A copper hoop 6 inches in diameter.
```
@@---
Spell: Crown Of Protection
School: Transmutation
NSch:
NSubSch:
Level: Cleric 3, duskblade 3, Wizard 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Crown Of Protection
Transmutation
**Level:** Cleric 3, duskblade 3, Wizard 3
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 hour/level (D) or until discharged
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
This spell creates a crown of magical energy that grants the spell's recipient a +1 deflection 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 deflection 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.
Focus: An iron hoop 6 inches in diameter.
```
@@---
Spell: Crown Of Smiting
School: Evocation
NSch:
NSubSch:
Level: Cleric 3, paladin 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Crown Of Smiting
Evocation
**Level:** Cleric 3, paladin 2
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 hour/level (D) or until discharged
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You create a magic crown infused with divine energy harmful to enemies of your faith. Choose a single alignment (chaotic, evil, good, or lawful) when you cast this spell. Once per minute, the crown's wearer gains a +2 divine bonus on damage rolls on his next melee or ranged attack if his target has the designated alignment. The crown's wearer must decide to use this extra damage before making his attack. If he misses, the extra damage is lost. As an immediate action, the creature wearing a crown of smiting can discharge its magic to gain a +8 divine bonus on damage on a single attack. 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.
Focus: A silver hoop 6 inches in diameter costing 25 gp.
```
@@---
Spell: Crown Of The Grave
School: Necromancy
NSch:
NSubSch:
Level: Cleric 3, Wizard 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Crown Of The Grave
Necromancy
**Level:** Cleric 3, Wizard 3
**Components:** V, S, M, F
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 hour/level (D) or until discharged
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
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.
Material Component: A pinch of grave dirt.
Focus: A wooden hoop 6 inches in diameter.
```
@@---
Spell: Crown Of Veils
School: Illusion
Subschool: Figment
NSch:
NSubSch:
Level: Bard 2, beguiler 3, Wizard 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Crown Of Veils
Illusion (Figment)
**Level:** Bard 2, beguiler 3, Wizard 3
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 hour/level (D) or until discharged
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
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.
Focus: A brass hoop 6 inches in diameter.
```
@@---
Spell: Cruel Disappointment
School: Illusion
Subschool: Phantasm
Descriptor: Fear, Mind-Affecting, Evil
NSch:
NSubSch:
Level: Wizard 3
Save: Will disbelief (if interacted with) and Will negates (see text) **Spell Resistance:** Yes
---
!!
```
## Cruel Disappointment
Illusion (Phantasm) [Fear, Mind-Affecting, Evil]
**Level:** Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One living creature
**Duration:** Instantaneous
**Saving Throw:** Will disbelief (if interacted with) and Will negates (see text) **Spell Resistance:** Yes
The next time the subject of this spell attempts an action that requires a die roll to determine success, the action fails. However, the spell creates the phantasmal image in the subject's mind that the action succeeded. The subject behaves accordingly for 1 round. During the next round, the phantasm fades and the subject now realizes that he was fooled. If the subject fails a second Will save, he then takes a ?4 morale penalty on attack rolls, saves, and checks for 1d6+1 rounds afterward.
```
@@---
Spell: Crumble
School: Transmutation
NSch:
NSubSch:
Level: Druid 3
Save: Fortitude half (object)
SR: Yes (object)
---
!!
```
## Crumble
Transmutation
**Level:** Druid 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One structure or construct
**Duration:** Instantaneous
**Saving Throw:** Fortitude half (object)
**Spell Resistance:** Yes (object)
You bring the forces of erosion to bear on a fabricated structure such as a stone bridge, a wooden building, an iron wall, a construct, or any other object not formed by nature itself. The erosion deals 1d8 points of damage per caster level to the object (hardness does not apply) to a maximum of 10d8. The maximum size of the object affected depends on your level. If you cast this spell on an object of greater size than you can affect, the spell fails.
Level Size of Object Affected
Up to 9th Large
10th?15th
Huge
16th?18th
Gargantuan
19th?20th
Colossal
```
@@---
Spell: Crunchy Snow
School: Transmutation
Descriptor: Cold
NSch:
NSubSch:
Level: Druid 1, ranger 1
Save: None
SR: No
---
!!
```
## Crunchy Snow
Transmutation [Cold]
**Level:** Druid 1, ranger 1
**Components:** V, S, Frostfell
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** One 20-ft.-by-20-ft. square of snow/level
**Duration:** 1 hour/level
**Saving Throw:** None
**Spell Resistance:** No
An area of fallen snow designated by you becomes hard and crumbly, generating a loud crunch when stepped upon. Creatures take a ?20 penalty on Move Silently checks when traveling through crunchy snow.
```
@@---
Spell: Crushing Despair
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 3, Wizard 4
Save: Will negates
SR: Yes
---
!!
```
## Crushing Despair
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 3, Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action **Range:** 30 ft.
**Area:** Cone-shaped burst
**Duration:** 1 min./level
**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.
Material Component: A vial of tears.
```
@@---
Spell: Crushing Fist Of Spite
School: Evocation
Descriptor: Evil, Force
NSch:
NSubSch:
Level: Wizard 9
Save: Reflex half or Reflex negates (see text)
SR: Yes
---
!!
```
## Crushing Fist Of Spite
Evocation [Evil, Force]
**Level:** Wizard 9
**Components:** V, S, M, Disease
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 5-ft. radius cylinder, 30 ft. high
**Duration:** 1 round/level
**Saving Throw:** Reflex half or Reflex negates (see text)
**Spell Resistance:** Yes
A fist of darkness appears 30 feet above the ground and begins smashing down with incredible power. All creatures and objects within the area take 1d6 points of damage per caster level (maximum 20d6). A successful Reflex saving throw reduces damage by half. Each round, as a free action, the caster can direct the fist to another area within range, where it smashes downward again. It continues to attack the same area unless otherwise directed.
The fist does not need to strike the ground. It can attack airborne targets as well. Airborne targets that succeed at a Reflex save take no damage and are forcibly ejected from the spell's area.
Material Component: A severed hand from a good-aligned humanoid cleric. Disease Component: Festering anger.
```
@@---
Spell: Crushing Grip
School: Evocation
NSch:
NSubSch:
Level: Wizard 4
Save: Fortitude negates;
see text
---
!!
```
## Crushing Grip
Evocation
**Level:** Wizard 4
**Components:** V, S
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 3 rounds
**Saving Throw:** Fortitude negates;
see text
**Spell Resistance:** Yes
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.
```
@@---
Spell: Crushing Hand
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 9, Strength 9
Save: Reflex negates
SR: Yes
---
!!
```
## Crushing Hand
Evocation [Force]
**Level:** Wizard 9, Strength 9
**Components:** V, S, M, F/DF
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.
Arcane Material Component: The shell of an egg.
Arcane Focus: A glove of snakeskin.
## Crushing Sphere
Source: Lost Empires of Faerun
Evocation [Force]
**Level:** Wizard 6
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: 1-ft.-diameter/level sphere, centered around a creature
**Duration:** 1 round/level (D)
**Saving Throw:** Reflex negates
**Spell Resistance:** Yes
This spell functions like resilient sphere, except that the sphere painfully constricts the target, hampering her movements and breathing.
The target is entangled and takes 3d6 points of nonlethal damage per round as the sphere contracts.
If the target is rendered unconscious, any remaining damage from the crushing sphere is lethal damage. Material Component: An eggshell, which is crushed as the spell is cast.
```
@@---
Spell: Cry Of Ysgard
School: Conjuration
Subschool: Calling
Descriptor: Good
NSch:
NSubSch:
Level: Sanctified 7
Save: None
SR: No
---
!!
```
## Cry Of Ysgard
Conjuration (Calling) [Good]
**Level:** Sanctified 7
**Components:** V, Sacrifice
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Calls 2d4 bariaur defenders of Ysgard
**Duration:** Instantaneous; see text
**Saving Throw:** None
**Spell Resistance:** No
You call 2d4 bariaur defenders of Ysgard (see Chapter 8: Monsters) from the plains of Ysgard to your location. They serve you for up to a year, and you may dismiss them at any time. They are intelligent, so you can assign them different tasks. They can refuse to complete a quest or otherwise take on complex burdens without your supervision.
No matter how many times you cast this spell, you can control no more than four bariaur rangers; others are released from service and return to Ysgard immediately.
You choose which creatures to release.
Sacrifice: 1d3 points of Strength drain.
```
@@---
Spell: Cryptwarden's Grasp
School: Necromancy
NSch:
NSubSch:
Level: Wizard 5
Save: Fortitude negates
SR: Yes
---
!!
```
## Cryptwarden's Grasp
Necromancy
**Level:** Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
You bestow on your target a horrible disease effectively identical to mummy rot. The incubation period is instantaneous, and the initial save for the spell is calculated normally; all subsequent daily saves to avoid damage are DC 20.
Mummy rot deals ld6 points of Constitution damage and ld6 points of Charisma damage immediately, and a similar amount per day thereafter; a victim reduced to 0 Constitution shrivels away into sand and dust.
Furthermore, any character attempting to cast any healing spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect.
Unlike normal diseases, mummy rot can't be overcome through natural methods or successful saves. To eliminate mummy rot, the curse must first be broken with break enchantment, remove curse, or a similar effect (requiring a DC 20 caster level check). If this is done, a caster level check is no longer necessary to cast healing spells on the victim, and mummy rot can be magically cured like any disease.
```
@@---
Spell: Crystalline Memories
School: Transmutation
Subschool: Mind-Affecting
NSch:
NSubSch:
Level: Wizard 2
Save: Will negates
SR: Yes
---
!!
```
## Crystalline Memories
Transmutation (Mind-Affecting)
**Level:** Wizard 2
**Components:** V, S
**Casting Time:** 1 swift action **Range:** 60 ft.
**Target:** One living creature with Intelligence 3 or higher
**Duration:** See text
**Saving Throw:** Will negates
**Spell Resistance:** Yes
After casting this spell, you must study the target for 3 consecutive rounds, concentrating each round on the effect. This is treated as concentrating on a spell (PH176), and if you are interrupted, the spell is lost. Once the study is complete, the target's current surface thoughts (as detect thoughts) congeal into a solid shard of crystal. This crystal then erupts from the target's head (dealing 2d8 points of damage and 2 points of Intelligence damage) and flies to your hand.
Once you have the crystal, you (and only you) can use a full-round action to look into it and view the memories it contains. The crystal remains for 24 hours or until the memories have been viewed once.
```
@@---
Spell: Cure Critical Wounds
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Bard 4, Cleric 4, Druid 5, Healing 4
Save: Will half (harmless); see text
SR: Yes (harmless); see text
---
!!
```
## Cure Critical Wounds
Conjuration (Healing)
**Level:** Bard 4, Cleric 4, Druid 5, Healing 4
This spell functions like cure light wounds, except that it cures 4d8 points of damage +1 point per caster level (maximum +20).
## Cure Critical Wounds, Mass
Conjuration (Healing)
**Level:** Cleric 8, Druid 9, Healing 8
This spell functions like mass cure light wounds, except that it cures 4d8 points of damage +1 point per caster level (maximum +40).
## Cure Light Wounds
Conjuration (Healing)
**Level:** Bard 1, Cleric 1, Druid 1, Healing 1, Paladin 1, Ranger 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** Instantaneous
**Saving Throw:** Will half (harmless); see text
**Spell Resistance:** Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
```
@@---
Spell: Cure Light Wounds, Mass
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Bard 5, Cleric 5, Druid 6, Healing 5
Save: Will half (harmless) or Will half; see text
SR: Yes (harmless) or Yes; see text
---
!!
```
## Cure Light Wounds, Mass
Conjuration (Healing)
**Level:** Bard 5, Cleric 5, Druid 6, Healing 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature/level, no two of which can be more than 30 ft. apart
**Duration:** Instantaneous
**Saving Throw:** Will half (harmless) or Will half; see text
**Spell Resistance:** Yes (harmless) or Yes; see text
You channel positive energy to cure 1d8 points of damage +1 point per caster level (maximum +25) in each selected creature.
Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.
```
@@---
Spell: Cure Minor Wounds
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Cleric 0, Druid 0
Save: Will negates
SR: Yes
---
!!
```
## Cure Minor Wounds
Conjuration (Healing)
**Level:** Cleric 0, Druid 0
This spell functions like cure light wounds, except that it cures only 1 point of damage.
## Cure Moderate Wounds
Conjuration (Healing)
**Level:** Bard 2, Cleric 2, Druid 3, Healing 2, Paladin 3, Ranger 3
This spell functions like cure light wounds, except that it cures 2d8 points of damage +1 point per caster level (maximum +10).
## Cure Moderate Wounds, Mass
Conjuration (Healing)
**Level:** Bard 6, Cleric 6, Druid 7
This spell functions like mass cure light wounds, except that it cures 2d8 points of damage +1 point per caster level (maximum +30).
## Cure Serious Wounds
Conjuration (Healing)
**Level:** Bard 3, Cleric 3, Druid 4, Paladin 4, Ranger 4, Healing 3
This spell functions like cure light wounds, except that it cures 3d8 points of damage +1 point per caster level (maximum +15).
## Cure Serious Wounds, Mass
Conjuration (Healing)
**Level:** Cleric 7, Druid 8
This spell functions like mass cure light wounds, except that it cures 3d8 points of damage +1 point per caster level (maximum +35).
## Curse Of Arrow Attraction
Transmutation
**Level:** Cleric 3, ranger 2, sorcerer/ wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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.
```
@@---
Spell: Curse Of Ill Fortune
School: Transmutation
NSch:
NSubSch:
Level: Blackguard 2, cleric 2
Save: Will negates
SR: Yes
---
!!
```
## Curse Of Ill Fortune
Transmutation
**Level:** Blackguard 2, cleric 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One living creature
**Duration:** 1 minute/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You place a temporary curse upon the subject, giving it a ?3 penalty on attack rolls, saving throws, ability checks, and skill checks. Curse of ill fortune is negated by any spell that removes a bestow curse spell.
```
@@---
Spell: Curse Of Ill Fortune, Mass
School: Necromancy
NSch:
NSubSch:
Level: Cleric 5
Save: None
SR: Yes
---
!!
```
## Curse Of Ill Fortune, Mass
Necromancy
**Level:** Cleric 5
Targets: Enemies in a 20-ft. radius burst
This spell functions like curse of ill fortune, except that it affects multiple enemies.
## Curse Of Impending Blades
Necromancy
**Level:** Bard 2, ranger 2, sorcerer/ wizard 2
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** 1 minute/level
**Saving Throw:** None
**Spell Resistance:** Yes
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.
Arcane Material Component: A nail through a piece of leather.
```
@@---
Spell: Curse Of Impending Blades, Mass
School: Necromancy
NSch:
NSubSch:
Level: Bard 3, ranger 3, sorcerer/ wizard 3
Save: Fortitude negates
SR: Yes
---
!!
```
## Curse Of Impending Blades, Mass
Necromancy
**Level:** Bard 3, ranger 3, sorcerer/ wizard 3
Targets: Enemies in a 20-ft. radius burst
This spell functions like curse of impending blades, except that it affects multiple enemies.
## Curse Of Lycanthropy
Necromancy
**Level:** Pestilence 6
**Components:** V, S, M, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Humanoid touched
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
If the target fails its saving throw, it dies, and 1d6 wererats (in wererat form; MM 173) claw their way out of its body. The wererats do not attack you or your allies, but might attack nearby living creatures. If no target is available, the wererats scurry away to spread their lycanthropy. Material Component: A pint of animal blood.
```
@@---
Spell: Curse Of The Elemental Lords
School: Necromancy
NSch:
NSubSch:
Level: Wizard 4
Save: Will negates
SR: Yes
---
!!
```
## Curse Of The Elemental Lords
Necromancy
**Level:** Wizard 4
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Medium (100 ft. + 10ft./level)
**Target:** One creature/4 levels
**Duration:** 24 hours
**Saving Throw:** Will negates
**Spell Resistance:** Yes
This spell places a curse on the targets, making them more susceptible to your magical attacks. When you cast this spell, select acid, cold, electricity, or fire; any creature affected by the spell takes an extra 1d6 points of damage from any of your spells that deal damage of that energy type. The extra damage isn't added to other effects, such as a weapon's flaming special ability, nor does it apply to damage dealt by other characters.
As part of the casting of this spell, you can sacrifice one additional sorcerer spell slot of up to 9th level; doing this increases the extra damage from the spell by 1 point per level of the sacrificed slot. For example, if you spend a 4th-level spell slot to cast curse of the elemental lords and a 6th-level spell slot to augment it, the resulting curse adds 1d6+6 points of damage to the damage taken by targets of your spells of the chosen energy type. Curse of the elemental lords can't be dispelled, but it can be removed by any effect that would remove a curse.
Special: If you are of the dragonblood subtype (see page 4), the extra damage from this spell also applies to your breath weapon (assuming that it deals the appropriate type of damage).
```
@@---
Spell: Curse Of The Putrid Husk
School: Illusion
Subschool: Phantasm
Descriptor: Fear, Mind-Affecting, Evil
NSch:
NSubSch:
Level: Bard 3, Wizard 3
Save: Will negates
SR: Yes
---
!!
```
## Curse Of The Putrid Husk
Illusion (Phantasm) [Fear, Mind-Affecting, Evil]
**Level:** Bard 3, Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 round + 1d10 minutes
**Saving Throw:** Will negates
**Spell Resistance:** Yes
This illusion forces the subject to believe his flesh is rotting and falling off his body, and that his internal organs are spilling out. If the target fails his saving throw, he is dazed (and horrified) for 1 round. On the following round, he falls unconscious for 1d10 minutes, during which time he cannot be roused normally.
```
@@---
Spell: Curse Water
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 1
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Curse Water
Necromancy [Evil]
**Level:** Cleric 1
**Components:** V, S, M
**Casting Time:** 1 minute
**Range:** Touch
**Target:** Flask of water touched
**Duration:** Instantaneous
**Saving Throw:** Will negates (object)
**Spell Resistance:** Yes (object)
This spell imbues a flask (1 pint) of water with negative energy, turning it into unholy water. Unholy water damages good outsiders the way holy water damages undead and evil outsiders. Material Component: 5 pounds of powdered silver (worth 25 gp).
```
@@---
Spell: Cursed Blade
School: Necromancy
NSch:
NSubSch:
Level: Assassin 4
Save: None
SR: No
---
!!
```
## Cursed Blade
Necromancy
**Level:** Assassin 4
**Components:** V
**Casting Time:** 1 swift action
**Range:** Touch
**Target:** One melee weapon
**Duration:** 1 minute/level
**Saving Throw:** None
**Spell Resistance:** No
A weapon affected by this spell deals wounds that can?t be healed in the usual fashion. Any damage dealt by the weapon (not including damage from special weapon properties such as flaming, holy, wounding, and so on) cannot be cured by any means until the damaged individual has received a remove curse spell (or some other effect that neutralizes a curse). If a creature is slain by a weapon that is under the effect of this spell, it can?t be raised from the dead unless a remove curse spell (or similar effect) is cast on the body or a true resurrection spell is used.
```
@@---
Spell: Cursed Dragonmark
Source: Dragonmarked
School: Necromancy
NSch:
NSubSch:
Level: Cleric 3, Wizard 4
Save: Will negates
SR: Yes
---
!!
```
## Cursed Dragonmark
Source: Dragonmarked
Necromancy
**Level:** Cleric 3, Wizard 4
**Components:** V, S, Dr
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One dragonmarked creature
**Duration:** Permanent
**Saving Throw:** Will negates
**Spell Resistance:** Yes
Every time the target creature attempts to use or expend one of its dragonmark powers, there is a 50% chance that the attempt fails, wasting that use of the mark. A cursed dragonmark can be restored to normal with a break enchantment, limited wish, miracle, remove curse, or wish spell. Dragonmark: Any true or aberrant dragonmark.
```
@@---
Spell: Curtain Of Light
School: Evocation
Descriptor: Light
NSch:
NSubSch:
Level: Sanctified 5
Save: See text
SR: No
---
!!
```
## Curtain Of Light
Evocation [Light]
**Level:** Sanctified 5
**Components:** V, S, Sacrifice
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Curtain of light whose area is up to one 5-ft. square/level
**Duration:** 1 round/level (D)
**Saving Throw:** See text
**Spell Resistance:** No
An immobile, vertical curtain of brilliant light energy springs into existence.
This barrier cannot pass through spaces occupied by creatures and objects, but it can bend around them. One side of the curtain, selected by you, sends forth flashes of light, dealing 2d4 points of damage to evil creatures within 10 feet and 1d4 points of damage to evil creatures past 10 feet but within 20 feet. The curtain deals this damage when it appears and at the start of the caster's turn each round. In addition, the curtain deals 2d6 points of damage +1 point of damage per caster level (maximum +20) to any evil creature passing through it. Contact with the curtain deals double damage to undead creatures.
A curtain of light can be made permanent with a permanency spell.
A permanent curtain of light that is destroyed becomes inactive for 10 minutes, and then reforms.
Curtain of light counters any magical darkness spell of 5th level or lower with which it comes into contact.
Any magical darkness spell of 5th level or higher counters curtain of light.
The curtain of light is impervious to all physical attacks and spells except antimagic field, dispel magic, greater dispel magic, and mage's disjunction. Sacrifice: 1d4 points of Strength damage.
```
@@---
Spell: Cutting Hand
School: Transmutation
NSch:
NSubSch:
Level: Wizard 1
Save: Personal
**Target:** Your hand
---
!!
```
## Cutting Hand
Transmutation
**Level:** Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** Your hand
**Duration:** 1 round/level (D)
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.
```
@@---
Spell: Cyclonic Blast
School: Evocation
Descriptor: Air
NSch:
NSubSch:
Level: Wizard 5
Save: Reflex half **Spell Resistance:**
---
!!
```
## Cyclonic Blast
Evocation [Air]
**Level:** Wizard 5
**Components:** V, S, F
**Casting Time:** 1 standard action **Range:** 120 ft.
**Area:** 120-ft. line
**Duration:** Instantaneous **Saving Throw:** Reflex half **Spell Resistance:**
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. Focus: A child's spinning top.
```
@@---
Spell: Daggerspell Stance
School: Abjuration
NSch:
NSubSch:
Level: Druid 2, Wizard 2
Save: Personal
**Target:** You
---
!!
```
## Daggerspell Stance
Abjuration
**Level:** Druid 2, Wizard 2
**Components:** V, F
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
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. Focus: A pair of daggers.
```
@@---
Spell: Damning Darkness
School: Evocation
Descriptor: Darkness, Evil
NSch:
NSubSch:
Level: Cleric 4, Wizard 4, Vile Darkness 4
Save: None
SR: See below
---
!!
```
## Damning Darkness
Evocation [Darkness, Evil]
**Level:** Cleric 4, Wizard 4, Vile Darkness 4
**Components:** V, M/DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Object touched
**Duration:** 10 minutes/level (D)
**Saving Throw:** None
**Spell Resistance:** See below
This spell is similar to darkness, except that those within the area of darkness also take unholy damage. Creatures of good alignment take 2d6 points of damage per round in the darkness, and creatures neither good nor evil take 1d6 points of damage. As with the darkness spell, the area of the darkness is a 20-foot radius, and the object that serves as the spell's target can be shrouded to block the darkness (and thus the damaging effect).
Damning darkness counters or dispels any light spell of equal or lower level.
Spell resistance applies to the damage dealt by this spell but not to the darkness area. Arcane Material Component: A dollop of pitch with a tiny needle hidden inside it.
```
@@---
Spell: Dampen Magic
Source: Complete Champion
School: Abjuration
NSch:
NSubSch:
Level: Cleric 4
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Dampen Magic
Source: Complete Champion
Abjuration
**Level:** Cleric 4
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 round/level or until discharged (D)
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
This spell surrounds the subject with a mystical field that dampens the effects of magic. While it is in effect, the enhancement bonus of any magic weapon used against the subject is lowered by 1. For instance, a +4 longsword would have only a +3 enhancement bonus on attack rolls and damage rolls when wielded against the subject.
However, even if a weapon's enhancement bonus is reduced below +1, its masterwork bonus still applies. Similarly, every spell, spell-like ability, or supernatural ability that affects the subject?whether it is specifically targeted on the subject or merely includes the subject in its area?takes a ?1 penalty to caster level and save DC. The subject of the spell can choose, as a move action, to lower this field to receive the full effects of beneficial spells, but doing so might leave him vulnerable until his next turn, since raising the effect again also requires a move action.
Ongoing magical effects already in place on the subject when dampen magic is cast (such as bull's strength or the enhancement bonuses of its own equipment) are unaffected, but any item the subject picks up and any spell he receives after dampen magic is in effect are affected as normal.
For every six caster levels above 7th that you possess, the spell reduces incoming effects by one additional point. Thus, if your caster level is 13th?18th, the reduction to the enhancement bonus of weapons and the caster levels and save DCs of spells used against the subject is 2, and if your caster level is 19th or higher, the reduction is 3. At any time when dampen magic has 5 or more rounds of duration left, the subject can render itself utterly immune to most magic for a brief period. The effect produced is an antimagic field (PH 200), which surrounds the subject to a radius of 5 feet. Divide the remaining rounds of duration by 5 and round down; the result is the number of rounds the antimagic effect lasts. Once that time expires, the spell ends, and once the antimagic field has been invoked, the original spell effect cannot be reinstated.
```
@@---
Spell: Dance Of Ruin
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Bard 2, Cleric 2, Demonologist 2, Wizard 2
Save: Reflex half
SR: Yes
---
!!
```
## Dance Of Ruin
Necromancy [Evil]
**Level:** Bard 2, Cleric 2, Demonologist 2, Wizard 2
**Components:** V, S
**Casting Time:** 1 full round
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** Spread centered on caster
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
To cast this spell, the caster dances wildly and chants. After she finishes her dance, a wave of crackling energy flashes outward up to the extent of the range. All nondemon creatures within the area take 2d20 points of damage.
```
@@---
Spell: Dance Of The Unicorn
School: Abjuration
NSch:
NSubSch:
Level: Druid 5, Purification 5
Save: None
SR: No
---
!!
```
## Dance Of The Unicorn
Abjuration
**Level:** Druid 5, Purification 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** 5 ft./level
**Area:** 5 ft./level radius emanation centered on you
**Duration:** 1 minute/level (D)
**Saving Throw:** None
**Spell Resistance:** No
You surround yourself with a purifying, swirling mist that washes the air clean of smoke, dust, and poisons. Nonmagical contaminants, including inhaled poisons, are automatically negated within the cloud. Dance of the unicorn also grants everyone within the mist a +4 bonus on saving throws against magical or supernatural gas effects, such as acid fog, cloudkill, and green dragon breath. The cloud of mist leaves everything within its area damp.
```
@@---
Spell: Dancing Blade
School: Transmutation
NSch:
NSubSch:
Level: Bard 5, Wizard 5, Wu Jen 4 (metal)
Save: None
SR: No
---
!!
```
## Dancing Blade
Transmutation
**Level:** Bard 5, Wizard 5, Wu Jen 4 (metal)
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Weapon touched
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
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.
Focus: The melee weapon that serves as the target of the spell.
```
@@---
Spell: Dancing Chains
School: Transmutation
NSch:
NSubSch:
Level: Demonologist 3, Wizard 4
Save: None
SR: No
---
!!
```
## Dancing Chains
Transmutation
**Level:** Demonologist 3, Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One chain per level within range
**Duration:** 1 minute/level
**Saving Throw:** None
**Spell Resistance:** No
The caster can control one chain per level as a standard action, making the chains dance or move as she wishes. In addition, the caster can increase the chains? length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as spiked chains that use the caster's normal ranged attack bonus on attack rolls or grapple checks (treat each chain as Medium-size when grappling).
The caster can climb a chain she controls at normal speed without making a Climb check.
```
@@---
Spell: Dancing Dragonmark
Source: Dragonmarked
School: Transmutation
NSch:
NSubSch:
Level: Bard 2
Save: Will negates
SR: Yes
---
!!
```
## Dancing Dragonmark
Source: Dragonmarked
Transmutation
**Level:** Bard 2
**Components:** V, Dr
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** Up to one dragonmarked creature per level, all within 30 ft. of each other
**Duration:** Concentration
**Saving Throw:** Will negates
**Spell Resistance:** Yes
A creature affected by dancing dragonmark is nauseated.
If the target creature's dragonmark is one step more powerful than yours, the creature gains a +2 bonus on its Will save. If the target creature's dragonmark is two steps more powerful than yours, the creature gains a +4 bonus on its Will save.
Dragonmark: Any true or aberrant dragonmark.
```
@@---
Spell: Dancing Lights
School: Evocation
Descriptor: Light
NSch:
NSubSch:
Level: Bard 0, Wizard 0
Save: None
SR: No
---
!!
```
## Dancing Lights
Evocation [Light]
**Level:** Bard 0, Wizard 0
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Up to four lights, all within a 10- ft. radius area
**Duration:** 1 minute (D)
**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.
```
@@---
Spell: Dancing Web
School: Evocation
Descriptor: Good
NSch:
NSubSch:
Level: Cleric 5, druid 5, Wizard 4
Save: Reflex half; see text
SR: Yes
---
!!
```
## Dancing Web
Evocation [Good]
**Level:** Cleric 5, druid 5, Wizard 4
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 20-ft. radius burst
**Duration:** Instantaneous
**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.
Arcane Material Component: A bit of spider's web.
```
@@---
Spell: Dark Tide
School: Necromancy
Descriptor: Evil, Water
NSch:
NSubSch:
Level: Blackwater 7
Save: Fortitude half
SR: Yes
---
!!
```
## Dark Tide
Necromancy [Evil, Water]
**Level:** Blackwater 7
**Components:** V, S, DF
**Casting Time:** 1 full round
**Range:** Long (400 ft. + 40 ft./level)
**Area:** One-half mile radius spread
**Duration:** 1 hour/level (D)
**Saving Throw:** Fortitude half
**Spell Resistance:** Yes
You infuse the target area with the enervating essence of the blackwater depths, creating a tide of blackwater that spreads out from the designated point of origin at a rate of 100 feet per round until it fills the entire area. The water is black and terribly chilling, and its touch causes a sense of fear in those affected by it.
Those within the area must make a Fortitude save when they first enter the blackwater (or when it first surrounds them). Failure indicates that they take 1 point of Strength damage. Additionally, every creature in the area takes 1d6 points of negative energy damage for every hour they remain in the dark, murky waters (no save). Spells that protect against negative energy damage will prevent the Strength damage.
Creatures who take damage from the dark tide are considered shaken as long as they remain in the area. This spell is a favored first move by sahuagin and other blackwater dwelling creatures before they attack the settlements of their enemies.
```
@@---
Spell: Dark Way
School: Illusion
Subschool: Shadow
NSch:
NSubSch:
Level: Bard 2, cleric 2, sorcerer/ wizard 2
Save: None
SR: Yes
---
!!
```
## Dark Way
Illusion (Shadow)
**Level:** Bard 2, cleric 2, sorcerer/ wizard 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One bridge of force 5 ft. wide, 1 in. thick, and up to 20 ft./level long
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** Yes
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 slippery 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.
```
@@---
Spell: Darkbolt
Source: Lords of Madness
School: Evocation
Descriptor: Darkness, Evil
NSch:
NSubSch:
Level: Cleric 2, Wizard 2, Vile Darkness 2
Save: Fortitude partial
SR: Yes
---
!!
```
## Darkbolt
Source: Lords of Madness
Evocation [Darkness, Evil]
**Level:** Cleric 2, Wizard 2, Vile Darkness 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
The caster makes a ranged touch attack against a foe, launching a bolt of cold darkness from his left hand. The bolt deals 1d8 points of damage per two caster levels (maximum 5d8). Half the damage is cold, and the other has no specifi c type. When struck, the foe must also succeed on a Fortitude save or be stunned for 1 round, overwhelmed by the evil charge of the darkbolt.
```
@@---
Spell: Darkbolt (FR)
School: Evocation
Descriptor: Darkness
NSch:
NSubSch:
Level: Darkness 5
Save: Will partial
SR: Yes
---
!!
```
## Darkbolt (FR)
Evocation [Darkness]
**Level:** Darkness 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: One ray/2 levels (maximum seven rays)
**Duration:** Instantaneous; see text
**Saving Throw:** Will partial
**Spell Resistance:** Yes
You unleash beams of darkness from your open palm. You must succeed on a ranged touch attack to strike your target. You can hurl one bolt for every two caster levels you have (maximum seven bolts). You can hurl all the bolts at once, or you can hurl one bolt per round as a free action, starting in the round when you cast the spell. You do not have to hurl a bolt in every round, but if you don?t hurl the bolt you were entitled to in a round, it is lost. If you hurl all the bolts at once, all your targets must be within 60 feet of each other. A darkbolt deals 2d8 points of damage to a living creature, and the creature is dazed for 1 round unless it makes a Will save (a creature struck by multiple bolts during the same round is dazed for a maximum of 1 round, no matter how many times it fails its save). An undead creature takes no damage, but is dazed if it fails its save.
```
@@---
Spell: Darkflame Arrow
Source: Champions of Ruin
School: Evocation
NSch:
NSubSch:
Level: Assassin 3, Justice of Weald and Woe 3, Ranger 3
Save: None
SR: Yes
---
!!
```
## Darkflame Arrow
Source: Champions of Ruin
Evocation
**Level:** Assassin 3, Justice of Weald and Woe 3, Ranger 3
**Components:** V, M
**Casting Time:** 1 swift action
**Range:** Touch
**Target:** One masterwork arrow or bolt
**Duration:** Instantaneous; see text
**Saving Throw:** None
**Spell Resistance:** Yes
This spell is cast upon a masterwork arrow or bolt, engulfing its head in black fire.
The arrow deals normal damage and wreaths the target in black flame that deals an extra 2d6 points of damage.
The black flames continue to engulf the victim for 2 more rounds, dealing 2d6 points of damage each subsequent round (at the start of your turn), and they cannot be extinguished (although they can be dispelled).
The arrow or bolt must be fired during the same round the spell is cast, or the magic dissipates and is lost.
Creatures with immunity or resistance to fire take full damage from the black flames.
The projectile is destroyed even if it misses its target.
Material Component:Masterwork arrow or bolt.
```
@@---
Spell: Darkfire
School: Evocation
Descriptor: Fire
NSch:
NSubSch:
Level: Cleric 3
Save: None
SR: Yes
---
!!
```
## Darkfire
Evocation [Fire]
**Level:** Cleric 3
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 0 ft.
Effect: Flame in your palm
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** Yes
Dark flames appear in your hand. You can hurl them or use them to touch enemies. The flames appear in your open hand and harm neither you nor your equipment. They emit no light but produce the same amount of heat as an actual fire. Beginning the following round, you can strike opponents with a melee touch attack, dealing 1d6 points of fire damage per two caster levels (maximum 5d6). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you make a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. The darkfire is invisible to normal vision but can be seen with darkvision as easily as a normal flame can be seen in darkness (this means that darkfire can be used as a signal or beacon for creatures with darkvision). The spell does not function underwater.
```
@@---
Spell: Darklight
School: Evocation
Descriptor: Darkness
NSch:
NSubSch:
Level: Assassin 2, Wizard 1
Save: None
SR: No
---
!!
```
## Darklight
Evocation [Darkness]
**Level:** Assassin 2, Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One creature or object touched
**Duration:** 1 minute/level
**Saving Throw:** None
**Spell Resistance:** No
The caster makes one creature or object radiate special darkness called darklight in a 5-foot radius sphere. This spell is most useful in a large, naturally dark area. Within the darklight sphere, creatures that can normally see in the light can see, even though there is no light. Only creatures and objects in the sphere can be seen, and only creatures in the sphere can see within the sphere, unless other observers can naturally see in the dark. Thus, while two creatures in the sphere can see each other, a creature standing outside the sphere can neither see the creatures in the sphere (assuming it doesn?t have darkvision), nor can it be seen by them. A creature with darkvision standing outside the sphere could see those within the sphere, but those inside could not discern the creature.
The darklight spell's sphere is invisible in normal light and does not function in magical darkness.
```
@@---
Spell: Darkness
School: Evocation
Descriptor: Darkness
NSch:
NSubSch:
Level: Bard 2, Cleric 2, Wizard 2
Save: None
SR: No
---
!!
```
## Darkness
Evocation [Darkness]
**Level:** Bard 2, Cleric 2, Wizard 2
**Components:** V, M/DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Object touched
**Duration:** 10 min./level (D)
**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.
Arcane Material Component: A bit of bat fur and either a drop of pitch or a piece of coal.
```
@@---
Spell: Darkvision
School: Transmutation
NSch:
NSubSch:
Level: Ranger 3, Wizard 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Darkvision
Transmutation
**Level:** Ranger 3, Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 hour/level
**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.
Material Component: Either a pinch of dried carrot or an agate.
```
@@---
Spell: Darkvision, Mass
School: Transmutation
NSch:
NSubSch:
Level: Wizard 4 **Range:** 10 ft.
Save: None
SR: Yes
---
!!
```
## Darkvision, Mass
Transmutation
**Level:** Wizard 4 **Range:** 10 ft.
Targets: Allies in a 10-ft. radius burst centered on you
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. Material Component: A dried carrot or three small agates.
## Darts Of Life
Source: Complete Champion
Conjuration (Healing)
**Level:** Cleric 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One or more creatures per round
**Duration:** 1 minute/level
**Saving Throw:** None
**Spell Resistance:** Yes
You create ten gently pulsing darts of pale blue light that orbit your head like ioun stones. As a free action, you can launch one dart per round at an ally you designate within range. Alternatively, as a standard action, you can launch up to three darts per round at one or more designated allies within range. As a full-round action, you can launch all remaining orbs at one or more allies within range.
Each dart heals 1d8 points of damage the target has taken, as though it were a cure spell. Since undead are powered by negative energy, this spell damages them instead of curing their wounds. An undead creature can apply spell resistance to this effect, and you must make a successful ranged touch attack for each dart you attempt to launch against such a creature.
```
@@---
Spell: Dawn
School: Abjuration
NSch:
NSubSch:
Level: Druid 0, ranger 1
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Dawn
Abjuration
**Level:** Druid 0, ranger 1
**Components:** V
**Casting Time:** 1 swift action **Range:** 15 ft.
**Target:** All creatures in a 15-ft. radius burst centered on you
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
All sleeping creatures in the affected area awaken. Those who are unconscious because of nonlethal damage wake up and are staggered. This spell does not affect dying creatures.
```
@@---
Spell: Dawn Burst
School: Evocation
Descriptor: Light
NSch:
NSubSch:
Level: Wizard 1
Save: Reflex partial
SR: Yes
---
!!
```
## Dawn Burst
Evocation [Light]
**Level:** Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 10-ft. radius burst
**Duration:** 1 round/level (D)
**Saving Throw:** Reflex partial
**Spell Resistance:** Yes
All creatures in the area glow with light equivalent to a torch for the duration of the spell, making hiding difficult and even revealing the location of invisible creatures. (Invisible creatures are still considered to have
concealment.) In addition, undead and creatures within the area that have light sensitivity or light blindness take 1d6 points of damage, +1 point of damage per caster level (maximum +5). A successful Reflex save halves this damage.
```
@@---
Spell: Dawn Shroud
Source: Champions of Valor Evocation [Light]
School: NSch:
NSubSch:
Level: Cleric 5, Druid 5
Save: Will half; see text
SR: Yes
---
!!
```
## Dawn Shroud
Source: Champions of Valor Evocation [Light]
**Level:** Cleric 5, Druid 5
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Willing creature touched
**Duration:** 10 minutes/level (D)
**Saving Throw:** Will half; see text
**Spell Resistance:** Yes
You cause the target to glow with the rosy light of the dawn.
In addition to acting as a daylight spell, the light is harmful to oozes and undead.
When the spell is cast, and at the beginning of each of your turns thereafter, such creatures take 1d6 points of damage if within the bright light of the spell (out to 60 feet) or 1 point of damage per round if within the shadowy illumination of the spell (more than 60 feet, out to 120 feet). If the subject is touched by such a creature using a touch attack, or if it hits the subject with a natural weapon or unarmed strike, it takes 1d6 points of damage + 1 point per caster level (maximum 1d6+15), with a Will saving throw for half damage.
If you cast this spell on yourself, you can suppress or restore this light as a free action once each round.
This spell was created by clerics of the church of Lathander, but they do not try to restrict its use to only those of their faith.
```
@@---
Spell: Daylight
School: Evocation
Descriptor: Light
NSch:
NSubSch:
Level: Bard 3, Cleric 3, Druid 3, Paladin 3, Wizard 3
Save: None
SR: No
---
!!
```
## Daylight
Evocation [Light]
**Level:** Bard 3, Cleric 3, Druid 3, Paladin 3, Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Object touched
**Duration:** 10 min./level (D)
**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.
```
@@---
Spell: Daze
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 0, Wizard 0
Save: Will negates
SR: Yes
---
!!
```
## Daze
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 0, Wizard 0
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One humanoid creature of 4 HD or less
**Duration:** 1 round
**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.
Material Component: A pinch of wool or similar substance.
```
@@---
Spell: Daze Monster
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 2, Wizard 2
Save: Will negates (harmless) or Will disbelief (if interacted with); see text
SR: Yes
---
!!
```
## Daze Monster
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 2, Wizard 2
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One living creature of 6 HD or less
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.
## Dead End
Illusion (Shadow)
**Level:** Assassin 1, bard 1, sorcerer/ wizard 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
Targets: One creature/level touched
**Duration:** 10 minutes/level (D)
**Saving Throw:** Will negates (harmless) or Will disbelief (if interacted with); see text
**Spell Resistance:** Yes
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. Material Component: A pinch of some odoriferous spice.
```
@@---
Spell: Deadly Lahar
School: Conjuration
Descriptor: Earth, Fire
NSch:
NSubSch:
Level: Druid 8, Wizard 8, Wu Jen 8 (earth and fire)
Save: Reflex partial
SR: No
---
!!
```
## Deadly Lahar
Conjuration [Earth, Fire]
**Level:** Druid 8, Wizard 8, Wu Jen 8 (earth and fire)
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** Cone-shaped spread
**Duration:** Instantaneous
**Saving Throw:** Reflex partial
**Spell Resistance:** No
You create a liquid landslide of molten hot volcanic material. All creatures in the area of the spell take 10d6 points of fire damage. Additionally, those creatures are coated in a thick layer of the viscous substance, slowing them (as the slow spell) for the next 3 rounds and dealing an additional 5d6 points of fire damage per round. A successful Reflex save reduces the initial damage by half and prevents the slow effect and the additional damage.
```
@@---
Spell: Deadly Sunstroke
School: Evocation
Descriptor: Light
NSch:
NSubSch:
Level: Wizard 9, Wu Jen 9 (fire)
Save: Fortitude partial
SR: Yes
---
!!
```
## Deadly Sunstroke
Evocation [Light]
**Level:** Wizard 9, Wu Jen 9 (fire)
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
Targets: One creature/level, no two of which are more than 60 ft. apart
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
This spell creates waves of overwhelming heat that deal ld6 points of fire damage per caster level, maximum 25d6. Undead and plants take +50% damage. Any living creature damaged by this spell becomes fatigued. A successful Fortitude save halves the damage and negates the fatigue.
If you cast this spell in any locale where the temperature exceeds 90 degrees Fahrenheit, the spell instead deals 1d8 points of fire damage per caster level (maximum 25d8) and makes living creatures exhausted. A successful Fortitude save halves the damage and negates the exhaustion.
```
@@---
Spell: Deadfall
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Druid 8
Save: Reflex partial; see text
SR: No
---
!!
```
## Deadfall
Conjuration (Creation)
**Level:** Druid 8
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
Effect: Mass of dead wood forming in a cylinder (20-ft. radius, 40 ft. high); see text
**Duration:** Instantaneous; see text
**Saving Throw:** Reflex partial; see text
**Spell Resistance:** No
Pick a point on the ground as the center of the radius and bottom of the cylinder. Deadfall creates a tangled mass of huge branches, logs, and fallen trees on the ground. The deadfall immediately collapses in on itself with terrific force and noise. Creatures and objects in the area take 1d6 points of damage per caster level (maximum 20d6). In addition, creatures in the area must succeed on a Reflex save or be knocked prone. Once you cast the spell, a considerable volume of dead wood remains behind. This pile of brush is 5 feet high, with a 20-foot radius, and it counts as dense rubble (Dmg 90).
```
@@---
Spell: Deafening Blast
School: Evocation
Descriptor: Sonic
NSch:
NSubSch:
Level: Bard 3
Save: Fortitude partial
SR: Yes
---
!!
```
## Deafening Blast
Evocation [Sonic]
**Level:** Bard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 20-ft. radius spread
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
All creatures in the area are permanently deafened. A successful Fortitude save reduces the duration of the deafness to 1 round.
If a subject is already under the effect of painful echoes (page 112) when attacked by deafening blast, the two spells interact to create a greater effect. In addition to being deafened on a failed save, the subject is stunned for 1 round.
```
@@---
Spell: Deafening Clang
School: Transmutation
Descriptor: Sonic
NSch:
NSubSch:
Level: Paladin 1
Save: Fortitude partial; see text
SR: No
---
!!
```
## Deafening Clang
Transmutation [Sonic]
**Level:** Paladin 1
**Components:** V, S, DF
**Casting Time:** 1 swift action
**Range:** Touch
**Target:** Your weapon
**Duration:** 1 round
**Saving Throw:** Fortitude partial; see text
**Spell Resistance:** No
You empower the touched weapon with magic that causes it to emit a loud clang when it is struck against a hard surface, such as a floor, wall, or creature. The weapon deals 1d6 points of sonic damage with each successful hit, and any creature struck by the weapon must succeed on a Fortitude saving throw or be deafened for 1 minute.
```
@@---
Spell: Death Armor
School: Necromancy
NSch:
NSubSch:
Level: Wizard 2
Save: Personal
**Target:** You
---
!!
```
## Death Armor
Necromancy
**Level:** Wizard 2
**Components:** V, S, M, F
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
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.
Material Component: Paste made from ground bones.
Focus: An onyx worth 50 gp.
```
@@---
Spell: Death By Thorns
School: Conjuration
Subschool: Creation
Descriptor: Evil, Death
NSch:
NSubSch:
Level: Corrupt 7
Save: Fortitude partial
SR: Yes
---
!!
```
## Death By Thorns
Conjuration (Creation) [Evil, Death]
**Level:** Corrupt 7
**Components:** V, S, Corrupt
**Casting Time:** 1 standard action
**Range:** Touch
Targets: Up to three creatures, no two of which can be more than 15 ft. apart
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
The caster causes thorns to sprout from the insides of the subject creatures, which writhe in agony for 1d4 rounds, incapacitated, before dying. A wish or miracle spell cast on a subject during this time can eliminate the thorns and save that creature. Creatures that succeed at their Fortitude saving throws are still incapacitated for 1d4 rounds in horrible agony, taking 1d6 points of damage per round. At the end of the agony, however, the thorns disappear. Corruption Cost: 1d3 points of Wisdom drain.
```
@@---
Spell: Death Dragon
School: Necromancy
Descriptor: Evil, Fear, Mind- Affecting
NSch:
NSubSch:
Level: Cleric 7
Save: Personal
Effect: Dragon-shaped armor of energy and bones
---
!!
```
## Death Dragon
Necromancy [Evil, Fear, Mind- Affecting]
**Level:** Cleric 7
**Components:** V, S, DF
**Casting Time:** 1 round
**Range:** Personal
Effect: Dragon-shaped armor of energy and bones
**Duration:** 1 round/level (D)
The cocoon created by this spell gives you a +4 enhancement bonus to natural armor and a +4 deflection bonus to Armor Class. You are treated as armed when you make unarmed attacks, and you deal damage as if your limbs were short swords of an appropriate size. You can use your off hand to attack, incurring the standard two-weapon fighting penalties (PH 160). The cocoon prevents you from casting spells with somatic, material, or focus (but not divine focus)
Components, but does not otherwise hinder your actions or movement. As a standard action, you can project a cone of fear or make a melee touch attack to use inflict critical wounds on the creature touched (the caster level of these effects equals your own). These effects are otherwise identical to the spells of the same names, but have saving throw DCs equal to what this spell's save DC would be if the spell allowed a save.
```
@@---
Spell: Death Grimace
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Assassin 1, Blackguard 1, Wizard 1
Save: None
SR: No
---
!!
```
## Death Grimace
Necromancy [Evil]
**Level:** Assassin 1, Blackguard 1, Wizard 1
**Components:** S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One corpse
**Duration:** Permanent
**Saving Throw:** None
**Spell Resistance:** No
The caster marks a corpse with a particular magical 'signature,? thus identifying himself (truthfully or falsely) as the murderer. Some assassins use this signature as a sort of calling card, while others use it as a way to prove that they earned their pay.
The signature can take many forms: a specific expression on the face of the corpse (hence the name of the spell), an actual rune, a word written on the corpse's flesh, a discoloration of one eye, and so on.
```
@@---
Spell: Death Hail
School: Conjuration
Subschool: Creation
Descriptor: Cold, Death
NSch:
NSubSch:
Level: Druid 6, Winter 6
Save: Fortitude half
SR: No
---
!!
```
## Death Hail
Conjuration (Creation) [Cold, Death]
**Level:** Druid 6, Winter 6
**Components:** V, S, DF
**Casting Time:** 1 round
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** Cylinder (40-ft radius, 20 ft. high)
**Duration:** 1 round/level
**Saving Throw:** Fortitude half
**Spell Resistance:** No
You call into being an intense storm of death hail in the area you designate. Creatures in the area must succeed on a Fortitude save or take 1d2 points of Strength and Constitution damage.
```
@@---
Spell: Death Knell
School: Necromancy
Descriptor: Death, Evil
NSch:
NSubSch:
Level: Cleric 2, Death 2
Save: Will negates
SR: Yes
---
!!
```
## Death Knell
Necromancy [Death, Evil]
**Level:** Cleric 2, Death 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** Instantaneous/10 minutes per HD of subject; see text
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has ?1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. (This increase in effective caster level does not grant you access to more spells.) These effects last for 10 minutes per HD of the subject creature.
```
@@---
Spell: Death Pact
School: Necromancy
NSch:
NSubSch:
Level: Cleric 8, Pact 8
Save: None
SR: No
---
!!
```
## Death Pact
Necromancy
**Level:** Cleric 8, Pact 8
**Components:** V, S, M, DF
**Casting Time:** 10 minutes
**Range:** Touch
**Target:** Willing living creature touched
**Duration:** Permanent until triggered
**Saving Throw:** None
**Spell Resistance:** No
This spell allows the target to enter into a binding agreement with your deity that brings the target back to life if it is slain. When this spell is cast, the subject's Constitution is permanently lowered by 2 points. In exchange for this, if the subject should die, a true resurrection spell (PH 296) is immediately cast upon the subject. However, the resurrected creature does not regain the 2 Constitution points when returned to life. If the spell is dispelled before the subject dies, it does not regain its 2 lost Constitution points. A wish or miracle spell can return the lost Constitution, but only after the death pact has been activated or dispelled. Material Component: A diamond worth at least 1,000 gp.
```
@@---
Spell: Death Throes
School: Necromancy
Descriptor: Force
NSch:
NSubSch:
Level: Cleric 5, Wizard 5
Save: Personal
**Target:** You
---
!!
```
## Death Throes
Necromancy [Force]
**Level:** Cleric 5, Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level or until you are killed
**Saving Throw:** None
**Spell Resistance:** No
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.
```
@@---
Spell: Death Ward
School: Necromancy
NSch:
NSubSch:
Level: Cleric 4, Death 4, Druid 5, Paladin 4
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Death Ward
Necromancy
**Level:** Cleric 4, Death 4, Druid 5, Paladin 4
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** 1 min./level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects. This spell doesn?t remove negative levels that the subject has already gained, nor does it affect the saving throw necessary 24 hours after gaining a negative level.
Death ward does not protect against other sorts of attacks even if those attacks might be lethal.
```
@@---
Spell: Death Ward, Mass
School: Necromancy
NSch:
NSubSch:
Level: Cleric 8, druid 9
Save: Fortitude partial
SR: Yes
---
!!
```
## Death Ward, Mass
Necromancy
**Level:** Cleric 8, druid 9
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One creature/ level, no two of which are more than 30 ft. apart
This spell functions like death ward (PH 217), except as noted above.
## Death's Call
Necromancy [Sonic]
**Level:** Hexblade 1, Wizard 1
**Components:** V
**Casting Time:** 1 standard action **Range:** 10 ft.
**Area:** 10-ft. radius burst, centered on you
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
All living creatures within the area (other than you) take 1 point of damage per caster level (maximum 5) and become fatigued. A successful Fortitude save negates the fatigue. Any swarm in the area of death's call instead takes 1d4 points of damage per caster level (maximum 5d4) and becomes fatigued (Fortitude save negates fatigue). This supersedes the normal +50% damage dealt to a swarm by an area spell.
```
@@---
Spell: Deathsight
School: Divination
NSch:
NSubSch:
Level: Assassin 4
Save: Personal
**Target:** You
---
!!
```
## Deathsight
Divination
**Level:** Assassin 4
**Components:** S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** One attack
You gain temporary, intuitive insight into the actions and physiology of your foes. Your next attack (if it is made before the end of your next turn) is considered a death attack, without the need for the standard 3 rounds of observation. All other rules for a death attack, such as determining success and damage dealt, apply as normal. If you don't have the ability to deliver a death attack, this spell has no effect.
```
@@---
Spell: Deathwatch
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 1
Save: None
SR: No
---
!!
```
## Deathwatch
Necromancy [Evil]
**Level:** Cleric 1
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 30 ft.
**Area:** Cone-shaped emanation
**Duration:** 10 min./level
**Saving Throw:** None
**Spell Resistance:** No
Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct).
Deathwatch sees through any spell or ability that allows creatures to feign death.
```
@@---
Spell: Decapitating Scarf
School: Transmutation
NSch:
NSubSch:
Level: Wu Jen 7 (metal)
Save: Fortitude partial; see text
SR: No
---
!!
```
## Decapitating Scarf
Transmutation
**Level:** Wu Jen 7 (metal)
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial; see text
**Spell Resistance:** No
When you cast this spell, you flick a silk scarf at one creature within range, magically propelling it toward the target. The scarf assumes an ironlike hardness on the way, and then wraps around the creature's neck. You must have line of sight to the target and hit with a normal ranged attack. If you hit, the target must make a Fortitude saving throw; failure indicates that the scarf has decapitated the victim.
A target creature that makes its save takes 1d4 points of damage per caster level (maximum 20d4) before freeing itself from the decapitating scarf. Constructs and most undead (except vampires) are not immediately killed by decapitation, and take only 6d4 points of damage whether they make their save or not. Oozes, aberrations, and other creatures without a head are immune to the spell's effects. Focus: The silk scarf.
```
@@---
Spell: Deceptive Facade
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Bard 2, Wizard 3
Save: Will negates (harmless, object) or Will disbelief (if interacted with, everyone else)
SR: Yes (harmless)
---
!!
```
## Deceptive Facade
Illusion (Glamer)
**Level:** Bard 2, Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
Targets: Creature or object (up to 1 cu. ft./level) touched
**Duration:** 10 minutes/level (D)
**Saving Throw:** Will negates (harmless, object) or Will disbelief (if interacted with, everyone else)
**Spell Resistance:** Yes (harmless)
Deceptive facade allows you to alter the appearance of another being or object. When cast on another creature, it functions as disguise self, except that it can affect a target other than yourself. When cast on an inanimate object or a structure, the spell allows you to alter the object's visible characteristics.
You might change its color, make it appear to be made of a different material or substance, increase or decrease its apparent size by up to 10 percent, or modify other cosmetic details. Deceptive facade does not alter any other sensory properties of the target.
A creature that interacts with the glamer can make a Will save to recognize the illusion, just as with disguise self.
```
@@---
Spell: Decomposition
School: Necromancy
NSch:
NSubSch:
Level: Druid 2
Save: None
SR: Yes
---
!!
```
## Decomposition
Necromancy
**Level:** Druid 2
**Components:** V, S, DF
**Casting Time:** 1 standard action **Range:** 50 ft.
**Area:** Living enemies within a 50-ft.- radius emanation centered on you
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** Yes
Whenever an enemy within the area takes normal (not nonlethal) damage, that wound festers for an additional 3 points of damage at the beginning of its turn each round thereafter for the duration of the spell. A DC 15 Heal check or the application of any cure spell or other healing magic stops the festering. Only one wound festers at a time; additional wounds taken while the first is still festering are not subject to this effect. Once festering has been stopped, however, any new wound taken while the subject is within the area (before the spell expires) begins the process anew. For example, a subject who takes 6 points of damage from an attack while within the area of a decomposition spell takes 3 points of damage from the festering wound in the next round, and another 3 points in the round after that. In the following round, that subject receives 4 points of healing from a cure light wounds spell, so the festering stops and the subject takes no festering damage that round. In the next round, the subject remains within the emanation and takes another 3 points of damage in battle. The festering begins again, dealing 3 points of festering damage in the following round.
```
@@---
Spell: Decoy Image
School: Illusion
Subschool: Figment
NSch:
NSubSch:
Level: Ranger 3
Save: Will disbelief; see text
SR: No
---
!!
```
## Decoy Image
Illusion (Figment)
**Level:** Ranger 3
**Components:** V, S
**Casting Time:** 1 round
**Range:** Long (400 ft. + 40 ft./level)
Effect: Figment that mimics you and all allies within 50 ft. of you
**Duration:** 8 hours (D)
**Saving Throw:** Will disbelief; see text
**Spell Resistance:** No
In order to flush ambushes, you project a duplicate image of yourself and your companions. This spell creates an illusion complete with visual images, sounds (including speech), smells, textures, and temperature. It mimics exactly what you and any of your allies within 50 feet of you do. If the terrain differs significantly between that of the illusion and that of the characters, or if any character takes an action the illusion can?t duplicate (for instance, climbing a tree if none are present for the illusory duplicate to mimic) onlookers automatically receive a saving throw. In addition, anyone who moves out of the spell's area disappears from the illusion.
```
@@---
Spell: Deep Breath
School: Conjuration
Subschool: Creation
Descriptor: Air
NSch:
NSubSch:
Level: Druid 1, ranger 1, sorcerer/ wizard 1
Save: Personal
**Target:** You
---
!!
```
## Deep Breath
Conjuration (Creation) [Air]
**Level:** Druid 1, ranger 1, sorcerer/ wizard 1
**Components:** V
**Casting Time:** 1 immediate action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
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 save yourself from drowning after being suddenly plunged into water.
```
@@---
Spell: Deep Slumber
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 3, Wizard 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Deep Slumber
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 3, Wizard 3
**Range:** Close (25 ft. + 5 ft./2 levels)
This spell functions like sleep, except that it affects 10 HD of creatures.
## Deeper Darkness
Evocation [Darkness]
**Level:** Cleric 3
**Duration:** One day/level (D)
This spell functions like darkness, except that the object radiates shadowy illumination in a 60-foot radius and the darkness lasts longer.
Daylight brought into an area of deeper darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
Deeper darkness counters and dispels any light spell of equal or lower level, including daylight and light.
## Deeper Darkvision
Transmutation
**Level:** Ranger 4, Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 hour/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
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.
Material Component: A pinch of dried carrot or an agate.
```
@@---
Spell: Defile Snow And Ice
School: Evocation
Descriptor: Cold, Evil
NSch:
NSubSch:
Level: Cleric 3
Save: None
SR: Yes
---
!!
```
## Defile Snow And Ice
Evocation [Cold, Evil]
**Level:** Cleric 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 10 ft./level radius spread
**Duration:** 1 min./level
**Saving Throw:** None
**Spell Resistance:** Yes
You imbue an area of ice or fallen snow with negative energy, granting all undead within the area a +4 profane bonus against turning attempts. In addition, all cold creatures gain spell resistance 15 against fire effects.
```
@@---
Spell: Defenestrating Sphere
School: Evocation
Descriptor: Air
NSch:
NSubSch:
Level: Wizard 4
Save: Fortitude partial; see text
SR: Yes
---
!!
```
## Defenestrating Sphere
Evocation [Air]
**Level:** Wizard 4
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: 2-ft. radius sphere
**Duration:** 1 round/level (D)
**Saving Throw:** Fortitude partial; see text
**Spell Resistance:** Yes
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. Focus: A gray pearl worth at least 100 gp.
```
@@---
Spell: Deflect
School: Abjuration
Descriptor: Force
NSch:
NSubSch:
Level: Duskblade 2, Wizard 2
Save: Personal
**Target:** You
---
!!
```
## Deflect
Abjuration [Force]
**Level:** Duskblade 2, Wizard 2
This spell functions like lesser deflect, except that 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.
## Deflect, Lesser
Abjuration [Force]
**Level:** Duskblade 1, Wizard 1
**Components:** V
**Casting Time:** 1 immediate action
**Range:** Personal
**Target:** You
**Duration:** 1 round or until discharged
You project a field of invisible force, creating a short-lived protective barrier. You gain a deflection 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.
```
@@---
Spell: Dehydrate
School: Necromancy
NSch:
NSubSch:
Level: Druid 3
Save: Fortitude negates **Spell Resistance:**
---
!!
```
## Dehydrate
Necromancy
**Level:** Druid 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One living creature
**Duration:** Instantaneous **Saving Throw:** Fortitude negates **Spell Resistance:**
You afflict the target with a horrible, desiccating curse that deals 1d6 points of Constitution damage, plus 1 additional point of Constitution damage per three caster levels, to a maximum of 1d6+5 at 15th level. Oozes, plants, and creatures with the aquatic subtype are more susceptible to this spell than other targets. Such creatures take 1d8 points of Constitution damage, plus 1 additional point of Constitution damage per three caster levels, to a maximum of 1d8+5.
```
@@---
Spell: Deific Bastion
Source: Complete Champion
School: Transmutation
NSch:
NSubSch:
Level: Blackguard 3, cleric 3, paladin 3
Save: Fortitude negates (harmless, object)
SR: Yes (harmless, object)
---
!!
```
## Deific Bastion
Source: Complete Champion
Transmutation
**Level:** Blackguard 3, cleric 3, paladin 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Shield or heavy armor touched
**Duration:** 1 round/level
**Saving Throw:** Fortitude negates (harmless, object)
**Spell Resistance:** Yes (harmless, object)
You must either be holding a shield or wearing heavy armor to cast this spell. The shield or armor gains a +1 enhancement bonus plus an additional special ability that depends on your deity, as given on the table below. This enhancement bonus is defensive only; it does not cause a shield to function as a magic weapon if it is used to make a shield bash.
The enhancement bonus of the armor or shield is +2 if your caster level is 9th?11th, +3 if it's 12th?14th level, +4 if it's 15th?16th, and +5 if it's 18th or higher.
Deity Added Ability
Bahamut
Cold resistance 5
Boccob
Spell resistance 13
Corellon Larethian
Arrow deflection
Ehlonna
Cold resistance 5
Erythnul
Damage reduction 2/magic
Fharlanghn
50% fortification (half of critical hits are negated)
Garl Glittergold
Spell resistance 13
Gruumsh
Arrow deflection
Heironeous
Electricity resistance 5
Hextor
Damage reduction 2/magic
Kord
Damage reduction 2/magic
Kurtulmak
Shadow and silent moves
Lolth
50% fortification (half of critical hits are negated)
Moradin
Arrow deflection
Nerull 50% fortification (half of critical hits are negated)
Obad-Hai Shadow and silent moves
Olidammara
Shadow and silent moves
Pelor
Fire resistance 5
St. Cuthbert
Damage reduction 2/magic
Tiamat
Fire resistance 5
Vecna
Cold resistance 5
Wee Jas
Spell resistance 13
Yondalla Shadow and silent moves
```
@@---
Spell: Deific Vengeance
School: Conjuration
Subschool: Summoning
NSch:
NSubSch:
Level: Cleric 2, Purification 2
Save: Will half
SR: Yes
---
!!
```
## Deific Vengeance
Conjuration (Summoning)
**Level:** Cleric 2, Purification 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** Instantaneous
**Saving Throw:** Will half
**Spell Resistance:** Yes
This spell deals 1d6 points of damage per two caster levels (maximum 5d6), or 1d6 points per caster level (maximum 10d6) if the target is undead.
```
@@---
Spell: Delay Death
School: Necromancy
NSch:
NSubSch:
Level: Cleric 4
Save: Will negates (harmless)
SR: Yes (harmless
---
!!
```
## Delay Death
Necromancy
**Level:** Cleric 4
**Components:** V, S, DF
**Casting Time:** 1 immediate action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 round/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless
The subject of this powerful spell is unable to die from hit point damage. While under the protection of this spell, the normal limit of ?9 hit points before a character dies is extended without limit. A condition or spell that destroys enough of the subject's body so as to not allow raise dead to work, such as a disintegrate effect, still kills the creature, as does death brought about by ability score damage, level drain, or a death effect. The spell does not prevent the subject from entering the dying state by dropping to ?1 hit points. It merely prevents death as a result of hit point loss. If the subject has fewer than ?9 hit points when the spell's duration expires, it dies instantly.
```
@@---
Spell: Delay Disease
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Cleric 1, druid 1
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Delay Disease
Conjuration (Healing)
**Level:** Cleric 1, druid 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 24 hours
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The progress of any nonmagical disease that already afflicts the target is halted for the duration of the spell. Delay disease allows the subject to skip the required saving throw against the disease for the day that the spell is in effect. During this period, the subject accrues no further ability damage from the disease. A skipped saving throw counts as neither a success nor a failure for the purpose of recovery from the disease. Furthermore, the incubation period of any disease to which the subject is exposed during the spell's duration does not begin until the spell expires. Delay disease does not cure any damage that a disease might already have dealt, and it has no effect on magical or supernatural diseases.
```
@@---
Spell: Delay Poison
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Bard 2, Cleric 2, Druid 2, Paladin 2, Ranger 1
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Delay Poison
Conjuration (Healing)
**Level:** Bard 2, Cleric 2, Druid 2, Paladin 2, Ranger 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 hour/level
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison does not cure any damage that poison may have already done.
```
@@---
Spell: Delayed Blast Fireball
School: Evocation
Descriptor: Fire
NSch:
NSubSch:
Level: Wizard 7
Save: See text
SR: See text
---
!!
```
## Delayed Blast Fireball
Evocation [Fire]
**Level:** Wizard 7
**Duration:** 5 rounds or less; see text
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.
## Delicate Disk
Source: Lost Empires of Faerun
Conjuration (Creation)
**Level:** Wizard 6
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
Effect: One disk
**Duration:** Permanent until discharged (D)
**Saving Throw:** See text
**Spell Resistance:** See text
This spell conjures a small disk, about 1 foot in diameter and 1 inch thick, made of a material that resembles rosetinted eggshell.
Once you summon a disk, a single spell of up to 5th level can be cast into it, either by you or by another spellcaster.
If no spell is cast into the disk within 10 minutes of its creation, it vanishes into nothingness and the spell is wasted. The disk stores an imbued spell indefinitely until it is shattered (a standard action requiring only 1 point of damage or a DC 5 Strength check).
At that point, the spell immediately takes effect as if it had just been cast by the spellcaster who first placed it in the disk.
Touch-range spells and spells that have specific targets (such as cause critical wounds or expeditious retreat) are targeted upon the creature or object that shattered the disk, while area and effect spells are triggered as though the broken disk were the spell's point of origin.
For example, a stored fireball would detonate in a 20-foot radius sphere centered on the disk, whereas a flame blade would appear in the hand of the creature that shattered the disk.
If the spell stored in the disk does not have a valid target (such as a disk imbued with cause critical wounds that is broken by a falling rock), the spell simply fails to manifest and is wasted. Material Component: A golden egg worth 200 gp.
```
@@---
Spell: Delusions Of Grandeur
School: Illusion
Subschool: Phantasm
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 2, Wizard 2
Save: Will negates
SR: Yes
---
!!
```
## Delusions Of Grandeur
Illusion (Phantasm) [Mind-Affecting]
**Level:** Bard 2, Wizard 2
**Components:** V
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** 10 minutes/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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.
```
@@---
Spell: Demand
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Wizard 8
Save: Will partial
SR: Yes
---
!!
```
## Demand
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Wizard 8
**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.
Material Component: A short piece of copper wire and some small part of the subject?a hair, a bit of nail, or the like.
```
@@---
Spell: Demon Dirge
School: Transmutation
NSch:
NSubSch:
Level: Cleric 3, Wizard 3
Save: None or Fortitude partial; see text
SR: Yes
---
!!
```
## Demon Dirge
Transmutation
**Level:** Cleric 3, Wizard 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** Living creature
**Duration:** 1d6 rounds; see text
**Saving Throw:** None or Fortitude partial; see text
**Spell Resistance:** Yes
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 addition to the damage, a tanar?ri is stunned for the duration of the spell unless it succeeds on a Fortitude save.
```
@@---
Spell: Demon Wings
School: Transmutation
Descriptor: Evil
NSch:
NSubSch:
Level: Blackguard 3, Demonic 3
Save: Personal
**Target:** You
---
!!
```
## Demon Wings
Transmutation [Evil]
**Level:** Blackguard 3, Demonic 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level (D)
Wings sprout from your back, allowing you to fly at your normal land speed with average maneuverability. You can carry weight while flying according to your normal carrying capacity, and greater burdens affect your fly speed as they would your land speed.
```
@@---
Spell: Demoncall
School: Divination
Descriptor: Evil
NSch:
NSubSch:
Level: Blackguard 2, Demonic 2
Save: Personal
**Target:** You
---
!!
```
## Demoncall
Divination [Evil]
**Level:** Blackguard 2, Demonic 2
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** Instantaneous
You tap into the forbidden knowledge of demons, gaining a +10 profane bonus on any one skill check involving Knowledge (arcana), Knowledge (the planes), or Knowledge (religion). The check must be made immediately, in the same turn as you cast the spell.
```
@@---
Spell: Demonflesh
School: Transmutation
Descriptor: Evil
NSch:
NSubSch:
Level: Blackguard 1, Demonic 1
Save: Personal
**Target:** You
---
!!
```
## Demonflesh
Transmutation [Evil]
**Level:** Blackguard 1, Demonic 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level
This spell grants you a +1 enhancement bonus to your natural armor for every five caster levels you possess (minimum +1, maximum +4). A creature without natural armor has an effective natural armor bonus of +0.
```
@@---
Spell: Demonhide
School: Abjuration
Descriptor: Evil
NSch:
NSubSch:
Level: Blackguard 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Demonhide
Abjuration [Evil]
**Level:** Blackguard 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Evil creature touched
**Duration:** 1 round/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The subject gains damage reduction 5/cold iron or good.
```
@@---
Spell: Denounce
School: Enchantment
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Cleric 2, paladin 2
Save: Will negates; see text
SR: Yes
---
!!
```
## Denounce
Enchantment [Mind-Affecting]
**Level:** Cleric 2, paladin 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One outsider
**Duration:** 1 min./level (D); see text
**Saving Throw:** Will negates; see text
**Spell Resistance:** Yes
You instill feelings of shame and guilt in a target outsider, imposing a ?4 insight penalty on its attack rolls, saves, and checks. Each round on its turn, the subject can attempt a new saving throw to end the effect. (This is a fullround action that does not provoke attacks of opportunity.) Outsiders with the good subtype are immune to denounce.
```
@@---
Spell: Depthsurge
School: Evocation
Descriptor: Water
NSch:
NSubSch:
Level: Druid 8, Seafolk 8, Wizard 8
Save: Fortitude partial
SR: Yes
---
!!
```
## Depthsurge
Evocation [Water]
**Level:** Druid 8, Seafolk 8, Wizard 8
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** 20 ft. radius
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
The water within the area suddenly explodes outward in a massive surge, as if driven by a powerful explosion. Each creature or object in the area is subject to damage equal to 2d6 + caster level. Any creature struck by this attack must then succeed on a Fortitude save or be driven 10 feet away from the center of the blast.
If a ship is in the area, the captain must immediately make a sinking check (DC equal to spell save DC). See Sinking, page 32. At least half of the spell's area must contain water at least 10 feet deep, or else the spell fails. You must center the effect at or below the water's surface.
Material Component: A sphere of volcanic rock.
```
@@---
Spell: Desecrate
School: Evocation
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 2, Evil 2
Save: None
SR: Yes
---
!!
```
## Desecrate
Evocation [Evil]
**Level:** Cleric 2, Evil 2
**Components:** V, S, M, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 20-ft. radius emanation
**Duration:** 2 hours/level
**Saving Throw:** None
**Spell Resistance:** Yes
This spell imbues an area with negative energy. Each Charisma check made to turn undead within this area takes a ?3 profane penalty, and every undead creature entering a desecrated area gains a +1 profane bonus on attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD.
If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (?6 profane penalty on turning checks, +2 profane bonus and +2 hit points per HD for undead in the area).
Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level).
If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.
Desecrate counters and dispels consecrate.
Material Component: A vial of unholy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.
```
@@---
Spell: Desecrate Battlefield
School: Evocation
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 6
Save: Will negates; see text
SR: Yes
---
!!
```
## Desecrate Battlefield
Evocation [Evil]
**Level:** Cleric 6
**Components:** V, S, M, DF
**Casting Time:** 10 minutes
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 100-ft. radius emanation
**Duration:** 1 day/level
This spell imbues a large area with negative energy. This functions as the desecrate spell (see Player's Handbook page 218), except as noted here.
Desecrate battlefield counters and dispels consecrate and consecrate battlefield.
Material **Components:** A vial of unholy water and 1 pound of platinum dust (500 gp).
## Desert Binding
Source: Sandstorm
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Sorcerer 8, Wizard 8, Sand 8
**Components:** V, S, M
**Casting Time:** 1 minute
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** See text (D)
**Saving Throw:** Will negates; see text
**Spell Resistance:** Yes
This spell functions like binding (see page 204 of the Player's Handbook), except as noted here.
Sand in the Hourglass: The subject assumes the form of a minute portion of sand, each grain of which looks like its head.
Held in a clear glass container, usually an hourglass, the subject remains aware of its surroundings (from multiple viewpoints) and can speak (from multiple, tiny mouths), but cannot leave the hourglass, attack, or use any other abilities.
The subject does not need to breathe, eat, or drink while subject to sand in the hourglass, nor does it age. Shattering the hourglass before the spell ends slays the bound creature, and its body remains sand (effectively destroyed).
The duration is one year per caster level, after which time the victim reforms into its original shape, destroying the hourglass.
Reduce the save DC by 4.
Wind in the Waste: The subject is transformed into a howling wind blowing across the waste.
The victim retains knowledge of its prior existence, but has no abilities other than to howl with the wind.
Because of its insubstantial nature, the subject is nearly impossible to define or specifically locate.
The DM might allow the victim to be found through special means or through powerful magic (such as limited wish).
The duration is one year per caster level, after which time the subject returns to its original shape in the location where it was first subjected to wind in the waste.
Reduce the save DC by 4.
Material Component: As the binding spell; see page 204 of the Player's Handbook.
```
@@---
Spell: Desiccate
School: Necromancy
NSch:
NSubSch:
Level: Cleric 2, druid 2, Wizard 2, Thirst 2
Save: Fortitude partial
SR: Yes
---
!!
```
## Desiccate
Necromancy
**Level:** Cleric 2, druid 2, Wizard 2, Thirst 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
You evaporate moisture from the body of a living creature, dealing it 1d6 points of desiccation damage per two caster levels (maximum 5d6) and making it dehydrated (see page 15). A successful Fortitude save results in half damage and negates the dehydration.
A plant or elemental of the water subtype takes 1d8 points of damage per caster level (maximum 10d8). An elemental of the earth subtype takes only 1d4 points of damage per two caster levels (maximum 5d4). Material Component: A pinch of dust.
```
@@---
Spell: Desiccate, Mass
School: Necromancy
NSch:
NSubSch:
Level: Cleric 6, druid 6, Wizard 6, Thirst 5
Save: Reflex negates
SR: Yes
---
!!
```
## Desiccate, Mass
Necromancy
**Level:** Cleric 6, druid 6, Wizard 6, Thirst 5
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature/level, no two of which can be more than 30 ft. apart
This spell functions like desiccate, except that it affects multiple creatures.
## Desiccating Bubble
Necromancy
**Level:** Wizard 2
**Components:** S, M/DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: 3-ft. radius sphere of air
**Duration:** 1 round/level
**Saving Throw:** Reflex negates
**Spell Resistance:** Yes
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 of 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.
Arcane Material Component: A tiny bag or bladder filled with air, and a sprinkle of dust.
```
@@---
Spell: Despoil
School: Transmutation
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 9, Corruption 9
Save: Fortitude partial (plants) or Fortitude negates (other living creatures) **Spell Resistance:** Yes
---
!!
```
## Despoil
Transmutation [Evil]
**Level:** Cleric 9, Corruption 9
**Components:** V, S, M
**Casting Time:** 1 minute
**Range:** Touch
**Area:** 100 ft./level radius spread
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial (plants) or Fortitude negates (other living creatures) **Spell Resistance:** Yes
You blight and corrupt a vast area of land. Any plant creature in the area that has more than 1 Hit Die must succeed on a Fortitude saving throw or die. Even with a successful save, it takes 5d6 points of damage. Less hardy plants simply shrivel and die, and the ground cannot support such plant life ever again. Every other living creature in the area (other than you) must succeed on a Fortitude saving throw or take 1d4 points of Strength damage. Every unattended object in the area, including structural features such as walls and doors, grows brittle and loses half its hardness (rounded down, to a minimum of 1), then takes 1d6 points of damage, which automatically bypass any remaining hardness.
Only a wish or miracle spell will enable normal plants to grow in the area ravaged by a despoil spell. Damaged objects can be repaired with mending spells.
Material Component: The fresh or preserved corpse of a living creature.
```
@@---
Spell: Destruction
School: Necromancy
Descriptor: Death
NSch:
NSubSch:
Level: Cleric 7, Death 7
Save: Fortitude partial
SR: Yes
---
!!
```
## Destruction
Necromancy [Death]
**Level:** Cleric 7, Death 7
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
This spell instantly slays the subject and consumes its remains (but not its equipment and possessions) utterly. If the target's Fortitude saving throw succeeds, it instead takes 10d6 points of damage. The only way to restore life to a character who has failed to save against this spell is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle.
Focus: A special holy (or unholy) symbol of silver marked with verses of anathema (cost 500 gp).
```
@@---
Spell: Detect Aberration
School: Divination
NSch:
NSubSch:
Level: Cleric 2, druid 2 (Gatekeeper), Wizard 2
Save: None
SR: No
---
!!
```
## Detect Aberration
Divination
**Level:** Cleric 2, druid 2 (Gatekeeper), Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** Quarter circle emanating from the character to the extreme of the range
**Duration:** Concentration, up to 1 minute/level (D)
**Saving Throw:** None
**Spell Resistance:** No
You can detect the presence of all aberrations in the area. The amount of information revealed depends on how long you study a particular area or subject:
1st Round: Presence or absence of aberrant life.
2nd Round: Number of different aberrant auras and the strength of the strongest aura. If you detect overwhelming aberrant power with this spell, and the Hit Dice or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The strength and location of each aura.
Aura Power: An aberrant aura's power depends on the type of creature you?re detecting and its Hit Dice; see the accompanying table. If an aura falls into more than one power category, the spell indicates the stronger of the two. A humanoid with the Aberration Blood feat detects as Faint even if it has more than 3 Hit Dice.
Hit Dice Strength
1?3 or lower
Faint
4?7
Moderate
8?13
Strong
14 or higher Overwhelming
Length Aura Lingers: How long the aura lingers depends on its original strength:
Aura Strength Duration
Faint
1d6 minutes
Moderate
1d6 ?10 minutes
Strong
1d6 hours
Overwhelming 1d6 days
Each round, the character can turn to detect aberrant auras in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet oflead, or 3 feet of wood or dirt blocks it.
```
@@---
Spell: Detect Animals Or Plants
School: Divination
NSch:
NSubSch:
Level: Druid 1, Ranger 1
Save: None
SR: No
---
!!
```
## Detect Animals Or Plants
Divination
**Level:** Druid 1, Ranger 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** Cone-shaped emanation
**Duration:** Concentration, up to 10 min./level (D)
**Saving Throw:** None
**Spell Resistance:** No
You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face. You must think of a kind of animal or plant when using the spell, but you can change the animal or plant kind each round. The amount of information revealed depends on how long you search a particular area or focus on a specific kind of animal or plant.
1st Round: Presence or absence of that kind of animal or plant in the area.
2nd Round: Number of individuals of the specified kind in the area, and the condition of the healthiest specimen. 3rd Round: The condition (see below) and location of each individual present. If an animal or plant is outside your line of sight, then you discern its direction but not its exact location.
Conditions: For purposes of this spell, the categories of condition are as follows:
Normal: Has at least 90% of full normal hit points, free of disease.
Fair: 30% to 90% of full normal hit points remaining.
Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury.
Weak: 0 or fewer hit points remaining, afflicted with a disease in the terminal stage, or crippled.
If a creature falls into more than one category, the spell indicates the weaker of the two.
Each round you can turn to detect a kind of animal or plant 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.
```
@@---
Spell: Detect Chaos
School: Divination
NSch:
NSubSch:
Level: Cleric 1
Save: None
SR: No
---
!!
```
## Detect Chaos
Divination
**Level:** Cleric 1
This spell functions like detect evil, except that it detects the auras of chaotic creatures, clerics of chaotic deities, chaotic spells, and chaotic magic items, and you are vulnerable to an overwhelming chaotic aura if you are lawful.
## Detect Dragonblood
Divination
**Level:** Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** Cone-shaped emanation
**Duration:** Concentration, up to 10 min./level (D)
**Saving Throw:** None
**Spell Resistance:** No
This spell functions like detect evil, except that you detect the auras of creatures of the dragon type or the dragonblood subtype.
The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of dragonblooded creatures.
2nd Round: Number of dragonblooded in the area, and the power of the most potent aura.
3rd Round: The power and location of each aura. If an aura is outside your line of sight, you learn its direction but not its exact location. If an aura is within your line of sight, you can make a Knowledge (arcana) check (DC 10 + target's HD) to determine whether the aura is of the dragon type or the dragonblood subtype.
???????? Aura Power ????????
Creature
Faint
Moderate
Strong
Overwhelming
Dragonblood subtype(HD)
10 or lower
11-25
26-50
51 or higher
Dragon type(HD) 2 or lower 3?8 9-20 21 or higher
Aura power: The power of a dragonblooded creature's aura depends on its Hit Dice and the strength of its connection to dragons; see the accompanying table. If a creature's aura falls into more than one category, the spell indicates the stronger of the two.
```
@@---
Spell: Detect Dragonmark
Source: Magic of Eberron
School: Divination
NSch:
NSubSch:
Level: Cleric 1, Wizard 1
Save: None
SR: No
---
!!
```
## Detect Dragonmark
Source: Magic of Eberron
Divination
**Level:** Cleric 1, Wizard 1
**Components:** V, S, M/DF **Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** Cone-shaped emanation
**Duration:** Concentration, up to 10 minutes/level (D)
**Saving Throw:** None
**Spell Resistance:** No
You can sense the presence of dragonmarks. The amount of information you receive about a particular dragonmark depends on how long you study a particular area or subject.
1st Round: Presence or absence of dragonmarks.
2nd Round: Number of dragonmarks (on creatures or objects) in the area, and the type (aberrant, least, lesser, greater, or Siberys) of the most potent dragonmark. 3rd Round: The location and type of each dragonmark.
If the objects or creatures bearing the dragonmarks are in line of sight, you can attempt Spellcraft checks to determine the name of the spell-like ability granted by the mark (see page 47 of the Eberron Campaign Setting for the appropriate DC). If you beat the DC by 5 or more, you also learn whether the mark's spell-like ability has any remaining uses for the day.
Arcane Material Component: A scale from a true dragon.
```
@@---
Spell: Detect Evil
School: Divination
NSch:
NSubSch:
Level: Cleric 1
Save: None
SR: No
---
!!
```
## Detect Evil
Divination
**Level:** Cleric 1
**Components:** V, S, DF
**Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** Cone-shaped emanation
**Duration:** Concentration, up to 10 min./ level (D)
**Saving Throw:** None
**Spell Resistance:** No
You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of evil.
2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present.
If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Aura Power: An evil aura's power depends on the type of evil creature or object that you?re detecting and its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If an aura falls into more than one strength category, the spell indicates the stronger of the two.
???????? Aura Power ????????
Creature/Object
Faint
Moderate
Strong
Overwhelming
Evil creature1 (HD)
10 or lower
11?25
26?50
51 or higher
Undead (HD)
2 or lower
3?8
9?20
21 or higher
Evil outsider (HD)
1 or lower
2?4
5?10
11 or higher
Cleric of an evil deity2 (class levels)
1
2?4
5?10
11 or higher
Evil magic item or spell (caster level) 2nd or lower 3rd?8th 9th?20th 21st or higher
1 Except for undead and outsiders, which have their own entries on the table.
2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.
Lingering Aura: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil 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
Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Each round, you can turn to detect evil 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.
```
@@---
Spell: Detect Favored Enemy
School: Divination
NSch:
NSubSch:
Level: Ranger 1
Save: None
SR: No
---
!!
```
## Detect Favored Enemy
Divination
**Level:** Ranger 1
**Components:** V, S, DF
**Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** Quarter circle emanating from you to the extreme of the range
**Duration:** Concentration, up to 10 minutes/level (D)
**Saving Throw:** None
**Spell Resistance:** No
You can sense the presence of a favored enemy. The amount of information revealed depends on how long you study a particular area.
1st Round: Presence or absence of a favored enemy in the area.
2nd Round: Types of favored enemies in the area and the number of each type.
3rd Round: The location and HD of each individual present. Note: Each round you can turn to detect things 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 detection.
```
@@---
Spell: Detect Fire
School: Divination
Descriptor: Cold
NSch:
NSubSch:
Level: Cleric 1
Save: None
SR: No
---
!!
```
## Detect Fire
Divination [Cold]
**Level:** Cleric 1
This spell functions like detect evil (see page 218 of the Player's Handbook), except that it detects heat energy from normal fire, fire spells, fire magic items, clerics of fire deities, and all living beings other than those with the cold subtype. You are vulnerable to an overwhelming heat aura if you have the cold subtype.
Living beings without the fire subtype are detected with a heat aura strength of faint only, regardless of level or Hit Dice.
## Detect Good
Divination
**Level:** Cleric 1
This spell functions like detect evil, except that it detects the auras of good creatures, clerics or paladins of good deities, good spells, and good magic items, and you are vulnerable to an overwhelming good aura if you are evil. Healing potions, antidotes, and similar beneficial items are not good.
## Detect Incarnum
Divination
**Level:** Bard 1, blackguard 1, cleric 1, Incarnum 1, paladin 1, Wizard 1
**Components:** V, S, DF
**Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** Cone-shaped emanation
**Duration:** Concentration, up to 10 min./level
**Saving Throw:** None
**Spell Resistance:** No
You can sense the presence of incarnum. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of incarnum (including creatures with the incarnum subtype, soulmelds, or magic items invested with essentia).
2nd Round: Number of incarnum auras (soulmelds, creatures with the incarnum subtype, and so on) in the area and the power of the most potent aura present (see the table).
3rd Round: The power and location of each aura. If an aura is outside your line of sight, you can discern its direction but not its exact location.
The power of an incarnum aura depends on the type of creature or object that you?re detecting and its Hit Dice or caster level, as shown on the table. If an aura falls into more than one strength category, the spell indicates the stronger of the two.
???????? Aura Power ????????
Creature or object
Faint
Moderate
Strong
Overwhelming
Creature with incarnum subtype (HD)
10 or lower
11?25
26?50
51 or higher
Creature with essentia (essentia pool)
2 or less
3?10
11?30
31 or higher
Shaped soulmeld (meldshaper level)
5th or lower
6th?11th
12th?20th
21st or higher
Essentia-invested object (caster level) 5th or lower 6th?11th 12th?20th 21st or higher
```
@@---
Spell: Detect Law
School: Divination
NSch:
NSubSch:
Level: Cleric 1
Save: None
SR: No
---
!!
```
## Detect Law
Divination
**Level:** Cleric 1
This spell functions like detect evil, except that it detects the auras of lawful creatures, clerics of lawful deities, lawful spells, and lawful magic items, and you are vulnerable to an overwhelming lawful aura if you are chaotic.
## Detect Magic
Divination
**Level:** Bard 0, Cleric 0, Druid 0, Wizard 0
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** Cone-shaped emanation
**Duration:** Concentration, up to 1 min./level (D)
**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.
????????? Aura Power ?????????
Spell or Object
Faint
Moderate
Strong
Overwhelming
Functioning spell (spell level)
3rd or lower
4th?6th
7th?9th
10th+ (deity-level)
Magic item (caster level) 5th or lower 6th?11th 12th?20th 21st+ (artifact)
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic 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
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic 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. Detect magic can be made permanent with a permanency spell.
```
@@---
Spell: Detect Manifest Zone
Source: Faiths of Eberron
School: Divination
NSch:
NSubSch:
Level: Adept 1, cleric 1, paladin 1, Wizard 1
Save: None
SR: No
---
!!
```
## Detect Manifest Zone
Source: Faiths of Eberron
Divination
**Level:** Adept 1, cleric 1, paladin 1, Wizard 1
**Components:** V, S, DF **Casting Time:** 1 standard action **Range:** 120 ft.
**Area:** 120-ft. radius emanation, centered on you
**Duration:** Concentration, up to 10 min./level (D)
**Saving Throw:** None
**Spell Resistance:** No
You can sense the presence of manifest zones, areas in which the energies and traits of another plane leak over into the world of Eberron. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of a manifest zone. (In some cases, manifest zones are obvious to the naked eye. In such instances, you gain no new information on the first round.) If the zone is in range but not in your line of sight, you discern its direction but not its exact location.
2nd Round: Age of the manifest zone. You gain a very general sense of how long it has existed, as indicated on the following table. If the zone is going to fade within the next 24 hours, you learn that, too. Otherwise, you gain no sense of how long it will last.
3rd Round: The plane to which the manifest zone is connected. If the zone is small, and fits entirely within the area of your spell, you learn its exact borders and dimensions. If the zone is larger than that, you do not know the precise location or dimensions of the zone outside your spell area.
The spell can penetrate barriers, but a thin sheet of lead, 1 inch of common metal, 1 foot of stone, or 3 feet of wood or dirt blocks it.
Manifest Zone Age Categories
Category
Age
Nascent
Less than 1 day
New
1 to 30 days
Young
31 days to 1 year
Mature
1 to 10 years
Old
11 to 100 years
Ancient More than 100 years
```
@@---
Spell: Detect Poison
School: Divination
NSch:
NSubSch:
Level: Cleric 0, Druid 0, Paladin 1, Ranger 1, Wizard 0
Save: None
SR: No
---
!!
```
## Detect Poison
Divination
**Level:** Cleric 0, Druid 0, Paladin 1, Ranger 1, Wizard 0
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Target or **Area:** One creature, one object, or a 5-ft. cube
**Duration:** Instantaneous
**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.
```
@@---
Spell: Detect Scrying
School: Divination
NSch:
NSubSch:
Level: Bard 4, Wizard 4
Save: None
SR: No
---
!!
```
## Detect Scrying
Divination
**Level:** Bard 4, Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action **Range:** 40 ft.
**Area:** 40-ft. radius emanation centered on you
**Duration:** 24 hours
**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. Material Component: A small piece of mirror and a miniature brass hearing trumpet.
```
@@---
Spell: Detect Secret Doors
School: Divination
NSch:
NSubSch:
Level: Bard 1, Knowledge 1, Wizard 1
Save: None
SR: No
---
!!
```
## Detect Secret Doors
Divination
**Level:** Bard 1, Knowledge 1, Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** Cone-shaped emanation
**Duration:** Concentration, up to 1 min./level (D)
**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.
```
@@---
Spell: Detect Ship
School: Divination
NSch:
NSubSch:
Level: Bard 3, Wizard 3
Save: None
SR: No
---
!!
```
## Detect Ship
Divination
**Level:** Bard 3, Wizard 3
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Special
**Target:** You
**Duration:** 24 hours (D)
**Saving Throw:** None
**Spell Resistance:** No
You gain the ability to discern the presence of ships around you. You perceive ships located within a distance of 1 mile per caster level, regardless of current visibility (or even whether or not they are beyond the horizon). You need not be seeking them to become aware that they are there?this spell will alert you to the presence of a ship if you are below decks or asleep. Exactly what can be ascertained depends on whether the ships in question are within sight or not yet visible.
Not Visible: You sense only the presence of ships other than your own in the area. A DC 15 Profession (sailor) check allows you to determine the number, direction, and range to each new ship you sense. If you sense a ship's direction and range, you continue to be aware of this information until the other ship is no longer in range of the spell.
Within Sight: If a ship is actually within sight, you can gain additional information by studying the vessel for 1 round. You need not be able to see the vessel clearly?a spot on the horizon is sufficient. A Profession (sailor) check gives you information about the ship or ships:
Check Result Information
10
Type of ship
12
Course, speed, and time to intercept (if possible)
15
What kind of weaponry the ship is carrying
18
Ship's name
20
Any signs of allegiance (pirate flags, symbols of nation of origin, etc.)
25 Port of call of the sighted ship
This spell cannot penetrate illusions.
Focus: A small disk of ground glass, hung on a golden chain and worn about the neck while the spell is in effect. This focus is worth 50 gp.
```
@@---
Spell: Detect Snares And Pits
School: Divination
NSch:
NSubSch:
Level: Druid 1, Ranger 1
Save: None
SR: No
---
!!
```
## Detect Snares And Pits
Divination
**Level:** Druid 1, Ranger 1
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** Cone-shaped emanation
**Duration:** Concentration, up to 10 min./level (D)
**Saving Throw:** None
**Spell Resistance:** No
You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials. The spell does not detect complex traps, including trapdoor traps.
Detect snares and pits does detect certain natural hazards?quicksand (a snare), a sinkhole (a pit), or unsafe walls of natural rock (a deadfall). However, it does not reveal other potentially dangerous conditions. The spell does not detect magic traps (except those that operate by pit, deadfall, or snaring; see the spell snare), nor mechanically complex ones, nor those that have been rendered safe or inactive.
The amount of information revealed depends on how long you study a particular area.
1st Round: Presence or absence of hazards.
2nd Round: Number of hazards and the location of each. If a hazard is outside your line of sight, then you discern its direction but not its exact location.
Each Additional Round: The general type and trigger for one particular hazard closely examined by you.
Each round, you can turn to detect snares and pits 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.
```
@@---
Spell: Detect Taint
School: Divination
NSch:
NSubSch:
Level: Cleric 1
Save: None
SR: No
---
!!
```
## Detect Taint
Divination
**Level:** Cleric 1
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** Cone-shaped emanation
**Duration:** Concentration, up to 10 min./level (D)
**Saving Throw:** None
**Spell Resistance:** No
You can sense the presence of taint in nearby objects and creatures. The amount of information revealed depends on how long you study a particular area or subject: 1st Round: Presence or absence of taint within the area.
2nd Round: Number of tainted creatures in the area and the strength of the strongest tainted aura present. If you are free of taint, if the strongest tainted aura is overwhelming (see below), and if the strength of the tainted aura is at least twice your character level, you are nauseated for 1 round and the spell ends.
3rd Round: The strength and location of each tainted aura. If a tainted aura is outside your line of sight, you discern its direction but not its exact location.
Aura Strength: The strength of a tainted aura depends on the corruption or depravity score (whichever is higher) of the creature you are detecting, or the amount of taint bestowed by an object, location, or creature without a taint score.
Taint Score
Taint Bestowed
Aura Strength
1
0*
Faint
2?6
1
Moderate
7?14
1d2 or 1d3
Strong
15+ 1d4 or more Overwhelming
*An object or location that is tainted in some way but does not bestow taint generally has a faint aura strength. If an aura falls into more than one strength category, you learn about the stronger of the two.
Length Aura Lingers: How long the aura lingers depends on its original strength:
Original Strength Duration of Lingering Aura
Faint
1d6 minutes
Moderate
1d6?10 minutes
Strong 1d6 hours
Overwhelming 1d6 days
Each round, you can turn to detect things 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.
```
@@---
Spell: Detect Thoughts
School: Divination
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 2, Knowledge 2, Wizard 2
Save: Will negates; see text
SR: No
---
!!
```
## Detect Thoughts
Divination [Mind-Affecting]
**Level:** Bard 2, Knowledge 2, Wizard 2
**Components:** V, S, F/DF **Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** Cone-shaped emanation
**Duration:** Concentration, up to 1 min./level (D)
**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. Arcane Focus: A copper piece.
```
@@---
Spell: Detect Undead
School: Divination
NSch:
NSubSch:
Level: Cleric 1, Paladin 1, Wizard 1
Save: None
SR: No
---
!!
```
## Detect Undead
Divination
**Level:** Cleric 1, Paladin 1, Wizard 1
**Components:** V, S, M/DF **Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** Cone-shaped emanation
**Duration:** Concentration, up to 1 minute/ level (D)
**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. Arcane Material Component: A bit of earth from a grave.
```
@@---
Spell: Detect Vestige
Source: Tome of Magic
School: Divination
NSch:
NSubSch:
Level: Cleric 1, Paladin 1, Wizard 1
Save: None
SR: No
---
!!
```
## Detect Vestige
Source: Tome of Magic
Divination
**Level:** Cleric 1, Paladin 1, Wizard 1
**Components:** V, S, DF, **Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** Cone-shaped emanation
**Duration:** Concentration, up to 1 minute/level (D)
**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.
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.
```
@@---
Spell: Detect Weaponry
School: Divination
NSch:
NSubSch:
Level: Bard 1, cleric 1, Ebonmar infiltrator 1*, hexblade 1, paladin 1, Wizard 1 **Components:** V, S
Save: None
SR: No
---
!!
```
## Detect Weaponry
Divination
**Level:** Bard 1, cleric 1, Ebonmar infiltrator 1*, hexblade 1, paladin 1, Wizard 1 **Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** Cone-shaped emanation
**Duration:** Concentration, up to 10 min./level (D)
**Saving Throw:** None
**Spell Resistance:** No
You can detect the presence of weapons in a cone emanating out from you in whatever direction you face. A ?weapon? is generally defined as any manufactured weapon. The spell detects improvised weapons such as bottles or pitchforks only if the wielder actively intends to use such an item as a weapon. The amount of information revealed by this spell depends on how long you search a particular area.
1st Round: Presence or absence of weapons.
2nd Round: Number of weapons in the area.
3rd Round: Specific locations of the weapons and the type of damage they deal (bludgeoning, piercing, or slashing).
This spell does not reveal if weapons are magical, or anything else about them. Weapons hidden by secret weapon, or borne by individuals who are under the effect of a nondetection spell, do not register.
Each round, you can turn to detect weapons 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 or wood or dirt blocks it.
```
@@---
Spell: Detonate
School: Evocation
Descriptor: Death, Fire
NSch:
NSubSch:
Level: Wizard 9
Save: Fortitude partial; see text
SR: Yes
---
!!
```
## Detonate
Evocation [Death, Fire]
**Level:** Wizard 9
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial; see text
**Spell Resistance:** Yes
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.
Material Component: A tindertwig and a piece of string.
```
@@---
Spell: Detoxify
Source: Eberron Campaign Setting
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Feast 8
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Detoxify
Source: Eberron Campaign Setting
Conjuration (Healing)
**Level:** Feast 8
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** 30 ft.
**Target:** Creatures and objects in 30-ft. radius spread
**Duration:** Instantaneous and 10 min./level; see text
**Saving Throw:** Will negates (object)
**Spell Resistance:** Yes (object)
You detoxify any sort of venom within 30 feet of you. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, ability damage, or effects that don?t go away on their own. This effect is instantaneous; no immunity to later poisoning is conveyed by the spell.
The venom of any creatures affected by the spell loses its potency for 10 minutes per caster level.
Any poison in the air, in food, on weapons or traps, or otherwise in the radius of the spell is instantaneously neutralized.
```
@@---
Spell: Devil Blight
School: Transmutation
NSch:
NSubSch:
Level: Cleric 3, Wizard 3
Save: None or Fortitude partial; see text
SR: Yes
---
!!
```
## Devil Blight
Transmutation
**Level:** Cleric 3, Wizard 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** Living creature
**Duration:** 1d6 rounds
**Saving Throw:** None or Fortitude partial; see text
**Spell Resistance:** Yes
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.
```
@@---
Spell: Devil's Ego
School: Transmutation
Descriptor: Evil
NSch:
NSubSch:
Level: Diabolic 3
Save: Personal
**Target:** You
---
!!
```
## Devil's Ego
Transmutation [Evil]
**Level:** Diabolic 3
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 min./level
You gain a +4 profane bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. If you have levels in a noncleric spellcasting class that relies on Charisma, this spell does not grant additional bonus spells, though it could increase the save DCs for spells you cast from that class. In addition, for the duration of this spell, your type changes to outsider, making you immune to spells and effects that specifically target humanoids, such as charm person and hold person.
```
@@---
Spell: Devil's Eye
School: Transmutation
NSch:
NSubSch:
Level: Blackguard 2, cleric 3, Diabolic 2, Wizard 3
Save: Personal
**Target:** You
---
!!
```
## Devil's Eye
Transmutation
**Level:** Blackguard 2, cleric 3, Diabolic 2, Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level (D)
You gain the visual acuity of a devil. You can see in darkness and magical darkness out to 30 feet.
```
@@---
Spell: Devil's Tail
School: Transmutation
Descriptor: Evil
NSch:
NSubSch:
Level: Diabolic 1
---
!!
```
## Devil's Tail
Transmutation [Evil]
**Level:** Diabolic 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level
The caster grows a 3-foot-long tail. The tail is thin, black or red, and it ends in a spike. The caster can use this tail to make melee attacks using his attack bonus, dealing a base 1d4 points of damage, plus one-half his Strength bonus. If the caster takes a full attack action, he can use both the tail and his normal melee attacks, but all attacks have a ?2 penalty.
```
@@---
Spell: Devil's Tongue
School: Transmutation
Descriptor: Evil
NSch:
NSubSch:
Level: Corrupt 2
---
!!
```
## Devil's Tongue
Transmutation [Evil]
**Level:** Corrupt 2
**Components:** S, Corrupt
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level
The caster's tongue lengthens and strengthens, allowing her to make grapple or disarm attacks with a reach of 15 feet. Attempts to grapple or disarm with her tongue do not provoke attacks of opportunity. Otherwise, they are handled normally.
Corruption Cost: 1d6 points of Wisdom damage.
```
@@---
Spell: Diamond Spray
School: Evocation
Descriptor: Good
NSch:
NSubSch:
Level: Sanctified 4
Save: Reflex half
SR: Yes
---
!!
```
## Diamond Spray
Evocation [Good]
**Level:** Sanctified 4
**Components:** V, S, M
**Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** Cone-shaped burst
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
A blast of diamondlike shards springs from your hand and extends outward in a glittering cone. The cone dazzles evil creatures in the area for 2d6 rounds. The spell also deals 1d6 points of damage per caster level (maximum 10d6). The damage affects only evil creatures. A successful Reflex save reduces the damage by half but does not negate the dazzling effect.
Material Component: Diamond dust worth at least 100 gp.
```
@@---
Spell: Diamondsteel
School: Transmutation
NSch:
NSubSch:
Level: Paladin 3, Wizard 3
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Diamondsteel
Transmutation
**Level:** Paladin 3, Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Suit of metal armor touched
**Duration:** 1 round/level
**Saving Throw:** Will negates (object)
**Spell Resistance:** Yes (object)
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/adamantine, and a +1 breastplate (+6 AC) would provide damage reduction 3/adamantine.
Material Component: Diamond dust worth at least 50 gp.
```
@@---
Spell: Dictum
School: Evocation
Descriptor: Lawful, Sonic
NSch:
NSubSch:
Level: Cleric 7, Law 7
Save: None or Will negates; see text
SR: Yes
---
!!
```
## Dictum
Evocation [Lawful, Sonic]
**Level:** Cleric 7, Law 7
**Components:** V
**Casting Time:** 1 standard action **Range:** 40 ft.
**Area:** Nonlawful creatures in a 40-ft. radius spread centered on you
**Duration:** Instantaneous
**Saving Throw:** None or Will negates; see text
**Spell Resistance:** Yes
Any nonlawful creature within the area of a dictum spell suffers the following ill effects.
HD Effect
Equal to caster level
Deafened
Up to caster level ?1
Slowed, deafened
Up to caster level ?5
Paralyzed, slowed, deafened
Up to caster level ?10 Killed, paralyzed, slowed, deafened
The effects are cumulative and concurrent. No saving throw is allowed against these effects.
Deafened: The creature is deafened for 1d4 rounds.
Slowed: The creature is slowed, as by the slow spell, for 2d4 rounds.
Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Killed: Living creatures die. Undead creatures are destroyed.
Furthermore, if you are on your home plane when you cast this spell, nonlawful extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the dictum. The banishment effect allows a Will save (at a ?4 penalty) to negate.
Creatures whose HD exceed your caster level are unaffected by dictum.
```
@@---
Spell: Dimension Door
School: Conjuration
Subschool: Teleportation
NSch:
NSubSch:
Level: Bard 4, Wizard 4, Travel 4
Save: None and Will negates (object)
SR: No and Yes (object)
---
!!
```
## Dimension Door
Conjuration (Teleportation)
**Level:** Bard 4, Wizard 4, Travel 4
**Components:** V
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Target:** You and touched objects or other touched willing creatures
**Duration:** Instantaneous
**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.
```
@@---
Spell: Dimension Door, Greater
School: Conjuration
Descriptor: Teleportation
NSch:
NSubSch:
Level: Wizard 5
Save: Will negates
SR: Yes
---
!!
```
## Dimension Door, Greater
Conjuration [Teleportation]
**Level:** Wizard 5
**Range:** Touch
**Target:** You and touched objects or other touched willing creatures
**Duration:** 1 round/2 levels
This spell functions like dimension door, 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.
## Dimension Hop
Conjuration (Teleportation)
**Level:** Duskblade 2, Wizard 2
**Components:** V
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** Instantaneous
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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.
```
@@---
Spell: Dimension Jumper
School: Conjuration
Subschool: Teleportation
NSch:
NSubSch:
Level: Bard 5, Wizard 5
Save: Personal
**Target:** You and objects touched
---
!!
```
## Dimension Jumper
Conjuration (Teleportation)
**Level:** Bard 5, Wizard 5
**Components:** V
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You and objects touched
**Duration:** 1 round/level
For the duration of this spell, you gain the ability to teleport yourself up to 30 feet once per round as a move action. You can bring along held or carried objects, as long as their weight doesn't exceed your maximum load. You can't transport other creatures except for a familiar.
You must be able to see your destination; if you attempt to teleport into a solid object, the action is wasted but the spell remains in effect. If you don't end your teleport on a solid surface, you fall immediately.
```
@@---
Spell: Dimension Jumper, Greater
School: Conjuration
Subschool: Teleportation
NSch:
NSubSch:
Level: Wizard 9
Save: None
SR: No
---
!!
```
## Dimension Jumper, Greater
Conjuration (Teleportation)
**Level:** Wizard 9
This spell functions like dimension jumper, except that you teleport as a swift action rather than as a move action, and the range of your teleport extends to 60 feet.
## Dimension Leap
Source: Magic of Eberron
Conjuration (Teleportation)
**Level:** Bard 2, Wizard 2
**Components:** V
**Casting Time:** 1 standard action
**Range:** 10 ft./level
**Target:** You and touched objects
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
You instantly transfer yourself from your current location to another spot within range. The distance traveled must be an increment of 10 feet (10 feet, 20 feet, 30 feet, and so on). You always arrive at exactly the spot desired, whether by simply visualizing the area or by stating direction and distance. You can bring along any objects you are touching as the spell is cast, so long as their weight doesn?t exceed your maximum load. You cannot bring along other creatures.
If this spell would put you in a place that is already occupied by a solid body, the spell fails.
Special: A character with any Mark of Passage dragonmark, or with the Favored in House feat (Orien), uses his character level rather than his caster level to determine the distance teleported.
```
@@---
Spell: Dimension Shuffle
School: Conjuration
Subschool: Teleportation
NSch:
NSubSch:
Level: Wizard 5
Save: Will negates; see text
SR: Yes
---
!!
```
## Dimension Shuffle
Conjuration (Teleportation)
**Level:** Wizard 5
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. apart
**Duration:** Instantaneous
**Saving Throw:** Will negates; see text
**Spell Resistance:** Yes
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 fit, the spell fails.
```
@@---
Spell: Dimension Step
School: Conjuration
Subschool: Teleportation
NSch:
NSubSch:
Level: Wizard 3
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Dimension Step
Conjuration (Teleportation)
**Level:** Wizard 3
Component: V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One willing creature/3 levels, no two of which are more than 30 ft. apart
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
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 flight of stairs, and so forth as long as it observes the restrictions and limits given above.
```
@@---
Spell: Dimensional Anchor
School: Abjuration
NSch:
NSubSch:
Level: Cleric 4, Wizard 4
Save: None
SR: Yes (object)
---
!!
```
## Dimensional Anchor
Abjuration
**Level:** Cleric 4, Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Ray
**Duration:** 1 min./level
**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.
```
@@---
Spell: Dimensional Lock
School: Abjuration
NSch:
NSubSch:
Level: Cleric 8, Wizard 8
Save: None
SR: Yes
---
!!
```
## Dimensional Lock
Abjuration
**Level:** Cleric 8, Wizard 8
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 20-ft. radius emanation centered on a point in space
**Duration:** One day/level
**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.
```
@@---
Spell: Diminish Breath Weapon
Source: Dragons of Faerun
School: Transmutation
NSch:
NSubSch:
Level: Bard 4, Wizard 4
Save: Will negates
SR: Yes
---
!!
```
## Diminish Breath Weapon
Source: Dragons of Faerun
Transmutation
**Level:** Bard 4, Wizard 4
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 10 min./level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
The creature looks confused as it exhales a much smaller breath weapon than expected.
The targeted creature's breath weapon loses 1 die of damage per caster level.
This spell cannot reduce the target's breath weapon to less than 1 die of damage.
Special: If you sprinkle ashes of an object damaged or destroyed by the breath weapon of the type of dragon being targeted (worth at least 100 gp), the caster level of the spell increases by two.
```
@@---
Spell: Diminish Plants
School: Transmutation
NSch:
NSubSch:
Level: Druid 3, Ranger 3
Save: None
SR: No
---
!!
```
## Diminish Plants
Transmutation
**Level:** Druid 3, Ranger 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** See text
Target or **Area:** See text
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
This spell has two versions.
Prune Growth: This version causes normal vegetation within long range (400 feet + 40 feet per level) to shrink to about one-third of their normal size, becoming untangled and less bushy. The affected vegetation appears to have been carefully pruned and trimmed.
At your option, the area can be a 100- foot radius circle, a 150-foot radius semicircle, or a 200-foot radius quartercircle.
You may also designate portions of the area that are not affected.
Stunt Growth: This version targets normal plants within a range of 1/2 mile, reducing their potential productivity over the course of the following year to one third below normal.
Diminish plants counters plant growth.
This spell has no effect on plant creatures.
```
@@---
Spell: Dinosaur Stampede
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Druid 6
Save: Reflex half
SR: Yes
---
!!
```
## Dinosaur Stampede
Evocation [Force]
**Level:** Druid 6
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 20-ft. radius spread
**Duration:** 1 round/level (D)
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
Creatures in the spell's area take 1d12 points of damage +1 point per caster level (up to +20). Creatures more than 10 feet above the ground are not affected by dinosaur stampede. With a simple gesture (a free action), you can make the spectral forms move along the ground up to 40 feet per round (moving its effective point of origin).
Creatures cannot be damaged more than once per round by dinosaur stampede. Material Component: A fossil.
```
@@---
Spell: Dire Hunger
School: Transmutation
NSch:
NSubSch:
Level: Druid 5
Save: Fortitude negates
SR: Yes
---
!!
```
## Dire Hunger
Transmutation
**Level:** Druid 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 round/level
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
The spell's subject becomes maddened by terrible pangs of hunger, viewing all creatures as food sources. The subject creature gains a new bite attack that does damage according to the creature's size:
Fine 1
Diminutive
1d2
Tiny
1d3
Small
1d4
Medium
1d6
Large
1d8
Huge
2d6
Gargantuan
2d8
Colossal 4d6
The subject creature adds 1-1/2 times its Strength bonus to this damage. If the creature already has a bite attack that deals more damage, use that damage value instead. The subject creature eschews all other attacks or actions except for its new bite attack, but it defends itself normally. It moves to attack the nearest living creature it can get to and attacks this creature until it is dead or until another living creature is closer. The subject creature attacks whatever living creature is nearest, regardless of former allegiance or personal connection. If moving toward the nearest living creature would move the creature into a dangerous area (precarious footing, a huge fire, or a deadly trap is in the way) the subject creature moves around the hazard if it can or moves to attack another creature if moving around the hazard isn?t possible. If such movement brings the subject creature closer to another living creature, it attacks that creature instead. If the subject of the spell cannot detect or get to a living creature nearby, it goes looking for one to attack.
```
@@---
Spell: Dirge
School: Evocation
Descriptor: Sonic
NSch:
NSubSch:
Level: Bard 6
Save: Fortitude negates
SR: Yes
---
!!
```
## Dirge
Evocation [Sonic]
**Level:** Bard 6
**Components:** V, S **Casting Time:** 1 round **Range:** 50 ft.
**Area:** All enemies within a 50-ft. radius burst centered on you
**Duration:** 1 round/level
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
Your song draws the energies of death and destruction down on your enemies. Each round, any enemy in the area takes 2 points of Strength and Dexterity damage. Subjects can attempt a Fortitude save each round to negate the damage, but a successful save does not prevent damage in future rounds.
```
@@---
Spell: Dirge Of Discord
School: Enchantment
Subschool: Compulsion
Descriptor: Evil, Mind-Affecting
NSch:
NSubSch:
Level: Bard 3
Save: Will negates
SR: Yes
---
!!
```
## Dirge Of Discord
Enchantment (Compulsion) [Evil, Mind-Affecting]
**Level:** Bard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 20-ft. radius spread
**Duration:** Concentration + 1 round/ level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
Creatures affected by this spell take a ?4 penalty on attack rolls and Dexterity, a 50% reduction in their speed (to a minimum of 5 feet), and must make a Concentration check to cast any spell (DC equal to this spell's DC + the level of the spell being cast).
Material Component: A pinch of ashes from a destrachan.
```
@@---
Spell: Disable Construct
Source: Eberron Campaign Setting
School: Transmutation
NSch:
NSubSch:
Level: Artificer 6
Save: Will half; see text
SR: Yes
---
!!
```
## Disable Construct
Source: Eberron Campaign Setting
Transmutation
**Level:** Artificer 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Construct touched
**Duration:** Instantaneous
**Saving Throw:** Will half; see text
**Spell Resistance:** Yes
Disable construct transmutes the structure of a construct to deal 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the construct successfully saves, disable construct deals half this amount, but it cannot reduce the target's hit points to less than 1.
```
@@---
Spell: Discern Lies
School: Divination
NSch:
NSubSch:
Level: Cleric 4, Paladin 3
Save: Will negates
SR: No
---
!!
```
## Discern Lies
Divination
**Level:** Cleric 4, Paladin 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
**Duration:** Concentration, up to 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** No
Each round, you concentrate on one subject, who must be within range. You know if the subject deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions. Each round, you may concentrate on a different subject.
```
@@---
Spell: Discern Bloodline
School: Divination
NSch:
NSubSch:
Level: Bard 1, Wizard 1
Save: Will negates
SR: Yes
---
!!
```
## Discern Bloodline
Divination
**Level:** Bard 1, Wizard 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature per round
**Duration:** Concentration, up to 1 round/level
**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.
Material Component: A drop of blood.
```
@@---
Spell: Discern Location
School: Divination
NSch:
NSubSch:
Level: Cleric 8, Knowledge 8, Wizard 8
Save: None
SR: No
---
!!
```
## Discern Location
Divination
**Level:** Cleric 8, Knowledge 8, Wizard 8
**Components:** V, S, DF
**Casting Time:** 10 minutes
**Range:** Unlimited
**Target:** One creature or object
**Duration:** Instantaneous
**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.
```
@@---
Spell: Discern Shapechanger
School: Divination
NSch:
NSubSch:
Level: Wizard 2
Save: Personal
**Target:** You
---
!!
```
## Discern Shapechanger
Divination
**Level:** Wizard 2
**Components:** V, S, M
**Casting Time:** 1 round
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
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).
Material Component: A balm of honey and lotus flower costing 25 gp, smeared on your eyelids.
```
@@---
Spell: Discolor Pool
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Bard 2, Wizard 2
Save: Will disbelief (if interacted with)
SR: No
---
!!
```
## Discolor Pool
Illusion (Glamer)
**Level:** Bard 2, Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One color pool
**Duration:** 1 hour/level (D)
**Saving Throw:** Will disbelief (if interacted with)
**Spell Resistance:** No
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.
Material Component: Four drops of colored ink.
```
@@---
Spell: Discordant Malediction
School: Transmutation
Descriptor: Sonic
NSch:
NSubSch:
Level: Bard 5
Save: Will negates
SR: Yes
---
!!
```
## Discordant Malediction
Transmutation [Sonic]
**Level:** Bard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** 1 creature
**Duration:** 24 hours
**Saving Throw:** Will negates
**Spell Resistance:** Yes
Each time the subject casts a spell with a verbal component, she deals 2d6 points of sonic damage to all creatures within 10 feet of her (including herself). She must then succeed on a Concentration check (DC 15 + damage dealt + spell level) to avoid losing the spell.
```
@@---
Spell: Disguise Self
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Bard 1, Wizard 1, Trickery 1
Save: Personal
**Target:** You
---
!!
```
## Disguise Self
Illusion (Glamer)
**Level:** Bard 1, Wizard 1, Trickery 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 min./level (D)
You make yourself?including clothing, armor, weapons, and equipment?look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.
The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment.
If you use this spell to create a disguise, you get a +10 bonus on the Disguise check.
A creature that interacts with the glamer gets a Will save to recognize it as an illusion.
```
@@---
Spell: Disguise Ship
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Wizard 4
Save: Will disbelief (if interacted with)
SR: No
---
!!
```
## Disguise Ship
Illusion (Glamer)
**Level:** Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One ship
**Duration:** 1 hour/level (D)
**Saving Throw:** Will disbelief (if interacted with)
**Spell Resistance:** No
You cloak a ship in illusion, making it appear as a ship of another type of your choice. You can choose what it appears as down to small details such as what weaponry it bears and what flags it is flying. You can make the ship to be any other water-going vessel, though it cannot seem to be more than 50% smaller or larger.
Creatures within the area are not hidden or changed in appearance, nor are their possessions. Material Component: A tiny replica of a ship.
```
@@---
Spell: Disguise Undead
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Wizard 2
Save: None
SR: Yes (harmless)
---
!!
```
## Disguise Undead
Illusion (Glamer)
**Level:** Wizard 2
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** 1 corporeal undead
**Duration:** 24 hours
**Saving Throw:** None
**Spell Resistance:** Yes (harmless)
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 humanshaped 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. 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). Focus: A cocoon of a death's head moth.
```
@@---
Spell: Disk Of Solar Vengeance
Source: Champions of Valor
School: Evocation
Descriptor: Fire
NSch:
NSubSch:
Level: Initiate of horus-re 1
Save: Personal
**Target:** You
---
!!
```
## Disk Of Solar Vengeance
Source: Champions of Valor
Evocation [Fire]
**Level:** Initiate of horus-re 1
**Components:** V, S, DF
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level or until discharged (D)
This spell creates a disk of sunlike flames behind your head.
The flames give you resistance to cold 5.
In addition, if any creature strikes you with a natural attack, an unarmed strike, or a melee weapon that is not a reach weapon, it takes 1d6 points of fire damage +1 point per caster level (maximum +5) after dealing its normal damage to you.
This instantly discharges the spell.
If the attacker has spell resistance, it applies to this effect.
Creatures wielding reach weapons, such as longspears, trigger this effect but are not subject to this damage if they attack you.
You can also use the spell to attack as if it were a touch spell (a successful hit discharges the spell).
```
@@---
Spell: Disintegrate
School: Transmutation
NSch:
NSubSch:
Level: Destruction 7, Wizard 6
Save: Fortitude partial (object)
SR: Yes
---
!!
```
## Disintegrate
Transmutation
**Level:** Destruction 7, Wizard 6
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Ray
**Duration:** Instantaneous
**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. Arcane Material Component: A lodestone and a pinch of dust.
```
@@---
Spell: Dismissal
School: Abjuration
NSch:
NSubSch:
Level: Cleric 4, Wizard 5
Save: Will negates; see text
SR: Yes
---
!!
```
## Dismissal
Abjuration
**Level:** Cleric 4, Wizard 5
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One extraplanar creature
**Duration:** Instantaneous
**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.
```
@@---
Spell: Disobedience
School: Abjuration
NSch:
NSubSch:
Level: Bard 3, Wizard 3
Save: Will negates (harmless); see text
SR: Yes
---
!!
```
## Disobedience
Abjuration
**Level:** Bard 3, Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 hour/level (D)
**Saving Throw:** Will negates (harmless); see text
**Spell Resistance:** Yes
A ghostly 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.
Material Component: A scrap of tin.
```
@@---
Spell: Dispel Chaos
School: Abjuration
Descriptor: Lawful
NSch:
NSubSch:
Level: Cleric 5, Law 5, Paladin 4
Save: See text
SR: See text
---
!!
```
## Dispel Chaos
Abjuration [Lawful]
**Level:** Cleric 5, Law 5, Paladin 4
This spell functions like dispel evil, except that you are surrounded by constant, blue, lawful energy, and the spell affects chaotic creatures and spells rather than evil ones.
## Dispel Cold
Abjuration [Fire]
**Level:** Cleric 5
This spell functions like dispel evil (see page 222 of the Player's Handbook), except that you are surrounded by constant, blue-white cold energy, and the spell affects cold creatures and spells rather than evil ones.
## Dispel Evil
Abjuration [Good]
**Level:** Cleric 5, Good 5, Paladin 4
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
Target or Targets: You and a touched evil creature from another plane; or you and an enchantment or evil spell on a touched creature or object
**Duration:** 1 round/level or until discharged, whichever comes first
**Saving Throw:** See text
**Spell Resistance:** See text
Shimmering, white, holy energy surrounds you. This power has three effects.
First, you gain a +4 deflection bonus to AC against attacks by evil creatures.
Second, on making a successful melee touch attack against an evil creature from another plane, you can choose to drive that creature back to its home plane. The creature can negate the effects with a successful Will save (spell resistance applies). This use discharges and ends the spell.
Third, with a touch you can automatically dispel any one enchantment spell cast by an evil creature or any one evil spell. Exception: Spells that can?t be dispelled by dispel magic also can?t be dispelled by dispel evil. Saving throws and spell resistance do not apply to this effect. This use discharges and ends the spell.
```
@@---
Spell: Dispel Fire
School: Abjuration
Descriptor: Cold
NSch:
NSubSch:
Level: Cleric 5
Save: None
SR: No
---
!!
```
## Dispel Fire
Abjuration [Cold]
**Level:** Cleric 5
This spell functions like dispel evil (see page 222 of the Player's Handbook), except that you are surrounded by constant red, orange, and yellow flames, and the spell affects fi re creatures and spells rather than evil ones.
## Dispel Good
Abjuration [Evil]
**Level:** Cleric 5, Evil 5
This spell functions like dispel evil, except that you are surrounded by dark, wavering, unholy energy, and the spell affects good creatures and spells rather than evil ones.
## Dispel Law
Abjuration [Chaotic]
**Level:** Chaos 5, Cleric 5
This spell functions like dispel evil, except that you are surrounded by flickering, yellow, chaotic energy, and the spell affects lawful creatures and spells rather than evil ones.
## Dispel Magic
Abjuration
**Level:** Bard 3, Cleric 3, Druid 4, Magic 3, Paladin 3, Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Target or **Area:** One spellcaster, creature, or object; or 20-ft. radius burst
**Duration:** Instantaneous
**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.
```
@@---
Spell: Dispel Magic, Greater
School: Abjuration
NSch:
NSubSch:
Level: Bard 5, Cleric 6, Druid 6, Wizard 6
Save: None
SR: No
---
!!
```
## Dispel Magic, Greater
Abjuration
**Level:** Bard 5, Cleric 6, Druid 6, Wizard 6
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.
## Dispel Silence
Source: Champions of Valor
Abjuration
**Level:** Initiate of milil 2
**Components:** S, DF
**Casting Time:** 1 immediate action
**Target:** One silence effect
This spell functions like dispel magic, except as noted above and that it only works against effects that create an area of silence (silence, Khelben's suspended silence, and so on).
While you have this spell prepared, you gain a +2 competence bonus on Listen checks.
## Dispel Ward
Abjuration
**Level:** Cleric 1, Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One warded object or area
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
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.
```
@@---
Spell: Dispel Water
School: Abjuration
NSch:
NSubSch:
Level: Bard 4, cleric 5, druid 4, sorcerer/ wizard 5, Thirst 4
Save: See text
SR: See text
---
!!
```
## Dispel Water
Abjuration
**Level:** Bard 4, cleric 5, druid 4, sorcerer/ wizard 5, Thirst 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Target or **Area:** See text
**Duration:** Instantaneous
**Saving Throw:** See text
**Spell Resistance:** See text
You call on the power of the waste to counter and dismiss water creatures, spells, and effects. However, dispel water cannot counter an instantaneous spell or effect.
You choose to use dispel water in one of three ways: to dry up a body of water, to counter a water-based spell or effect, or to dismiss an extraplanar creature of the water subtype.
Dry Up Water: This effect instantly destroys 200 cubic feet of water per level. Remaining water rushes in to fi ll the void. Cast in a large body of water, such as an ocean, the destruction of 1,000 or more cubic feet of water produces a strong current that pulls boats and creatures down.
Creatures caught in the current must make a DC 20 Swim check to avoid going under. A creature that fails the Swim check is pulled down to a depth of 10 feet per caster level and must hold its breath or begin to drown (see page 304 of the Dungeon Master's Guide). The current might capsize vessels: The chance is 95% for a craft shorter than 20 feet long, 50% for one from 20 to 60 feet long, and 20% for one over 60 feet long.
Counterspell: Used in this way, dispel water targets a spellcaster and is cast as a counterspell (see page 170 of the
Player's Handbook). It only counters spells and spell-like abilities that have the water descriptor, or appear on the Water domain spell list, or clearly involve water (such as create food and water, sleet storm, and wall of ice). To successfully counter the other spell, you must make a dispel check (1d20 + your caster level, maximum +20) against a DC equal to 11 + the spell's caster level.
Dismiss Water Creature: Cast in this way, dispel water targets a single extraplanar creature of the water subtype within range. The creature can negate the effect with a successful Will save (and its spell resistance, if any, applies). If it fails to save or resist the spell, the creature is forced back to its home plane.
```
@@---
Spell: Dispelling Breath
School: Abjuration
NSch:
NSubSch:
Level: Wizard 5
Save: Personal
**Target:** Your breath weapon
---
!!
```
## Dispelling Breath
Abjuration
**Level:** Wizard 5
**Components:** S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** Your breath weapon
**Duration:** 1 round
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, 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.
```
@@---
Spell: Dispelling Screen
School: Abjuration
NSch:
NSubSch:
Level: Wizard 4
Save: None
SR: No
---
!!
```
## Dispelling Screen
Abjuration
**Level:** Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
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
**Duration:** 1 minute/level (D)
**Saving Throw:** None
**Spell Resistance:** No
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. Material Component: A sheet of fine lead crystal.
```
@@---
Spell: Dispelling Screen, Greater
School: Abjuration
NSch:
NSubSch:
Level: Drow 6, Wizard 7
Save: None
SR: No
---
!!
```
## Dispelling Screen, Greater
Abjuration
**Level:** Drow 6, Wizard 7
This spell functions like dispelling screen, except that the maximum caster level bonus on the dispel check is +20.
## Dispelling Touch
Abjuration
**Level:** Duskblade 3, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One touched creature, object, or spell effect
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
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.
```
@@---
Spell: Displacement
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Bard 3, Wizard 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Displacement
Illusion (Glamer)
**Level:** Bard 3, Wizard 3
**Components:** V, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 round/level (D)
**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. Material Component: A small strip of leather twisted into a loop.
```
@@---
Spell: Displacer Form
School: Transmutation
NSch:
NSubSch:
Level: Wizard 4
Save: Personal
**Target:** You
---
!!
```
## Displacer Form
Transmutation
**Level:** Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
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 a 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.
Material Component: A single claw from a displacer beast.
```
@@---
Spell: Disquietude
School: Enchantment
Subschool: Compulsion
Descriptor: Mind- Affecting, Sonic
NSch:
NSubSch:
Level: Bard 2
Save: Will negates
SR: Yes
---
!!
```
## Disquietude
Enchantment (Compulsion) [Mind- Affecting, Sonic]
**Level:** Bard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
The affected subject restricts its movement to avoid any physical contact, even with allies. Any ally that wishes to touch the subject must make a successful melee touch attack to do so. The subject must stay 15 feet away from all other creatures. If, at the beginning of its turn, the creature is within 15 feet of any creature, it must first move away (beyond 15 feet from any creature) before taking any action. If the subject cannot safely move that distance, it instead must take the total defense action and remain in its space.
```
@@---
Spell: Disrupt Undead
School: Necromancy
NSch:
NSubSch:
Level: Wizard 0
Save: None
SR: Yes
---
!!
```
## Disrupt Undead
Necromancy
**Level:** Wizard 0
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Ray
**Duration:** Instantaneous
**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.
```
@@---
Spell: Disrupt Undead, Greater
School: Necromancy
NSch:
NSubSch:
Level: Wizard 3
Save: None
SR: Yes
---
!!
```
## Disrupt Undead, Greater
Necromancy
**Level:** Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Ray
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
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.
```
@@---
Spell: Disrupting Hand
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 3
Save: None
SR: Yes
---
!!
```
## Disrupting Hand
Evocation [Force]
**Level:** Wizard 3
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: One hand of force
**Duration:** 1 minute (D)
**Saving Throw:** None
**Spell Resistance:** Yes
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. Focus: A soft glove.
```
@@---
Spell: Disrupting Weapon
School: Transmutation
NSch:
NSubSch:
Level: Cleric 5
Save: Will negates (harmless, object); see text
SR: Yes (harmless, object)
---
!!
```
## Disrupting Weapon
Transmutation
**Level:** Cleric 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
Targets: One melee weapon
**Duration:** 1 round/level
**Saving Throw:** Will negates (harmless, object); see text
**Spell Resistance:** Yes (harmless, object)
This spell makes a melee weapon deadly to undead. Any undead creature with HD equal to or less than your caster level must succeed on a Will save or be destroyed utterly if struck in combat with this weapon. Spell resistance does not apply against the destruction effect.
```
@@---
Spell: Dissonant Chant
School: Abjuration
Descriptor: Sonic
NSch:
NSubSch:
Level: Bard 2, Wizard 2
Save: None; see text
SR: Yes
---
!!
```
## Dissonant Chant
Abjuration [Sonic]
**Level:** Bard 2, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 100-foot radius emanation
**Duration:** 1 round/level (D)
**Saving Throw:** None; see text
**Spell Resistance:** Yes
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.
```
@@---
Spell: Dissonant Chord
School: Evocation
Descriptor: Sonic
NSch:
NSubSch:
Level: Bard 3
Save: Fortitude half
SR: Yes
---
!!
```
## Dissonant Chord
Evocation [Sonic]
**Level:** Bard 3
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 10 ft.
**Area:** 10-ft. radius burst centered on you
**Duration:** Instantaneous
**Saving Throw:** Fortitude half
**Spell Resistance:** Yes
Creatures (other than you) in the affected area take 1d8 points of sonic damage per two caster levels (maximum 5d8).
```
@@---
Spell: Distilled Joy
School: Trasmutation
NSch:
NSubSch:
Level: Joy 3, Wizard 3
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Distilled Joy
Trasmutation
**Level:** Joy 3, Wizard 3
**Components:** V, S, F
**Casting Time:** 1 day
**Range:** Touch
**Target:** One living creature
**Duration:** Permanent
**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.
Focus: A vial or similar container in which to contain the ambrosia.
```
@@---
Spell: Distort Speech
School: Transmutation
Descriptor: Sonic
NSch:
NSubSch:
Level: Bard 1
Save: Fortitude negates
SR: Yes
---
!!
```
## Distort Speech
Transmutation [Sonic]
**Level:** Bard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 round/level
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
For the duration of this spell, the subject has a 50% chance to miscast spells that have verbal
Components, and any time the subject speaks (including the use of magic items activated by command words), there is a 50% chance that the utterance is completely incomprehensible and therefore ineffective.
```
@@---
Spell: Distort Summons
School: Transmutation
Descriptor: Evil
NSch:
NSubSch:
Level: Demonologist 3, Wizard 4
Save: None
SR: No
---
!!
```
## Distort Summons
Transmutation [Evil]
**Level:** Demonologist 3, Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 50-ft. radius spread
**Duration:** 1 hour/level
The caster creates an area in which only evil creatures can be magically summoned. No matter what a later caster attempts to summon, he actually summons an evil version (a fiendish beast rather than a celestial one, for example) or an evil equivalent (a devil rather than a formian).
If the summoner was attempting to summon a good or neutral creature, the evil creature that appears does not obey the commands of the summoner or attack his enemies. Instead, it attacks the summoner, and the spell that summoned the evil creature cannot be dismissed. A distort summons spell can be dispelled normally, however.
## Distort Weapon
Transmutation [Evil]
**Level:** Blackguard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Weapon touched
**Duration:** 1 minute/level
**Saving Throw:** None
**Spell Resistance:** No
This spell makes a weapon strike true against good foes. Any threat of a critical hit against a good foe is automatically confirmed, without a roll. The weapon can also harm good creatures that have damage reduction, as if the weapon had a +1 enhancement bonus.
Individual arrows or bolts can be altered, but altered projectile weapons (such as bows) don?t confer the benefit to the projectiles they shoot.
This spell has no effect on any magic weapon that already has a special ability related to critical hits, such as a keen or vorpal weapon.
```
@@---
Spell: Distract
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 1, Wizard 1
Save: Will negates
SR: Yes
---
!!
```
## Distract
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 1, Wizard 1
**Components:** S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Targets: One creature/level, no two of which are more than 30 ft. apart
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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.
```
@@---
Spell: Distract Assailant
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Assassin 1, Wizard 1
Save: Will negates
SR: Yes
---
!!
```
## Distract Assailant
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Assassin 1, Wizard 1
**Components:** V, S, M
**Casting Time:** 1 swift action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 round
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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. Material Component: The dried wing of a fly.
```
@@---
Spell: Distracting Ray
School: Abjuration
NSch:
NSubSch:
Level: Bard 2, Wizard 2
Save: None
SR: No
---
!!
```
## Distracting Ray
Abjuration
**Level:** Bard 2, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Ray
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
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.
```
@@---
Spell: Distracting Shadows
Source: Magic of Eberron
School: Evocation
Descriptor: Darkness
NSch:
NSubSch:
Level: Bard 1, Wizard 1
Save: None
SR: No
---
!!
```
## Distracting Shadows
Source: Magic of Eberron
Evocation [Darkness]
**Level:** Bard 1, Wizard 1
**Components:** V, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Object touched
**Duration:** 24 hours (D)
**Saving Throw:** None
**Spell Resistance:** No
This spell causes an object to radiate distracting shadows in a 10-foot radius spread. Casual scrutiny of an affected area doesn?t reveal anything out of the ordinary; however, cracks, crannies, corners, hidden traps, and secret entrances or exits within the area become harder to spot.
Creatures within the area or looking into it are subliminally confused by the distracting shadows, and take a ?5 penalty on all Spot and Search checks. However, the shadows do not provide sufficient concealment for a creature to make a Hide check.
Distracting shadows counters or dispels any light or darkness spell of equal or lower level.
Distracting shadows can be made permanent with a permanency spell (minimum caster level 10th; cost 1,000 XP). Special: A character with any Mark of Shadow dragonmark, or with the Favored in House feat (Phiarlan or Thuranni), can cast this spell to fill a 20-foot radius spread.
Material Component: A bit of bat fur and either a drop of pitch or a piece of coal.
```
@@---
Spell: Divest Essentia
School: Necromancy
NSch:
NSubSch:
Level: Assassin 2, hexblade 2, Wizard 2
Save: None
SR: Yes
---
!!
```
## Divest Essentia
Necromancy
**Level:** Assassin 2, hexblade 2, Wizard 2
**Components:** V
**Casting Time:** 1 swift action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
By delivering a jolt of magical energy to your target, you scramble his personal essence, causing all essential he has currently invested (with some exceptions; see below) to return to his essentia pool as if the target had set his essentia investment to 0. This doesn?t prevent the target from reinvesting essentia normally on his next turn, but it might make him vulnerable in the meantime.
Essentia invested in an incarnum feat or other receptacle that can?t be reallocated by the target as a swift action can?t be affected by this spell.
```
@@---
Spell: Divine Agility
School: Transmutation
NSch:
NSubSch:
Level: Cleric 5
Save: Will negates (harmless)
SR: No
---
!!
```
## Divine Agility
Transmutation
**Level:** Cleric 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** 1 round/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** No
You grant the subject a +10 enhancement bonus to Dexterity.
```
@@---
Spell: Divine Inspiration
School: Divination
NSch:
NSubSch:
Level: Sanctified 1
Save: None
SR: Yes (harmless)
---
!!
```
## Divine Inspiration
Divination
**Level:** Sanctified 1
**Components:** Sacrifice
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One creature touched
**Duration:** 1d4 rounds
**Saving Throw:** None
**Spell Resistance:** Yes (harmless)
This spell helps to tip the momentum of combat in the favor of good, granting limited precognitive ability that enables the spell's recipient to circumvent the defenses of evil opponents. The target of the spell gains a +3 sacred bonus on all attack rolls made against evil creatures. This bonus does not apply to attacks made against nonevil creatures.
Sacrifice: 1d2 points of Strength damage.
```
@@---
Spell: Divine Sacrifice
School: Necromancy
NSch:
NSubSch:
Level: Champion of Gwynharwyf 1, paladin 1
Save: Personal
**Target:** You
---
!!
```
## Divine Sacrifice
Necromancy
**Level:** Champion of Gwynharwyf 1, paladin 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level or until discharged.
You can sacrifice life force to increase the damage you deal. When you cast the spell, you can sacrifice up to 10 of your hit points. For every 2 hp you sacrifice, on your next successful attack you deal +1d6 damage, to a maximum of +5d6 on that attack. Your ability to deal this extra damage ends when you successfully attack or when the spell duration ends.
Sacrificed hit points count as normal lethal damage, even if you have the regeneration ability.
```
@@---
Spell: Divination
School: Divination
NSch:
NSubSch:
Level: Cleric 4, Knowledge 4
Save: Personal
**Target:** You
---
!!
```
## Divination
Divination
**Level:** Cleric 4, Knowledge 4
**Components:** V, S, M
**Casting Time:** 10 minutes
**Range:** Personal
**Target:** You
**Duration:** Instantaneous
Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn?t act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 70% + 1% per caster level, to a maximum of 90%. If the dice roll fails, you know the spell failed, unless specific magic yielding false information is at work.
As with augury, multiple divinations about the same topic by the same caster use the same dice result as the first divination spell and yield the same answer each time.
Material Component: Incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp.
```
@@---
Spell: Divine Favor
School: Evocation
NSch:
NSubSch:
Level: Cleric 1, Paladin 1
Save: Personal
**Target:** You
---
!!
```
## Divine Favor
Evocation
**Level:** Cleric 1, Paladin 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute
Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +6). The bonus doesn?t apply to spell damage.
```
@@---
Spell: Divine Insight
School: Divination
NSch:
NSubSch:
Level: Cleric 2, paladin 2
Save: Personal
**Target:** You
---
!!
```
## Divine Insight
Divination
**Level:** Cleric 2, paladin 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level or until discharged (D)
Once during the spell's duration, you can choose to use its effect. This spell grants you an insight bonus equal to 5 + your caster level (maximum bonus of +15) on any single skill check. Activating the effect requires an immediate action. You must choose to use the insight bonus before you make the check you want to modify. Once used, the spell ends. You can?t have more than one divine insight effect active on you at the same time.
```
@@---
Spell: Divine Interdiction
School: Abjuration
NSch:
NSubSch:
Level: Cleric 2
Save: Will negates or None (object); see text
SR: Yes or No (object); see text
---
!!
```
## Divine Interdiction
Abjuration
**Level:** Cleric 2
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. +5 ft./2 levels)
**Area:** 10-ft. radius emanation centered on a creature, object, or point in space
**Duration:** 1 round/level
**Saving Throw:** Will negates or None (object); see text
**Spell Resistance:** Yes or No (object); see text
This spell can be cast at a point in space, but the effect is stationary unless cast on a mobile object. The spell can be cast on a creature, and the effect then radiates from the creature and moves as it moves. A creature can attempt a Will save to negate the spell, and spell resistance, if any, applies if the spell is cast on a creature. Divine interdiction interferes with a cleric's connection to her divine source of power, resulting in a temporary loss of the ability to turn or rebuke creatures and loss of granted domain powers. Paladins, blackguards, and other classes capable of rebuking and turning also suffer a temporary loss of this ability. This affects the subject's ability to channel energy through the use of a turn or rebuke attempt, and so also interferes with the use of many divine feats.
```
@@---
Spell: Divine Power
School: Evocation
NSch:
NSubSch:
Level: Cleric 4, War 4
Save: Personal
**Target:** You
---
!!
```
## Divine Power
Evocation
**Level:** Cleric 4, War 4
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level.
```
@@---
Spell: Divine Presence
Source: Complete Champion
School: Transmutation
NSch:
NSubSch:
Level: Blackguard 2, cleric 2, druid 2, paladin 2
Save: Personal
**Target:** You
---
!!
```
## Divine Presence
Source: Complete Champion
Transmutation
**Level:** Blackguard 2, cleric 2, druid 2, paladin 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level (D)
You channel a tiny spark of the divine, granting yourself nearly inhuman presence. You gain a +5 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on Intimidate checks made against anyone who does not worship your deity. When making such checks against individuals who have one alignment component opposed to yours (chaos/law or good/evil), this bonus becomes +10. When making such checks against someone whose alignment is diametrically opposed to yours, the bonus becomes +15.
```
@@---
Spell: Divine Protection
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Cleric 2, paladin 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Divine Protection
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Cleric 2, paladin 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Targets: Allies in a 20-ft. radius burst
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
Allies gain a +1 morale bonus to their Armor Class and on saving throws.
```
@@---
Spell: Divine Retaliation
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Cleric 3, paladin 4
Save: None
SR: No
---
!!
```
## Divine Retaliation
Evocation [Force]
**Level:** Cleric 3, paladin 4
Component: V, S, DF **Casting Time:** 1 swift action **Range:** 0 ft.
Effect: Magic weapon of force
**Duration:** 1 round
**Saving Throw:** None
**Spell Resistance:** No
This spell creates a divine weapon that mimics your deity's favored weapon. Any time you are struck for damage by a melee attack, this weapon strikes at your foe. It has a base attack bonus equal to your caster level + your Str modifier or Wis modifier (your choice).
It deals damage as per your deity's favored weapon, and is of a size equal to your current size. The weapon gains a bonus on damage rolls equal to 1-1/2 times your Str modifier or Wis modifier (your choice).
There is no limit to the number of attacks that this weapon can make. If a hydra bites at and hits you six times, this weapon in turn strikes at the hydra six times. The weapon has reach or range appropriate to its type. It shares a space with you. If you are Large or larger, it counts as occupying each square of the space you fill.
```
@@---
Spell: Divine Retribution
Source: Complete Champion
School: Abjuration
NSch:
NSubSch:
Level: Cleric 5
Save: Personal
**Target:** You
---
!!
```
## Divine Retribution
Source: Complete Champion
Abjuration
**Level:** Cleric 5
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level or until discharged
**Saving Throw:** Will partial
**Spell Resistance:** Yes
For the duration of this spell, any creature that attacks you?whether with a physical attack, a spell, or by other means?is struck by a retributive effect immediately after you?re affected. The retribution deals 1d6 points of damage per caster level you possess (maximum 15d6) and 1d4 points of ability damage. The precise nature of the damage and ability damage are depend upon your deity, as given in the table below, but the damage is always one-half energy and one-half divine power. A successful Will save halves the hit point damage and negates the ability damage. Once the retributive effect takes place, the spell ends.
Deity
Energy
Ability Damaged
Bahamut
Cold
Dexterity
Boccob
Electricity
Intelligence
Corellon Larethian
Acid
Wisdom
Ehlonna
Cold
Strength
Erythnul
Fire
Constitution
Fharlanghn
Acid
Constitution
Garl Glittergold
Sonic
Wisdom
Gruumsh
Fire
Strength
Heironeous
Electricity
Dexterity
Hextor
Fire
Strength
Kord
Acid
Strength
Kurtulmak
Fire
Intelligence
Lolth
Electricity
Charisma
Moradin
Sonic
Dexterity
Nerull
Cold
Charisma
Obad-Hai
Electricity
Dexterity
Olidammara
Fire
Dexterity
Pelor
Fire
Wisdom
St. Cuthbert
Sonic
Constitution
Tiamat
Fire
Wisdom
Vecna
Cold
Intelligence
Wee Jas
Cold
Strength
Yondalla Acid Strength
If you do not worship a deity, choose one whose alignment is within one step of your own. You must make this choice when you cast this spell for the first time and cannot subsequently change it, unless your alignment changes in such a way that your previous choice is no longer applicable. You can have only one divine retribution spell in effect at any time.
```
@@---
Spell: Divine Sacrifice
School: Evocation
NSch:
NSubSch:
Level: Blackguard 1, paladin 1
Save: Personal
**Target:** You
---
!!
```
## Divine Sacrifice
Evocation
**Level:** Blackguard 1, paladin 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
Your first attack each round for the duration of the spell deals an extra 5d6 points of damage if it hits, and you take 10 points of damage each time you make such an attack, whether or not the attack is successful.
```
@@---
Spell: Dolorous Blow
School: Transmutation
NSch:
NSubSch:
Level: Bard 3, Wizard 3
Save: None
SR: No
---
!!
```
## Dolorous Blow
Transmutation
**Level:** Bard 3, Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Weapon touched
**Duration:** 1 minute/level
**Saving Throw:** None
**Spell Resistance:** No
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.
```
@@---
Spell: Dolorous Motes
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 4, Wizard 3
Save: Will negates; see text
SR: Yes
---
!!
```
## Dolorous Motes
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 4, Wizard 3
**Components:** V, S, Sacrifice
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
Effect: 1 10-ft. cube/level
**Duration:** 1 round/level (D)
**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. Sacrifice: 1d3 points of Wisdom damage.
```
@@---
Spell: Dominate Animal
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Animal 3, Druid 3
Save: Will negates
SR: Yes
---
!!
```
## Dominate Animal
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Animal 3, Druid 3
**Components:** V, S
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One animal
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You can enchant an animal and direct it with simple commands such as ?Attack,? ?Run,? and ?Fetch.? Suicidal or self-destructive commands (including an order to attack a creature two or more size categories larger than the dominated animal) are simply ignored.
Dominate animal establishes a mental link between you and the subject creature. The animal can be directed by silent mental command as long as it remains in range. You need not see the creature to control it. You do not receive direct sensory input from the creature, but you know what it is experiencing. Because you are directing the animal with your own intelligence, it may be able to undertake actions normally beyond its own comprehension. You need not concentrate exclusively on controlling the creature unless you are trying to direct it to do something it normally couldn?t do. Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.
```
@@---
Spell: Dominate Living Construct
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Artificer 5
Save: Will negates
SR: Yes
---
!!
```
## Dominate Living Construct
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Artificer 5
**Components:** V, S
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living construct
**Duration:** One day/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
As the spell dominate person, except that it affects a living construct.
```
@@---
Spell: Dominate Monster
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Wizard 9
Save: Will negates
SR: Yes
---
!!
```
## Dominate Monster
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Wizard 9
**Target:** One creature
This spell functions like dominate person, except that the spell is not restricted by creature type.
## Dominate Person
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 4, Wizard 5
**Components:** V, S
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One humanoid
**Duration:** One day/level
**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.
```
@@---
Spell: Dominate Vermin
Source: Drow of the Underdark
School: Transmutation
NSch:
NSubSch:
Level: Cleric 3, Druid 3
Save: Will negates
SR: Yes
---
!!
```
## Dominate Vermin
Source: Drow of the Underdark
Transmutation
**Level:** Cleric 3, Druid 3
**Components:** V, S, DF, Drow
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One vermin
**Duration:** 1 minute/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
The creature's eyes change color to match your own.
It trembles for a moment as it adjusts to your psychic presence.
You invest your psyche into a single vermin creature, granting it your Intelligence.
While it is so affected, you can direct it with simple commands such as "Attack", "Run", and "Fetch".
Since you are in absolute control of the creature, it even follows suicidal commands.
You can continue to direct the vermin as long as it remains within range.
You need not see it to control it.
Changing your instructions or giving a new command is the equivalent of redirecting a spell, so it is a move action.
If the vermin is slain, your mind is forced out of the creature violently. The experience deals 1d4 points of Wisdom damage to you.
```
@@---
Spell: Doom
School: Necromancy
Descriptor: Fear, Mind-Affecting
NSch:
NSubSch:
Level: Cleric 1
Save: Will negates
SR: Yes
---
!!
```
## Doom
Necromancy [Fear, Mind-Affecting]
**Level:** Cleric 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One living creature
**Duration:** 1 min./level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.
```
@@---
Spell: Doom Of The Seas
School: Conjuration
Subschool: Summoning
Descriptor: Evil
NSch:
NSubSch:
Level: Blackwater 9, druid 9
Save: None
SR: No
---
!!
```
## Doom Of The Seas
Conjuration (Summoning) [Evil]
**Level:** Blackwater 9, druid 9
**Components:** V, S, DF, XP
**Casting Time:** 1 full round
**Range:** Touch
Effect: One summoned creature
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** No
It is said that in the deepest recesses of blackwater caverns dwell krakens of immense power, horrific creatures touched by malevolent extraplanar powers. Though this might certainly be true, it is likely that most experiences with such creatures comes as a result of this spell.
With this spell, you summon a fiendish kraken from the depths. (The statistics block for this creature appears below.) The doom of the seas obeys you for the duration of the spell. XP Cost: 500 XP.
Fiendish Kraken CR ?
Ne Gargantuan Outsider (aquatic)
Init +6;
Senses darkvision 60 ft., low-light vision;
Listen +30, Spot +30
Ac 23, touch 8, flat-footed 21 hp 310 (20 HD); DR 10/magic
Immune poison
Resist acid 10, cold 10, electricity 10, fire 10; SR 30
Fort +21, Ref +14, Will +13
Speed swim 30 ft. (6 squares)
Melee 2 tentacles +30 (2d8+14/19?20) and 6 arms +25 (1d6+7) and bite +25 (4d6+7)
Space 20 ft; Reach 15 ft. (tentacle 60 ft., arm 30 ft.)
Base Atk +20; Grp +46
Atk Options Blind-Fight, Combat Expertise, Improved Trip, smite good 1/day (+6 attack, +20 damage)
Special Actions constrict 2d8+14 (tentacle) or 1d6+7 (arm), improved grab, ink cloud, jet
Spell-Like Abilities (CL varies): 1/day (CL 20th)? blasphemy (DC 23), contagion (DC 19), desecrate, destruction (DC 23), horrid wilting (DC 24), summon monster IX (fiends only), unhallow, unholy blight (DC 20) 1/day (CL 9th)?control weather, control winds, dominate animal (DC 19), resist energy 3/day (CL 20th)?darkness, poison (DC 20), unholy aura (DC 24)
Abilities Str 38, Dex 14, Con 30, Int 25, Wis 20, Cha 22
Sq Half-fiend traits
Feats Alertness, Blind-Fight, Combat Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will
Skills Concentration +33, Diplomacy +31, Heal +28, Hide +13, Intimidate +29, Knowledge (geography) +30, Knowledge (nature) +32, Knowledge
(the planes) +30, Listen +30, Search +30, Sense Motive +28, Spot +30, Survival +28, Swim +37, Use Magic Device +29
Tentacles: Tentacles and arms can be severed by treating them as though they were weapons and sundering them. Tentacles have 20 hp, and arms have 10 hp.
Constrict (Ex): The Doom of the Seas deals automatic arm or tentacle damage plus constrict damage with a successful grapple check. Improved Grab (Ex) To use this ability, the Doom of the Seas must hit an opponent of any size with its arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Ink Cloud (Ex): The Doom of the Seas can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which the creature normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness.
Jet (Ex): The Doom of the Seas can jet backward once per round as a full-round action, moving in a straight line at a speed of 280 feet. This does not provoke attacks of opportunity.
Half-Fiend Traits: Unlike most half-fiends, the Doom of the Seas does not possess wings. It does, however, have webbing between its tentacles that augments its swim speed. All the Doom of the Seas? attacks are considered magic weapons for the purpose of overcoming damage reduction.
Skills: The Doom of the Seas has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
```
@@---
Spell: Doom Scarabs
School: Conjuration/Necromancy
NSch:
NSubSch:
Level: Duskblade 3, Wizard 4
Save: Will half
SR: See text
---
!!
```
## Doom Scarabs
Conjuration/Necromancy
**Level:** Duskblade 3, Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** Cone-shaped burst
**Duration:** Instantaneous
**Saving Throw:** Will half
**Spell Resistance:** See text
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.
```
@@---
Spell: Doomtide
School: Illusion
Subschool: Pattern
NSch:
NSubSch:
Level: Cleric 5
Save: Will negates
SR: Yes
---
!!
```
## Doomtide
Illusion (Pattern)
**Level:** Cleric 5
**Components:** V, S, DF
**Casting Time:** 1 standard action **Range:** 80 ft.
Effect: Eight 10-ft. cubes extending straight from you
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
Creatures within the area must make Will saves or be dazed for 1 round. Any creature moving into the mist, or a creature that begins its turn in the mist, must succeed on a Will save or also be dazed for 1 round. The mist filling the area obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment. Creatures farther away have total concealment. When you cast the spell, you decide if the effect remains stationary or if its point of origin moves straight away from you at a rate of 10 feet per round. A moderate wind disperses the effect in 4 rounds; a strong wind disperses the mist in 1 round.
```
@@---
Spell: Door Of Decay
Source: Complete Champion
School: Conjuration
Subschool: Teleportation
NSch:
NSubSch:
Level: Cleric 5
Save: Personal
**Target:** You
---
!!
```
## Door Of Decay
Source: Complete Champion
Conjuration (Teleportation)
**Level:** Cleric 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** See text
**Target:** You
**Duration:** Instantaneous
You can use the Negative Energy Plane as a conduit in the same fashion that most teleportation magic uses the Astral Plane. Upon casting this spell, you can literally step into an undead creature and emerge from another designated undead creature up to 100 miles away per caster level. If you do not know the precise location of the destination undead, you can select the undead creature you control nearest your desired exit point. Both undead creatures must be your size category or larger and either willing or under your control. (Mindless undead are considered willing only if you control them.)
If you worship Wee Jas, Vecna, or another deity associated with both death and magic, you gain a +4 bonus to your caster level for the purpose of determining the maximum distance you can travel. You can bring along objects as long as their weight doesn?t exceed your maximum load, but you cannot bring other creatures with you.
Special: A dread necromancer can learn this spell through the advanced learning class feature, even though it is not a necromancy spell.
## Doppelganger Transformation
Transmutation [Mindset]
**Level:** Transformation 7
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level
You take on some of the qualities of a doppelganger, gaining improved mental and physical abilities. When you cast this spell, you gain a +4 enhancement bonus to Wisdom and a +2 enhancement bonus to Strength, Dexterity, Constitution, and Charisma. Your skin toughens, granting you a +4 natural armor bonus to AC (though this doesn?t stack with existing natural armor). You also gain darkvision out to 60 feet and are immune to sleep and charm effects for the duration of the spell.
Special: Changeling spellcasters cast this spell at +1 caster level.
Mindset: While this spell is prepared, you gain a +2 bonus on Bluff and Disguise checks and a +2 bonus on saving throws against sleep and charm effects.
```
@@---
Spell: Doublespeak
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Bard 2
Save: Will negates (harmless, target) or Will disbelief (if interacted with, everyone else) **Spell Resistance:** Yes (harmless)
---
!!
```
## Doublespeak
Illusion (Glamer)
**Level:** Bard 2
**Components:** S, M
**Casting Time:** 1 standard action
**Range:** Touch
Targets: You plus one creature touched/4 levels
**Duration:** 1 minute/level (D)
**Saving Throw:** Will negates (harmless, target) or Will disbelief (if interacted with, everyone else) **Spell Resistance:** Yes (harmless)
The subjects of the spell can speak about anything they like, but to everyone else, they sound like they are holding a mundane conversation about the weather, the taste of the food, local politics, and similarly banal topics. The illusion also modifies facial expressions and mouth movements to match the illusory words spoken. Anyone who spends at least 1 full round studying the conversation is allowed a Will save to disbelieve the illusion.
Subjects of the spell know the gist of what the illusory voices talked about during the duration?that is, they know the topics covered?but not the precise phrases or details. Material Component: The tongue of a snake.
```
@@---
Spell: Doublestrike Arrow
Source: Champions of Ruin
School: Transmutation
NSch:
NSubSch:
Level: Ranger 4, Justice of Weald and Woe 4
Save: None
SR: No
---
!!
```
## Doublestrike Arrow
Source: Champions of Ruin
Transmutation
**Level:** Ranger 4, Justice of Weald and Woe 4
**Components:** V, S, M
**Casting Time:** 1 swift action
**Range:** Touch
**Target:** One arrow or bolt
**Duration:** 1 round
**Saving Throw:** None
**Spell Resistance:** No
This spell is cast upon a single arrow or crossbow bolt, enabling it to strike two targets instead of one. The character firing the arrow selects the two targets, both of which must be within 30 feet of each other, and makes a separate attack roll against each target (using the same attack bonus).
After striking or missing the first target, the arrow swerves and continues on course to the second target.
A doublestrike missile cannot hit the same target twice, and it is destroyed even if it misses its intended targets. Material Component: Arrow or bolt.
```
@@---
Spell: Downdraft
School: Evocation
Descriptor: Air
NSch:
NSubSch:
Level: Cleric 3, druid 3
Save: Reflex partial; see text
SR: Yes
---
!!
```
## Downdraft
Evocation [Air]
**Level:** Cleric 3, druid 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** Cylinder (20- ft. radius, 100 ft. high)
**Duration:** Instantaneous
**Saving Throw:** Reflex partial; see text
**Spell Resistance:** Yes
Airborne creatures caught in the area of a downdraft must succeed on a Reflex save or immediately plummet up to 100 feet straight downward, taking falling damage (1d6 points of damage per 10 feet fallen) if the downdraft makes them hit the ground or collide with an object. Those who succeed on the Reflex save plummet only 50 feet.
Creatures already on the ground must succeed on a Reflex save or be knocked prone by the spell. Material Component: A balsa-wood bird carving, which is crushed underfoot.
```
@@---
Spell: Draconic Might
School: Transmutation
NSch:
NSubSch:
Level: Paladin 4, Wizard 5
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Draconic Might
Transmutation
**Level:** Paladin 4, Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** 1 minute/level (D)
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
The subject of the spell gains a +4 enhancement bonus to Strength, Constitution, and Charisma. It 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.
```
@@---
Spell: Dragon Ally
School: Conjuration
Subschool: Calling
NSch:
NSubSch:
Level: Dragon 7, Wizard 7
Save: None
SR: No
---
!!
```
## Dragon Ally
Conjuration (Calling)
**Level:** Dragon 7, Wizard 7
Effect: One called dragon of 18 HD or less
This spell functions like lesser dragon ally, except you can call a single dragon of up to 18 HD. XP Cost: 250 XP.
## Dragon Ally, Greater
Conjuration (Calling)
**Level:** Wizard 9
Effect: One called dragon of 22 HD or less
This spell functions like lesser dragon ally, except you can call a single dragon of up to 22 HD. XP Cost: 500 XP.
## Dragon Ally, Lesser
Conjuration (Calling)
**Level:** Sorcerer/ wizard 5
**Components:** V, XP
**Casting Time:** 10 minutes
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One called dragon of 15 HD or less
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
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).
XP Cost: 100 XP.
Special: Sorcerers cast this spell at +1 caster level.
```
@@---
Spell: Dragon Blight
Source: Dragons of Faerun
School: Evocation
NSch:
NSubSch:
Level: Cleric 4
Save: Fortitude partial
SR: Yes
---
!!
```
## Dragon Blight
Source: Dragons of Faerun
Evocation
**Level:** Cleric 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 20-ft. radius burst
**Duration:** Instantaueous/1d4 rounds; see text
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
A phosphorescent green cloud erupts in the air, causing the dragons within to shudder in revulsion.
This spell calls upon the power of ancient wyrm-slayers to inflict grievous harm on dragons.
The power takes the form of a phosphorescent cloud, causing great pain to dragons and dragonblood creatures within.
The cloud deals 1d8 points of damage per two caster levels (maximum 5d8) to creature with the dragonblood subtype and 1d6 points per caster level (maximum 10d6) to creatures with the dragon type.
Both kinds of creatures are also stunned for 1d4 rounds.
A successful Fortitude save halves the damage and negates the stun effect.
Special Component: By including the claw of a deep dragon (50-75 gp) of Large size or larger, the caster can increase the DC of the spell by 2. The claw is expended in the casting.
```
@@---
Spell: Dragon Breath
School: Evocation
Descriptor: Good or Evil
NSch:
NSubSch:
Level: Cleric 5, Wizard 4
Save: Personal
**Target:** You
---
!!
```
## Dragon Breath
Evocation [Good or Evil]
**Level:** Cleric 5, Wizard 4
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
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. If you choose a metallic dragon, then it gains the good 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, 1d8/2 caster levels (maximum 10d8); Reflex half.
Green: 15-ft. cone of acid, 1d8/2 caster levels (maximum 10d8); Reflex half. Red: 15-ft. cone of fire, 1d8/2 caster levels (maximum 10d8); Reflex half.
White: 15-ft. cone of cold, 1d8/2 caster levels (maximum 10d8); Reflex half.
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.
Arcane Material Component: A dragonscale of the appropriate color.
```
@@---
Spell: Dragon Cloud
School: Conjuration
Subschool: Calling
Descriptor: Air
NSch:
NSubSch:
Level: Sanctified 8
Save: None
SR: No
---
!!
```
## Dragon Cloud
Conjuration (Calling) [Air]
**Level:** Sanctified 8
**Components:** V, S, Sacrifice
**Casting Time:** 1 round
**Range:** Special (see text)
Effect: One Conjured dragon cloud (see text)
**Duration:** 1 min. + 1 minute/level
**Saving Throw:** None
**Spell Resistance:** No
You must cast this spell outdoors, in a place where clouds are visible. It calls forth a spirit of elemental air, binds it to a nearby cloud (either a normal cloud or storm cloud), and gives it a dragonlike form. Upon forming, the dragonshaped cloud swoops toward you, arriving in 1 minute regardless of the actual distance from you. (The time it takes to reach you counts toward the spell's duration.)
Once it arrives, you can command the dragon cloud like a summoned creature (see the summon nature's ally I spell in the Player's Handbook for details).
The dragon cloud speaks Auran. At the end of the spell's duration, the dragon cloud evaporates into nothingness as the bound elemental spirit returns to its home plane. The dragon cloud cannot pass through liquids or solid objects.
Sacrifice: 1d3 points of Constitution damage.
The dragon cloud has the following statistics:
Dragon Cloud
Huge elemental (air, extraplanar, good)
HD 21d8+84
Hp 178
Init +10
Spd fly 150 ft. (average)
AC 26, touch 14, flat-footed 20
Base Atk / Grp +15/+30
Atk +20 melee (2d6+10/19?20, bite)
Full Atk +20 melee (2d6+7/19?20, bite), +15 melee (2d4 +32, claws) Space/Reach 15 ft./15 ft.
Sa Breath Weapon
Sq Darkvision 60 Ft., damage reduction 10/magic, elemental traits
Al N
Sv Fort +11, Ref +18, Will +7
Str 25, Dex 23, Con 18, Int 6, Wis 11, Cha 11.
Skills and Feats: Listen +19, Spot +19
Dodge, Flyby AttackB, Improved Critical (bite)B, Improved InitiativeB, Mobility, Spring Attack.
Breath Weapon (Ex): 100-ft.-long lineshaped burst of lightning every 1d4 rounds 10d6 points of electricity damage DC 24 Reflex save for half damage.
```
@@---
Spell: Dragonblood Affinity
Source: Dragons of Faerun
School: Transmutation
NSch:
NSubSch:
Level: Bard 3, Sorcerer 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Dragonblood Affinity
Source: Dragons of Faerun
Transmutation
**Level:** Bard 3, Sorcerer 3
**Components:**
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One living dragon or dragonblood creature/level, no two of which are more than 30 ft. apart **Duration:** 1 min./level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You feel the draconic blood stirring within you, strengthening your nearby kin.
This spell summons the strength of your dragon heritage to empower other draconic creatures, instilling them with a powerful sense of pride.
Each affected dragon or dragonblood creature gains a +2 bonus on saving throws, caster level checks, attack rolls, ability checks, skill checks, and weapon damage rolls.
Special: Only dragons and dragonblood creatures can cast this spell.
```
@@---
Spell: Dragonblood Beast
Source: Dragonmarked
School: Transmutation
NSch:
NSubSch:
Level: Druid 6
Save: Fortitude negates
SR: Yes
---
!!
```
## Dragonblood Beast
Source: Dragonmarked
Transmutation
**Level:** Druid 6
**Components:** V, S, M, Dr
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One animal
**Duration:** 1 hour/level (D)
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
The subject gains the dragonblood subtype (see page 140) as well as one or more of the following physical traits chosen by you at the time of casting.
Dragon's Scales: Dragonlike scales give the target a natural armor bonus equal to +1 per two caster levels (maximum +10). If the animal already has scales, its own scales become more resilient.
Dragon's Teeth: Damage from the target's bite attack increases by one step, as if the creature's size had increased by one category. To determine the amount of the increase, find the bite attack's damage on one of the two progressions given below and improve it to the next higher die value.
Progression 1: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. Progression 2: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.
If the target does not normally have a bite attack, it does not gain one from this spell.
Dragon's Wings: These wings give the target a fly speed of 90 feet (poor). If the target already has wings, they transform to look more like dragon's wings, but its fly speed and maneuverability remain unchanged.
Special: A character with any Mark of Handling casts this spell at an increased caster level. The increase in caster level depends on the strength of the caster's dragonmark.
Dragonmark Caster Level
Least
+1
Lesser
+2
Greater or Siberys +3
Material Component: A pinch of Siberys dragonshard dust (if the caster has a true dragonmark) or Khyber dragonshard dust (if the caster has an aberrant dragonmark).
Dragonmark: Any true or aberrant dragonmark.
```
@@---
Spell: Dragonblood Spell-Pact
Source: Dragons of Faerun
School: Transmutation
NSch:
NSubSch:
Level: Sorcerer 5
**Components:** V, S, M, V, **Casting Time:** 10 min.
Save: None
SR: No
---
!!
```
## Dragonblood Spell-Pact
Source: Dragons of Faerun
Transmutation
**Level:** Sorcerer 5
**Components:** V, S, M, V, **Casting Time:** 10 min.
**Range:** Touch
**Target:** You and one willing creature touched
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
Magic swirls around you and your ally, sparkling with the intensity of secret knowledge.
This spell allows two willing dragonblood creatures to trade known spells.
The two creatures agree upon a spell to swap.
These spells must be of the same level, though not of the same school.
This effect does not grant the creatures the ability to learn more spells.
When a spell is traded, it is no longer in the repertoire of the trader.
Each participant must expend XP equal to 100 times the minimum caster level necessary to cast the spell.
For instance, Darsikh (an 11th-level half-bronze dragon sorcerer) casts this spell to trade with Arethnektilhimon (an old brass dragon who casts as an 11th-level sorcerer).
They agree that Darsikh will give Arethnektilhimon hallucinatory terrain in return for shadow conjuration. When the trade is decided and the spell cast, each expends 800 XP (100 ? 8, since 8 is the minimum caster level necessary for sorcerers to cast 4th-level spells).
The old spells are no longer in the repertoire of the casters, and are replaced by the spells they have newly chosen. Material Component: Blood; each participant must take 1d4 points of damage when they cut themselves in a blood ceremony to seal their trade.
XP Cost: 100 x the minimum caster level necessary to cast the traded spells.
Both participants expend this amount.
Special: Only dragons and dragonblood creatures can cast this spell.
```
@@---
Spell: Dragoncall
Source: Dragons of Faerun
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Sorcerer 6
Save: Will negates; see text
SR: Yes
---
!!
```
## Dragoncall
Source: Dragons of Faerun
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Sorcerer 6
**Components:** V, **Casting Time:** 10 min.
**Range:** 1 mile/level
**Target:** One creature
**Duration:** 1 day/level
**Saving Throw:** Will negates; see text
**Spell Resistance:** Yes
Your call for service immediately compels a nearby creature to hurry to your aid.
This spell allows you to send out a call to the nearest intelligent creature.
That creature receives one saving throw each day.
If it fails, it must come to your location using the most expedient means available.
The creature will not brave unnecessary harm, but it will disregard minor hazards (a snowstorm or traveling through bandit territory) to reach its destination.
If the creature makes a successful save, it is free to act normally that day, but it must continue to make a new save each day for the duration of the spell.
Once the creature arrives in your location, its reaction is improved by one step, but it is in no other way bound to you.
Special: Only dragons can cast this spell.
```
@@---
Spell: Dragoneye Rune
School: Universal
NSch:
NSubSch:
Level: Wizard 2, Wu Jen 2 (all)
Save: None
SR: No
---
!!
```
## Dragoneye Rune
Universal
**Level:** Wizard 2, Wu Jen 2 (all)
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
Effect: One personal rune or mark, all of which must fit within 1 sq. ft.
**Duration:** Permanent
**Saving Throw:** None
**Spell Resistance:** No
This spell allows you to brand a special arcane mark onto an object or creature, denoting that it is under your watchful eye. The mark inscribed is unique to your casting of this spell; no two casters create the same mark. It otherwise functions just as arcane mark, with two exceptions.
First, you can treat the marked object or creature as familiar for the purpose of any divination (scrying) spell. Second, three times per day you can (as a swift action) detect the direction and distance of the marked object or creature from you. If the creature is dead or on another plane, you gain no knowledge from this function. Special: if you are of the dragonblood subtype (see page 4), any object or creature with a dragoneye rune gains a +2 bonus on saves against divination (scrying) spells or effects cast by other dragonblooded creatures.
```
@@---
Spell: Dragonmark Demesne
Source: Dragonmarked
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Bard 5, Wizard 5
Save: None
SR: No
---
!!
```
## Dragonmark Demesne
Source: Dragonmarked
Evocation [Force]
**Level:** Bard 5, Wizard 5
**Components:** V, S, Dr
**Casting Time:** 1 standard action **Range:** 0 ft.
Effect: 20-ft. radius sphere centered on your location
**Duration:** 2 hours/level (D)
**Saving Throw:** None
**Spell Resistance:** No
When you cast this spell, you create an opaque sphere of shimmering force. The upper half of the sphere projects above the ground, and the lower hemisphere passes through the ground. Once created, the dragonmark demesne cannot move. The top hemisphere can hold as many as twenty-five Medium creatures. Creatures outside the sphere cannot enter it without your permission, but any creature inside the sphere can move freely out of it. You can remove yourself from the sphere without ending the spell, but while you are outside the dragonmark demesne, you cannot use any of your dragonmark powers for as long as the sphere persists.
The temperature inside the dragonmark demesne is a steady 70? F. The sphere also provides protection against the elements, such as rain, dust, and sandstorms. The sphere withstands any wind of less than hurricane force, but a hurricane or stronger wind destroys it (Dmg 95). A disintegrate spell also destroys a dragonmark demesne. The interior of the sphere is brightly lit. Although the sphere is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the sphere without affecting it, although the occupants cannot be seen from outside the sphere (they have total concealment).
You must be standing at ground level to cast this spell.
Dragonmark: Any true or aberrant dragonmark.
```
@@---
Spell: Dragonmark Shield
Source: Dragonmarked
School: Abjuration
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 1
Save: Personal
**Target:** You
---
!!
```
## Dragonmark Shield
Source: Dragonmarked
Abjuration [Force]
**Level:** Wizard 1
**Components:** V, Dr
**Casting Time:** 1 swift or immediate action; see text
**Range:** Personal
**Target:** You
**Duration:** 1 round; see text
The dragonmark shield hovers in front of you and moves with you. It negates magic missile attacks directed at you. In addition, it provides a shield bonus to AC and a bonus on Reflex saves based on the strength of your dragonmark.
Dragonmark Bonus
Least
+2
Lesser
+3
Greater
+4
Siberys +5
The shield bonus to AC applies against incorporeal touch attacks, since the dragonmark shield is a force effect. The dragonmark shield has no armor check penalty or arcane spell failure chance.
If you use an immediate action to invoke the dragonmark shield, it disappears at the end of your next turn. Dragonmark: Any true dragonmark.
```
@@---
Spell: Dragonmark Symbol
Source: Dragonmarked
School: Abjuration
NSch:
NSubSch:
Level: Cleric 6, Wizard 6
Save: Fortitude negates
SR: No
---
!!
```
## Dragonmark Symbol
Source: Dragonmarked
Abjuration
**Level:** Cleric 6, Wizard 6
**Components:** V, S, M, Dr
**Casting Time:** 10 minutes
**Range:** 0 ft.; see text
Effect: One symbol
**Duration:** 10 minutes/level (D)
**Saving Throw:** Fortitude negates
**Spell Resistance:** No
This spell functions like symbol of death (PH 289), except that each creature within the radius of a dragonmark symbol must attempt a Fortitude saving throw each round at the beginning of its turn. Failure means that a creature is nauseated. These effects end after the creature moves farther than 60 feet from the symbol. Unlike symbol of death, dragonmark symbol has no hit point limit; once triggered, a dragonmark symbol simply remains active for 10 minutes per caster level.
Creatures possessing the dragonmark of your house do not trigger the symbol and are unaffected by it ifit is triggered by others. However, they sense its presence if they are within 60 feet. Because aberrant dragonmarks are unique, a dragonmark symbol spell cast by a character with an aberrant dragonmark affects all creatures except the caster.
You can make a dragonmark symbol permanent using a permanency spell (CL 14th, 3,000 XP).
Note: Magic traps such as dragonmark symbol are hard to detect and disable. A rogue (only) can use the Search skill to find a dragonmark symbol and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for dragonmark symbol.
Material Component: A Siberys dragonshard (if you possess a true dragonmark) or a Khyber dragonshard (if you possess an aberrant dragonmark) worth at least 1,000 gp.
Dragonmark: Any true or aberrant dragonmark.
```
@@---
Spell: Dragonmark Whip
Source: Dragonmarked
School: Transmutation
NSch:
NSubSch:
Level: Wizard 3
Save: Personal
Effect: One 10-foot-long whip
---
!!
```
## Dragonmark Whip
Source: Dragonmarked
Transmutation
**Level:** Wizard 3
**Components:** S, Dr
**Casting Time:** 1 swift action
**Range:** Personal
Effect: One 10-foot-long whip
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** Yes
A dragonmark whip is treated as a magic weapon for the purpose of bypassing damage reduction. It has a 10-foot reach, but you do not threaten the area into which you can make an attack. You are considered proficient in its use, and it cannot be targeted by sunder or disarm attempts. Each successful melee attack with a dragonmark whip deals 1d8 points of damage +1 point per caster level (maximum +10).
You can use a dragonmark whip to deliver touch spells of 4th level or lower instead of actually touching your target. This is treated as a normal touch attack, but uses the whip's reach and your attack bonus with the whip. On a successful attack, the whip does no damage. You cannot hold the charge if you miss with a dragonmark whip. If a dragonmark whip fails to penetrate the spell resistance of a chosen target, it cannot damage that target for the remainder of the spell's duration. While a dragonmark whip is uncoiled, you appear to have no dragonmark on your body, but you can use any of your dragonmark spell-like abilities as normal.
Dragonmark: Any lesser or greater true or aberrant dragonmark, or any Siberys dragonmark.
```
@@---
Spell: Dragonmark Whip, Greater
Source: Dragonmarked
School: Transmutation
NSch:
NSubSch:
Level: Wizard 6
Save: Will negates (object, harmless)
SR: No
---
!!
```
## Dragonmark Whip, Greater
Source: Dragonmarked
Transmutation
**Level:** Wizard 6
**Components:** S, Dr
As dragonmark whip, except that the whip has a reach of 20 feet, deals up to 1d8+20 points of damage, and can be used to deliver touch spells of 7th level or lower.
Dragonmark: Any greater true or aberrant dragonmark, or any Siberys dragonmark.
## Dragonmarked Weapon
Source: Dragonmarked
Transmutation
**Level:** Artificer 3, cleric 3, paladin 2, ranger 2, Wizard 3
**Components:** V, S, Dr
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Weapon touched
**Duration:** 1 minute/level
**Saving Throw:** Will negates (object, harmless)
**Spell Resistance:** No
A weapon under the effect of this spell deals an extra 1d6 points of damage to any dragonmarked creature whose mark does not correspond to the caster's dragonmarked house. Because aberrant dragonmarks are unique, a dragonmarked weapon created by a caster with an aberrant dragonmark deals its extra damage to all dragonmarked creatures (except the caster). In addition, a dragonmarked weapon's hardness increases by 50% for the spell's duration.
A mundane weapon under the effect of this spell is treated as a magic weapon for the purpose of bypassing damage reduction.
Casting this spell on a bow, crossbow, or sling bestows the extra damage benefit upon the weapon's ammunition. Dragonmark: Any true or aberrant dragonmark.
```
@@---
Spell: Dragonmarked Weapon, Greater
Source: Dragonmarked
School: Transmutation
NSch:
NSubSch:
Level: Artificer 5, cleric 5, paladin 4, ranger 4, Wizard 5
Save: Personal
**Target:** You
---
!!
```
## Dragonmarked Weapon, Greater
Source: Dragonmarked
Transmutation
**Level:** Artificer 5, cleric 5, paladin 4, ranger 4, Wizard 5
**Components:** V, S, Dr
As dragonmarked weapon, except that the weapon deals an extra 2d6 points of damage to any dragonmarked creature whose mark does not correspond to the caster's dragonmarked house. In addition, the weapon's hardness is doubled for the spell's duration.
Dragonmark: Any greater true or aberrant dragonmark, or any Siberys dragonmark.
## Dragonshape
Transmutation (Polymorph)
**Level:** Wizard 9
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
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.
```
@@---
Spell: Mature Adult Red Dragon
School: Init +0;
Senses blindsense 60 ft., darkvision 120 ft., quadruplestrength low-light vision; Listen +32, Spot +32 Languages as normal form AC 32, touch 8, flat-footed 32
hp as normal form (+150 temporary hp); DR 10/magic
Resist SR 23
Immune fire
Fort +20, Ref +14, Will +18
Weakness vulnerability to cold
Speed 40 ft., fly 150 ft. (poor); Flyby Attack
Melee bite +34 (2d8+11/19?20) and 2 claws +32 (2d6+5/19?20) and 2 wings +32 (1d8+5/19?20) and tail slap +32 (2d6+16/19?20) Space 15 ft.
Reach 10 ft. (15 ft. with bite)
Base Atk +25; Grp +44
Atk Options Cleave, Power Attack
Special Actions breath weapon, crush
Spell-Like Abilities (CL 9th): 7/day? locate object
Abilities Str 33, Dex 10, Con 23, Int 18, Wis 19, Cha 18
Feats Cleave, Combat Reflexes, Flyby Attack, Improved Critical (bite, claw, tail slap, wing), Multiattack, Power Attack
Skills Appraise +32, Bluff +32, Concentration +34, Diplomacy +34, Intimidate +34, Jump +39, Knowledge (arcana) +32, Listen +32, Search +32, Spot +32
Breath Weapon (Su) 50-ft. cone, 14d10 fire, Reflex DC 30 half.
Crush (Ex) Area 15 ft. by 15 ft.; Small or smaller opponents take 2d8+16 points of bludgeoning damage, and must succeed on a DC 28 Reflex save or be pinned.
## Dragonshape, Least
Transmutation (Polymorph)
NSch:
NSubSch:
Level: Wizard 3
Save: Personal
**Target:** You
---
!!
```
## Mature Adult Red Dragon
Init +0;
Senses blindsense 60 ft., darkvision 120 ft., quadruplestrength low-light vision; Listen +32, Spot +32 Languages as normal form AC 32, touch 8, flat-footed 32
hp as normal form (+150 temporary hp); DR 10/magic
Resist SR 23
Immune fire
Fort +20, Ref +14, Will +18
Weakness vulnerability to cold
Speed 40 ft., fly 150 ft. (poor); Flyby Attack
Melee bite +34 (2d8+11/19?20) and 2 claws +32 (2d6+5/19?20) and 2 wings +32 (1d8+5/19?20) and tail slap +32 (2d6+16/19?20) Space 15 ft.
Reach 10 ft. (15 ft. with bite)
Base Atk +25; Grp +44
Atk Options Cleave, Power Attack
Special Actions breath weapon, crush
Spell-Like Abilities (CL 9th): 7/day? locate object
Abilities Str 33, Dex 10, Con 23, Int 18, Wis 19, Cha 18
Feats Cleave, Combat Reflexes, Flyby Attack, Improved Critical (bite, claw, tail slap, wing), Multiattack, Power Attack
Skills Appraise +32, Bluff +32, Concentration +34, Diplomacy +34, Intimidate +34, Jump +39, Knowledge (arcana) +32, Listen +32, Search +32, Spot +32
Breath Weapon (Su) 50-ft. cone, 14d10 fire, Reflex DC 30 half.
Crush (Ex) Area 15 ft. by 15 ft.; Small or smaller opponents take 2d8+16 points of bludgeoning damage, and must succeed on a DC 28 Reflex save or be pinned.
## Dragonshape, Least
Transmutation (Polymorph)
**Level:** Wizard 3
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
You take the form of a Tiny pseudodragon (MM 210). For details, see The Polymorph Subschool on page 60.
```
@@---
Spell: Dragonsight
School: Transmutation
NSch:
NSubSch:
Level: Bard 5, Wizard 5
Save: Personal
**Target:** You
---
!!
```
## Dragonsight
Transmutation
**Level:** Bard 5, Wizard 5
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level (D)
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. Focus: A dragon's eye.
```
@@---
Spell: Dragonskin
School: Transmutation
NSch:
NSubSch:
Level: Wizard 3
Save: Personal
**Target:** You
---
!!
```
## Dragonskin
Transmutation
**Level:** Wizard 3
**Components:** S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level
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 10th 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. Material Component: A dragon's scale. Special: Sorcerers cast this spell at +1 caster level.
```
@@---
Spell: Dread Blast
Source: Player's Guide to Faerûn
School: Necromancy
NSch:
NSubSch:
Level: Initiate of cyric 4
Save: Will half; see text
---
!!
```
## Dread Blast
Source: Player's Guide to Faerûn
Necromancy
**Level:** Initiate of cyric 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Ray
**Duration:** Instantaneous
**Saving Throw:** Will half; see text
You fire a black ray of negative energy at a single target as a ranged touch attack.
Any creature struck by this ray takes 4d8 points of damage +1 point per caster level (up to +20) and becomes dazed for 1 round.
A successful Will save halves the damage and negates the dazed effect.
The spell has no effect on constructs or inanimate objects.
Since undead are powered by negative energy, this spell cures them of as much damage as it would ordinarily deal.
```
@@---
Spell: Dread Word
School: Evocation
Descriptor: Evil
NSch:
NSubSch:
Level: Demonologist 3, Wizard 3
Save: Fortitude negates
SR: Yes
---
!!
```
## Dread Word
Evocation [Evil]
**Level:** Demonologist 3, Wizard 3
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature of good alignment
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
The caster speaks a single unique word of pure malevolence?a powerful utterance from the Dark Speech (see Chapter 2). The word is so foul that it harms the very soul of one that hears it. The utterance of a dread word causes one subject within range to take 1d3 points of Charisma drain. The power of this spell protects the caster from the damaging effects of both hearing and knowing the word.
To attempt to speak this unique word without using this spell means instant death (and no effect, because the caster dies before she gets the entire word out).
```
@@---
Spell: Dreaded Form Of The Eye Tyrant
School: Transmutation
Subschool: Polymorph
NSch:
NSubSch:
Level: Wizard 8 **Components:** V, S
Save: Personal
**Target:** You
---
!!
```
## Dreaded Form Of The Eye Tyrant
Transmutation (Polymorph)
**Level:** Wizard 8 **Components:** V, S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
You take the form of a beholder (MM 26). You gain 30 temporary hit points, which disappear at the end of the spell's duration. You can use only one eye ray each round, and each of your ten eye rays can be used only once during the spell's duration. For example, once you use your disintegrate eye ray, you can't use that eye ray again during this casting of the spell.
```
@@---
Spell: Dream
School: Illusion
Subschool: Phantasm
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 5, Wizard 5
Save: None
SR: Yes
---
!!
```
## Dream
Illusion (Phantasm) [Mind-Affecting]
**Level:** Bard 5, Wizard 5
**Components:** V, S
**Casting Time:** 1 minute
**Range:** Unlimited
**Target:** One living creature touched
**Duration:** See text
**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.
```
@@---
Spell: Dream Casting
School: Illusion
Subschool: Phantasm
Descriptor: Mind-Affecting; see text
NSch:
NSubSch:
Level: Wizard 6
Save: Will negates; see text
---
!!
```
## Dream Casting
Illusion (Phantasm) [Mind-Affecting]; see text
**Level:** Wizard 6
**Casting Time:** 1 hour
**Target:** You and one dreamer
**Duration:** 24 hours/level; see text
**Saving Throw:** Will negates; see text
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.
```
@@---
Spell: Dream Lock
Source: Secrets of Sarlona
School: Enchantment
Subschool: Charm
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Wizard 2
Save: Will negates
SR: Yes
---
!!
```
## Dream Lock
Source: Secrets of Sarlona
Enchantment (Charm) [Mind-Affecting]
**Level:** Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 minute/level (D)
**Saving Throw:** Will negates
**Spell Resistance:** Yes
When you cast this spell, you wrap the subject creature in the otherworldly energy of the dreamspace, altering its perceptions and behavior. The creature enters a state of waking dreaming, and is dazed for 1 round.
Thereafter, until the spell's duration expires, the target is trapped in a waking dream, unable to differentiate the random visions of the dream from reality.
The creature is treated as shaken, and all its opponents gain concealment.
Creatures that do not dream are subject to the effect of this spell unless they are also immune to enchantments or mind-affecting spells, powers, and abilities.
Special: If you cast this spell while in a dreamtouched state, you can partially direct the random visions that plague the target creature. This allows you to influence the actions of the target as if using a suggestion spell. The suggested course of activity continues for the entire duration of the spell.
```
@@---
Spell: Dream Lock, Mass
Source: Secrets of Sarlona
School: Enchantment
Subschool: Charm
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Wizard 4
Save: None
SR: No
---
!!
```
## Dream Lock, Mass
Source: Secrets of Sarlona
Enchantment (Charm) [Mind-Affecting]
**Level:** Wizard 4
**Target:** One or more living creatures, no two of which can be more than 30 ft. apart
This spell functions like dream lock, except that mass dream lock affects multiple creatures.
Special: If you cast this spell while in a dreamtouched state, all creatures within the area are subject to your influence. Any suggested course of activity will be directed to all creatures simultaneously, and will be ignored if inapplicable.
## Dream Sight
Divination
**Level:** Dream 6
**Components:** S, DF
**Casting Time:** 1 round
**Range:** See text
**Target:** You
**Duration:** 1 minute/level (D)
You fall into a deep sleep while your spirit leaves your body invisibly in incorporeal form and travels to distant locations. Your spirit can move 100 feet per round, and can see and hear anything you could if you were in the same location. The spirit can be blocked by any spell that wards incorporeal creatures, and it can be detected and attacked in the same way as incorporeal creatures can. Your spirit can do nothing but move and observe?it cannot speak, attack, cast spells, or perform any other action. At the end of the spell, your spirit instantaneously returns to your body and you wake up. If your body is disturbed or attacked while your spirit is wandering, the spell ends immediately.
## Dream Spirit
Source: Secrets of Sarlona
Conjuration (Creation)
**Level:** Wizard 3
**Components:** V, S
**Casting Time:** 1 round
**Range:** Medium (100 ft. + 10 ft./ level)
Effect: One created dream spirit
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** No
This spell creates a manifestation of the dreamspace that attacks your enemies. A dream spirit is treated as an incorporeal creature that has your hit points and the AC you would have if you were incorporeal (it loses any armor bonus or natural armor bonus you have but gains a deflection bonus equal to your Charisma modifier or +1, whichever is greater).
The dream spirit appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. A dream spirit has a single incorporeal touch attack that uses your base attack bonus plus Dexterity modifier and deals ld6 points of damage, plus 1 per two levels (maximum 1d6 + 10).
As a free action, you can mentally direct a dream spirit not to attack, to attack particular enemies, or to perform other actions. The dream spirit acts normally on the last round of the spell's duration and dissipates at the end of its turn.
If a dream spirit is reduced to 0 hit points, this spell ends. If the distance between you and the dream spirit ever exceeds the spell's range, the dream spirit winks out and the spell ends.
Dream spirits are material in nature, and so are not affected by dismissal and similar effects. They are not subject to effects that affect outsiders.
```
@@---
Spell: Dream Walk
School: Conjuration
Subschool: Teleportation
NSch:
NSubSch:
Level: Oneiromancy 4
Save: Will negates
SR: Yes
---
!!
```
## Dream Walk
Conjuration (Teleportation)
**Level:** Oneiromancy 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched, or up to eight willing creatures joining hands
**Duration:** Instantaneous
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You move yourself or some other creature into a dreamscape. You must either be able to see the dreamer whose dreams you wish to enter or be within 30 feet of her. This spell otherwise functions exactly as plane shift.
```
@@---
Spell: Dreaming Puppet
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Oneiromancy 5
Save: Will negates
SR: Yes
---
!!
```
## Dreaming Puppet
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Oneiromancy 5
**Components:** V, S
**Casting Time:** 1 minute
**Range:** Unlimited
**Target:** One sentient, living creature of caster's HD +4 or lower
**Duration:** 1 min./level (D)
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You take control of the physical body of a sleeping creature. At the beginning of the spell, you must name the subject or identify him by some title that leaves no doubt as to his identity.
You then enter a trance and appear in the subject's dream. So long as you remain in his dream, you see the world through the eyes of his physical form, and you control his body as per the spell dominate monster (see page 224 of the Player's Handbook). The subject is aware of you in his dream, and can identify you if he knows you personally. Once the spell ends, or if the subject shakes off the effect due to a new save granted by instructions contrary to his moral code (this new save gains a +2 bonus; see dominate person), he remembers what he has done while under the effects of dreaming puppet.
These memories are dreamlike and not entirely clear, but the subject recalls the gist of all that happened. If the recipient is awake when the spell begins, you can choose to wake up (ending the spell) or remain in the trance. You can remain in the trance until the recipient goes to sleep (assuming the spell's duration lasts that long), then enter the recipient's dream and dominate him as normal. If you are disturbed and awaken during the trance, the spell ends.
Creatures who don?t sleep (such as elves, but not half-elves), don?t dream, or are otherwise immune to mindaffecting spells and abilities are immune to this spell.
You are unaware of your own surroundings or of the activities around you while in the trance. You are defenseless both physically and mentally (you always fail any saving throw) while in the trance.
Dreaming puppet carries an element of risk for you as well as for the subject. If the target exceeds the required Will save by 10 or more, or rolls a natural 20, not only are you barred from controlling him but your soul becomes lost in the dreamscape, unable to easily return to your own body. In order to return to your body, you must either find your way through the realm of dreams (and possibly other planes as well), cast a planar traveling spell, or be rescued.
```
@@---
Spell: Dridershape
Source: Drow of the Underdark
School: Transmutation
Subschool: Polymorph
NSch:
NSubSch:
Level: Wizard 5
Save: Personal
**Target:** You
---
!!
```
## Dridershape
Source: Drow of the Underdark
Transmutation (Polymorph)
**Level:** Wizard 5
**Components:** V, S, Drow
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
You take on the form and abilities of a drider (MM 89). You gain 20 temporary hit points, which disappear at the end of the spell's duration. You don?t gain the drider's spellcasting ability, but you retain your own. (Spellcasting is subject to the drider's ability scores; for instance, you can?t cast wizard spells above 5th level, since your new Intelligence is only 15). Any held objects remain held in the new form (other gear melds into the new form as normal).
See page 59 for details of the polymorph subschool.
```
@@---
Spell: Drifts Of The Shalm
School: Evocation
NSch:
NSubSch:
Level: Druid 2
Save: None
SR: No
---
!!
```
## Drifts Of The Shalm
Evocation
**Level:** Druid 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** One 5-ft. square/level (S)
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
Druids of Obad-Hai routinely evoke the drifts of their lord to delay their enemies, to buy themselves time in the face of a sudden threat, and simply to decorate their groves.
You create drifts of snow, leaves, or ash 3 feet thick. It costs 2 squares of movement to enter a drift-covered square. Additional effects apply based on the type of drift. A snow drift ripples with freezing energy. Anyone moving through or located in a snow drift takes 3 points of cold damage each round.
If any part of a leaf drift comes in contact with fire (anything from a torch to a fireball will do), the whole drift instantly ignites. The heat from the burning leaves deals 2d6 points of fire damage to anyone in the inferno. An ash drift smolders with dying embers. Anyone moving through or located in an ash drift takes 3 points of fire damage each round.
```
@@---
Spell: Drown
School: Conjuration
Subschool: Creation
Descriptor: Water
NSch:
NSubSch:
Level: Druid 6
Save: Fortitude negates
SR: Yes
---
!!
```
## Drown
Conjuration (Creation) [Water]
**Level:** Druid 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
You create water in the lungs of the subject, causing it to begin drowning (Dmg 304) as if it had failed to continue holding its breath. The subject's hit points immediately drop to 0, and it falls unconscious. In the next round, it loses another hit point (bringing its hit points to ?1) and is dying. In the following round, it dies. Coughing and other attempts by the subject to physically expel the water from its lungs are useless. However, another creature can stabilize the subject by making a DC 15 Heal check on the creature before it dies. Undead, constructs, creatures that do not need to breathe, and creatures that can breathe water are unaffected by this spell.
```
@@---
Spell: Drown, Mass
School: Conjuration
Subschool: Creation
Descriptor: Water
NSch:
NSubSch:
Level: Druid 9
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Drown, Mass
Conjuration (Creation) [Water]
**Level:** Druid 9
Targets: One or more creatures, no two of which are more than 30 ft. apart.
This spell functions like drown, except that it affects multiple creatures.
## Drug Resistance
Enchantment
**Level:** Cleric 1, Wizard 1
**Components:** V, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One living creature
**Duration:** 1 hour/level
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
The creature touched is immune to the possibility of addiction to drugs. He still experiences the negative and positive effects of drugs during the spell's duration. This spell does not free the target from the effects of an addiction already incurred. If the spell ends before the effects of a drug wear off, the normal chance for addiction applies.
Material Component: Three drops of pure water.
```
@@---
Spell: Drums Of War
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 4
Save: None
SR: Yes
---
!!
```
## Drums Of War
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 4
**Components:** V, S, F/DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Duration:** Concentration plus 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** Yes
When a bard casts drums of war and plays her instrument, the spell transforms that music into an ominous cadence of drumbeats that fills enemies with doubt. All enemies within range of the spell take a ?2 penalty on their attack rolls and saving throws as long as the drums of war continue and for an additional 1 round per level afterward. Deaf enemies and enemies under the effect of a silence spell are unaffected by this spell. Focus: A masterwork musical instrument, which must be played.
```
@@---
Spell: Duelward
School: Abjuration
NSch:
NSubSch:
Level: Wizard 5
Save: Personal
**Target:** You
---
!!
```
## Duelward
Abjuration
**Level:** Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level or until discharged (D)
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. Material Component: A miniature silk glove.
```
@@---
Spell: Dust To Dust
School: Transmutation
NSch:
NSubSch:
Level: Cleric 4
Save: Fortitude partial; see text
SR: Yes
---
!!
```
## Dust To Dust
Transmutation
**Level:** Cleric 4
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Ray
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial; see text
**Spell Resistance:** Yes
A golden ray springs from your pointing finger. You must make a successful ranged touch attack to hit your intended target.
A corpse or undead creature struck by the ray takes 1d8 points of damage per two caster levels (maximum 10d8). Any Large or smaller creature reduced to 0 or fewer hit points by this spell is disintegrated, leaving behind only a trace of fine dust. The ray has no effect on objects that are not corpses; thus, the creature's equipment is unaffected.
A creature that makes a successful Fortitude takes half damage.
```
@@---
Spell: Dweomer Of Transference
Source: Expanded Psionics Handbook
School: Evocation
NSch:
NSubSch:
Level: Cleric 4, Wizard 4
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Dweomer Of Transference
Source: Expanded Psionics Handbook
Evocation
**Level:** Cleric 4, Wizard 4
**Components:** V, S
**Casting Time:** 1 minute
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One willing psionic creature
**Duration:** 1 round/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
With this spell, you form a radiating corona around the head of a psionic ally, then convert some of your spells into psionic power points.
When you finish casting dweomer of transference, a red-orange glow surrounds the psionic creature's head. For the duration of the spell, any spells cast at the subject don't have their usual effect, instead converting themselves harmlessly into psionic energy that the subject can use as energy for psionic powers.
You can cast any spell you like at the subject, even area spells, effect spells, and spells for whom the subject would ordinarily not be a legitimate target.
The spells don't do anything other than provide the subject with power points, but you must still cast them normally, obeying the component and range requirements listed in the description of each spell.
For each spell you cast into the dweomer of transference, the psionic creature gets temporary power points, according to the following table.
The transference isn't perfectly efficient; for instance, if you cast a 7th-level spell at a psionic creature, it receives insufficient psionic power points to manifest a 7th-level power.
The temporary power points acquired through a dweomer of transference dissipate after 1 hour if they haven't already been spent.
```
@@---
Spell: Eagle's Splendor
School: Transmutation
NSch:
NSubSch:
Level: Bard 2, Cleric 2, Paladin 2, Wizard 2
Save: Will negates (harmless)
SR: Yes
---
!!
```
## Eagle's Splendor
Transmutation
**Level:** Bard 2, Cleric 2, Paladin 2, Wizard 2
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 min./level
**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.
Arcane Material Component: A few feathers or a pinch of droppings from an eagle.
```
@@---
Spell: Eagle's Splendor, Mass
School: Transmutation
NSch:
NSubSch:
Level: Bard 6, Cleric 6, Wizard 6
Save: None
SR: No
---
!!
```
## Eagle's Splendor, Mass
Transmutation
**Level:** Bard 6, Cleric 6, Wizard 6
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature/level, no two of which can be more than 30 ft. apart
This spell functions like eagle's splendor, except that it affects multiple creatures.
## Early Twilight
Evocation [Darkness]
**Level:** Cleric 4, hexblade 4, Wizard 4
**Components:** V, M/DF
**Casting Time:** 1 round
**Range:** Long (400 ft. + 40 ft./level)
**Area:** 80-ft. radius cylinder, 40 ft. high
**Duration:** 10 minutes/level (D)
**Saving Throw:** None
**Spell Resistance:** No
Early twilight suppresses light in its area, even casting a shadow over daylight. This effect reduces the illumination in the area by one category (from bright light to shadowy, or from shadowy to darkness). It does not stack with other magical darkness effects.
Unlike other spells with the darkness descriptor, early twilight counters and dispels battlefield illumination (see page 125) but not other light spells. Arcane Material Component: A black veil.
```
@@---
Spell: Earthbolt
School: Evocation
Descriptor: Earth
NSch:
NSubSch:
Level: Wu Jen 3 (earth)
Save: Reflex half
SR: Yes
---
!!
```
## Earthbolt
Evocation [Earth]
**Level:** Wu Jen 3 (earth)
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** Line up to close range (25 ft. +
5 ft./2 levels)
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
With a shout, you strike the ground at your feet and create a bolt of seismic force that causes earth, rock, and sand to fly into the air, striking creatures along its path. Any creatures caught in the spell's area take 1d6 points of damage per caster level (maximum 10d6).
This spell functions only if you are standing on dirt, clay, sand, or stone (including stone floors), not on wooden floors or other surfaces.
```
@@---
Spell: Earth Glide
School: Transmutation
NSch:
NSubSch:
Level: Druid 8, Wizard 8
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Earth Glide
Transmutation
**Level:** Druid 8, Wizard 8
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 min./level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You give the subject the ability to glide through earth and stone as easily as an earth elemental does. The affected creature can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water.
Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing the affected creature flings the creature back 30 feet and stuns the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
```
@@---
Spell: Earth Hammer
School: Transmutation
NSch:
NSubSch:
Level: Cleric 5, paladin 3
Save: Will negates (harmless, object)
SR: Yes (harmless, object)
---
!!
```
## Earth Hammer
Transmutation
**Level:** Cleric 5, paladin 3
**Components:** V
**Casting Time:** 1 swift action
**Range:** Touch
**Target:** Weapon touched
**Duration:** 1 round/level
**Saving Throw:** Will negates (harmless, object)
**Spell Resistance:** Yes (harmless, object)
You infuse one melee weapon with the power of the earth. The base damage of the weapon improves by one step as if the weapon were one size category larger). Regardless of the weapon's normal material and damage type, the weapon deals bludgeoning damage and overcomes damage reduction as if it were made of adamantine.
If this spell is cast on a weapon made of a different special material (such as alchemical silver), the properties of that material are replaced with those of adamantine for the duration of the spell.
```
@@---
Spell: Earth Lock
School: Abjuration
Descriptor: Earth
NSch:
NSubSch:
Level: Wizard 2
Save: None
SR: No
---
!!
```
## Earth Lock
Abjuration [Earth]
**Level:** Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One 1-foot length of tunnel with a diameter of up to 10 feet
**Duration:** Permanent
**Saving Throw:** None
**Spell Resistance:** No
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 Large 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.
Material Component: A diamond chip worth at least 50 gp, embedded in a piece of charcoal.
```
@@---
Spell: Earth Reaver
School: Transmutation
Descriptor: Fire
NSch:
NSubSch:
Level: Cleric 5, sorcerer/ wizard 5
Save: Reflex partial
SR: Yes
---
!!
```
## Earth Reaver
Transmutation [Fire]
**Level:** Cleric 5, sorcerer/ wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 20-ft. radius spread
**Duration:** Instantaneous
**Saving Throw:** Reflex partial
**Spell Resistance:** Yes
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; no saving throw applies to the damage. Creatures in the area must also succeed on a Reflex saving throw or be knocked prone.
```
@@---
Spell: Earthbind
School: Transmutation
NSch:
NSubSch:
Level: Druid 2, Wizard 2
Save: Fortitude negates
SR: Yes
---
!!
```
## Earthbind
Transmutation
**Level:** Druid 2, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** 1 minute/level (D)
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
You hinder the subject creature's ability 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).
```
@@---
Spell: Earthen Grace
School: Abjuration
Descriptor: Earth
NSch:
NSubSch:
Level: Druid 2, Wizard 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Earthen Grace
Abjuration [Earth]
**Level:** Druid 2, Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
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. Material Component: A chunk of granite.
```
@@---
Spell: Earthen Grasp
School: Transmutation
Descriptor: Earth
NSch:
NSubSch:
Level: Wizard 2
Save: None
SR: Yes
---
!!
```
## Earthen Grasp
Transmutation [Earth]
**Level:** Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Animated earthen arm
**Duration:** 2 rounds/level
**Saving Throw:** None
**Spell Resistance:** Yes
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. Material Component: A miniature hand sculpted from clay.
```
@@---
Spell: Earthquake
School: Evocation
Descriptor: Earth
NSch:
NSubSch:
Level: Cleric 8, Destruction 8, Druid 8, Earth 7
Save: See text
SR: No
---
!!
```
## Earthquake
Evocation [Earth]
**Level:** Cleric 8, Destruction 8, Druid 8, Earth 7
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** 80-ft. radius spread (S)
**Duration:** 1 round
**Saving Throw:** See text
**Spell Resistance:** No
When you cast earthquake, an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can?t move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast.
Cave, Cavern, or Tunnel: The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 15 half ) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris.
Cliffs: Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below).
Open Ground: Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). At the end of the spell, all fissures grind shut, killing any creatures still trapped within.
Structure: Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below).
River, Lake, or Marsh: Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.
Pinned beneath Rubble: Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.
```
@@---
Spell: Earthfast
School: Transmutation
NSch:
NSubSch:
Level: Druid 2
Save: None
SR: Yes (object)
---
!!
```
## Earthfast
Transmutation
**Level:** Druid 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** One stone structure or rock formation, up to 25 cubic ft./level
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes (object)
You reinforce a rock formation or stone structure. The earthfast spell doubles the structure's hit points and increases its hardness to 10. This spell does not function on constructs.
```
@@---
Spell: Ease Of Breath
School: Necromancy
Descriptor: Cold
NSch:
NSubSch:
Level: Cleric 1, druid 1, ranger 1
Save: None
SR: No
---
!!
```
## Ease Of Breath
Necromancy [Cold]
**Level:** Cleric 1, druid 1, ranger 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 hour/level
**Saving Throw:** None
**Spell Resistance:** No
You grant the target the ability to survive in thin air, conferring a +20 inherent bonus on Fortitude saves to resist altitude sickness as well as saving throws to resist becoming fatigued due to altitude or thin air.
```
@@---
Spell: Ease Pain
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Apostle of peace 2, beloved of Valarian 2, cleric 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Ease Pain
Conjuration (Healing)
**Level:** Apostle of peace 2, beloved of Valarian 2, cleric 2
**Components:** S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** Instantaneous
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
Ease pain immediately removes any lingering effects of pain, including penalties imposed by symbol of pain, angry ache, and similar spells. It does not heal any damage or other effects not directly related to pain.
If the target creature is under some effect that causes continuing damage, the pain is eased only for a moment. Ease pain cannot bypass the need for a Concentration check to cast a spell under such circumstances, nor can it allow a creature subject to death by thorns to act normally (since the spell's damage is ongoing).
```
@@---
Spell: Easy Climb
School: Transmutation
NSch:
NSubSch:
Level: Ranger 2
Save: None (object)
SR: Yes (object)
---
!!
```
## Easy Climb
Transmutation
**Level:** Ranger 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** Vertical path 10 ft. wide and 20 ft. tall/level
**Duration:** 10 minutes/level (D)
**Saving Throw:** None (object)
**Spell Resistance:** Yes (object)
You create a path of handholds and footholds up the surface of a cliff face, tree trunk, wall, or other vertical obstacle. This effect changes the surface to the equivalent of a very rough wall (Climb DC 10).
```
@@---
Spell: Easy Trail
School: Abjuration
NSch:
NSubSch:
Level: Druid 2, ranger 1
Save: None
SR: Yes
---
!!
```
## Easy Trail
Abjuration
**Level:** Druid 2, ranger 1
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 40 ft.
**Area:** 40-ft. radius emanation centered on you
**Duration:** 1 hour/level (D)
**Saving Throw:** None
**Spell Resistance:** Yes
Anyone in the area of the spell (including you) finds the underangerowth held aside while they pass. This effect essentially provides a trail through any kind of underangerowth, and you treat any trackless terrain as having a trail (PH 164). Once the effect of the spell passes, the plants return to their normal shape. The DC to track anyone who traveled within the area of this spell increases by 5 (the equivalent of hiding the trail). This spell has no effect on plant creatures (that is, they aren?t pushed or held aside by its effect).
```
@@---
Spell: Ebon Eyes
School: Transmutation
NSch:
NSubSch:
Level: Assassin 1, cleric 1, sorcerer/ wizard 1
Save: None
SR: Yes (harmless)
---
!!
```
## Ebon Eyes
Transmutation
**Level:** Assassin 1, cleric 1, sorcerer/ wizard 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 10 minutes/level
**Saving Throw:** None
**Spell Resistance:** Yes (harmless)
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.
Material Component: A pinch of powdered black gemstone of any type.
```
@@---
Spell: Ebon Ray Of Doom
Source: Lost Empires of Faerun
School: Necromancy
NSch:
NSubSch:
Level: Assassin 3, Wizard 4
Save: Fortitude partial; see text
SR: Yes
---
!!
```
## Ebon Ray Of Doom
Source: Lost Empires of Faerun
Necromancy
**Level:** Assassin 3, Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 level)
Effect: Ray
**Duration:** 1 round/level
**Saving Throw:** Fortitude partial; see text
**Spell Resistance:** Yes
You fire a ray of black energy that drastically slows down the rate at which the subject can recover hit points. Any creature attempting to restore hit points to the subject by means of any sort of healing magic must succeed on a caster level check (DC 15 + your caster level), or the healing effect fails.
A subject with fast healing or a regeneration ability must make a Fortitude save at the beginning of its turn each round.
Failure indicates that the ability does not function in that round.
```
@@---
Spell: Echo Skull
School: Divination
NSch:
NSubSch:
Level: Druid 5
Save: None
SR: Yes (object)
---
!!
```
## Echo Skull
Divination
**Level:** Druid 5
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Animal skull touched
**Duration:** 1 hour/level (D)
**Saving Throw:** None
**Spell Resistance:** Yes (object)
You can see, hear, and speak through a tiny dried animal skull at any distance. As long as you and the skull remain on the same plane, you can see and hear as if you were standing where it is, and during your turn you can switch your perception from its location to your own or back again as a free action. Focus: A tiny dried animal skull.
```
@@---
Spell: Ectoplasmic Armor
School: Abjuration
NSch:
NSubSch:
Level: Wizard 1
Save: Will negates (harmless)
SR: No
---
!!
```
## Ectoplasmic Armor
Abjuration
**Level:** Wizard 1
**Components:** V
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 hour/level (D)
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** No
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.
```
@@---
Spell: Ectoplasmic Enhancement
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Wizard 6
Save: None
SR: No
---
!!
```
## Ectoplasmic Enhancement
Necromancy [Evil]
**Level:** Wizard 6
**Components:** V, S
**Casting Time:** 1 full round
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One incorporeal undead/level
**Duration:** 24 hours
**Saving Throw:** None
**Spell Resistance:** No
The undead affected by this spell gain a +1 deflection bonus to Armor Class, +1d8 temporary hit points, a +1 enhancement bonus on attack rolls, and a +2 bonus to turn resistance. Each of these enhancements increases by +1 for every three caster levels. So a 12th-level caster grants a +5 deflection bonus to AC, an extra 1d8+4 temporary hit points, a +5 enhancement bonus on attack rolls, and a +6 bonus to turn resistance.
```
@@---
Spell: Ectoplasmic Feedback
School: Abjuration
NSch:
NSubSch:
Level: Wizard 2
Save: Personal
**Target:** You
---
!!
```
## Ectoplasmic Feedback
Abjuration
**Level:** Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level (D)
**Saving Throw:** None
**Spell Resistance:** See text
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.
```
@@---
Spell: Effulgent Epuration
School: Abjuration
NSch:
NSubSch:
Level: Wizard 9
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Effulgent Epuration
Abjuration
**Level:** Wizard 9
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One magic-absorbing sphere per caster level
**Duration:** 1 round/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
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.
```
@@---
Spell: Eladrin Form
School: Trasmutation
Descriptor: Good
NSch:
NSubSch:
Level: Wizard 7
Save: Personal
**Target:** You
---
!!
```
## Eladrin Form
Trasmutation [Good]
**Level:** Wizard 7
**Components:** V
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
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).
```
@@---
Spell: Elation
School: Enchantment
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 2, cleric 2, emissary of Barachiel 2, Joy 2, Wizard 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Elation
Enchantment [Mind-Affecting]
**Level:** Bard 2, cleric 2, emissary of Barachiel 2, Joy 2, Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 80 ft.
Targets: Allies in an 80-ft. radius spread of you
**Duration:** 1 round/level
**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.
```
@@---
Spell: Elder Glyph Of Warding
Source: Lords of Madness
School: Abjuration
NSch:
NSubSch:
Level: Cleric 9
Save: None
SR: Yes
---
!!
```
## Elder Glyph Of Warding
Source: Lords of Madness
Abjuration
**Level:** Cleric 9
**Components:**
This spell functions like glyph of warding, except that an elder blast glyph deals 1d8 points of damage per caster level (maximum of 30d8), and an elder spell glyph can store a spell of 9th level or lower.
Material Component: You trace the elder glyph with incense, which first must be sprinkled with powdered diamond worth at least 1,000 gp.
## Electric Jolt
Evocation [Electricity]
**Level:** Wizard 0
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Ray
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
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.
```
@@---
Spell: Electric Loop
School: Evocation
Descriptor: Electricity
NSch:
NSubSch:
Level: Wizard 2
Save: Reflex half; see text
SR: Yes
---
!!
```
## Electric Loop
Evocation [Electricity]
**Level:** Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One creature/3 levels, each of which is adjacent to another target
**Duration:** Instantaneous
**Saving Throw:** Reflex half; see text
**Spell Resistance:** Yes
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.
Material Component: A loop of copper wire and a magnet.
```
@@---
Spell: Electric Vengeance
School: Evocation
Descriptor: Electricity
NSch:
NSubSch:
Level: Wizard 2
Save: None
SR: Yes
---
!!
```
## Electric Vengeance
Evocation [Electricity]
**Level:** Wizard 2
**Components:** V, S
**Casting Time:** 1 immediate action **Range:** 5 ft.
**Target:** One creature
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
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).
```
@@---
Spell: Electric Vengeance, Greater
School: Evocation
Descriptor: Electricity
NSch:
NSubSch:
Level: Wizard 5
Save: Fortitude partial
---
!!
```
## Electric Vengeance, Greater
Evocation [Electricity]
**Level:** Wizard 5
**Saving Throw:** Fortitude partial
This spell functions like electric vengeance, except as noted here. This spell 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.
```
@@---
Spell: Elemental Eye
School: Divination
NSch:
NSubSch:
Level: Wu Jen 3
Save: None
SR: No
---
!!
```
## Elemental Eye
Divination
**Level:** Wu Jen 3
**Components:** V, S, F
**Casting Time:** 1 full round
**Range:** Long (400 ft. + 40 ft./level)
**Target:** One object weighing up to 1 pound (see Focus, below)
**Duration:** See text (D)
**Saving Throw:** None
**Spell Resistance:** No
You enspell a small object to serve as a magic sensor, much like that created by clairaudience/clairvoyance. Once you have touched the object and cast the spell, you have up to 1 hour/level to activate the magic, thus enabling you to plant the object in a location and then move to a different spot to spy on that location. Once you have activated the magic?that is, once you begin actually using the magic sensor to see?the spell lasts for 1 minute/level, or until you choose to end it. This spell otherwise functions as clairvoyance. If the object is moved, your sight moves with it, but the spell ends if the stone passes out of range.
Focus: Depending on your chosen element, you must use one of the following as a focus: a stone (earth), a lump of charcoal (fire), a piece of metal (metal), a puddle of water (water), or a chunk of wood (wood). In each case, the object must weigh between 1/2 and 1 pound. The focus is also the target of the spell.
```
@@---
Spell: Elemental Body
School: Transmutation
Descriptor: see text
NSch:
NSubSch:
Level: Wizard 7
Save: Personal
**Target:** You
---
!!
```
## Elemental Body
Transmutation [see text]
**Level:** Wizard 7
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level
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 when you cast elemental body:
- 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 waterdominant 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.
Material Component: A bit of the element in question from a plane other than the one where the spell is being cast.
```
@@---
Spell: Elemental Burst
School: Evocation
NSch:
NSubSch:
Level: Wu Jen 1 (all)
Save: Reflex half or Reflex negates; see text
SR: Yes
---
!!
```
## Elemental Burst
Evocation
**Level:** Wu Jen 1 (all)
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 10-ft. radius burst
**Duration:** Instantaneous
**Saving Throw:** Reflex half or Reflex negates; see text
**Spell Resistance:** Yes
When you cast this spell, you designate a target composed of one of the five Wu Jen elements?earth, fire, metal, water, and wood. The target then releases magical energy in a sudden, explosive burst, as follows: Wood, Metal, or Earth: The target throws off sharp slivers and fragments; creatures within the burst take 1d8 points of damage (Reflex save for half damage).
Fire: The target shoots out glowing sparks that deal 1d8 points of fire damage to creatures within the burst (Reflex save for half damage).
Water: Water pushes out in a fierce wave, knocking creatures within the area prone unless they make successful Reflex saves. Creatures get a +4 bonus on their saving throws for each size category they are larger than Medium, or a ?4 penalty for each size category smaller than Medium. Exceptionally stable creatures, such as dwarves or creatures with four legs, get an additional +4 bonus.
The spell does not noticeably affect the structure or form of the target object.
```
@@---
Spell: Elemental Prod
Source: Magic of Eberron
School: Abjuration
NSch:
NSubSch:
Level: Artificer 2
Save: None (object)
SR: No (object)
---
!!
```
## Elemental Prod
Source: Magic of Eberron
Abjuration
**Level:** Artificer 2
**Components:** S
**Casting Time:** 1 minute
**Range:** Touch
**Target:** Staff or pole touched
**Duration:** 1 minute/level
**Saving Throw:** None (object)
**Spell Resistance:** No (object)
The need to control elementals more easily during the binding process led to the creation of an infusion that imbues a staff or pole with the ability to move elementals.
As a standard action, the wielder of an elemental prod can gesture with the staff, indicating the starting and ending position for a target elemental creature. The total distance covered must be no greater than 10 feet + 5 feet/2 caster levels.
The target creature immediately understands the command to move, and it can elect to be pushed along without resisting.
Elementals that choose to resist take 1d6 points of damage and are moved only 5 feet in the desired direction.
```
@@---
Spell: Elemental Swarm
School: Conjuration
Subschool: Summoning
Descriptor: see text
NSch:
NSubSch:
Level: Air 9, Druid 9, Earth 9, Fire 9, Water 9
Save: None
SR: No
---
!!
```
## Elemental Swarm
Conjuration (Summoning) [see text]
**Level:** Air 9, Druid 9, Earth 9, Fire 9, Water 9
**Components:** V, S
**Casting Time:** 10 minutes
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Two or more summoned creatures, no two of which can be more than 30 ft. apart **Duration:** 10 min./level (D)
**Saving Throw:** None
**Spell Resistance:** No
This spell opens a portal to an Elemental Plane and summons elementals from it. A druid can choose the plane (Air, Earth, Fire, or Water); a cleric opens a portal to the plane matching his domain.
When the spell is complete, 2d4 Large elementals appear. Ten minutes later, 1d4 Huge elementals appear. Ten minutes after that, one greater elemental appears. Each elemental has maximum hit points per HD. Once these creatures appear, they serve you for the duration of the spell.
The elementals 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 elementals. You can dismiss them singly or in groups at any time.
When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type.
```
@@---
Spell: Elemental Ward
School: Abjuration
NSch:
NSubSch:
Level: Wu Jen 4 (all)
Save: Will negates
SR: Yes
---
!!
```
## Elemental Ward
Abjuration
**Level:** Wu Jen 4 (all)
**Components:** V, S, M
**Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** 60-ft. radius emanation, centered on you
**Duration:** 1 minute
**Saving Throw:** Will negates
**Spell Resistance:** Yes
This spell allows you to drive off elementals of a specific type by uttering a fearsome cry. When you cast the spell, any elemental within the spell's area must leave the area unless it makes a successful Will save. If you try to force the barrier against an elemental that has failed its saving throw, the spell fails.
Material Component: A small quantity of the element opposed to the type being warded against?fire for water elementals, earth for air elementals, air for earth elementals, or water for fire elementals.
```
@@---
Spell: Embrace Of Endless Day
Source: Faiths of Eberron
School: Conjuration
NSch:
NSubSch:
Level: Cleric 4, paladin 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Embrace Of Endless Day
Source: Faiths of Eberron
Conjuration
**Level:** Cleric 4, paladin 3
**Components:** V, S, DF
**Casting Time:** 1 minute
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 minute/level or until expended
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You imbue the target with positive energy which he can then release, in controlled amounts or all at once. You bestow 3 ?points? of positive energy per caster level (maximum 30).
The target can expend this energy to heal with a touch, or harm creatures vulnerable to positive energy, as a paladin's lay on hands ability. Each ?point? of positive energy removes or deals 1 point of damage.
The target also gains a +1 sacred bonus on saves against necromantic and death effects until all the bestowed energy has been expended.
```
@@---
Spell: Embrace The Dark Chaos
School: Transmutation
Descriptor: Chaotic
NSch:
NSubSch:
Level: Cleric 8, Wizard 8
Save: None
SR: No
---
!!
```
## Embrace The Dark Chaos
Transmutation [Chaotic]
**Level:** Cleric 8, Wizard 8
**Components:** V, S, XP
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Willing living creature touched
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
The subject immediately gains one Abyssal heritor feat for which it qualifies, chosen by you at the time of casting. If the subject does not qualify for the designated feat, the spell fails. This Abyssal heritor feat replaces one feat of the subject's choice that it already possesses. The replaced feat need not have been an Abyssal heritor feat. If the lost feat was a prerequisite for other feats or prestige classes, the subject loses access to those feats or prestige class abilities until it once again meets all the prerequisites.
Once the subject has the Abyssal heritor feat, only a miracle, shun the dark chaos, or wish spell can reverse the change. XP Cost: 250 XP.
```
@@---
Spell: Embrace The Wild
School: Transmutation
NSch:
NSubSch:
Level: Druid 2, ranger 1
Save: Personal
**Target:** You
---
!!
```
## Embrace The Wild
Transmutation
**Level:** Druid 2, ranger 1
**Components:** V
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level (D)
Upon casting the spell, you gain the senses of animal creatures. You gain low-light vision and either blindsense out to 30 feet or scent (your choice). You also gain a +2 bonus on Listen and Spot checks.
```
@@---
Spell: Emerald Burst
School: Evocation
Descriptor: Good
NSch:
NSubSch:
Level: Wizard 5
Save: Fortitude negates
SR: Yes
---
!!
```
## Emerald Burst
Evocation [Good]
**Level:** Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 20-ft. radius burst
**Duration:** Instantaneous
**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. Material Component: Emerald worth at least 1,000 gp.
```
@@---
Spell: Emerald Energy Shield
Source: Lost Empires of Faerun
School: Abjuration
NSch:
NSubSch:
Level: Wizard 4
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Emerald Energy Shield
Source: Lost Empires of Faerun
Abjuration
**Level:** Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 minute/level (D)
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You coat the subject with protective energy of an emerald green hue.
This energy shield does not affect the subject's movement, senses, or ability to cast spells.
While surrounded by this energy, the subject is immune to any natural or magical effect that causes deafness and to all language-dependent, mind-affecting spells and effects.
The subject also gains sonic resistance 10 and a +4 bonus on saves against all spells and effects with the sonic descriptor to which it has not already been rendered immune.
Arcane Material Component: A pinch of powdered emerald.
```
@@---
Spell: Emerald Flame Fist
School: Evocation
Descriptor: Fire
NSch:
NSubSch:
Level: Wizard 7
Save: See text
SR: Yes
---
!!
```
## Emerald Flame Fist
Evocation [Fire]
**Level:** Wizard 7
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature or object touched
**Duration:** 1 round/level; see text
**Saving Throw:** See text
**Spell Resistance:** Yes
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.
```
@@---
Spell: Empyreal Ecstasy
School: Abjuration
NSch:
NSubSch:
Level: Bard 6, Pleasure 7
Save: Will negates
SR: Yes
---
!!
```
## Empyreal Ecstasy
Abjuration
**Level:** Bard 6, Pleasure 7
**Components:** V, S, DF **Casting Time:** 1 round **Range:** 30 ft.
**Target:** One creature/level
**Duration:** 1 minute/level (D)
**Saving Throw:** Will negates
**Spell Resistance:** Yes
Like the ease pain spell, empyreal ecstasy immediately removes any lingering effects of pain, including penalties imposed by symbol of pain, angry ache, and similar spells. It neither prevents damage nor blocks other effects not directly related to pain (such as the recall agony or recall pain psionic power).
The spell also induces a pleasurable fuguelike state that yields a number of additional effects:
First, empyreal ecstasy renders its targets immune to mind-affecting spells and effects for the spell's duration, but does not negate mind-influencing effects already in place.
Second, targets of the spell take only half damage from all melee and ranged attacks for the duration of the spell.
Third, the fuguelike state induced by the spell makes it difficult for targets to concentrate on certain tasks. Creatures in ecstasy take a ?4 penalty on all skill checks, and casting a spell while under the influence of empyreal ecstasy requires a DC 15 Concentration check.
```
@@---
Spell: End To Strife
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Apostle of peace 9, cleric 9
Save: None
SR: Yes
---
!!
```
## End To Strife
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Apostle of peace 9, cleric 9
**Components:** V, S, DF
**Casting Time:** 1 standard action **Range:** 80 ft.
**Area:** 80-ft. radius emanation, centered on you
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** Yes
This spell creates an invisible aura of divine power around the caster. All intelligent creatures within the spell's area suddenly become aware that any hostile actions they take will be met with dire consequences.
Any creature in the spell's area that makes an attack takes 20d6 points of damage. The caster decides whether the spell deals lethal or nonlethal damage but cannot change her mind once the spell is cast. Creatures with multiple attacks take the damage after every attack they make.
Targets outside the area of the spell may freely attack creatures in the area without taking damage from this spell.
```
@@---
Spell: Endless Slumber
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 5, Wizard 6
Save: Will negates
SR: Yes
---
!!
```
## Endless Slumber
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 5, Wizard 6
**Components:** V, S, M
**Casting Time:** 1 full round
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** Permanent
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You put a single subject into a magically induced slumber that lasts indefinitely.
Normal stimuli, such as shouting or prodding, are insufficient to wake the subject, but any damage dealt to the subject causes her to rouse immediately. The subject can attempt a new save every 24 hours to awaken early. The subject does not need to eat or drink during this time.
Material Component: A pinch of black sand.
```
@@---
Spell: Endure Elements
School: Abjuration
NSch:
NSubSch:
Level: Cleric 1, Druid 1, Paladin 1, Ranger 1, Wizard 1, Sun 1
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Endure Elements
Abjuration
**Level:** Cleric 1, Druid 1, Paladin 1, Ranger 1, Wizard 1, Sun 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 24 hours
**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.
```
@@---
Spell: Enduring Flight
School: Transmutation
NSch:
NSubSch:
Level: Sky 3, Wizard 4
Save: Personal
**Target:** You
---
!!
```
## Enduring Flight
Transmutation
**Level:** Sky 3, Wizard 4
**Components:** V
**Casting Time:** 1 full round
**Range:** Personal
**Target:** You
**Duration:** See text
You can carry more weight aloft while flying, and your flight lasts longer than normal. You can fly at normal speed when wearing medium armor or carrying up to a medium load. If your ability to fly (whether natural or magical) has a limited duration, that duration is doubled. This spell lasts as long as you remain airborne; it ends the moment you land.
```
@@---
Spell: Enduring Scrutiny
School: Divination
NSch:
NSubSch:
Level: Assassin 3, bard 3, paladin 3, Wizard 3
Save: None
SR: Yes
---
!!
```
## Enduring Scrutiny
Divination
**Level:** Assassin 3, bard 3, paladin 3, Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 it. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 day/level
**Saving Throw:** None
**Spell Resistance:** Yes
You designate a particular action when casting this spell. If the subject engages in or commits that particular action during the spell's duration, you are instantly alerted of that fact, regardless of the distance between you and the subject (and even if the subject is on another plane). For instance, you could command the spell to alert you if the subject casts a spell or kills someone. You do not necessarily know the precise details of when or how the subject committed the designated action; you only know, instantly, that he did so.
```
@@---
Spell: Energetic Healing
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Apostle of peace 5, cleric 5, druid 5
Save: None
SR: Yes (harmless)
---
!!
```
## Energetic Healing
Conjuration (Healing)
**Level:** Apostle of peace 5, cleric 5, druid 5
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One living creature touched
**Duration:** 10 minutes/level or until discharged
**Saving Throw:** None
**Spell Resistance:** Yes (harmless)
This spell converts magical energy damage into healing power. First, it renders the target immune to one energy type (acid, cold, electricity, fire, or sonic) specified when the spell is cast. Second, whenever the target is subjected to a magical attack of the selected energy type, he instead heals damage equal to 10% of the damage dealt (rounded down). For example, a creature protected by energetic healing (cold) that would normally take 35 points of cold damage from a cone of cold heals 3 points of damage instead. Once the spell heals a number of hit points equal to 2 per caster level (maximum 30), it is discharged. This spell does not convert nonmagical energy attacks (such as damage from alchemist's fire) into healing.
```
@@---
Spell: Energize Potion
School: Trasmutation
NSch:
NSubSch:
Level: Cleric 3, druid 3, Wizard 2, Wrath 2
Save: Reflex half
SR: Yes
---
!!
```
## Energize Potion
Trasmutation
**Level:** Cleric 3, druid 3, Wizard 2, Wrath 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: 10-ft. radius burst
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
This spell Trans forms 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. Material Component: A magic potion.
```
@@---
Spell: Energized Shield
School: Abjuration
Descriptor: see text for lesser energized shield
NSch:
NSubSch:
Level: Cleric 3, paladin 2
Save: None
SR: No
---
!!
```
## Energized Shield
Abjuration [see text for lesser energized shield]
**Level:** Cleric 3, paladin 2
This spell functions like lesser energized shield, except that the energy resistance is 10 and damage dealt is 2d6.
## Energized Shield, Lesser
Abjuration [see text]
**Level:** Cleric 2, paladin 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Shield touched
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
When this spell is cast, the shield touched appears to be made entirely out of one type of energy (fire, cold, electricity, acid, or sonic). Whoever bears the shield gains resistance 5 against the chosen energy type.
Additionally, if the wielder successfully hits someone with the shield with a shield bash attack, the victim takes 1d6 points of the appropriate energy damage in addition to the normal shield bash damage. The energy type must be chosen when the spell is cast and cannot be changed during the duration of the spell. The energy resistance overlaps (and does not stack) with resist elements. A given shield cannot be the subject of more than one lesser energized shield or energized shield spell at the same time.
The descriptor of this spell is the same as the energy type you choose when you cast it.
```
@@---
Spell: Energy Absorption
School: Abjuration
NSch:
NSubSch:
Level: Wizard 7, Wu Jen 7
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Energy Absorption
Abjuration
**Level:** Wizard 7, Wu Jen 7
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 hour/level or until expended
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The subject gains resistance 10 against all five energy types: acid, cold, electricity, fire, and sonic.
As an immediate action, the subject can cause the spell to absorb the power of a single energy-based attack. The subject gains immunity to any energy types used in that attack (but only for that attack), and also heals a number of points of damage equal to 1/2 the damage the effect would normally have caused. For instance, if a red dragon breathes fire on the subject for 87 points of damage, he could decide as an immediate action to absorb the effect, thus healing 43 points of damage instead of taking any damage. Hit points in excess of the subject's normal maximum are lost. Taking advantage of this function ends the duration of the spell.
```
@@---
Spell: Energy Aegis
School: Abjuration
NSch:
NSubSch:
Level: Cleric 3, duskblade 3, Wizard 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Energy Aegis
Abjuration
**Level:** Cleric 3, duskblade 3, Wizard 3
**Components:** V, DF
**Casting Time:** 1 immediate action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 round
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
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.
```
@@---
Spell: Energy Alteration
School: Transmutation
NSch:
NSubSch:
Level: Artificer 1
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Energy Alteration
Transmutation
**Level:** Artificer 1
**Components:** S, M
**Casting Time:** 1 round
**Range:** Touch
**Target:** Magic item touched
**Duration:** 10 min./level
**Saving Throw:** Will negates (object)
**Spell Resistance:** Yes (object)
You alter an item that employs an energy type or grants protection from an energy type, to employ or protect against a different energy type. For example, you could change a +2 flaming battleaxe to a +2 frost battleaxe or a ring of minor energy resistance (acid) to a ring of minor energy resistance (sonic). The amount of damage dealt by energy, protection offered from energy, and all other effects remain the same.
Material Component: An alchemical ointment formed from materials representing all five energy types and costing 50 gp.
```
@@---
Spell: Energy Ebb
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 7, Wizard 7
Save: Fortitude partial; see text
SR: Yes
---
!!
```
## Energy Ebb
Necromancy [Evil]
**Level:** Cleric 7, Wizard 7
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Ray
**Duration:** 1 round/level
**Saving Throw:** Fortitude partial; see text
**Spell Resistance:** Yes
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.
```
@@---
Spell: Energy Drain
School: Necromancy
NSch:
NSubSch:
Level: Cleric 9, Wizard 9
Save: Fortitude partial; see text for enervation
---
!!
```
## Energy Drain
Necromancy
**Level:** Cleric 9, Wizard 9
**Saving Throw:** Fortitude partial; see text for enervation
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.
```
@@---
Spell: Energy Immunity
School: Abjuration
NSch:
NSubSch:
Level: Cleric 6, druid 6, sorcerer/ wizard 7
Save: None
SR: Yes (harmless)
---
!!
```
## Energy Immunity
Abjuration
**Level:** Cleric 6, druid 6, sorcerer/ wizard 7
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 24 hours
**Saving Throw:** None
**Spell Resistance:** Yes (harmless)
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.
```
@@---
Spell: Energy Spheres
School: Evocation
Descriptor: Acid, Cold, Electricity, Fire, Sonic
NSch:
NSubSch:
Level: Wizard 4
Save: Reflex half; see text
SR: Yes; see text
---
!!
```
## Energy Spheres
Evocation [Acid, Cold, Electricity, Fire, Sonic]
**Level:** Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Five floating spheres
**Duration:** 1 round/level or until discharged
**Saving Throw:** Reflex half; see text
**Spell Resistance:** Yes; see text
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. Material Component: Five glass marbles.
```
@@---
Spell: Energy Surge
School: Transmutation
Descriptor: see text for lesser energy surge
NSch:
NSubSch:
Level: Duskblade 3, Wizard 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Energy Surge
Transmutation [see text for lesser energy surge]
**Level:** Duskblade 3, Wizard 3
This spell functions like lesser energy surge, except that the attack deals an extra 2d6 points of energy damage.
## Energy Surge, Greater
Transmutation [see text for lesser energy surge]
**Level:** Wizard 6
This spell functions like lesser energy surge, except that the attack deals an extra 3d6 points of energy damage.
## Energy Surge, Lesser
Transmutation [see text]
**Level:** Wizard 2
**Components:** V
**Casting Time:** 1 swift action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One weapon
**Duration:** 1 round
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
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.
```
@@---
Spell: Energy Transformation Field
School: Transmutation
NSch:
NSubSch:
Level: Wizard 7
Save: None
SR: Yes
---
!!
```
## Energy Transformation Field
Transmutation
**Level:** Wizard 7
**Components:** V, S, M, XP
**Casting Time:** 4 rounds
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 40-ft. radius spread
**Duration:** Permanent
**Saving Throw:** None
**Spell Resistance:** Yes
You create a lingering zone of transformative 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. Material Component: Three drops of your blood, an eye from any humanoid, and 5,000 gp worth of powdered diamond. XP Cost: 250 XP.
```
@@---
Spell: Energy Vortex
School: Evocation
Descriptor: see text
NSch:
NSubSch:
Level: Cleric 3, druid 3
Save: Reflex half
SR: Yes
---
!!
```
## Energy Vortex
Evocation [see text]
**Level:** Cleric 3, druid 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** 20 ft. Targets: All creatures within a 20-ft.- radius burst centered on you
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
When you cast energy vortex, you choose one of four energy types: acid, cold, electricity, or fire. A blast of that energy type bursts in all directions from you, dealing 1d8 points of damage +1 point per caster level (maximum +20) to nearby creatures other than you. If you are willing to take the damage yourself, you deal twice as much damage. You don?t get a Reflex save, but spell resistance applies, as do any resistances and immunities you have to the energy type. The descriptor of this spell is the same as the energy type you choose when you cast it.
```
@@---
Spell: Energy Vulnerability
School: Abjuration
NSch:
NSubSch:
Level: Cleric 3, Wizard 3
Save: Will negates
SR: Yes
---
!!
```
## Energy Vulnerability
Abjuration
**Level:** Cleric 3, Wizard 3
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Targets: One or more creatures within a 10-ft. radius burst
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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).
Arcane Material Component: A tiny wooden shield, which the caster snaps in half.
```
@@---
Spell: Enervating Breath
School: Necromancy
NSch:
NSubSch:
Level: Wizard 9
Save: Personal
**Target:** Your breath weapon
---
!!
```
## Enervating Breath
Necromancy
**Level:** Wizard 9
**Components:** S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** Your breath weapon
**Duration:** 1 round
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.
```
@@---
Spell: Enervation
School: Necromancy
NSch:
NSubSch:
Level: Wizard 4
Save: None
SR: Yes
---
!!
```
## Enervation
Necromancy
**Level:** Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Ray of negative energy
**Duration:** Instantaneous
**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.
```
@@---
Spell: Engulfing Terror
Source: Drow of the Underdark
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Druid 3, Wizard 3
Save: None
SR: No
---
!!
```
## Engulfing Terror
Source: Drow of the Underdark
Conjuration (Creation)
**Level:** Druid 3, Wizard 3
**Components:** V, S
**Casting Time:** 1 full round
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One gelatinous cube
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
Engulfing terror creates a gelatinous cube (MM 201) in a space you designate. The space must be large enough to accommodate the creature. If not, the spell automatically fails.
Upon appearing, the cube acts on your turn, attacking the nearest living creature each round. You have no control over it and cannot direct it. The gelatinous cube remains until it is destroyed or has no remaining targets to attack, at which point it moves away in a random direction.
```
@@---
Spell: Enhance Familiar
School: Universal
NSch:
NSubSch:
Level: Wizard 3
Save: None
SR: Yes (harmless)
---
!!
```
## Enhance Familiar
Universal
**Level:** Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Familiar touched
**Duration:** 1 hour/level
**Saving Throw:** None
**Spell Resistance:** Yes (harmless)
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.
```
@@---
Spell: Enhanced Shifting
School: Transmutation
NSch:
NSubSch:
Level: Druid 3
Save: Personal
**Target:** You
---
!!
```
## Enhanced Shifting
Transmutation
**Level:** Druid 3
**Components:** V, shifter
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** See text
You use divine energy to enhance the power of your shifting ability.
This spell functions only if cast while you are shifting, and lasts until your shifting ends. While shifting, you receive the following benefits:
- The bonus granted to the ability score governed by your shifter trait improves from +2 to +4.
- If you gain a natural weapon while shifting, you gain a bonus on damage rolls with that natural weapon of +1 per four caster levels (maximum +5).
- If you gain a new form of movement while shifting (or if an existing form of movement is improved), you gain an enhancement bonus of +10 feet to that movement form.
- The duration of your shifting is extended by 1 round per 4 caster levels (maximum +5 rounds).
```
@@---
Spell: Enhance Wild Shape
School: Transmutation
NSch:
NSubSch:
Level: Druid 4
Save: Personal
**Target:** You
---
!!
```
## Enhance Wild Shape
Transmutation
**Level:** Druid 4
**Components:** V, S
**Casting Time:** 1 minute
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level
This spell infuses your wild shape ability with magical energy, magnifying and enhancing its power. The type of enhancement must be chosen at the time the spell is cast and cannot be changed once the spell is in effect. The next time you activate your wild shape ability (during the duration of enhance wild shape), this spell enhances your new form in the way you selected. The enhancement to your wild shape remains as long as you stay in that form (or until the spell's duration expires) but does not apply to your next wild shape form. If you do not activate your wild shape ability during the duration of enhance wild shape, the spell has no effect. You select one of the following enhancements when you cast this spell.
- Assume the form of a plant with your next wild shape.
- Gain the extraordinary abilities of the new form.
- The new form assumed is stronger than normal and gains a +2 bonus to Strength.
- The new form assumed is more agile than normal and gains a +2 bonus to Dexterity.
- The new form assumed is healthier than normal and gains a +2 bonus to Constitution.
A druid can be affected by more than one enhance wild shape spell at a time, but a different wild shape enhancement must be chosen each time.
```
@@---
Spell: Enhancement Alteration
Source: Eberron Campaign Setting
School: Transmutation
NSch:
NSubSch:
Level: Artificer 1
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Enhancement Alteration
Source: Eberron Campaign Setting
Transmutation
**Level:** Artificer 1
**Components:** S
**Casting Time:** 1 round
**Range:** Touch
**Target:** Weapon or shield touched
**Duration:** 10 min./level (D)
**Saving Throw:** Will negates (object)
**Spell Resistance:** Yes (object)
This spell has two distinct versions, both involving an alteration of an existing enhancement bonus. If you imbue a shield with this infusion, some or all of its enhancement bonus applies to shield bash attacks made with the shield instead of to the wielder's shield bonus to Armor Class.
You can choose any portion of its enhancement bonus to shift in this fashion.
If you imbue a weapon with this infusion, some or all of its enhancement bonus applies to the wielder's Armor Class if he chooses to fight defensively, uses the total defense action, uses the Combat Expertise feat, or uses the weapon in his off hand and has the Two-Weapon Defense feat. The enhancement bonus you shift no longer applies to the wielder's attack rolls and damage rolls with the weapon. As with the shield version, you can choose any portion of its enhancement bonus to shift in this fashion.
If the weapon or shield is attended, the wielder can make a Will saving throw to negate the effect.
```
@@---
Spell: Enlarge Person
School: Transmutation
NSch:
NSubSch:
Level: Wizard 1, Strength 1
Save: Fortitude negates
SR: Yes
---
!!
```
## Enlarge Person
Transmutation
**Level:** Wizard 1, Strength 1
**Components:** V, S, M
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One humanoid creature
**Duration:** 1 min./level (D)
**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. Material Component: A pinch of powdered iron.
```
@@---
Spell: Enlarge Person, Greater
School: Transmutation
NSch:
NSubSch:
Level: Wizard 5
Save: Will negates (harmless, object)
SR: Yes (harmless, object)
---
!!
```
## Enlarge Person, Greater
Transmutation
**Level:** Wizard 5
**Range:** Touch
**Duration:** 1 hour/level (D)
This spell functions like enlarge person (PH 226), except as noted above.
## Enlarge Person, Mass
Transmutation
**Level:** Wizard 4
**Target:** One humanoid creature/level, no two of which can be more than 30 ft. apart
This spell functions like enlarge person, except that it affects multiple creatures.
## Enlarge Weapon
Transmutation
**Level:** Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One touched melee weapon
**Duration:** 1 round/level
**Saving Throw:** Will negates (harmless, object)
**Spell Resistance:** Yes (harmless, object)
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).
```
@@---
Spell: Enrage Animal
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Druid 1, ranger 1
Save: None
SR: Yes
---
!!
```
## Enrage Animal
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Druid 1, ranger 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One animal
**Duration:** Concentration +1 round/ level
**Saving Throw:** None
**Spell Resistance:** Yes
Enrage animal affects only creatures of the animal type and bestows a +4 morale bonus to Strength and
Constitution, a +2 morale bonus on Will saves, and a ?2 penalty to Armor Class. This effect is otherwise identical to a barbarian's rage (PH 25), except that the animal is not fatigued at the end of the rage.
```
@@---
Spell: Entangle
School: Transmutation
NSch:
NSubSch:
Level: Druid 1, Plant 1, Ranger 1
Save: Reflex partial; see text
SR: No
---
!!
```
## Entangle
Transmutation
**Level:** Druid 1, Plant 1, Ranger 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** Plants in a 40-ft. radius spread
**Duration:** 1 min./level (D)
**Saving Throw:** Reflex partial; see text
**Spell Resistance:** No
Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.
Note: The effects of the spell may be altered somewhat, based on the nature of the entangling plants.
```
@@---
Spell: Entangling Dragonmark
Source: Dragonmarked
School: Transmutation
NSch:
NSubSch:
Level: Artificer 1, Wizard 1
Save: Fortitude negates
SR: Yes
---
!!
```
## Entangling Dragonmark
Source: Dragonmarked
Transmutation
**Level:** Artificer 1, Wizard 1
**Components:** V, S, Dr
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One dragonmarked creature
**Duration:** 1 round/level (D)
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
A target that fails its saving throw is entangled for the duration of the spell. Dragonmark: Any true or aberrant dragonmark.
```
@@---
Spell: Entangling Scarf
School: Transmutation
NSch:
NSubSch:
Level: Wu Jen 2 (metal)
Save: Reflex negates
SR: No
---
!!
```
## Entangling Scarf
Transmutation
**Level:** Wu Jen 2 (metal)
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 round/level
**Saving Throw:** Reflex negates
**Spell Resistance:** No
When you cast this spell, you flick a silk scarf at one creature within range, magically propelling it toward the target. The scarf assumes an ironlike hardness on its way and then wraps around the target creature. You must have line of sight to the target and hit with a ranged touch attack. If you hit, the target must make a successful Reflex save or become entangled.
Focus: The silk scarf.
```
@@---
Spell: Entangling Staff
School: Transmutation
NSch:
NSubSch:
Level: Druid 3, Wizard 4
Save: Yes (harmless, object)
SR: Yes (harmless)
---
!!
```
## Entangling Staff
Transmutation
**Level:** Druid 3, Wizard 4
**Components:** V, S, F
**Casting Time:** 1 swift action
**Range:** Touch
**Target:** Quarterstaff touched
**Duration:** 1 round/level (D)
**Saving Throw:** Yes (harmless, object)
**Spell Resistance:** Yes (harmless)
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. Focus: A quarterstaff.
```
@@---
Spell: Enthrall
School: Enchantment
Subschool: Charm
Descriptor: Language Dependent, Mind-Affecting, Sonic
NSch:
NSubSch:
Level: Bard 2, Cleric 2
Save: Will negates; see text
SR: Yes
---
!!
```
## Enthrall
Enchantment (Charm) [Language Dependent, Mind-Affecting, Sonic]
**Level:** Bard 2, Cleric 2
**Components:** V, S
**Casting Time:** 1 round
**Range:** Medium (100 ft. + 10 ft./level)
Targets: Any number of creatures
**Duration:** 1 hour or less
**Saving Throw:** Will negates; see text
**Spell Resistance:** Yes
If you have the attention of a group of creatures, you can use this spell to hold them spellbound. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw.
A creature with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes.
The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing.
If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist. The heckling ends the spell if this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell.
If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile.
```
@@---
Spell: Entice Gift
School: Enchantment
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 2, Greed 2, sorcerer/ wizard 2
Save: Will negates
SR: Yes
---
!!
```
## Entice Gift
Enchantment [Mind-Affecting]
**Level:** Bard 2, Greed 2, sorcerer/ wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 round
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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.
```
@@---
Spell: Entomb
School: Evocation
Descriptor: Cold
NSch:
NSubSch:
Level: Druid 6, Wizard 6
Save: Fortitude negates
SR: Yes
---
!!
```
## Entomb
Evocation [Cold]
**Level:** Druid 6, Wizard 6
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** One creature/level, no two of which can be more than 30 ft. apart
**Duration:** Instantaneous and 1 round/ level; see text
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
An entomb spell traps living creatures in a block of ice, suffocating them. The spell entraps the targets with a thick layer of ice from head to toe. Those that make a successful Fortitude saving throw can shake off the ice immediately, though they still take 6d6 points of cold damage. If the creature fails its saving throw, it is held within the ice and immediately begins to suffocate per the drowning rules (see page 304 of the Dungeon Master's Guide). In addition, the creature takes 2d12 points of cold damage and 1 point of Constitution damage per round from contact with the ice.
Other than attempting to escape, creatures entombed can perform actions that only require mental or verbal activity. Escaping from the ice block requires a DC 20 Strength check or the application of 20 points of fire damage. Material Component: A clear gemstone with a minimum value of 500 gp.
```
@@---
Spell: Entropic Shield
Source: Srd
School: Abjuration
NSch:
NSubSch:
Level: Cleric 1, Luck 1, Storm 1
Save: Personal
**Target:** You
---
!!
```
## Entropic Shield
Source: Srd
Abjuration
**Level:** Cleric 1, Luck 1, Storm 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 min./level (D)
A magical field appears around you, glowing with a chaotic blast of multicolored hues.
This field deflects incoming arrows, rays, and other ranged attacks.
Each ranged attack directed at you for which the attacker must make an attack roll (including arrows, magic arrows, Melf's acid arrow, ray of enfeeblement, and so forth) has a 20% miss chance (similar to the effects of concealment).
Other attacks that simply work at a distance, such as a dragon's breath weapon, are not affected.
```
@@---
Spell: Enveloping Cocoon
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Druid 6
Save: Reflex negates
SR: Yes
---
!!
```
## Enveloping Cocoon
Evocation [Force]
**Level:** Druid 6
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Cocoon of force around one Large or smaller creature
**Duration:** 1 round/level (D)
**Saving Throw:** Reflex negates
**Spell Resistance:** Yes
A cocoon of force encloses a creature of size Large or smaller, containing it for the spell's duration or until the cocoon is destroyed. The cocoon has hardness 10 and 10 hit points per caster level. The enveloping cocoon prevents the creature trapped inside from moving or casting spells with somatic components. The cocoon is too confining to permit effective attacks with anything larger than a natural or light weapon (and the creature inside can attack only the cocoon in any event).
You can attach a second spell to the cocoon by casting it at the cocoon. When the enveloping cocoon spell ends or is dismissed, the attached spell automatically affects the creature inside, with no save allowed (although spell resistance, if any, still applies).
If the cocoon is destroyed before it is dismissed or the spell duration ends, the attached spell is wasted. Any of the following spells from this book can be attached to an enveloping cocoon: infestation of maggots, languor, miasma, and phantasmal disorientation. In addition, a cocoon can be used in conjunction with these spells from the Player's Handbook: baleful polymorph, blight, contagion, dominate animal, flame strike, and poison (the subject fails the initial save but can attempt the second save).
Material Component: A live caterpillar.
```
@@---
Spell: Eradicate Earth
School: Abjuration
Descriptor: Earth
NSch:
NSubSch:
Level: Wizard 3
Save: Fortitude half
SR: Yes
---
!!
```
## Eradicate Earth
Abjuration [Earth]
**Level:** Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action **Range:** 40 ft.
**Area:** 40-ft. radius burst centered on you
**Duration:** Instantaneous
**Saving Throw:** Fortitude half
**Spell Resistance:** Yes
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). Material Component: A small stone.
```
@@---
Spell: Erase
School: Transmutation
NSch:
NSubSch:
Level: Bard 1, Wizard 1
Save: See text
SR: No
---
!!
```
## Erase
Transmutation
**Level:** Bard 1, Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One scroll or two pages
**Duration:** Instantaneous
**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.
```
@@---
Spell: Escalating Enfeeblement
School: Necromancy
NSch:
NSubSch:
Level: Wizard 2
Save: None
SR: No
---
!!
```
## Escalating Enfeeblement
Necromancy
**Level:** Wizard 2
This spell functions like ray of enfeeblement, except that if you cast it on a target that is already fatigued or exhausted, or one currently affected by a penalty, damage, or drain to its Strength, Dexterity, or Constitution score, it instead applies a penalty to Strength equal to 1d10 +1 per two caster levels (maximum 1d10+5). This penalty doesn't stack with the penalty from ray of enfeeblement.
## Essence Of The Dragon
Transmutation
**Level:** Sorcerer 2
**Components:** S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Willing living creature touched
**Duration:** 1 minute/level
**Saving Throw:** None
**Spell Resistance:** No
You confer the dragon type on the touched creature. For the duration of the spell, that creature counts as a dragon for the purpose of spell effects, magic item wielder requirements, favored enemy bonuses, and other factors that depend on a creature's type.
The subject of the spell is immune to magic sleep and paralysis effects and ignores the frightful presence of dragons. The recipient also receives darkvision out to 60 feet and low-light vision. It is also now vulnerable to harmful effects that specify dragons, such as dragon bane weapons.
Material Component: A drop of blood from a dragon or dragon-descended creature.
```
@@---
Spell: Essence Of The Raptor
School: Transmutation
NSch:
NSubSch:
Level: Druid 4
Save: Personal
**Target:** You
---
!!
```
## Essence Of The Raptor
Transmutation
**Level:** Druid 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level (D)
Your physical appearance does not change. Your speed increases to 60 feet (if it is already 60 feet or faster, it does not change), and you gain a +8 bonus on Hide, Jump, Listen, Spot, and Survival checks. You also gain the scent ability (MM 314).
```
@@---
Spell: Essentia Lock
School: Abjuration
NSch:
NSubSch:
Level: Cleric 4, Incarnum 4, Wizard 4
Save: None
SR: Yes
---
!!
```
## Essentia Lock
Abjuration
**Level:** Cleric 4, Incarnum 4, Wizard 4
**Components:** V, S, F/DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** Yes
When you cast essentia lock, you freeze the subject's current allocation of essentia in place. The target is unable to shift essentia to or from any soulmelds, feats, or other essentia receptacles he might possess, and must maintain his current allocation of essentia for the duration of the spell. Creatures without essentia are unaffected by this spell.
Arcane Focus: A tiny padlock made of silver (10 gp).
```
@@---
Spell: Estanna's Stew
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Cleric 2, druid 2, paladin 2
Save: Will half (harmless); see text
SR: Yes (harmless)
---
!!
```
## Estanna's Stew
Conjuration (Healing)
**Level:** Cleric 2, druid 2, paladin 2
**Components:** V, S, F
**Casting Time:** 1 round **Range:** 0 ft.
Effect: Fills pot with healing stew (1 serving/2 levels)
**Duration:** Instantaneous (see text)
**Saving Throw:** Will half (harmless); see text
**Spell Resistance:** Yes (harmless)
This spell calls upon Estanna, goddess of hearth and home (described in Chapter 2: Variant Rules), to fill a specially crafted stewpot with a potent healing stew. The caster must be hold the pot in hand when Estanna's stew is cast; otherwise, the spell fails and is wasted. The spell creates one serving per two caster levels (maximum 5). A single serving heals 1d6+1 points of damage and requires a standard action to consume.
Any portion of the stew that is not consumed disappears after 1 hour.
The stew can be splashed onto a single undead creature within 10 feet. If a ranged touch attack succeeds, the undead creature takes 1d6+1 points of damage per serving splashed on it. The undead creature can apply spell resistance and can attempt a Will save to take half damage. Focus: An engraved stewpot worth at least 50 gp.
```
@@---
Spell: Eternity Of Torture
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Pain 9
Save: Fortitude partial
SR: Yes
---
!!
```
## Eternity Of Torture
Necromancy [Evil]
**Level:** Pain 9
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** Permanent
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
The subject's body is twisted and warped, wracked forever with excruciating pain. The subject is rendered helpless, but?as long as the spell continues? it is sustained and has no need for food, drink, or air. The subject does not age?all the better to ensure a true eternity of unimaginable torture.
The subject takes 1 point of drain to each ability score each day until all scores are reduced to 0 (except
Constitution, which stays at 1). The subject cannot heal or regenerate. Lastly, the subject is completely unaware of its surroundings, insensate to anything but the excruciating pain.
A single Fortitude saving throw is all that stands between a target and this horrible spell. However, even if the saving throw is successful, the target still feels terrible (but temporary) pain. The target takes 5d6 points of damage immediately and takes a ?4 circumstance penalty on attack rolls, saving throws, skill checks, and ability checks for 1 round per level of the caster.
```
@@---
Spell: Ethereal Breath
School: Transmutation
NSch:
NSubSch:
Level: Wizard 5
Save: Personal
**Target:** Your breath weapon
---
!!
```
## Ethereal Breath
Transmutation
**Level:** Wizard 5
**Components:** S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** Your breath weapon
**Duration:** 1 round
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.
```
@@---
Spell: Ethereal Chamber
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 2
Save: Reflex negates
SR: Yes
---
!!
```
## Ethereal Chamber
Evocation [Force]
**Level:** Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One ethereal creature
**Duration:** 1 minute/level
**Saving Throw:** Reflex negates
**Spell Resistance:** Yes
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 is otherwise 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 Strength check (DC 10 + caster level). A disintegrate spell destroys an ethereal chamber.
Material Component: A piece of translucent glass.
```
@@---
Spell: Ethereal Mount
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Bard 4, Wizard 4
Save: Personal
**Target:** You
---
!!
```
## Ethereal Mount
Conjuration (Creation)
**Level:** Bard 4, Wizard 4
Effect: One quasi-real mount, plus one additional mount/2 levels
This spell functions like phantom steed (PH 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.)
## Ethereal Jaunt
Transmutation
**Level:** Cleric 7, Wizard 7
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
You become ethereal, along with your equipment. For the duration of the spell, you are in a place called the Ethereal Plane, which overlaps the normal, physical, Material Plane. When the spell expires, you return to material existence.
An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.
Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can?t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane.
Treat other ethereal creatures and ethereal objects as if they were material.
If you end the spell and become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel.
```
@@---
Spell: Etherealness
School: Transmutation
NSch:
NSubSch:
Level: Cleric 9, Wizard 9
Save: Will negates
SR: Yes
---
!!
```
## Etherealness
Transmutation
**Level:** Cleric 9, Wizard 9
**Range:** Touch; see text
Targets: You and one other touched creature per three levels
**Duration:** 1 min./level (D)
**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.
## Etherealness, Swift
Transmutation
**Level:** Beguiler 5, cleric 5, Wizard 5
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One willing creature
**Duration:** 1 round
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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.
```
@@---
Spell: Evacuati On Rune
School: Conjuration
Subschool: Teleportation
NSch:
NSubSch:
Level: Bard 5, Wizard 5
Save: None (harmless)
SR: No (harmless)
---
!!
```
## Evacuati On Rune
Conjuration (Teleportation)
**Level:** Bard 5, Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
Effect: One invisible rune
**Duration:** 24 hours
**Saving Throw:** None (harmless)
**Spell Resistance:** No (harmless)
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. Material Component: The blood of an owl, hawk, or eagle.
```
@@---
Spell: Everangereen
School: Transmutation
Descriptor: Fire
NSch:
NSubSch:
Level: Druid 2
Save: None
SR: No
---
!!
```
## Everangereen
Transmutation [Fire]
**Level:** Druid 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 10-ft. radius
**Duration:** 1 hour/level and instantaneous; see text
**Saving Throw:** None
**Spell Resistance:** No
You imbue a 10-foot radius area of plant life with magical heat, instantly healing 1d8 points of damage +1 point per caster level (maximum +10), and granting immunity to cold for the duration of the spell. Everangereen affects natural plants as well as creatures with the plant subtype.
```
@@---
Spell: Evil Eye
School: Enchantment
Descriptor: Evil
NSch:
NSubSch:
Level: Mortal Hunter 2, Wizard 3
Save: Will negates
SR: Yes
---
!!
```
## Evil Eye
Enchantment [Evil]
**Level:** Mortal Hunter 2, Wizard 3
**Components:** S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** Instantaneous (see text)
**Saving Throw:** Will negates
**Spell Resistance:** Yes
The caster focuses malevolent wishes through her gaze and curses someone with bad luck. The subject takes a ?4 luck penalty on all attack rolls, saves, and checks. The spell ends at the next sunrise, when dismissed, when a remove curse is cast on the subject, or when the caster takes at least 1 point of damage from the subject.
```
@@---
Spell: Evil Glare
School: Necromancy
Descriptor: Evil, Fear, Mind-Affecting
NSch:
NSubSch:
Level: Cleric 7, Wizard 7
Save: Will negates
SR: Yes
---
!!
```
## Evil Glare
Necromancy [Evil, Fear, Mind-Affecting]
**Level:** Cleric 7, Wizard 7
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** 30 feet
**Target:** Living creatures
**Duration:** 1 round/level; see text
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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.
```
@@---
Spell: Evil Weather
School: Conjuration
Subschool: Creation
Descriptor: Evil
NSch:
NSubSch:
Level: Corrupt 8
Save: Personal
**Area:** 1-mile/level radius, centered on caster
---
!!
```
## Evil Weather
Conjuration (Creation) [Evil]
**Level:** Corrupt 8
**Components:** V, S, M, XP, Corrupt (see below)
**Casting Time:** 1 hour
**Range:** Personal
**Area:** 1-mile/level radius, centered on caster
**Duration:** 3d6 minutes
**Saving Throw:** None
**Spell Resistance:** No
The caster conjures a type of evil weather. It functions as described in Chapter 2 of this book, except that area and duration are as given for this spell. To conjure violet rain, the caster must sacrifice 10,000 gp worth of amethysts and spend 200 XP. Other forms of evil weather have no material component or experience point cost. Corruption Cost: 3d6 points of Constitution damage.
```
@@---
Spell: Exacting Shot
School: Transmutation
NSch:
NSubSch:
Level: Ranger 2
Save: Will negates (harmless, object)
SR: Yes (harmless, object)
---
!!
```
## Exacting Shot
Transmutation
**Level:** Ranger 2
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Touch
**Target:** Ranged weapon touched
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless, object)
**Spell Resistance:** Yes (harmless, object)
All rolls made to confirm critical threats by the target weapon against your favored enemies automatically succeed, so every threat is a critical hit. The affected weapon also ignores any miss chance due to concealment whenever you fire at a favored enemy (unless the target has total concealment, in which case the normal miss chance applies). If the ranged weapon or the projectile fired has any magical effect or property related to critical hits, this spell has no effect on it.
```
@@---
Spell: Exalted Fury
School: Evocation
Descriptor: Good
NSch:
NSubSch:
Level: Sanctified 9
Save: None
SR: Yes
---
!!
```
## Exalted Fury
Evocation [Good]
**Level:** Sanctified 9
**Components:** V, Sacrifice **Casting Time:** 1 standard action **Range:** 40 ft.
**Area:** 40-ft. radius burst, centered on you
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
Uttering a single, awesomely powerful syllable of the Words of Creation, your body erupts in the same holy power that shaped the universe at its birth. All evil creatures within the area take damage equal to your current hit points +50.
Sacrifice: You die. You can be raised or resurrected normally.
```
@@---
Spell: Exalted Raiment
School: Abjuration
NSch:
NSubSch:
Level: Sanctified 6
Save: Will negates (harmless, object)
SR: Yes (harmless, object)
---
!!
```
## Exalted Raiment
Abjuration
**Level:** Sanctified 6
**Components:** V, DF, Sacrifice
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Robe, garment, or outfit touched
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless, object)
**Spell Resistance:** Yes (harmless, object)
You imbue a robe, priestly garment, or outfit of regular clothing with divine power. The spell bestows the following effects for its **Duration:**
- +1 sacred bonus to AC per five caster levels (maximum +4 at 20th level)
- Damage reduction 10/evil
- Spell resistance 5 + 1 per caster level (maximum SR 25 at 20th level)
- Reduces ability damage due to spellcasting by 1, to a minimum of 1 point (but does not reduce the sacrifice cost
- for casting this spell)
Only a good-aligned creature gains the benefits of this spell; creatures of nongood alignment can wear the exalted raiment but gain no spell benefits from doing so.
Sacrifice: 1d4 points of Strength damage.
```
@@---
Spell: Excavate
School: Transmutation
NSch:
NSubSch:
Level: Wizard 8
Save: None
SR: No
---
!!
```
## Excavate
Transmutation
**Level:** Wizard 8
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One 5-ft.-by-5-ft. opening, 1 ft./level deep
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
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. Material Component: A pinch of excavated earth.
```
@@---
Spell: Execration
Source: Complete Champion
School: Necromancy
NSch:
NSubSch:
Level: Blackguard 2, cleric 2
Save: Will negates
SR: Yes
---
!!
```
## Execration
Source: Complete Champion
Necromancy
**Level:** Blackguard 2, cleric 2
**Components:** V, S, DF
**Casting Time:** 1 round
**Range:** Touch
**Target:** Creature touched
**Duration:** 10 minutes/level or until discharged
**Saving Throw:** Will negates
**Spell Resistance:** Yes
With a touch, you impose a ?2 penalty on all of another creature's saving throws. If the subject is also under another effect that imposes saving throw penalties, the effects stack.
At any point before the spell's duration expires, you can force the subject to reroll a single attack roll, saving throw, skill check, or ability check as an immediate action. You can require this action either before or after the subject rolls, but you must have line of sight to the subject at the time. The lower of the two rolls applies. Once this option is exercised, the spell ends immediately.
```
@@---
Spell: Exorcism
School: Abjuration
NSch:
NSubSch:
Level: Cleric 1, paladin 1
Save: Personal
**Target:** You
---
!!
```
## Exorcism
Abjuration
**Level:** Cleric 1, paladin 1
**Components:** V, S, M, DF
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round
**Saving Throw:** Will negates; see text
After casting this spell, you can spend a use of your turn or rebuke undead ability (as a standard action) in an attempt to drive a possessing fiend from its host. The host creature or object must be within range of your turn or rebuke attempt. However, you do not make a turning check when you cast the spell.
The possessing fiend must instead succeed on a Will save or be driven from the host and shunted into the nearest available open space in its incorporeal form. (See the rules for possession on page 21.) This use of turn or rebuke undead has no effect on undead within range of the ability.
A fiend driven from its host cannot attempt to possess that same host for 24 hours. Material Component: A vial of holy or unholy water.
```
@@---
Spell: Expeditious Retreat
School: Transmutation
NSch:
NSubSch:
Level: Bard 1, Wizard 1
Save: Personal
**Target:** You
---
!!
```
## Expeditious Retreat
Transmutation
**Level:** Bard 1, Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 min./level (D)
This spell increases your base land speed by 30 feet. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Jump skill).
```
@@---
Spell: Expeditious Retreat, Swift
School: Transmutation
NSch:
NSubSch:
Level: Bard 1, Wizard 1
Save: Reflex half
SR: Yes
---
!!
```
## Expeditious Retreat, Swift
Transmutation
**Level:** Bard 1, Wizard 1
**Components:** V
**Casting Time:** 1 swift action
**Duration:** 1 round
This spell functions like expeditious retreat (PH 228), except as noted above.
## Explosive Cascade
Evocation [Fire]
**Level:** Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** One 5-ft. square/level, all of which must be connected in one continuous path (S) **Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
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. Material Component: Bat guano, sulfur, and copper packed into a metal tube with one closed end.
```
@@---
Spell: Explosive Runes
School: Abjuration
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 3
Save: See text
SR: Yes
---
!!
```
## Explosive Runes
Abjuration [Force]
**Level:** Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One touched object weighing no more than 10 lb.
**Duration:** Permanent until discharged (D)
**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.
```
@@---
Spell: Explosive Rune Field
School: Conjuration
Subschool: Fire
NSch:
NSubSch:
Level: Wizard 4
Save: Reflex negates
SR: No
---
!!
```
## Explosive Rune Field
Conjuration (Fire)
**Level:** Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 20-ft. radius burst
**Duration:** 1 round/level
**Saving Throw:** Reflex negates
**Spell Resistance:** No
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.
Material Component: A piece of parchment scribed with runes. The runes must be drawn with silver-flecked ink (25 gp).
```
@@---
Spell: Expose The Dead
Source: Magic of Eberron
School: Divination
NSch:
NSubSch:
Level: Cleric 2, paladin 2, Wizard 2
Save: Personal
**Target:** You
---
!!
```
## Expose The Dead
Source: Magic of Eberron
Divination
**Level:** Cleric 2, paladin 2, Wizard 2
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level (D)
You gain a sixth sense that allows you to better locate undead creatures, as well as to investigate corpses. Your eyes turn white while under the effect of the spell, making it seem as though you were blind (although you can see as well as normal).
While this spell is in effect, you gain an insight bonus equal to your caster level (maximum +10) on Survival checks made to track undead, and you can follow undead tracks with a DC above 10 as if you had the Track feat. You gain the same insight bonus on Listen and Spot checks made against undead creatures.
In addition, you gain an insight bonus equal to your caster level (maximum +10) on Search checks made when examining a dead body, and you are treated as if you had the
Investigate feat (see page 55 of the Eberron Campaign Setting) when doing so.
Finally, while this spell is active, increase the save DC of any speak with dead spell you cast by 2. Arcane Material Component: A dwarf's fingerbone.
```
@@---
Spell: Expunge The Supernatural
Source: Tome of Magic
School: Abjuration
NSch:
NSubSch:
Level: Bard 6, Cleric 8, Druid 8, Wizard 8
Save: Fortitude negates
SR: Yes
---
!!
```
## Expunge The Supernatural
Source: Tome of Magic
Abjuration
**Level:** Bard 6, Cleric 8, Druid 8, Wizard 8
**Components:** V, S, T XP
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** Permanent
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
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.
Truename Component: When you cast this spell, you must correctly speak the personal truename of the creature you're targeting.
XP Cost: 500 XP.
```
@@---
Spell: Extend Shifting
School: Transmutation
NSch:
NSubSch:
Level: Druid 1, ranger 1, Wizard 1
Save: Personal
**Target:** You
---
!!
```
## Extend Shifting
Transmutation
**Level:** Druid 1, ranger 1, Wizard 1
**Components:** V, shifter
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** Instantaneous
When you cast this spell while shifting, you magically extend the duration of that use of your shifting ability by 4 rounds. When that use of your shifting ends, you become fatigued for 10 minutes. If you are already fatigued, or if another effect causes you to become fatigued during this time, you become exhausted.
```
@@---
Spell: Extend Tentacles
School: Transmutation
NSch:
NSubSch:
Level: Cleric 2, Wizard 2
Save: Personal
**Target:** You
---
!!
```
## Extend Tentacles
Transmutation
**Level:** Cleric 2, Wizard 2
**Components:** V
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
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.
```
@@---
Spell: Extract Drug
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Bard 1, Cleric 1, Druid 1, Wizard 1
Save: Will negates; see text
SR: Yes
---
!!
```
## Extract Drug
Conjuration (Creation)
**Level:** Bard 1, Cleric 1, Druid 1, Wizard 1
**Components:** V, S, F
**Casting Time:** 1 minute
**Range:** Touch
Effect: One dose of a drug
**Duration:** Permanent
The caster infuses a substance with energy and creates a magical version of a drug. The magical version manifests as greenish fumes that rise from the chosen focus. The fumes must then be inhaled as a standard action within 1 round to get the drug's effects.
The type of drug extracted depends on the substance used.
Material
Drug Extracted
Effect on Focus
Metal
Baccaran
Metal's hardness drops by 1.
Stone
Vodare
Stone's hardness drops by 1.
Water
Sannish
Water becomes brackish and foul.
Air
Mordayn
Foul odor fills the vapor area (up to 50-ft. radius) for 1 hour.
Wood Mushroom Wood takes on powder a permanent foul odor
There may be other drugs that can be extracted with rarer substances, at the Dm's discretion. Focus: 15 lb. or 1 cubic foot of the material in question.
## Extract Gift
Necromancy [Chaotic]
**Level:** Cleric 5, Wizard 5
**Components:** V, S, M, XP
**Casting Time:** 1 hour
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One demon and one willing creature
**Duration:** Permanent
**Saving Throw:** Will negates; see text
**Spell Resistance:** Yes
You transfer a portion of a demon's essence into a willing creature, enhancing one of its ability scores or skills. The demon must be either allied and willing or captured and constrained (as if by a planar binding spell). An unwilling demon can make a Will save to negate the effects of the spell.
Both the recipient and the donor demon must remain within specially prepared circles inscribed on the floor for the entire casting time. These circles are similar to summoning circles and can be integrated into a summoning circle without impacting the function of either spell, but neither the demon nor the recipient need be summoned specifically into the circle for this spell's circle?each needs only to stand within it during the casting.
The benefit granted by this spell can be applied to one of the recipient's ability scores (as an enhancement bonus) or to one of his skills (as a competence bonus), as you designate.
Once this decision is made, it cannot be changed, and the effect cannot be dispelled except by a caster of higher level than you were when you cast the spell.
If you wish, you can increase the save DC for this spell by allowing the demon power over the target. The specific concessions you can make to the demon and the corresponding increases to the save DC are given below. +1 Increase: The donor demon can track the recipient's location and condition, effectively gaining the effect of a constant status spell on it.
+3 Increase: The demon can see through the recipient's eyes and hear through its ears.
+5 Increase: The demon can telepathically communicate with the recipient as if by Rary's telepathic bond. +7 Increase: The demon can use demand on the recipient once per day as a spell-like ability (caster level equals your caster level at the time you cast extract gift).
The effects of the concessions are cumulative, but the save DC increases do not stack. Thus, allowing the demon to track the recipient, use its senses, and communicate with it telepathically would increase the save DC by 5. Increasing the save DC in this manner is an evil act, since it grants the demon more than the usual opportunity to work its evil. Thus, using this option adds the evil descriptor to the spell.
Ability Bonus: The recipient gains an enhancement bonus to one ability score of your choice. The value of this bonus depends on your caster level and the abilities of the donor demon, as given below.
The maximum value of the bonus you can grant is one-fourth of your caster level (rounded down). Thus, you could grant the recipient up to a +2 enhancement bonus at 9th level, or up to a +5 bonus at 20th level. You can always choose to grant a bonus lower than your maximum.
The donor demon's ability modifier for the corresponding score must be at least twice that of the granted bonus.
Thus, to grant a +2 bonus to Dexterity, you must extract essence from a demon with a Dexterity score of at least 18
(such as a marilith). To grant a +5 bonus to Charisma, you need a demon with a Charisma score of at least 30 (such as a lilitu).
Skill Bonus: The recipient gains a competence bonus on checks made with one skill of your choice. The value of this bonus depends on your caster level and the abilities of the donor demon, as given below.
The maximum value of the bonus you can grant is one-half your caster level (rounded down). Thus, you could grant the recipient up to a +4 enhancement bonus at 9th level, or up to a +10 bonus at 20th level. You can always choose to grant a bonus lower than your maximum.
The donor demon's ranks in the selected skill must be at least twice the granted bonus. Thus, to grant a +5 bonus on Disable Device checks, you must extract essence from a demon with at least 10 ranks in Disable Device (such as a babau). To grant a +10 bonus on Bluff checks, you need a demon with at least 20 ranks in Bluff (such as a balor). Material Component: The circles in which the donor and recipient stand during the casting must be inscribed with expensive paints made from powdered diamonds, cold iron, blood, and various rare and exotic pigments. Each circle must also be decorated with five f lawless sapphires, which serve as conduits between the donor demon and the recipient. The total cost of these pigments and gems depends on the nature and magnitude of the bonus to be imparted. For an ability bonus, the cost equals the bonus squared times 1,000 gp (1,000 gp for +1, 4,000 gp for +2, 9,000 gp for +3, 16,000 gp for +4, and 25,000 gp for +5). For a skill bonus, the cost equals the bonus squared times 100 gp (100 gp for +1, 400 gp for +2, 900 gp for +3, 1,600 gp for +4, 2,500 gp for +5, 3,600 gp for +6, 4,900 gp for +7, 6,400 gp for +8, 8,100 gp for +9, and 10,000 gp for +10).
XP Cost: You must spend XP equal to 1/25 the required cost of the material components when you cast this spell.
```
@@---
Spell: Extract Water Elemental
School: Transmutation
Descriptor: Water
NSch:
NSubSch:
Level: Druid 6, Wizard 6
Save: Fortitude half
SR: Yes
---
!!
```
## Extract Water Elemental
Transmutation [Water]
**Level:** Druid 6, Wizard 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./level)
**Target:** One living creature
**Duration:** Instantaneous
**Saving Throw:** Fortitude half
**Spell Resistance:** Yes
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.
```
@@---
Spell: Eyebite
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Bard 6, Wizard 6
Save: Fortitude negates
SR: Yes
---
!!
```
## Eyebite
Necromancy [Evil]
**Level:** Bard 6, Wizard 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 round per three levels; see text
**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.
```
@@---
Spell: Eye Of The Hurricane
School: Abjuration
Descriptor: Air
NSch:
NSubSch:
Level: Druid 4
Save: Fortitude negates; see text
SR: Yes
---
!!
```
## Eye Of The Hurricane
Abjuration [Air]
**Level:** Druid 4
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 40 ft.
**Area:** 40-ft. radius emanation centered on you, with 10-ft. radius quiet area centered on you
**Duration:** 1 round/level
**Saving Throw:** Fortitude negates; see text
**Spell Resistance:** Yes
With this spell, you create a swirling miniature storm that provides a measure of protection, but leaves you and those near you unaffected. The storm that surrounds you has hurricane-force winds spinning in a circle with you at the center. Normal ranged attacks through the hurricane's windy area are impossible, and even heavier projectiles such as siege weapons and giant boulders take a ?8 penalty on the attack roll. Creatures who move inside the spell's area suffer effects depending on their size and whether they?re airborne. Each creature must make a saving throw at the beginning of its turn or when it enters the affected area.
Medium or smaller creatures must succeed on a Fortitude save or be knocked 1d4?10 feet away from the eye of the hurricane's center and take 1d4 points of nonlethal damage per 10 feet traveled in this manner. Creatures blown away are knocked prone as well. Flying creatures are blown back 2d6?10 feet and take 2d6 points of nonlethal damage. Large creatures must succeed on a Fortitude save or be knocked prone by the force of the wind. Flying creatures are instead blown back 1d6?10 feet. Huge creatures must succeed on a Fortitude save or be checked. Flying creatures are instead blown back 1d6?5 feet. Gargantuan and Colossal creatures can move through the spell's area without adverse consequences. Even creatures that succeed on their saving throws must attempt them again whenever they start a turn inside the spell's area or whenever they move back into it. The spell's area is effectively a sphere. Although the area is centered on you, you?re not within the wind. If you move, the eye of the hurricane moves as well to keep you in the center. If you cast eye of the hurricane so that creatures are inside the eye when the spell begins, they must make Fortitude saves when your movement brings the area of wind upon them. Thereafter, if you move the spell area into a square occupied by another creature, that creature makes a Fortitude save at the beginning of its next turn (assuming the windy area of the spell is still on it).
```
@@---
Spell: Eye Of Power
School: Divination
Subschool: Scrying
NSch:
NSubSch:
Level: Wizard 9
Save: None
SR: No
---
!!
```
## Eye Of Power
Divination (Scrying)
**Level:** Wizard 9
**Components:** V, S, M
**Casting Time:** 10 minutes
**Range:** Unlimited
Effect: Magical sensor
**Duration:** 1 minute/level (D)
**Saving Throw:** None
**Spell Resistance:** No
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.
Material Component: A bit of bat fur.
```
@@---
Spell: Eye Of Stone
School: Divination
Subschool: Scrying
NSch:
NSubSch:
Level: Wizard 6
Save: Personal
**Target:** You
---
!!
```
## Eye Of Stone
Divination (Scrying)
**Level:** Wizard 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
You create an invisible magical sensor that can move through solid stone and send you visual information. This spell functions like the arcane eye spell (see page 200 of the Player's Handbook), except that you can move the sensor through stone.
```
@@---
Spell: Eye Of The Beholder
School: Transmutation
Descriptor: Evil
NSch:
NSubSch:
Level: Wizard 7
---
!!
```
## Eye Of The Beholder
Transmutation [Evil]
**Level:** Wizard 7
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
One of the caster's eyes grows out of her head on an eyestalk, becoming like that of a beholder. Due to the mobility of the eye, the caster gains a +2 circumstance bonus on Spot checks. More important, the eye has one of the beholder's eye powers, determined randomly. The caster can use this power as a standard action during the spell's duration.
Each type of eye produces an effect identical to that of a spell cast by a 13th-level caster, but it follows the rules for a ray (see Aiming a Spell in Chapter 10 of the Player's Handbook). All of these effects have a range of 150 feet and a save DC of 18. Roll 1d10 to see which eye the caster gains.
1d10 Eye Effect
1 Charm Person: Target must make a Will save or be affected as though by the spell.
2 Charm Monster: Target must make a Will save or be affected as though by the spell.
3 Sleep: As the spell, except that it affects one creature with any number of Hit Dice. Target must make a Will save to resist.
4 Flesh to Stone: Target must make a Fortitude save or be affected as though by the spell.
5 Disintegrate: Target must make a Fortitude save or be affected as though by the spell.
6 Fear: As the spell, except that it targets one creature. Target must make a Will save or be affected as though by the spell.
7 Slow: As the spell, except that it affects one creature. Target must make a Will save to resist.
8 Inflict Moderate Wounds: As the spell, dealing 2d8+10 points of damage (Will half).
9 Finger of Death: Target must make a Fortitude save or be slain as though by the spell. The target takes 3d6+13 points of damage if his save succeeds.
10 Telekinesis: The eye can move objects or creatures that weigh up to 325 pounds, as though with a telekinesis spell. Creatures can resist the effect with a successful Will save.
```
@@---
Spell: Eyes Of The Avoral
School: Trasmutation
NSch:
NSubSch:
Level: Apostle of peace 1, beloved of Valarian 1, cleric 1, druid 1, ranger 1, Wizard 1 **Components:** S
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Eyes Of The Avoral
Trasmutation
**Level:** Apostle of peace 1, beloved of Valarian 1, cleric 1, druid 1, ranger 1, Wizard 1 **Components:** S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One creature
**Duration:** 10 minutes/level
**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.
```
@@---
Spell: Eyes Of The King
School: Conjuration
Subschool: Summoning
Descriptor: Evil
NSch:
NSubSch:
Level: Hunger 6
Save: None
SR: No
---
!!
```
## Eyes Of The King
Conjuration (Summoning) [Evil]
**Level:** Hunger 6
**Components:** V, S, M
**Casting Time:** 1 minute
**Range:** Unlimited
Effect: Magical sensor
**Duration:** Concentration + 5 rounds, up to 1 minute/level (D)
**Saving Throw:** None
**Spell Resistance:** No
You summon four fiendish dire bats (MM 62) that blaze with a faint ghoulgreen light (they glow as bright as a candle). These fiendish dire bats have damage reduction 5/magic; resistance to acid 5 and fire 5; spell resistance 9; and a smite good attack that provides a +4 bonus on one damage roll. The bats allow you to see through their eyes, from their perspective, using your own visual senses. If you have darkvision, low-light vision, or spells cast that enhance your visual senses, such as true seeing or see invisibility, you continue to gain the benefit of those abilities or spells through the eyes of your bat minions. The bats also give you the benefit of their blindsense ability for the purpose of viewing their surroundings for the duration of the spell. You can summon the bats at any point you can see, but they can then travel outside your line of sight without hindrance. Even while outside your line of sight, they follow your mental directions on where to explore. The dire bats travel together, never separating by more than 40 feet. They fly with a speed of 40 feet if viewing an area ahead as a human would (primarily looking at the floor) or at half speed (speed 20 feet) if examining the ceiling and walls as well as the floor ahead. The bats can travel in any direction as long as the spell lasts. You must concentrate to control the dire bats. If you do not concentrate, the bats move to attack the closest active creature. Once concentration lapses, the spell ends 5 rounds later.
Material Component: A bit of bat fur.
```
@@---
Spell: Eyes Of The Oracle
School: Divination
NSch:
NSubSch:
Level: Cleric 6, Wizard 6, Wu Jen 6 (all)
Save: Personal
**Target:** You
---
!!
```
## Eyes Of The Oracle
Divination
**Level:** Cleric 6, Wizard 6, Wu Jen 6 (all)
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level or until expended
You can see into the future, slightly anticipating your opponents' next moves. You gain a +2 insight bonus to Armor Class and a +2 insight bonus on Reflex saves.
Additionally, at the end of your turn, you can ready a single standard action regardless of the number of actions taken this turn. Thus, you can move at your movement rate, make a single attack, and then at the end of your turn ready an action to cast a single spell with a casting time of one standard action. This behaves as a readied action in all other ways, including the change in your initiative, if you take the readied action, the spell's effect ends immediately.
Special: If you are of the dragonblood subtype (see page 4), your bonus to Armor Class and on Reflex saves improves to +3.
```
@@---
Spell: Eyes Of The Zombie
School: Divination
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 2, Wizard 3
Save: Personal
Effect: Caster and one zombie
---
!!
```
## Eyes Of The Zombie
Divination [Evil]
**Level:** Cleric 2, Wizard 3
**Components:** V, S, F
**Casting Time:** 30 minutes
**Range:** Personal
Effect: Caster and one zombie
**Duration:** 1 hour/level (D)
**Saving Throw:** None
**Spell Resistance:** Yes
The caster replaces his eyes with the eyes of a zombie, allowing him to see through the zombie's eye sockets and control its actions directly. The zombie must be one that the caster animated. The magic of this spell allows the caster to remove his eyes (dealing 1d6 points of damage to him from the pain, but no permanent damage to his eyes) and take a zombie's eyes that he has removed and soaked in a special bath of brackish water.
The caster's eyes are preserved by the spell while he controls the zombie and perceives the world through it. The caster's body remains motionless and is subject to harm normally. When the spell ends, the caster's eyes automatically return to him.
Focus: Zombie eyes and a pint of brackish water.
```
@@---
Spell: Fabricate
School: Transmutation
NSch:
NSubSch:
Level: Wizard 5
Save: None
SR: No
---
!!
```
## Fabricate
Transmutation
**Level:** Wizard 5
**Components:** V, S, M
**Casting Time:** See text
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** Up to 10 cu. ft./level; see text
**Duration:** Instantaneous
**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.
Material Component: The original material, which costs the same amount as the raw materials required to craft the item to be created.
```
@@---
Spell: Faerie Fire
School: Evocation
Descriptor: Light
NSch:
NSubSch:
Level: Druid 1
Save: None
SR: Yes
---
!!
```
## Faerie Fire
Evocation [Light]
**Level:** Druid 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** Creatures and objects within a 5-ft. radius burst
**Duration:** 1 min./level (D)
**Saving Throw:** None
**Spell Resistance:** Yes
A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.
```
@@---
Spell: Faerinaal's Hymn
School: Enchantment
Subschool: Compulsion
Descriptor: Good, Mind-Affecting
NSch:
NSubSch:
Level: Bard 2
Save: Will negates
SR: Yes
---
!!
```
## Faerinaal's Hymn
Enchantment (Compulsion) [Good, Mind-Affecting]
**Level:** Bard 2
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: Up to one evil creature/level
**Duration:** Concentration
**Saving Throw:** Will negates
**Spell Resistance:** Yes
This gentle hymn clouds the minds of evil creatures, causing targets of the spell to forgo attacks of opportunity for the spell's duration. A target must be able to hear the hymn to be affected by the spell.
```
@@---
Spell: Faith Healing
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Blackguard 1, cleric 1, paladin 1
Save: Will half (harmless)
SR: Yes (harmless)
---
!!
```
## Faith Healing
Conjuration (Healing)
**Level:** Blackguard 1, cleric 1, paladin 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** Instantaneous
**Saving Throw:** Will half (harmless)
**Spell Resistance:** Yes (harmless)
When laying your hand upon a living creature, you channel positive energy that cures 8 points of damage +1 point per caster level (up to +5). The spell works only on a creature that worships the same deity as you. A target with no deity or a different deity from yours is unaffected by the spell, even if the target would normally be harmed by positive energy.
```
@@---
Spell: Faith Healing Wand
Source: Champions of Valor
School: Transmutation
NSch:
NSubSch:
Level: Cleric 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Faith Healing Wand
Source: Champions of Valor
Transmutation
**Level:** Cleric 3
**Components:**
This spell functions like convert wand, except you always transform the wand into a wand of faith healing, no matter what spell the wand normally contains.
## False Gravity
Transmutation
**Level:** Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
```
@@---
Spell:
School: 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 gravity. A creature falling in this fashion loses all ?downward? momentum when it changes its gravity.
Material Component: A pair of magnets.
## False Lie
Illusion (Glamer)
NSch:
NSubSch:
Level: Bard 2
Save: Will negates
SR: Yes
---
!!
```
##
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 gravity. A creature falling in this fashion loses all ?downward? momentum when it changes its gravity.
Material Component: A pair of magnets.
## False Lie
Illusion (Glamer)
**Level:** Bard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 hour/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
False lie causes the subject to appear dishonest and deceptive. Sense Motive checks made against the subject take a -10 penalty, and any failure convinces the observer that the subject is lying, even if she is not. Anyone who casts a spell that reveals lies (such as discern lie) can attempt a caster level check (DC 11 + your caster level); if this fails, the spell registers the individual as lying even when she is not. Material Component: A serpent's tongue.
```
@@---
Spell: False Life
School: Necromancy
NSch:
NSubSch:
Level: Wizard 2
Save: Personal
**Target:** You
---
!!
```
## False Life
Necromancy
**Level:** Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level or until discharged; see text
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).
Material Component: A small amount of alcohol or distilled spirits, which you use to trace certain sigils on your body during casting. These sigils cannot be seen once the alcohol or spirits evaporate.
```
@@---
Spell: False Peacebond
School: Transmutation
NSch:
NSubSch:
Level: Assassin 1, blackguard 1, Wizard 2
Save: Will negates
SR: Yes
---
!!
```
## False Peacebond
Transmutation
**Level:** Assassin 1, blackguard 1, Wizard 2
This spell functions as peacebond (see the facing page), except that you can choose a single individual who can draw the weapon freely. This individual might be yourself, or anyone else present at the time of casting. Once this individual draws the weapon, the false peacebond effect ends; resheathing the weapon does not reactivate the spell.
## False Sending
Illusion (Glamer)
**Level:** Cleric 5, Wizard 6
**Components:** V, S, M/DF
**Casting Time:** 10 minutes
**Range:** See text
**Target:** One creature
**Duration:** 1 round (see text)
**Saving Throw:** Will negates
**Spell Resistance:** Yes
The caster contacts a particular creature with whom she is familiar and sends a short message of twenty-five words or less to the subject. The subject is convinced that the sender of the message is someone other than the caster, as specified by the caster.
The caster must be also familiar with the false sender. The subject can answer in like manner immediately. Creatures with Intelligence scores as low as 1 can understand the sending, though a subject's ability to react is limited normally by its Intelligence. Even if the sending is received, the subject creature is not obligated to act upon it in any manner.
If the creature in question is not on the same plane of existence as the caster, there is a 5% chance that the sending does not arrive. (Local conditions on other planes may worsen this chance considerably, at the option of the DM.)
Arcane Material Component: A short piece of corroded copper wire.
```
@@---
Spell: False Vision
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Bard 5, Wizard 5, Trickery 5
Save: None
SR: No
---
!!
```
## False Vision
Illusion (Glamer)
**Level:** Bard 5, Wizard 5, Trickery 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Area:** 40-ft. radius emanation
**Duration:** 1 hour/level (D)
**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.
Arcane Material Component: The ground dust of a piece of jade worth at least 250 gp, which is sprinkled into the air when the spell is cast.
```
@@---
Spell: Familial Geas
School: Enchantment
Subschool: Compulsion
Descriptor: Language-Dependent, Mind-Affecting
NSch:
NSubSch:
Level: Bard 6, cleric 8, Wizard 8
Save: None or Will negates; see text
SR: Yes
---
!!
```
## Familial Geas
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
**Level:** Bard 6, cleric 8, Wizard 8
**Components:** V
**Casting Time:** 10 minutes
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** Until discharged
**Saving Throw:** None or Will negates; see text
**Spell Resistance:** Yes
This spell is a far more potent version of geas. The duration of the geas is unlimited; it lasts until the subject(s) either discharge the obligation or the effect is dispelled.
The initial subject of the spell gains no save, as per a standard geas (see page 234 of the Player's Handbook). If the target dies before completing the obligation, the geas transfers to his closest adult relative. This new subject is entitled to a save; if she succeeds, the geas is broken and the spell ends. If not, she labors under the geas until she either completes the obligation, succeeds in dispelling the geas, or dies and potentially passes the geas to her closest adult relative.
Each new subject has an instinctive understanding of the nature of the obligation.
A familial geas can be broken only by a successful save on the part of the next successor, remove curse (if cast by someone two caster levels higher than the familial geas), miracle, or wish.
```
@@---
Spell: Familiar Pocket
School: Universal
NSch:
NSubSch:
Level: Wizard 1
Save: None
SR: No
---
!!
```
## Familiar Pocket
Universal
**Level:** Wizard 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One container or garment with a pocket touched
**Duration:** 1 hour/level (D)
**Saving Throw:** None
**Spell Resistance:** No
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 noticeable 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 require line 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.
Material Component: A tiny golden needle and a strip of fine cloth given a half twist and fastened at the ends.
```
@@---
Spell: Familiar Refuge
School: Conjuration
Subschool: Teleportation
NSch:
NSubSch:
Level: Wizard 6
Save: None
SR: No
---
!!
```
## Familiar Refuge
Conjuration (Teleportation)
**Level:** Wizard 6
**Components:** V
**Casting Time:** 1 swift action
**Range:** Unlimited
**Target:** You or your familiar
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
You instantly transport yourself to your familiar, or your familiar to you, as greater teleport. You can't bring any other living creatures with you.
```
@@---
Spell: Fangs Of The Vampire King
School: Transmutation
Descriptor: Evil
NSch:
NSubSch:
Level: Assassin 3, blackguard 3, Deathbound 3
Save: Personal
**Target:** You
---
!!
```
## Fangs Of The Vampire King
Transmutation [Evil]
**Level:** Assassin 3, blackguard 3, Deathbound 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level
You grow vampirelike fangs that allow you to make bite attacks as a natural attack. Your bite attack deals 1d6 points of damage + your Str modifier, and 1 point of Constitution damage. If you make a full attack with other weapons, you can make a bite attack as a natural secondary attack (?5 penalty on the attack roll).
```
@@---
Spell: Fantastic Machine
School: Conjuration
Descriptor: Creation
NSch:
NSubSch:
Level: Craft 6, Gnome 6
Save: None
SR: No
---
!!
```
## Fantastic Machine
Conjuration [Creation]
**Level:** Craft 6, Gnome 6
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: A 10-ft. machine
**Duration:** 1 minute/level (D)
**Saving Throw:** None
**Spell Resistance:** No
This spell creates a bizarre, but useful, machine that you can command to perform any simple, physical task that can be described in twenty-five words or less. You can order the machine to perform the same task over and over, but you can?t change the task. You must specify the task when you cast the spell.
The machine always acts on your turn in the initiative order. (It can act during the turn you cast the spell.) The machine functions as a Large animated object (MM 13). It trundles over the ground at a speed of 40 feet. It can swim or fly at a speed of 10 feet (clumsy). It has 22 hit points, AC 14 (?1 size, +5 natural), and hardness 10. Its saving throw modifiers are Fortitude +1, Reflex +1, Will ?4. The machine has a Strength of 16. A light load for the machine is up to 172 pounds; a medium load is 173?346 pounds; and a heavy load is 347?520 pounds. The machine can fly or swim only when lightly loaded. The machine can lift a weight of up to 1,040 pounds to a height of 15 feet. It can push or drag 2,600 pounds. It can excavate 7,000 pounds of loose rock each minute (which is sufficient to clear a 5-by-5-by-5-foot space in 3 rounds). It can excavate sand or loose soil at twice that rate. The machine has an attack bonus of +5 and can make one slam attack each round that deals 1d8+4 points of damage. It deals triple slam damage (3d8+12) against stone or metal. The machine can hurl Small rocks (if any are at hand) with an attack bonus of +3. Its range increment is 150 feet, and it can throw a rock up to 10 range increments. A thrown rock deals 2d6+4 points of damage.
```
@@---
Spell: Fantastic Machine, Greater
School: Conjuration
Descriptor: Creation
NSch:
NSubSch:
Level: Craft 9 T
Save: Will negates, Reflex half; see text
SR: Yes
---
!!
```
## Fantastic Machine, Greater
Conjuration [Creation]
**Level:** Craft 9 T
his spell functions like fantastic machine, but you can concentrate on controlling the machine's every action or specify a simple program, such as to collect all the logs in an area and stack them in a neat pile, plow a field, drive piles, or the like.
The machine can perform only fairly simple physical tasks. Directing the machine's actions or changing its programmed movement is a standard action for you. The machine always acts on your turn in the initiative order. (It can act during the turn you cast the spell.) Except where noted below, the machine functions as a Large animated object (MM 13) constructed from adamantine.
It trundles over the ground at a speed of 60 feet. It can swim or fly at a speed of 20 feet (poor). It has 16 HD, 88 hit points, AC 20 (?1 size, +11 natural), and hardness 20. Its saving throw modifiers are Fortitude +5, Reflex +5, and Will +0. The machine has a Strength of 22. A light load for the machine is up to 346 pounds, a medium load is 347? 692 pounds, and a heavy load is 693?1,040 pounds. The machine can fly or swim only when lightly loaded. The machine can lift a weight of up to 2,080 pounds to a height of 15 feet. It can push or drag 5,200 pounds. It can excavate 20,000 pounds of loose rock each minute (which is sufficient to clear a 5-by-5-by-5-foot space in 1 round). It can excavate sand or loose soil at twice that rate. The machine makes slam attacks with an attack bonus of +17/+12 for 1d8+9 points of damage. It deals triple slam damage (3d8+27) against stone or metal.
The machine can hurl Small rocks (if any are at hand) with an attack bonus of +12/+7. Its range increment is 150 feet, and it can throw a rock up to 10 range increments. A thrown rock deals 2d6+9 points of damage.
## Fatal Flame
Evocation (Fire)
**Level:** Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature with 1 or more HD
**Duration:** 1 minute/level
**Saving Throw:** Will negates, Reflex half; see text
**Spell Resistance:** Yes
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.
```
@@---
Spell: Favor Of The Martyr
School: Necromancy
NSch:
NSubSch:
Level: Paladin 4
Save: None
SR: Yes (harmless)
---
!!
```
## Favor Of The Martyr
Necromancy
**Level:** Paladin 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One willing creature
**Duration:** 1 minute/level
**Saving Throw:** None
**Spell Resistance:** Yes (harmless)
The subject gains immunity to nonlethal damage, charm and compulsion effects, and attacks that function specifically by causing pain, such as the wrack spell (see page 243). It is further immune to effects that would cause it to be dazed, exhausted, fatigued, nauseated, sickened, staggered, or stunned. The subject remains conscious at ?1 to ?9 hit points and can take a single action each round while in that state, and does not lose hit points for acting. If any of the above conditions were in effect on the subject at the time of casting, they are suspended for the spell's duration. (Thus, an unconscious subject becomes conscious and functional.)
When the spell ends, any effects suspended by the spell that have not expired in the interim (such as the fatigued condition, which normally requires 8 hours of rest to recover from) return. Effects that expired during the duration
of this spell do not resume when it ends. In addition to these effects, the subject gains the benefit of the Endurance feat for the duration of the spell.
```
@@---
Spell: Favor Of Tymora
Source: Champions of Valor
School: Abjuration
NSch:
NSubSch:
Level: Initiate of tymora 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Favor Of Tymora
Source: Champions of Valor
Abjuration
**Level:** Initiate of tymora 2
**Components:** V, S, AF
**Casting Time:** 1 immediate action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 round/3 levels
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
This spell creates a glistening aura of golden magical energy around the target creature. The creature gains a +2 luck bonus to AC. Focus: A gold piece.
```
@@---
Spell: Favorable Sacrifice
School: Abjuration
NSch:
NSubSch:
Level: Cleric 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Favorable Sacrifice
Abjuration
**Level:** Cleric 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 hour/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The subject receives the protection of a divine power commensurate with the value of the expended material component. Only one of the benefits described below applies per casting of this spell; they do not stack. By expending 250 gp, you grant the subject damage reduction 5/magic; resistance to acid, cold, electricity, fire, and sonic 10; and spell resistance equal to your caster level. By expending 1,000 gp, you grant the subject damage reduction 10/magic; resistance to acid, cold, electricity, fire, and sonic 15; and spell resistance equal to your caster level +5. By expending 10,000 gp, you grant the subject damage reduction 20/magic; resistance to acid, cold, electricity, fire, and sonic 20; and spell resistance equal to your caster level +10. Material Component: Gems worth a total of 250 gp, 1,000 gp, or 10,000 gp.
```
@@---
Spell: Favorable Wind
School: Evocation
Descriptor: Air
NSch:
NSubSch:
Level: Druid 3, Wizard 3
Save: Fortitude negates
SR: No
---
!!
```
## Favorable Wind
Evocation [Air]
**Level:** Druid 3, Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** Cone-shaped emanation
**Duration:** 10 min./level (D)
**Saving Throw:** Fortitude negates
**Spell Resistance:** No
This spell produces a stream of wind that can fill a ship's sails, disperse vapors and gases, and keep flying creatures at bay. The wind force is strong, with a speed of about 30 mph. It begins where you stand and blows directly away from you; you can easily propel a sailing vessel by standing astern of the mast and directing the wind forward to fill the sails.
Tiny or smaller creatures in the path of the wind are knocked prone, or if f lying are blown back 1d6?10 feet. Small creatures are checked and cannot make headway against the wind. Small airborne creatures are instead blown back 1d6?5 feet. Medium and larger creatures can move normally within the effect. A favorable wind can?t push a creature beyond the limit of its range.
Any creature, regardless of size, takes a ?2 penalty on ranged attacks and on Listen checks in the area of a favorable wind.
The wind automatically extinguishes candles, torches, and similar unprotected flames.
In addition to the above-noted effects, favorable wind can do anything that a strong natural wind could do. It can fan a large fire, disperse gases and vapors to the limit of its range in 1 round, and make sailing difficult for small craft nearby.
```
@@---
Spell: Fear
School: Necromancy
Descriptor: Fear, Mind-Affecting
NSch:
NSubSch:
Level: Bard 3, Wizard 4
Save: Will partial
SR: Yes
---
!!
```
## Fear
Necromancy [Fear, Mind-Affecting]
**Level:** Bard 3, Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action **Range:** 30 ft.
**Area:** Cone-shaped burst
**Duration:** 1 round/level or 1 round; see text
**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.
Material Component: Either the heart of a hen or a white feather.
```
@@---
Spell: Fearsome Grapple
School: Transmutation
NSch:
NSubSch:
Level: Wizard 2
Save: Personal
**Target:** You
---
!!
```
## Fearsome Grapple
Transmutation
**Level:** Wizard 2
**Components:** V
**Casting Time:** 1 immediate action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
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.
```
@@---
Spell: Feast Of Champions
Source: Eberron Campaign Setting
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Cleric 9, Feast 9
Save: None
SR: No
---
!!
```
## Feast Of Champions
Source: Eberron Campaign Setting
Conjuration (Creation)
**Level:** Cleric 9, Feast 9
**Components:** V, S, DF
**Casting Time:** 10 minutes
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Feast for one creature/level
**Duration:** 1 hour plus 12 hours; see text
**Saving Throw:** None
**Spell Resistance:** No
You bring forth a magnificent feast, including a grand table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all diseases, sickness, nausea, fatigue, and exhaustion. Any poison affecting a creature is neutralized, and creatures sharing the feast become immune to poison for 12 hours. The nectarlike beverage that is part of the feast cures 2d8 points of damage + 1 point per caster level (maximum +20) and grants 1d8 temporary hit points + 1 point per two caster levels (maximum +10). The food of the feast grants each creature that partakes a +1 morale bonus on attack rolls, skill checks, ability checks, and saving throws, and immunity to fear effects for 12 hours.
If the feast is interrupted for any reason, the spell is ruined and all effects are negated.
```
@@---
Spell: Feather Fall
School: Transmutation
NSch:
NSubSch:
Level: Bard 1, Wizard 1
Save: Will negates (harmless) or Will negates (object)
SR: Yes (object)
---
!!
```
## Feather Fall
Transmutation
**Level:** Bard 1, Wizard 1
**Components:** V
**Casting Time:** 1 free action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart
**Duration:** Until landing or 1 round/level
**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.
```
@@---
Spell: Feeblemind
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Wizard 5
Save: Will negates; see text
SR: Yes
---
!!
```
## Feeblemind
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** Instantaneous
**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. Material Component: A handful of clay, crystal, glass, or mineral spheres.
```
@@---
Spell: Fell The Greatest Foe
School: Transmutation
NSch:
NSubSch:
Level: Assassin 2, cleric 3, paladin 2, ranger 2
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Fell The Greatest Foe
Transmutation
**Level:** Assassin 2, cleric 3, paladin 2, ranger 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 round/level
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
The subject gains the ability to deal greater damage against larger creatures. For every size category of an opponent bigger than the subject of the spell, the subject deals an extra 1d6 points of damage on any successful melee attack. For example, a Medium creature would deal an extra 1d6 points of damage against a Large creature, 2d6 against Huge, 3d6 against Gargantuan, or 4d6 against a Colossal creature. Material Component: A dragon's claw or a giant's fingernail.
```
@@---
Spell: Ferocity Of Sanguine Rage
School: Transmutation/Divination
NSch:
NSubSch:
Level: Assassin 4, Wizard 3
Save: Personal
**Target:** You
---
!!
```
## Ferocity Of Sanguine Rage
Transmutation/Divination
**Level:** Assassin 4, Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level or until expended
This spell imbues you with a supernatural ferocity, giving you an edge in melee combat. You gain a morale bonus on your melee damage rolls (with weapons or natural attacks) equal to 1/2 your caster level. This has no impact on your ability to cast spells or perform other actions.
Furthermore, while this spell is active, you can activate a true strike effect (as the spell) on yourself as a standard action. This effect lasts for the normal duration of the true strike spell (a single attack), after which the entire spell's duration ends.
Special: If you are of the dragonblood subtype (see page 4), you cast this spell at +1 caster level.
```
@@---
Spell: Fever Dream
School: Illusion
Subschool: Phantasm
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 5, Wizard 5
Save: Will disbelief (if interacted with), then Fortitude partial **Spell Resistance:** Yes
---
!!
```
## Fever Dream
Illusion (Phantasm) [Mind-Affecting]
**Level:** Bard 5, Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 5 rounds (D) + 1 round
**Saving Throw:** Will disbelief (if interacted with), then Fortitude partial **Spell Resistance:** Yes
A creature subjected to this spell feels a spiking fever accompanied by vertigo and a phantasmagoric confusion of the senses. The target first gets a Will save to recognize the dream as unreal. If that save fails, the creature becomes exhausted while the spell lasts. A successful Fortitude save lessens the condition to fatigued.
Regardless of the outcome of the Fortitude save, the subject has difficulty focusing its mind on spellcasting. Each time it attempts to cast, concentrate on, or direct a spell, it must first succeed on a Concentration check (DC equal to this spell's save DC + the level of the spell being used).
When this spell ends (whether because its duration ends, you dismiss it, or it is dispelled), the subject is confused for 1 round afterward. If the subject of fever dream is already under the effect of a luminous swarm spell (see page 110), the Will save DC of this spell (as well as the DC for Concentration checks required by this spell) increases by 2. If the subject of fever dream is already under the effect of a prickling torment spell (see page 113), the Fortitude save DC of this spell increases by 2.
```
@@---
Spell: Field Of Ghouls
School: Necromancy
Descriptor: Death, Evil
NSch:
NSubSch:
Level: Hunger 7
Save: Will negates
SR: Yes
---
!!
```
## Field Of Ghouls
Necromancy [Death, Evil]
**Level:** Hunger 7
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** 30 ft.
**Area:** 30-ft. radius emanation centered on you
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
Humanoid creatures in the area with ?1 to ?9 hit points that fail their saving throws die and immediately rise as ghouls (MM 118) under your control. You choose whether the ghouls follow you, or whether they can remain where formed and attack any creature (or just a specific kind of creature) the ghouls notice. The ghouls remain until they are destroyed. The ghouls that you create remain 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. Creatures that fall to ?1 hit points or fewer in the area after the spell is cast are likewise subject to its effect and rise as ghouls on your next turn. No creature can be affected by this spell more than once per round, regardless of the number of times that the area of the spell passes over it. This spell does not affect creatures that are already dead, or creatures that are killed by reducing their hit points to ?10.
```
@@---
Spell: Field Of Icy Razors
School: Evocation
Descriptor: Cold
NSch:
NSubSch:
Level: Wizard 8
Save: Reflex partial
SR: Yes
---
!!
```
## Field Of Icy Razors
Evocation [Cold]
**Level:** Wizard 8
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Targets: One creature/level, no two of which are more than 60 ft. apart
**Duration:** Instantaneous plus 1 round/level; see text
**Saving Throw:** Reflex partial
**Spell Resistance:** Yes
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.
Focus: A silver shuriken worth 50 gp that looks like a snowflake.
```
@@---
Spell: Field Of Resistance
School: Abjuration
NSch:
NSubSch:
Level: Wizard 5
Save: None
SR: No
---
!!
```
## Field Of Resistance
Abjuration
**Level:** Wizard 5
Component: V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 20-ft. radius emanation centered on a point in space
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** No
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.
```
@@---
Spell: Fiendform
School: Transmutation
Descriptor: Evil
NSch:
NSubSch:
Level: Wizard 5
Save: Personal
**Target:** You
---
!!
```
## Fiendform
Transmutation [Evil]
**Level:** Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level
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 supernatural 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.
Material Component: A bone from any fiendish creature, half-fiend, demon, or devil.
```
@@---
Spell: Fiendish Clarity
School: Divination
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 7, Demonic 7, Wizard 7
Save: Personal
**Target:** You
---
!!
```
## Fiendish Clarity
Divination [Evil]
**Level:** Cleric 7, Demonic 7, Wizard 7
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level
You gain darkvision out to 60 feet and can see in magical darkness as if it were normal darkness. In addition, you can see invisible creatures and objects as if affected by a see invisibility spell, and you can use detect good at will.
```
@@---
Spell: Fiendish Quickening
School: Transmutation
NSch:
NSubSch:
Level: Cleric 6, Wizard 6
---
!!
```
## Fiendish Quickening
Transmutation
**Level:** Cleric 6, Wizard 6
**Components:** V, S, Fiend
**Casting Time:** 1 full round
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
For the duration of this spell, the caster's teleport or teleport without error spell-like ability is quickened. This means that the caster can teleport as a free action and still have time during the round to attack and/or move. The caster can use his quickened teleport or teleport without error once per round. This spell does not affect teleport spells in any way, only the spell-like ability of fiends to teleport themselves.
```
@@---
Spell: Fierce Pride Of The Beastlands
School: Conjuration
Subschool: Summoning
Descriptor: Chaotic, Good
NSch:
NSubSch:
Level: Cleric 8, Wizard 8
Save: None
SR: No
---
!!
```
## Fierce Pride Of The Beastlands
Conjuration (Summoning) [Chaotic, Good]
**Level:** Cleric 8, Wizard 8
**Components:** V, S
**Casting Time:** 10 minutes
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Two or more summoned creatures, no two of which are more than 30 ft. apart
**Duration:** 10 minutes/level (D)
**Saving Throw:** None
**Spell Resistance:** No
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.
```
@@---
Spell: Fiery Eyes
School: Evocation
Descriptor: Fire
NSch:
NSubSch:
Level: Wu Jen 1 (fire)
Save: Personal
**Target:** You
---
!!
```
## Fiery Eyes
Evocation [Fire]
**Level:** Wu Jen 1 (fire)
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute
**Saving Throw:** Reflex special; see text
This spell causes your eyes to glow with an unnatural fire whose color you determine (from dull red to brilliant yellow), projecting beams of bright light that clearly illuminate a 5-foot-square area to a range of 5 feet. By fixing your sight on one spot within 60 feet as a full-round action, you can cause combustible materials to burst into flames, and though you cannot target living creatures with this effect, creatures carrying or wearing items you ignite take 1d6 points of fire damage and must make a DC 15 Reflex save or catch on fire themselves.
```
@@---
Spell: Fimbulwinter
School: Transmutation
Descriptor: Cold
NSch:
NSubSch:
Level: Cleric 9, druid 8, Wizard 8, Winter 9
Save: None
SR: No
---
!!
```
## Fimbulwinter
Transmutation [Cold]
**Level:** Cleric 9, druid 8, Wizard 8, Winter 9
**Components:** V, S, XP
**Casting Time:** 10 minutes (see text)
**Range:** 1 mile/level
**Area:** 1 mile/level radius, centered on you
**Duration:** 4d12 weeks
**Saving Throw:** None
**Spell Resistance:** No
You change the weather to a state of permanent winter, or strengthen winter conditions already present. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest themselves. The current, natural weather conditions are determined by the DM. You then choose what wintry conditions you want to manifest; the strength of the winter depends on the existing climate and season of the area.
Season Possible Weather
Spring
Frequent snowfall, nightly frost
Summer
Light snow, hailstorms, cold rain, cloudy
Autumn
Frequent snowfall, frost
Winter Frigid cold, blizzard, and constant snowfall
Daily wind and snowfall during a fimbulwinter are determined using the table below. Add +8 to the roll when cast during winter, +4 in spring or autumn, ?2 in summer, +2 for a cold climate, ?2 for temperate climate, and ?6 for hot climate.
Roll separately for wind and snow. The snow and wind shown are the maximum possible for the day; at your option, there can be less wind or snow.
d20 Roll
Amount of Snowfall
Amount of Wind
0 or less
1d12 inches of snowfall melt
Weak (0?10 mph)
1?5
No new snow
Weak (0?10 mph)
6?10
1d4?1 inches snow
Moderate (11+ mph)
11?15
1d8 inches snow or 1 inch hail
Moderate (11+ mph)
16?20
1d12 inches snow
Strong (21+ mph)
21?25
2d12+4 inches snow
Strong (21+ mph)
26+ 1d6+1 feet of snow Very strong (31+ mph)
You control the general tendencies of the weather, such as the direction and intensity of the wind. 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). XP Cost: 100 XP.
```
@@---
Spell: Find The Gap
School: Divination
NSch:
NSubSch:
Level: Assassin 3, paladin 3, ranger 3
Save: Personal
**Target:** You
---
!!
```
## Find The Gap
Divination
**Level:** Assassin 3, paladin 3, ranger 3
**Components:** V
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
You gain the ability to perceive weak points in your opponent's armor. Your first melee or ranged attack each round is resolved as a touch attack, disregarding the subject's armor, shield, and natural armor bonuses (including any enhancement bonuses) to Armor Class. Other AC bonuses, such as dodge bonuses, deflection bonuses, and luck bonuses, still apply.
```
@@---
Spell: Find The Path
School: Divination
NSch:
NSubSch:
Level: Bard 6, Cleric 6, Druid 6, Knowledge 6, Travel 6
Save: Personalor touch
**Target:** You or creature touched
---
!!
```
## Find The Path
Divination
**Level:** Bard 6, Cleric 6, Druid 6, Knowledge 6, Travel 6
**Components:** V, S, F
**Casting Time:** 3 rounds
**Range:** Personalor touch
**Target:** You or creature touched
**Duration:** 10 min./level
**Saving Throw:** None or Will negates (harmless)
**Spell Resistance:** No or Yes (harmless)
The recipient of this spell can find the shortest, most direct physical route to a specified destination, be it the way into or out of a locale. The locale can be outdoors, underangeround, or even inside a maze spell. Find the path works with respect to locations, not objects or creatures at a locale. The location must be on the same plane as you are at the time of casting.
The spell enables the subject to sense the correct direction that will eventually lead it to its destination, indicating at appropriate times the exact path to follow or physical actions to take. For example, the spell enables the subject to sense trip wires or the proper word to bypass a glyph of warding. The spell ends when the destination is reached or the duration expires, whichever comes first. Find the path can be used to remove the subject and its companions from the effect of a maze spell in a single round.
This divination is keyed to the recipient, not its companions, and its effect does not predict or allow for the actions of creatures (including guardians).
Focus: A set of divination counters of the sort you favor.
```
@@---
Spell: Find Temple
School: Divination
NSch:
NSubSch:
Level: Paladin 1
Save: None **Spell Resistance:** No
---
!!
```
## Find Temple
Divination
**Level:** Paladin 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** 10 miles + 1 mile/level
**Area:** Circle centered on you, with a radius of 10 miles + 1 mile/level
**Duration:** 1 hour/level
**Saving Throw:** None **Spell Resistance:** No
With this spell, you can easily find a place to worship and possible aid or shelter from the priests within. When the spell is cast, you sense the direction of the nearest temple to your god. If there is none within the spell's area, the spell instead shows you the direction of the nearest temple dedicated to a god of the same alignment as yours. You can also specify a particular temple to search for, but you must have visited the temple personally at some point in the past (seeing the temple through a divination does not count).
```
@@---
Spell: Find Traps
School: Divination
NSch:
NSubSch:
Level: Cleric 2
Save: Personal
**Target:** You
---
!!
```
## Find Traps
Divination
**Level:** Cleric 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 min./level
You gain intuitive insight into the workings of traps. You can use the Search skill to detect traps just as a rogue can. In addition, you gain an insight bonus equal to one-half your caster level (maximum +10) on Search checks made to find traps while the spell is in effect.
Note that find traps grants no ability to disable the traps that you may find.
```
@@---
Spell: Finding The Center
School: Abjuration
NSch:
NSubSch:
Level: Wu Jen 8
Save: None
SR: Yes
---
!!
```
## Finding The Center
Abjuration
**Level:** Wu Jen 8
**Duration:** 10 minutes (D)
As aiming at the target (see page 96), except that you no longer need to maintain conscious concentration on the spell you cast before casting this one. Your unconscious mind maintains the required concentration, allowing you to take other actions (including movement, attacks, and even casting more spells) as normal. Short of dying, only mind-affecting spells and conditions (such as feeblemind and confusion) can affect your concentration on the other spell, though you might be convinced to willingly dismiss finding the center (and the previous spell with it) under the effect of a charm or suggestion.
## Finger Darts
Transmutation [Evil]
**Level:** Corrupt 2
**Components:** V, S, Corrupt
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
The caster's finger becomes a dangerous projectile that flies from her hand and unerringly strikes its target. The dart deals 1d4 points of Dexterity damage. Creatures without fingers cannot cast this spell.
The dart strikes unerringly, even if the target is in melee or has partial cover or concealment. Inanimate objects (locks, doors, and so forth) cannot be damaged by the spell. For every three caster levels beyond 1st, the caster gains an additional dart by losing an additional finger: two at 4th level, three at 7th level, four at 10th level, and the maximum of five darts at 13th level or higher. If the caster shoots multiple darts, she can have them strike a single creature or several creatures. A single dart can strike only one creature. The caster must designate targets before checking for spell resistance or damage.
Fingers lost to this spell grow back when the corruption cost is healed, at the rate of one finger per point of Strength damage healed.
Corruption Cost: 1 point of Strength damage per dart, plus the loss of one finger per dart. A hand with one or no fingers is useless.
```
@@---
Spell: Finger Of Agony
School: Necromancy
NSch:
NSubSch:
Level: Hexblade 4, Wizard 4
Save: Fortitude partial
SR: Yes
---
!!
```
## Finger Of Agony
Necromancy
**Level:** Hexblade 4, Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 3 rounds
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
You magically disrupt the subject's internal organs, causing it great pain. Each round on your turn, the subject takes 3d6 points of damage and becomes nauseated for 1 round. A successful Fortitude save halves the damage and lessens the nauseated condition to sickened.
```
@@---
Spell: Finger Of Death
School: Necromancy
Descriptor: Death
NSch:
NSubSch:
Level: Druid 8, Wizard 7
Save: Fortitude partial
SR: Yes
---
!!
```
## Finger Of Death
Necromancy [Death]
**Level:** Druid 8, Wizard 7
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** Instantaneous
**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.
```
@@---
Spell: Fins To Feet
School: Transmutation
NSch:
NSubSch:
Level: Druid 2, Wizard 2
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Fins To Feet
Transmutation
**Level:** Druid 2, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Willing creature touched
**Duration:** 1 hour/level
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
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.
```
@@---
Spell: Fire And Brimstone
School: Conjuration
Subschool: Creation
Descriptor: Fire
NSch:
NSubSch:
Level: Wizard 5, Wu Jen 5 (fire)
Save: Fortitude partial
SR: No
---
!!
```
## Fire And Brimstone
Conjuration (Creation) [Fire]
**Level:** Wizard 5, Wu Jen 5 (fire)
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One creature
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial
**Spell Resistance:** No
The subject ignites in a burst of sulfuric fire that deals ld6 points of damage per caster level (maximum 15d6) and causes the subject to be sickened for 5 rounds. A successful Fortitude save halves the damage and negates the sickening.
Material Component: A pinch of brimstone.
```
@@---
Spell: Fire Bolt
School: Conjuration/Evocation
Descriptor: Fire
NSch:
NSubSch:
Level: Duskblade 1, Wizard 1
Save: Reflex half
SR: See text
---
!!
```
## Fire Bolt
Conjuration/Evocation [Fire]
**Level:** Duskblade 1, Wizard 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** See text
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.
Material Component: A handful of ashes.
```
@@---
Spell: Fire Breath
School: Evocation
Descriptor: Fire
NSch:
NSubSch:
Level: Wu Jen 5 (fire)
Save: Personal
**Target:** You
---
!!
```
## Fire Breath
Evocation [Fire]
**Level:** Wu Jen 5 (fire)
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
As a standard action, you can breathe a gout of flame once per round for the duration of the spell. You make a ranged touch attack with the flame (to a maximum range of 15 feet), dealing 1d8 points of fire damage per two caster levels (maximum 10d8) on a successful hit. Fire breath ignites combustibles and damages objects in the area, and it can melt metals with low melting points (such as lead, gold, copper, silver, and bronze). The spell does not function underwater.
```
@@---
Spell: Fire In The Blood
School: Transmutation
NSch:
NSubSch:
Level: Cleric 5, Spite 5
Save: Personal
**Target:** You
---
!!
```
## Fire In The Blood
Transmutation
**Level:** Cleric 5, Spite 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level
**Saving Throw:** None
**Spell Resistance:** No
This unsettling spell enables you to make deadly weapons of your own arteries and veins. Once the spell is cast, your blood takes on a mystical potency that makes it more corrosive than the strongest acid to anyone who draws it from you. From then on, until the spell's duration has elapsed, anyone who deals slashing or piercing melee damage on you is sprayed with your blood in retribution. The blood deals a cumulative 1d6 points of damage per attack upon your attacker, with no save or spell resistance applicable, up to a maximum of 5d6.
Thus, the first time a foe hits you with a slashing or piercing weapon, he instantly takes 1d6 points of damage from the sanguinary backlash. The second time that same foe strikes you, he takes 2d6 points of damage.
As soon as any single foe has taken 5d6 points of damage in a single spray from your corrosive blood, the spell ends.
Opponents striking you with magical attacks that do not manifest in a slashing or piercing manner, or those striking you with only bludgeoning weapons, do not trigger the retributive blood spray.
The arc and direction of the blood spray is magical in nature, and the spray does not splatter adjacent squares or parties, no matter how close together they might be. Each spray strikes only the one responsible for the wound. Material Component: A drop of your own blood.
```
@@---
Spell: Fire Seeds
School: Conjuration
Subschool: Creation
Descriptor: Fire
NSch:
NSubSch:
Level: Druid 6, Fire 6, Sun 6
Save: None or Reflex half; see text
SR: No
---
!!
```
## Fire Seeds
Conjuration (Creation) [Fire]
**Level:** Druid 6, Fire 6, Sun 6
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
Targets: Up to four touched acorns or up to eight touched holly berries
**Duration:** 10 min./level or until used
**Saving Throw:** None or Reflex half; see text
**Spell Resistance:** No
Depending on the version of fire seeds you choose, you turn acorns into splash weapons that you or another character can throw, or you turn holly berries into bombs that you can detonate on command.
Acorn Grenades: As many as four acorns turn into special splash weapons that can be hurled as far as 100 feet. A ranged touch attack roll is required to strike the intended target. Together, the acorns are capable of dealing 1d6 points of fire damage per caster level (maximum 20d6), divided up among the acorns as you wish.
Each acorn explodes upon striking any hard surface. In addition to its regular fire damage, it deals 1 point of splash damage per die, and it ignites any combustible materials within 10 feet. A creature within this area that makes a successful Reflex saving throw takes only half damage; a creature struck directly is not allowed a saving throw. Holly Berry Bombs: You turn as many as eight holly berries into special bombs. The holly berries are usually placed by hand, since they are too light to make effective thrown weapons (they can be tossed only 5 feet). If you are within 200 feet and speak a word of command, each berry instantly bursts into flame, causing 1d8 points of fire damage +1 point per caster level to every creature in a 5-foot radius burst and igniting any combustible materials within 5 feet. A creature in the area that makes a successful Reflex saving throw takes only half damage. Material Component: The acorns or holly berries.
```
@@---
Spell: Fire Shield
School: Evocation
Descriptor: Fire or Cold
NSch:
NSubSch:
Level: Fire 5, Wizard 4, Sun 4
Save: Personal
**Target:** You
---
!!
```
## Fire Shield
Evocation [Fire or Cold]
**Level:** Fire 5, Wizard 4, Sun 4
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or fire-based attacks (your choice).
Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage +1 point per caster level (maximum +15). This damage is either cold damage (if the shield protects against fire-based attacks) or fire damage (if the shield protects against cold-based attacks). If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you.
When casting this spell, you appear to immolate yourself, but the flames are thin and wispy, giving off light equal to only half the illumination of a normal torch (10 feet). The color of the flames is determined randomly (50% chance of either color)?blue or green if the chill shield is cast, violet or blue if the warm shield is employed. The special powers of each version are as follows.
Warm Shield: The flames are warm to the touch. You take only half 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.
Arcane Material Component: A bit of phosphorus for the warm shield; a live firefly or glowworm or the tail portions of four dead ones for the chill shield.
```
@@---
Spell: Fire Shield, Mass
School: Evocation
Descriptor: Fire or Cold
NSch:
NSubSch:
Level: Wizard 5
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Fire Shield, Mass
Evocation [Fire or Cold]
**Level:** Wizard 5
**Components:** V, S, M
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One or more allied creatures, no two of which are more than 30 ft. apart
**Duration:** 1 round/level (D)
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
This spell functions like fire shield (PH 230), except as noted above.
```
@@---
Spell: Fire Shuriken
School: Evocation
Descriptor: Fire
NSch:
NSubSch:
Level: Assassin 2
Save: None
SR: Yes
---
!!
```
## Fire Shuriken
Evocation [Fire]
**Level:** Assassin 2
**Components:** V, S, M
**Casting Time:** 1 standard action **Range:** 0 ft.
Effect: One magic shuriken/3 levels
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
This spell creates shuriken formed of magical fire that you can throw as a normal ranged attack. You are automatically considered proficient with the fire shuriken, which have a range increment of 10 feet, threaten a critical hit on a roll of 19?20, and deal 3d6 points of fire damage each on a successful hit (although you and your possessions take no damage as the shuriken are thrown). Any additional damage dealt by the fire shuriken (including your Strength bonus and sneak attack damage) is also fire damage. The shuriken disappear when they hit, so they cannot set fire to combustibles or damage objects. You can create one fire shuriken per three caster levels, up to a maximum of six at 18th level.
Material Component: A shuriken coated with pine sap and sulfur.
```
@@---
Spell: Fire Spiders
School: Conjuration
Subschool: Summoning
Descriptor: Fire
NSch:
NSubSch:
Level: Wizard 6
Save: Reflex half
SR: Yes
---
!!
```
## Fire Spiders
Conjuration (Summoning) [Fire]
**Level:** Wizard 6
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Fiery spiders that cover a 10-ft. radius spread
**Duration:** 1 round/level
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
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.
Material Component: A pinch of sulfur.
```
@@---
Spell: Fire Storm
School: Evocation
Descriptor: Fire
NSch:
NSubSch:
Level: Cleric 8, Druid 7, Fire 7
Save: Reflex half
SR: Yes
---
!!
```
## Fire Storm
Evocation [Fire]
**Level:** Cleric 8, Druid 7, Fire 7
**Components:** V, S
**Casting Time:** 1 round
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** Two 10-ft. cubes per level (S)
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. The raging flames do not harm natural vegetation, ground cover, and any plant creatures in the area that you wish to exclude from damage. Any other creature within the area takes 1d6 points of fire damage per caster level (maximum 20d6).
```
@@---
Spell: Fire Stride
School: Transmutation
Descriptor: Teleportation
NSch:
NSubSch:
Level: Wizard 4
Save: Personal
**Target:** You
---
!!
```
## Fire Stride
Transmutation [Teleportation]
**Level:** Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level or until expended; see text
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.
```
@@---
Spell: Fire Trap
School: Abjuration
Descriptor: Fire
NSch:
NSubSch:
Level: Druid 2, Wizard 4
Save: Reflex half; see text
SR: Yes
---
!!
```
## Fire Trap
Abjuration [Fire]
**Level:** Druid 2, Wizard 4
**Components:** V, S, M
**Casting Time:** 10 minutes
**Range:** Touch
**Target:** Object touched
**Duration:** Permanent until discharged (D)
**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).
Material Component: A half-pound of gold dust (cost 25 gp) sprinkled on the warded object.
```
@@---
Spell: Fire Wings
School: Transmutation
Descriptor: Fire
NSch:
NSubSch:
Level: Druid 3, Wu Jen 3 (fire)
Save: Personal
**Target:** You
---
!!
```
## Fire Wings
Transmutation [Fire]
**Level:** Druid 3, Wu Jen 3 (fire)
**Components:** V, S, M, F
**Casting Time:** 1 round
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level
This spell transforms your arms into wings of brilliant fire. The flame does not damage you or any items you carry. Because your arms are transformed, you cannot hold items in your hands or cast spells that require somatic
Components, but rings, bracers, and other items worn on your arms when you cast the spell still function normally. The wings allow you to fly at a speed of 60 feet (or 40 feet if you wear medium or heavy armor), with good maneuverability. You can charge but not run while flying, and you cannot carry more than a light load aloft. Using a fire wings spell requires only as much concentration as walking, so you can take other actions normally. If the spell duration expires while you are aloft, you descend at a rate of 60 feet per round for 1d6 rounds, then fall the rest of the distance if you haven?t already landed. Because dispelling a spell effectively ends it, the subject also descends in this way if the fire wings spell is dispelled, but not if it is negated by an antimagic field. If you are not flying, you can make up to two attacks each round with the fire wings as if they were natural weapons. A successful attack deals 2d6 points of fire damage. The wings can be extinguished (and the spell canceled) by a quench spell, immersion in water, or a wind of hurricane or greater force.
Material Component: The feather of a bird, which you must burn when you cast the spell. Focus: A golden amulet shaped like a phoenix (worth 150 gp).
```
@@---
Spell: Fireball
School: Evocation
Descriptor: Fire
NSch:
NSubSch:
Level: Wizard 3
Save: Reflex half
SR: Yes
---
!!
```
## Fireball
Evocation [Fire]
**Level:** Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** 20-ft. radius spread
**Duration:** Instantaneous
**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.
Material Component: A tiny ball of bat guano and sulfur.
```
@@---
Spell: Firebrand
School: Evocation
Descriptor: Fire
NSch:
NSubSch:
Level: Wizard 5
Save: Reflex half
SR: Yes
---
!!
```
## Firebrand
Evocation [Fire]
**Level:** Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** One 5-ft. radius burst/level (S)
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
Each burst deals 1d6 points of fire damage per caster level (maximum 10d6) to all creatures within the area. All subjects hit by the burst in the round the spell is cast or within the area in the following round take 1d6 points of fire damage per two caster levels (maximum 5d6). A character struck in the round the spell is cast can attempt to extinguish the flames on itself as a full-round action with a successful DC 15 Reflex save. Burst effects that overlap do not deal additional damage (a creature can be affected by only one burst). Material Component: A flask of alchemist's fire (worth 20 gp).
```
@@---
Spell: Fireburst
School: Evocation
Descriptor: Fire
NSch:
NSubSch:
Level: Wizard 2
Save: Reflex half
SR: Yes
---
!!
```
## Fireburst
Evocation [Fire]
**Level:** Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action **Range:** 10 ft.
Effect: Burst of fire extending 10 ft. from you
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
Fireburst causes a powerful explosion of flame to burst from you, damaging anyone within 10 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).
Material Component: A bit of sulfur.
```
@@---
Spell: Fireburst, Greater
School: Evocation
Descriptor: Fire
NSch:
NSubSch:
Level: Wizard 5
Save: See text
SR: Yes (harmless); see text
---
!!
```
## Fireburst, Greater
Evocation [Fire]
**Level:** Wizard 5
Effect: Burst of fire extending 15 ft. from you 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).
## Fires Of Purity
Evocation [Fire]
**Level:** Druid 6, Purification 6, Wizard 6
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 round/level
**Saving Throw:** See text
**Spell Resistance:** Yes (harmless); see text
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.
```
@@---
Spell: Firestride Exhalation
School: Conjuration
Subschool: Teleportation/Evocation
Descriptor: Fire
NSch:
NSubSch:
Level: Wizard 4, Wu Jen 4 (fire)
Save: Reflex half
SR: Yes
---
!!
```
## Firestride Exhalation
Conjuration (Teleportation)/Evocation [Fire]
**Level:** Wizard 4, Wu Jen 4 (fire)
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** 30 ft.; see text
**Area:** Cone-shaped burst; see text
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
You breathe forth a cone of fire that deals 8d6 points of fire damage. A successful Reflex save halves this damage, and spell resistance applies. When you cast this spell, you have the option of becoming part of the breath weapon and teleporting instantly to any unoccupied space within the breath weapon's area. Your entire body need not fit within the breaths area, as long as your new space shares at least 1 square with the breath weapon's area. You bring along any gear worn or carried (up to your maximum load). You can't bring along other creatures except for your familiar. You must make this decision when casting the spell, before any other effects of the breath weapon are resolved (such as saves, spell resistance, and so forth).
You aren't damaged by the spell's effect when you appear within its area.
```
@@---
Spell: Fireward
School: Transmutation
NSch:
NSubSch:
Level: Druid 5
Save: None
SR: No
---
!!
```
## Fireward
Transmutation
**Level:** Druid 5
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** One 20-ft. cube/level (S)
**Duration:** 1 hour/level
**Saving Throw:** None
**Spell Resistance:** No
This spell functions like quench (PH 267), except as noted above. In addition, it has the following effects. While fireward remains in effect, no magical fire effect can function inside its area. This effect is similar to that of an antimagic field, but only magical fire is suppressed. Any nonmagical fire created inside or brought into the spell's area is immediately extinguished as well.
```
@@---
Spell: Fist Of Stone
School: Transmutation
Descriptor: Earth
NSch:
NSubSch:
Level: Wizard 1
Save: Personal
**Target:** You
---
!!
```
## Fist Of Stone
Transmutation [Earth]
**Level:** Wizard 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute
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.
Material Component: A pebble inscribed with a stylized fist design.
```
@@---
Spell: Flame Arrow
School: Transmutation
Descriptor: Fire
NSch:
NSubSch:
Level: Wizard 3
Save: None
SR: No
---
!!
```
## Flame Arrow
Transmutation [Fire]
**Level:** Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** Fifty projectiles, all of which must be in contact with each other at the time of casting **Duration:** 10 min./level
**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. Material Component: A drop of oil and a small piece of flint.
```
@@---
Spell: Flame Blade
School: Evocation
Descriptor: Fire
NSch:
NSubSch:
Level: Druid 2
Save: None
SR: Yes
---
!!
```
## Flame Blade
Evocation [Fire]
**Level:** Druid 2
**Components:** V, S, DF
**Casting Time:** 1 standard action **Range:** 0 ft.
Effect: Sword-like beam
**Duration:** 1 min./level (D)
**Saving Throw:** None
**Spell Resistance:** Yes
A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this bladelike beam as if it were a scimitar. Attacks with the flame blade are melee touch attacks. The blade deals 1d8 points of fire damage +1 point per two caster levels (maximum +10). Since the blade is immaterial, your Strength modifier does not apply to the damage. A flame blade can ignite combustible materials such as parchment, straw, dry sticks, and cloth. The spell does not function underwater.
```
@@---
Spell: Flame Dagger
School: Evocation
Descriptor: Fire
NSch:
NSubSch:
Level: Wizard 2
Save: None
SR: Yes
---
!!
```
## Flame Dagger
Evocation [Fire]
**Level:** Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action **Range:** 0 ft.
Effect: A daggerlike beam
**Duration:** 1 minute/level (D)
**Saving Throw:** None
**Spell Resistance:** Yes
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.
Material Component: A candle.
```
@@---
Spell: Flame Of Faith
School: Evocation
NSch:
NSubSch:
Level: Cleric 3, paladin 2
Save: None
SR: No
---
!!
```
## Flame Of Faith
Evocation
**Level:** Cleric 3, paladin 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Nonmagical weapon touched
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
You can temporarily turn any single normal or masterwork melee weapon into a magic, flaming one. For the duration of the spell, the weapon acts as a +1 flaming burst weapon. Material Component: A lump of phosphorus, touched to the target weapon.
```
@@---
Spell: Flame Strike
School: Evocation
Descriptor: Fire
NSch:
NSubSch:
Level: Cleric 5, Druid 4, Sun 5, War 5
Save: Reflex half
SR: Yes
---
!!
```
## Flame Strike
Evocation [Fire]
**Level:** Cleric 5, Druid 4, Sun 5, War 5
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** Cylinder (10-ft. radius, 40 ft. high)
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.
```
@@---
Spell: Flame Whips
School: Transmutation
NSch:
NSubSch:
Level: Wizard 4
Save: Personal
Effect: Flaming whips
---
!!
```
## Flame Whips
Transmutation
**Level:** Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
Effect: Flaming whips
**Duration:** 1 round/level (D)
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.
```
@@---
Spell: Flamebound Symbol
Source: Five Nations
School: Transmutation
NSch:
NSubSch:
Level: Cleric 3, paladin 3 (Silver Flame)
Save: Personal
**Target:** You
---
!!
```
## Flamebound Symbol
Source: Five Nations
Transmutation
**Level:** Cleric 3, paladin 3 (Silver Flame)
**Components:** V, S, DF
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round
Clerics of the Silver Flame devised this spell to dispose of Karrnathi undead legions, since turning them was seldom enough.
Casting this spell is a swift action. If you cast the spell before attempting to turn undead, your turn undead ability changes as follows: Instead of being turned or destroyed, all undead within 60 feet take 1d6 points of sacred damage per caster level. A successful Fortitude save (DC 10 + one-half your cleric or paladin level + your Wis modifier) reduces the damage by half. Undead creatures destroyed by the damage are utterly consumed in silvery fire, leaving nothing behind except their possessions.
Special: Only clerics and paladins of the Silver Flame can cast this spell.
```
@@---
Spell: Flamebound Weapon
Source: Five Nations
School: NSch:
NSubSch:
Level: Paladin 1 (Silver Flame)
Save: None
SR: No
---
!!
```
## Flamebound Weapon
Source: Five Nations
**Level:** Paladin 1 (Silver Flame)
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Touch
**Target:** Weapon touched
**Duration:** 1 min./level
**Saving Throw:** None
**Spell Resistance:** No
Casting this spell is a swift action. With it, you imbue a weapon you hold with the power of the Silver Flame. The weapon becomes sheathed in a silvery nimbus of light and deals an additional 1d6 points of sacred damage upon striking an evil creature.
Special: Only paladins of the Silver Flame can cast this spell.
```
@@---
Spell: Flaming Sphere
School: Evocation
Descriptor: Fire
NSch:
NSubSch:
Level: Druid 2, Wizard 2
Save: Reflex negates
SR: Yes
---
!!
```
## Flaming Sphere
Evocation [Fire]
**Level:** Druid 2, Wizard 2
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: 5-ft.-diameter sphere
**Duration:** 1 round/level
**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. Arcane Material Component: A bit of tallow, a pinch of brimstone, and a dusting of powdered iron.
```
@@---
Spell: Flare
School: Evocation
Descriptor: Light
NSch:
NSubSch:
Level: Bard 0, Druid 0, Wizard 0
Save: Fortitude negates
SR: Yes
---
!!
```
## Flare
Evocation [Light]
**Level:** Bard 0, Druid 0, Wizard 0
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Burst of light
**Duration:** Instantaneous
**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.
```
@@---
Spell: Flash-Freeze
School: Transmutation
Descriptor: Earth, Cold
NSch:
NSubSch:
Level: Druid 2
Save: None
SR: No
---
!!
```
## Flash-Freeze
Transmutation [Earth, Cold]
**Level:** Druid 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 10-ft. square/level
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
All earth, stone, and water in the spell's area is drained of heat. Earth, mud, and stone become everfrost and water freezes. You affect a 10-foot-square area to a depth of 1 foot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth, stone, or water creatures are not affected.
This spell can be used to create small icebergs in large bodies of water. These icebergs float, but are extremely slippery and unstable, requiring a DC 15 Balance check per round to stay on the iceberg. Icebergs may be propelled through the water by the current, paddling, or other means.
```
@@---
Spell: Flashburst
School: Evocation
Descriptor: Fire
NSch:
NSubSch:
Level: Wizard 3
Save: Will partial; see text
SR: Yes
---
!!
```
## Flashburst
Evocation [Fire]
**Level:** Wizard 3
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** 20-ft. radius burst
**Duration:** Instantaneous; see text
**Saving Throw:** Will partial; see text
**Spell Resistance:** Yes
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. Arcane Material Component: A pinch of sulfur or phosphorus.
```
@@---
Spell: Flashflood
School: Conjuration
Subschool: Creation
Descriptor: Water
NSch:
NSubSch:
Level: Cleric 8, druid 8
Save: See text
SR: No
---
!!
```
## Flashflood
Conjuration (Creation) [Water]
**Level:** Cleric 8, druid 8
**Components:** V, S, DF
**Casting Time:** 1 standard action **Range:** 120 ft.
**Area:** Cone-shaped spread
**Duration:** 1 round
**Saving Throw:** See text
**Spell Resistance:** No
You create a roaring, frothing wall of water 10 feet high that erupts from where you stand and surges forward, sweeping away or smashing down nearly everything in its path. The effect lasts for 1 round, although the water created by the spell does not disappear after 1 round, during which time creatures on the ground within the area cannot move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) to successfully cast a spell.
The force of the water and debris deals those caught in the area 1d6 points of nonlethal damage plus another 1d6 points per five caster levels (maximum 4d6). Any creature or object that is not soundly secured is pushed violently to the outer edge of the area. If this forces the creature or object into a solid surface, it takes 8d6 points of damage. A creature holding onto a sturdy object can make a DC 20 Strength check to avoid being moved. A creature not already holding onto such an object can make a DC 20 Reflex save or Swim check to grab one. A creature of Huge size or larger can make a DC 30 Strength check to dig in its feet and simply withstand the oncoming wave. A creature that fails any of these checks falls prone in addition to being swept away.
The specific effect and aftereffects of a flashflood spell on the environment depend on the nature of the terrain where it is cast. When the spell is completed, a total volume of 100,000 cubic feet of water (400 5-foot squares, in a 120-ft. cone, 10 feet deep) is left behind. This water behaves like ordinary water?draining away and leaving puddles in most cases, or perhaps forming a shallow lake or pond. Unless the caster has taken care to create the flashflood in a cleared area, however, the water left behind is full of debris, dirt, and perhaps a few corpses. Such water is unfit to drink.
Cave, Cavern, or Tunnel: The sudden surge of water knocks down support beams, but otherwise has no real effect, aside from filling the tunnel with water to a depth of 10 feet. If the area is insufficient to support 100,000 cubic feet of water, the water level rises above 10 feet until the entire volume is filled, or it spills outward from the confines of the original 400 squares.
What happens is based on the layout of the area. In the case of level terrain, the water simply drains away over the course of a minute or so, leaving pools in depressions from which it cannot drain. When the ground in a tunnel is not level, the water might flood sections of the tunnel. In such cases, determine whether the flooded area is sufficient to contain the entire volume of water created?and, if not, how deeply the water floods the next level up. Any creatures caught in water over their heads might drown.
For example, Miyish casts flashflood in the dungeon of a ruined castle. The dungeon's total volume is only 40,000 cubic feet (160 squares, with a 10-foot ceiling). The remaining 60,000 cubic feet of water has to go somewhere, so it rushes up and out the entrance to the dungeon. Since the terrain above the dungeon is another level of the castle, and is basically watertight, the water collects up here. The total volume of this level is 80,000 cubic feet (320 squares, with a 10-foot ceiling), leaving 20,000 cubic feet of air.
Since the water has nowhere to go but up, and it has gone as high as it can, the water on this level is 7-1/2 feet deep (60,000 cubic feet divided by 8,000?the square footage of 320 5-foot squares). If Miyish can?t swim or breathe water, he has made a grave tactical error by casting flashflood in an area too small to contain it.
Cliffs: Casting flashflood at the base of a cliff has no effect on the cliff. Casting flashflood from the top of a cliff can force creatures and objects over the edge, so that they take falling damage.
Open Ground: Creatures on open ground are safest from the worst effects of flashflood. They might be knocked prone by the force of the water, or even swept 120 feet (24 squares) away, but they are not in any particular danger of drowning or being crushed. Structure(s): Any structure standing on open ground takes 60 points of damage, enough to collapse a typical wooden building, but not a structure built of stone, masonry, or reinforced masonry.
Hardness reduces this damage, but it isn?t halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half). The debris is swept away by the flashflood.
River, Lake, or Marsh: The river, lake, or marsh overflows its banks, though with rivers the effect is transitory. In the case of lakes and marshes, determine how much the body of water overflows, given the 100,000 cubic feet of water added to it. Only calculate this amount if the total surface area of the lake or marsh is less than 40,000 square feet?and even then, it's only academic unless it is important to determine whether something on the shore gets wet.
```
@@---
Spell: Flaying Tendrils
School: Transmutation
Descriptor: Evil
NSch:
NSubSch:
Level: Wizard 5
Save: Personal
**Target:** You
---
!!
```
## Flaying Tendrils
Transmutation [Evil]
**Level:** Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
You grow four tentacles from your face, similar to those of a mind flayer. For the duration of the spell, you can attack with one tentacle as a standard action, or all four as a full-round action. Each tentacle deals 1d4 points of damage, plus your Strength modifier. When using the tentacles, you are treated as though you have the Improved Grapple feat. You can latch a tentacle onto a foe's head with a successful grapple check, and if you begin your turn with one tentacle successfully attached, you can attach the remaining three with a single check, though doing this still requires a full-round action. Your foe can escape with a single grapple check or Escape Artist check, but you gain a +2 bonus for each tentacle that is attached at the beginning of your foe's turn.
If you begin your turn with all four tentacles attached, you can attempt to remove your foe's brain, killing him instantly The victim is entitled to a fortitude save to avoid this fate, though success indicates only that he evaded extraction; he is still grappled and must attempt to escape normally.
You cannot use these tentacles to grapple foes more than one size category larger or smaller than you. Extracting the brain does nothing to constructs, elementals, oozes, plants, or undead, and is not instantly fatal to creatures with multiple heads.
```
@@---
Spell: Flaywind Burst
School: Evocation
Descriptor: Air, Earth
NSch:
NSubSch:
Level: Cleric 5, druid 5, Sand 5, Wizard 5
Save: See text
SR: No
---
!!
```
## Flaywind Burst
Evocation [Air, Earth]
**Level:** Cleric 5, druid 5, Sand 5, Wizard 5
**Components:** V, S, M **Casting Time:** 1 round **Range:** 60 ft.
**Area:** Cone-shaped burst
**Duration:** Instantaneous
**Saving Throw:** See text
**Spell Resistance:** No
This spell produces a brief windstorm (approximately 70 mph), filled with scouring, supernatural grit that literally strips flesh. In addition to the possible effects of the wind, creatures within the area of a flaywind burst spell take 1d6 points of damage per caster level (maximum 10d6) from the scouring sands. A successful Reflex save halves this damage. A creature within the area of flaywind burst must make a Fortitude save or experience the effects of the wind's force. A Small or smaller creature is knocked down and rolled 1d4?10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Small or smaller creature is blown back 2d6?10 feet and takes 2d6 points of nonlethal damage. Medium creatures are knocked prone, or if flying are blown back 1d6?10 feet. Large or Huge creatures are unable to move forward against the force of the blast, or if flying are blown back 1d ?5 feet. Gargantuan or larger creatures can move normally within a flaywind burst. Flaywind burst can?t move a creature beyond its range.
In addition to the effects noted, flaywind burst can do anything else that a windstorm-force sandstorm would be expected to do, such as briefly obscure vision, heel over a boat, or blow gases and vapors to the limit of its area. Material Component: A pinch of sand and the wing feather of a vulture.
```
@@---
Spell: Fleeting Fortune
Source: Champions of Valor
School: Transmutation
NSch:
NSubSch:
Level: Initiate of tymora 1
Save: Yes (harmless)
SR: Yes (harmless)
---
!!
```
## Fleeting Fortune
Source: Champions of Valor
Transmutation
**Level:** Initiate of tymora 1
**Components:** V, S, DF
**Casting Time:** 1 immediate action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 round or until discharged
**Saving Throw:** Yes (harmless)
**Spell Resistance:** Yes (harmless)
You imbue the subject with a bit of Tymora's luck, granting her a +5 luck bonus on a single skill check of her choice. Activating the luck bonus requires no action but must be declared before the skill check is rolled.
```
@@---
Spell: Flensing
School: Transmutation
Descriptor: Evil
NSch:
NSubSch:
Level: Wizard 8
Save: Fortitude partial; see text
SR: Yes
---
!!
```
## Flensing
Transmutation [Evil]
**Level:** Wizard 8
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One corporeal creature
**Duration:** 4 rounds
**Saving Throw:** Fortitude partial; see text
**Spell Resistance:** Yes
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.
Material Component: An onion.
```
@@---
Spell: Flesh Armor
School: Abjuration
Descriptor: Evil
NSch:
NSubSch:
Level: Assassin 4
---
!!
```
## Flesh Armor
Abjuration [Evil]
**Level:** Assassin 4
**Components:** V, S, M, F
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level or until discharged
Prior to casting flesh armor, the caster flays the skin from a creature of his size and lays it upon his own flesh, wearing it like clothing or armor. Once the caster casts flesh armor, his skin develops resistance to blows, cuts, stabs, and slashes. The caster gains damage reduction 10/+1. Once the spell has prevented a total of 5 points of damage per caster level (maximum 50 points), it is discharged, and the skin slowly rots, shedding in patches like the skin of a molting snake.
Material Component: A bit of flesh torn from the caster's body during the casting (dealing 1 point of damage). Focus: The entire freshly harvested skin of another creature of the caster's size.
```
@@---
Spell: Flesh Ripper
School: Evocation
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 3, Mortal Hunter 3
Save: None
SR: Yes
---
!!
```
## Flesh Ripper
Evocation [Evil]
**Level:** Cleric 3, Mortal Hunter 3
**Components:** V, S, Undead, Fiend
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
The caster evokes pure evil power in the form of a black claw that flies at the target. If a ranged touch attack roll succeeds, the claw deals 1d8 points of damage per caster level (maximum 10d8). On a critical hit, in addition to dealing double damage, the wound bleeds for 1 point of damage per round until it is magically healed.
```
@@---
Spell: Flesh To Ice
School: Transmutation
NSch:
NSubSch:
Level: Wizard 5
Save: Fortitude negates
SR: Yes
---
!!
```
## Flesh To Ice
Transmutation
**Level:** Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
The subject, along with all its carried gear, turns into a mindless, inert ice sculpture. If the sculpture resulting from this spell is broken, melted, 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.
Material Component: Water and a drop of blood.
```
@@---
Spell: Flesh To Salt
School: Transmutation
NSch:
NSubSch:
Level: Druid 5, Wizard 5
Save: Fortitude partial; see text
SR: Yes
---
!!
```
## Flesh To Salt
Transmutation
**Level:** Druid 5, Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial; see text
**Spell Resistance:** Yes
You call the essence of salt forth in the target, dealing 1d6 points of damage per two caster levels (maximum 10d6). If the target takes more than half of its current hit points in damage from the spell, it must make a Fortitude saving throw or its body completely crystallizes. The subject, but not its carried gear, turns into a mindless, inert statue. If a statue resulting from this spell is broken or damaged, the subject has similar damage or deformities if ever returned to its original state. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch.
The transformed creature takes on the consistency of rock salt (hardness 2, 5 hp per inch of thickness). Salt statues are extremely susceptible to dissolution by water?if exposed to flooding or heavy rain, they take damage that is not reduced by hardness. A constant blast of water (for example, a geyser from a decanter of endless water) deals 10 points of damage per minute. A steady rain deals 1 point of damage per minute.
A stone to flesh spell affects salt as if it were stone, returning an affected creature to its original state. Material Component: A lump of rock salt.
```
@@---
Spell: Flesh To Salt, Mass
School: Transmutation
NSch:
NSubSch:
Level: Druid 7, Wizard 7
Save: Fortitude negates
SR: Yes
---
!!
```
## Flesh To Salt, Mass
Transmutation
**Level:** Druid 7, Wizard 7
**Target:** One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like flesh to salt, except that it affects multiple creatures. You can transform one additional creature for every four caster levels, to a maximum of five creatures at 20th level.
## Flesh To Stone
Transmutation
**Level:** Wizard 6
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** Instantaneous
**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.
Material Component: Lime, water, and earth.
```
@@---
Spell: Fleshbound
School: Abjuration
NSch:
NSubSch:
Level: Cleric 6, Wizard 6
Save: Will negates; see text
SR: Yes
---
!!
```
## Fleshbound
Abjuration
**Level:** Cleric 6, Wizard 6
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One possessed creature
**Duration:** Instantaneous
**Saving Throw:** Will negates; see text
**Spell Resistance:** Yes
When this spell is cast on a possessed creature, the possessing spirit is temporarily bound within its host and inextricably locked to that host's life force. If the fleshbound creature takes damage, the possessing spirit feels its pain.
While under the effect of this spell, the host creature automatically falls under the complete control of the possessing spirit (Ecs 101). For the purpose of combat, the fleshbound creature uses its own attacks and special abilities, but does not gain any additional abilities not already granted by being possessed.
Each round as a full-round action, a fleshbound creature can make a special Will save (DC equal to spell's save DC minus possessing spirit's HD + your caster level). A quori spirit possessing an Inspired host can add the levels of the host body to its Hit Dice for the purpose of resisting this spell. If the spirit succeeds on the save, it can abandon the host body as a free action. If it chooses not to abandon the host, the possessing spirit remains bound. Any attack that deals hit point damage or ability damage to the host creature deals the same damage to the possessing spirit. The possessing spirit cannot be killed in this way, but if it or the host creature is taken to 0 or fewer hit points, the possessing spirit is forced from the body as if subject to a dismissal spell. Also, its psychic wounds prevent it from possessing any other host for a number of days (as reckoned on the Material Plane) equal to the amount of hit point damage and ability damage dealt to it.
Material Component: A sphere of volcanic glass, which is shattered as the spell is cast.
```
@@---
Spell: Fleshshiver
School: Necromancy
NSch:
NSubSch:
Level: Wizard 6
Save: Fortitude partial; see text
SR: Yes
---
!!
```
## Fleshshiver
Necromancy
**Level:** Wizard 6
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial; see text
**Spell Resistance:** Yes
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.
Material Component: A bone, which is snapped during the casting of the spell.
```
@@---
Spell: Flexform
School: Transmutation
NSch:
NSubSch:
Level: Bard 2, Wizard 3
Save: None
SR: Yes (harmless)
---
!!
```
## Flexform
Transmutation
**Level:** Bard 2, Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** 1 minute/level
**Saving Throw:** None
**Spell Resistance:** Yes (harmless)
When you touch a creature, its form (including any gear, armor, and weapons) shifts and deforms according to its surroundings. This effect grants a +10 bonus on Escape Artist and Tumble checks, and allows Tumble checks to be made untrained. As well, the subject can squeeze into a space half as wide as its normal space (PH 148) with no penalties to movement, attack rolls, and AC. The subject is able to move freely through squares occupied by creatures only one size category larger than it, rather than three size categories larger (PH 148). Material Component: A small glob of gum resin.
```
@@---
Spell: Flight Of The Dragon
School: Transmutation
NSch:
NSubSch:
Level: Wizard 4
Save: Personal
**Target:** You
---
!!
```
## Flight Of The Dragon
Transmutation
**Level:** Wizard 4
**Components:** V, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level (D)
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).
Material Component: A dragon's wing claw. Special: Sorcerers cast this spell at +1 caster level.
```
@@---
Spell: Float
School: Transmutation
NSch:
NSubSch:
Level: Wizard 1
Save: Fortitude negates
SR: Yes
---
!!
```
## Float
Transmutation
**Level:** Wizard 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Target:** One Large or smaller creature or object
**Duration:** 1 min./level
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
The target gains buoyancy and can float on water for the duration of the spell. It cannot swim below the surface of the water. Creatures that must breathe water can still do so, but cannot swim under the surface. If the target is underwater at the time this spell is cast, it rises toward the surface at a speed of 30 feet. Material Component: An ice cube dropped into water.
```
@@---
Spell: Floating Disk
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 1
Save: None
SR: No
---
!!
```
## Floating Disk
Evocation [Force]
**Level:** Wizard 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: 3-ft.-diameter disk of force
**Duration:** 1 hour/level
**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.
Material Component: A drop of mercury.
```
@@---
Spell: Floating Disk, Greater
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Sorcerer/ wizard 4
Save: None
SR: No
---
!!
```
## Floating Disk, Greater
Evocation [Force]
**Level:** Sorcerer/ wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: 3-ft.-diameter disk of force
**Duration:** 1 hour/level
**Saving Throw:** None
**Spell Resistance:** No
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 (perfect). This allows you to sit on the disk and command it to carry you about.
Material Component: A drop of mercury.
```
@@---
Spell: Flowsight
School: Divination
Subschool: Scrying
NSch:
NSubSch:
Level: Bard 4, druid 5, sorcerer/ wizard 5
Save: Will negates; see text
SR: Yes
---
!!
```
## Flowsight
Divination (Scrying)
**Level:** Bard 4, druid 5, sorcerer/ wizard 5
**Components:** V, S, M/DF
**Casting Time:** 1 minute
**Range:** Touch
**Area:** 60-ft. radius
**Duration:** 1 round/level (D)
**Saving Throw:** Will negates; see text
**Spell Resistance:** Yes
By touching a nearby source of water? a standing pool, a stream, or even a portion of a larger body of water?you can perceive creatures and objects in contact with the water. You can concentrate to focus flowsight on a given creature. You retain your full visual acuity, including any magical effects, as well as any auditory enhancements you might have. This action makes the subject potentially aware of the magical scrying; on a Will save, it prevents you from learning more about it, and you cannot try again on that subject for 24 hours. However, you can turn your consciousness to another subject in contacted with the water and make a new scrying attempt each round. Arcane Material Component: A piece of limestone.
```
@@---
Spell: Fly
School: Transmutation
NSch:
NSubSch:
Level: Wizard 3, Travel 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Fly
Transmutation
**Level:** Wizard 3, Travel 3
**Components:** V, S, F/DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 min./level
**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. Arcane Focus: A wing feather from any bird.
```
@@---
Spell: Fly, Mass
School: Transmutation
NSch:
NSubSch:
Level: Wizard 5
Save: Personal
**Target:** You
---
!!
```
## Fly, Mass
Transmutation
**Level:** Wizard 5
**Components:** V, S
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. apart
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.
## Fly, Swift
Transmutation
**Level:** Bard 2, druid 3, Wizard 2
**Components:** V **Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round
This spell functions like fly (PH 232), except as noted above.
```
@@---
Spell: Focusing Chant
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 1
Save: Personal
**Target:** You
---
!!
```
## Focusing Chant
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 1
**Components:** V **Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 minute (D)
You gain a +1 circumstance bonus on attack rolls, skill checks, and ability checks for the duration of the spell.
```
@@---
Spell: Foebane
School: Evocation
NSch:
NSubSch:
Level: Ranger 4
Save: Will negates (harmless, object)
SR: Yes (harmless, object)
---
!!
```
## Foebane
Evocation
**Level:** Ranger 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Weapon touched
**Duration:** 1 round/level (D)
**Saving Throw:** Will negates (harmless, object)
**Spell Resistance:** Yes (harmless, object)
When you cast this spell, choose one of your favored enemies. Against creatures of the selected enemy kind, the weapon acts as a +5 magic weapon and deals an extra 2d6 points of damage. Furthermore, while you wield the weapon, you gain a +4 resistance bonus on saving throws against effects created by creatures of that kind. The spell is automatically canceled 1 round after the weapon leaves your hand for any reason. You cannot have more than one foebane weapon active at a time. If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with any other spell that might modify the weapon in any way. This spell does not work on artifacts.
```
@@---
Spell: Footsteps Of The Divine
Source: Complete Champion
School: Transmutation
NSch:
NSubSch:
Level: Cleric 3
Save: Personal
**Target:** You
---
!!
```
## Footsteps Of The Divine
Source: Complete Champion
Transmutation
**Level:** Cleric 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
Upon casting this spell, you briefly acquire a new movement mode and speed, as given on the table below. Unlike most deity-variable spells, footsteps of the divine does not limit you to the option offered by your own deity; you are free to choose any option presented on the table. If you choose an option offered by a deity other than your own, however, the spell duration is halved. You can choose only one option per casting.
Deity
Movement Mode
Speed
Bahamut
Fly
60 ft. (poor)
Boccob
Fly
40 ft. (perfect)
Corellon Larethian
-
+40 ft.
Ehlonna
Climb
30 ft.
Erythnul
-
+40 ft.
Fharlanghn
-
+50 ft.
Garl Glittergold
Burrow
20 ft.
Gruumsh
Burrow
20 ft.
Heironeous
-
+40 ft.
Hextor
-
+40 ft.
Kord
Climb
30 ft.
Kurtulmak
Burrow
20 ft.
Lolth
Climb
30 ft.
Moradin
Burrow
20 ft.
Nerull
Fly
50 ft. (average)
Obad-Hai
-
+40 ft.
Olidammara Climb 30 ft.
Pelor
Fly
50 ft. (average)
St. Cuthbert
-
+40 ft.
Tiamat
Fly
60 ft. (poor)
Vecna
Fly
40 ft. (perfect)
Wee Jas
Burrow
20 ft.
Yondalla Climb 30 ft.
Your assumption of a new movement mode, if any, imposes certain physical changes on you. For instance, if footsteps of the divine grants you flight, you grow wings; if it grants you a burrow speed, you grow heavy digging claws; and so forth. A ??? entry indicates that you gain no new movement type, but your base speed increases by the amount indicated.
At any point before the duration expires, you can choose to employ a burst of truly inhuman speed. Doing so adds an additional +10 feet to your speed per round remaining in the spell's duration. However, this effect lasts for only a single round, after which the spell ends.
```
@@---
Spell: Fog Cloud
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Druid 2, Wizard 2, Water 2
Save: None
SR: No
---
!!
```
## Fog Cloud
Conjuration (Creation)
**Level:** Druid 2, Wizard 2, Water 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft. level)
Effect: Fog spreads in 20-ft. radius, 20 ft. high
**Duration:** 10 min./level
**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.
```
@@---
Spell: Forbiddance
School: Abjuration
NSch:
NSubSch:
Level: Cleric 6
Save: See text
SR: Yes
---
!!
```
## Forbiddance
Abjuration
**Level:** Cleric 6
**Components:** V, S, M, DF
**Casting Time:** 6 rounds
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 60-ft. cube/level (S)
**Duration:** Permanent
**Saving Throw:** See text
**Spell Resistance:** Yes
Forbiddance seals an area against all planar travel into or within it. This includes all teleportation spells (such as dimension door and teleport), plane shifting, astral travel, ethereal travel, and all summoning spells. Such effects simply fail automatically.
In addition, it damages entering creatures whose alignments are different from yours. The effect on those attempting to enter the warded area is based on their alignment relative to yours (see below). A creature inside the area when the spell is cast takes no damage unless it exits the area and attempts to reenter, at which time it is affected as normal.
Alignments identical: No effect. The creature may enter the area freely (although not by planar travel).
Alignments different with respect to either law/chaos or good/evil: The creature takes 6d6 points of damage. A successful Will save halves the damage, and spell resistance applies.
Alignments different with respect to both law/chaos and good/evil: The creature takes 12d6 points of damage. A successful Will save halves the damage, and spell resistance applies.
At your option, the abjuration can include a password, in which case creatures of alignments different from yours can avoid the damage by speaking the password as they enter the area. You must select this option (and the password) at the time of casting.
Dispel magic does not dispel a forbiddance effect unless the dispeller's level is at least as high as your caster level. You can?t have multiple overlapping forbiddance effects. In such a case, the more recent effect stops at the boundary of the older effect.
Material Component: A sprinkling of holy water and rare incenses worth at least 1,500 gp, plus 1,500 gp per 60foot cube. If a password is desired, this requires the burning of additional rare incenses worth at least 1,000 gp, plus 1,000 gp per 60-foot cube.
```
@@---
Spell: Forbidden Speech
School: Enchantment
Descriptor: Evil, Mind-Affecting
NSch:
NSubSch:
Level: Corrupt 5
Save: Will negates
SR: Yes
---
!!
```
## Forbidden Speech
Enchantment [Evil, Mind-Affecting]
**Level:** Corrupt 5
**Components:** V, S, Corrupt
**Casting Time:** 1 minute
**Range:** Touch
**Target:** 1 living creature
**Duration:** Permanent
**Saving Throw:** Will negates
**Spell Resistance:** Yes
The caster makes it impossible for a single creature to speak about a single topic. The topic should be as narrow as possible for the spell to work properly. An appropriate topic might be events that occurred while the creature was in captivity, the whereabouts and names of tormentors, the secret location of a hidden treasure, the password into a guarded compound, the command word of a magic item, or the explanation behind some major occurrence. Invalid topics include verbal components of spells, a creature's whole life history, or anything too broad for a reasonable definition of a single topic. Whether a topic is too broad is up the DM, who can double the corruption cost and have the spell automatically fail if the caster persists in attempting an invalid topic. Thus, this can be a dangerous spell to attempt.
The affected creature cannot communicate regarding the topic in any way. Speech becomes gibberish, writing is reduced to an indecipherable scrawl, gestures are impossible, and even telepathy (including detect thoughts) is scrambled. The creature has not forgotten the information, however, and it can be a maddening occurrence for the creature to be unable to communicate information that might be of life-and-death importance to friends and allies.
Corruption Cost: 1d6 points of Strength damage.
```
@@---
Spell: Force Chest
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 4
Save: None
SR: No
---
!!
```
## Force Chest
Evocation [Force]
**Level:** Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action **Range:** 0 ft.
Effect: Box of force 2 ft. on a side
**Duration:** 24 hours/level (D)
**Saving Throw:** None
**Spell Resistance:** No
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 Use Magic Device cannot open it.
Material Component: A 2-inch-square glass cube.
```
@@---
Spell: Force Claw
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 4
Save: None
SR: Yes
---
!!
```
## Force Claw
Evocation [Force]
**Level:** Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Invisible claw of force
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** Yes
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.
Material Component: A small, dried claw from an animal.
```
@@---
Spell: Force Hammer
School: Evocation
Subschool: Force
NSch:
NSubSch:
Level: Wizard 2
Save: Fortitude partial
SR: Yes
---
!!
```
## Force Hammer
Evocation (Force)
**Level:** Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft/2 levels)
Effect: Ray
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
Force hammer is designed to bring down a single opponent without causing lasting harm. You fire a ray of force at a single target, making a ranged touch attack. If you hit, the bolt deals 1d4 points of nonlethal damage per level (maximum 10d4). If the target fails a Fortitude save, it is dazed for one round. (A successful saving throw does not reduce the damage.) Force hammer has no effect on nonliving creatures or objects. Creatures that are immune to nonlethal damage cannot be dazed by the spell.
```
@@---
Spell: Force Ladder
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 2
Save: None
SR: No
---
!!
```
## Force Ladder
Evocation [Force]
**Level:** Wizard 2
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One ladder of force up to 60 ft. long
**Duration:** 1 minute/level
**Saving Throw:** None
**Spell Resistance:** No
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. Focus: A miniature silver ladder (50 gp).
```
@@---
Spell: Force Missiles
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 4
Save: None
SR: Yes
---
!!
```
## Force Missiles
Evocation [Force]
**Level:** Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Targets: Up to four creatures, no two of which are more than 30 ft. apart
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
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.
```
@@---
Spell: Force Shapechange
School: Abjuration
NSch:
NSubSch:
Level: Truth 6
Save: Will partial
SR: Yes
---
!!
```
## Force Shapechange
Abjuration
**Level:** Truth 6
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature/level
**Duration:** 1 round/level
**Saving Throw:** Will partial
**Spell Resistance:** Yes
When you cast this spell, you specify targets you know or believe to be shapechangers. Any shapechanger targeted by the spell takes 3d10 points of damage from wracking pain and reverts to its true form for the duration of the spell. A successful save negates the reversion and halves the damage dealt.
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).
```
@@---
Spell: Forcecage
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 7
Save: None
SR: No
---
!!
```
## Forcecage
Evocation [Force]
**Level:** Wizard 7
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** Barred cage (20-ft. cube) or windowless cell (10-ft. cube)
**Duration:** 2 hours/level (D)
**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.
Material Component: Ruby dust worth 1,500 gp, which is tossed into the air and disappears when you cast the spell.
```
@@---
Spell: Forceful Hand
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 6
Save: Will negates; see text
SR: Yes
---
!!
```
## Forceful Hand
Evocation [Force]
**Level:** Wizard 6
**Components:** V, S, F
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. Focus: A sturdy glove made of leather or heavy cloth.
## Forceward
Abjuration [Force]
**Level:** Wizard 4
**Components:** V, S **Casting Time:** 1 round **Range:** 15 ft.
Effect: 15-ft. radius sphere centered on you
**Duration:** 1 minute/level
**Saving Throw:** Will negates; see text
**Spell Resistance:** Yes
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.
```
@@---
Spell: Forcewave
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 4
Save: None
SR: Yes
---
!!
```
## Forcewave
Evocation [Force]
**Level:** Wizard 4
**Components:** V, S, F **Casting Time:** 1 swift action **Range:** 10 ft.
Effect: 10-ft. burst of force centered on you
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
This spell initiates a bull rush against all creatures within 10 feet. The forcewave 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. Focus: A small piece of string and a drop of water.
```
@@---
Spell: Foresight
School: Divination
NSch:
NSubSch:
Level: Druid 9, Knowledge 9, Wizard 9
Save: Personalor touch
**Target:** See text
---
!!
```
## Foresight
Divination
**Level:** Druid 9, Knowledge 9, Wizard 9
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Personalor touch
**Target:** See text
**Duration:** 10 min./level
**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 flatfooted. 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.
Arcane Material Component: A hummingbird's feather.
```
@@---
Spell: Forestfold
School: Transmutation
NSch:
NSubSch:
Level: Druid 3, ranger 3
Save: Personal
**Target:** You
---
!!
```
## Forestfold
Transmutation
**Level:** Druid 3, ranger 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level (D)
You change your coloring and attune your footfalls to one specific kind of terrain (aquatic, desert, plains, forest, hills, mountains, marsh, or underangeround). While you are in terrain of that kind, you gain a +10 competence bonus on Hide and Move Silently checks. You retain these bonuses even if you leave the designated terrain and return within the duration of the spell.
```
@@---
Spell: Forest Child
Source: Complete Champion
School: Transmutation
NSch:
NSubSch:
Level: Druid 8
Save: None
SR: No
---
!!
```
## Forest Child
Source: Complete Champion
Transmutation
**Level:** Druid 8
**Components:** V, S, M, DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: One wooden duplicate
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** No
You draw forth a humanoid figure from the wood of a tree that is at least one size category larger than yourself. The figure is your size and clearly made of wood, but it resembles you sufficiently that anyone who knows you can recognize your features in its face. The figure can emerge from the tree you touch, or from any tree of the same type within the spell's range. Thereafter, if you and the forest child separate by more than the maximum range of the spell, or if you lose line of effect to it, it vanishes instantly and the spell ends.
A forest child mimics your actions, including speech, unless you direct it to act differently as a move action. You can see through its eyes and hear through its ears as if you were standing in its location, and you can switch from using its senses to using your own, or back again, as a free action anytime during your turn. While you are using its senses, your own body is considered blinded and deafened. If you desire, any spell you cast whose range is touch or greater can originate from the forest child instead of from you. It cannot, however, cast any spells on itself.
Spells cast through the forest child function normally in all respects except for the point of origin.
A forest child has a number of hit points equal to your character level. If you use it to attack physically, you take a ?4 penalty on attack rolls, and it deals damage equal to your unarmed damage.
As a standard action, you can change places with your duplicate. (Although the spell itself is a transmutation, this usage is a conjuration [teleportation] effect.) Making use of this option reduces the remaining duration of the spell by 5 rounds. If you have fewer than 5 rounds of duration left, you cannot invoke this ability.
If you cast this spell along with both forest eyes and forest voice (see below), the duration of forest child doubles, and its range quadruples.
Material Component: A small hardwood replica of yourself, which costs 10 gp to create.
```
@@---
Spell: Forest Eyes
Source: Complete Champion
School: Divination
Subschool: Scrying
NSch:
NSubSch:
Level: Druid 3
Save: None
SR: No
---
!!
```
## Forest Eyes
Source: Complete Champion
Divination (Scrying)
**Level:** Druid 3
**Components:** V, S, DF
**Casting Time:** 1 minute
**Range:** Unlimited
**Target:** Two plants of the same type, one of which must be in physical contact with you **Duration:** 1 minute/level (D)
**Saving Throw:** None
**Spell Resistance:** No
Upon casting this spell, you can touch a normal, Medium or larger plant or tree and designate another of the same kind. You immediately see the surroundings of the destination plant, regardless of the distance separating the two. You see the area as though you were standing in the exact spot where the destination plant stands. You cannot move your field of vision from that spot, but you can rotate it in all directions to observe the area around the destination plant. Unlike other scrying spells, forest eyes 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 dark, you can see in a 10-foot radius around the plant at the center of the spell's effect.
Both plants must be alive to allow use of this spell. You can either select a particular destination plant that is already familiar to you, or designate a direction and distance and let forest eyes find the appropriate type of plant nearest to the desired location.
```
@@---
Spell: Forest Voice
Source: Complete Champion
School: Transmutation
Subschool: Language-Dependent
NSch:
NSubSch:
Level: Druid 3
Save: None
SR: No
---
!!
```
## Forest Voice
Source: Complete Champion
Transmutation (Language-Dependent)
**Level:** Druid 3
**Components:** V, S, DF
**Casting Time:** 1 minute
**Range:** Unlimited
**Target:** Two plants of the same kind, one of which must be in physical contact with you
**Duration:** 1 minute/level (D)
**Saving Throw:** None
**Spell Resistance:** No
Upon casting this spell, you can touch a normal, Medium or larger plant or tree and designate another of the same kind. You can then carry on a conversation with anyone who is within 10 feet of the destination plant. Your conversation is as clear as it would be if you stood within 10 feet of one another. The plants cannot, however, transmit magical sonic effects.
Both plants must be alive to allow use of this spell. You can either select a particular destination plant that is already familiar to you, or designate direction and distance and let the forest voice find the appropriate type of plant nearest to the desired location.
```
@@---
Spell: Form Of The Desert Hunter
School: Transmutation
Subschool: Polymorph
NSch:
NSubSch:
Level: Wizard 5
Save: Personal
**Target:** You
---
!!
```
## Form Of The Desert Hunter
Transmutation (Polymorph)
**Level:** Wizard 5
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
You take the form of a dragonne (MM 89). You gain 30 temporary hit points, which disappear at the end of the spell's duration. For details, see The Polymorph Subschool on page 60.
```
@@---
Spell: Form Of The Threefold Beast
School: Transmutation
Subschool: Polymorph
NSch:
NSubSch:
Level: Wizard 5 **Components:** V, S
Save: Personal
**Target:** You
---
!!
```
## Form Of The Threefold Beast
Transmutation (Polymorph)
**Level:** Wizard 5 **Components:** V, S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
You take the form of a chimera (MM 34); choose the color of your dragon head from the options noted in the monster description when you cast the spell. You gain 30 temporary hit points, which disappear at the end of the spell's duration.
See the Polymorph Subschool sidebar on page 91 for more details.
```
@@---
Spell: Fortify Cold Creatures
School: Transmutation
Descriptor: Cold
NSch:
NSubSch:
Level: Cleric 1
Save: None
SR: No
---
!!
```
## Fortify Cold Creatures
Transmutation [Cold]
**Level:** Cleric 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** One creature/level, no two of which can be more than 30 ft. apart
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
Creatures with the cold subtype gain a +1 sacred bonus on all attack rolls and on saving throws against fire effects.
```
@@---
Spell: Fortify Dragonmark
Source: Dragonmarked
School: Abjuration
NSch:
NSubSch:
Level: Cleric 2, paladin 2, Wizard 2
Save: Personal
**Target:** You
---
!!
```
## Fortify Dragonmark
Source: Dragonmarked
Abjuration
**Level:** Cleric 2, paladin 2, Wizard 2
**Components:** V, S, Dr
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
Any critical hit or sneak attack made against you has a chance to be negated so that damage is instead rolled normally. The chance depends on the strength of your dragonmark.
Dragonmark Normal Damage
Least
25%
Lesser
75%
Greater or Siberys 100%
The benefits of this spell do not stack with any other effect that grants a percentage chance to negate extra damage from a critical hit or sneak attack.
Dragonmark: Any true dragonmark.
```
@@---
Spell: Fortify Familiar
School: Universal
NSch:
NSubSch:
Level: Wizard 3
Save: None
SR: Yes (harmless)
---
!!
```
## Fortify Familiar
Universal
**Level:** Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Familiar touched
**Duration:** 1 hour/level
**Saving Throw:** None
**Spell Resistance:** Yes (harmless)
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.
```
@@---
Spell: Fortify Metal Or Stone
Source: Secrets of Sarlona
School: Transmutation
NSch:
NSubSch:
Level: Cleric 2, Wizard 2
Save: None
SR: Yes (object; see text)
---
!!
```
## Fortify Metal Or Stone
Source: Secrets of Sarlona
Transmutation
**Level:** Cleric 2, Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One object touched
**Duration:** 1 hour/level
**Saving Throw:** None
**Spell Resistance:** Yes (object; see text)
Fortify metal or stone alters the internal structure of stone or metal in order to strengthen it. Any single object of up to 10 feet on a side (weapons, armor, chests, sarcophagi, doors, and so on) has its hardness and hit points doubled, and has its break DC increased by 10.
If cast on weapons, fortify metal or stone bestows an enhancement bonus of +1 on damage rolls. Armor or shields affected by this spell grant their wearer damage reduction 1/magic.
Suits of armor are considered single objects for the purpose of being affected by this spell, but armor and shields must be targeted with separate castings.
You can use fortify metal or stone on masterwork weapons and armor, but magic items have an effective spell resistance of 20 + caster level. Artifacts cannot be affected by this spell.
Metal or stone cannot be enhanced more than once by this spell. Material Component: A mixture of coal dust and lime.
```
@@---
Spell: Fortunate Fate
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Cleric 7
Save: None (harmless)
SR: Yes (harmless)
---
!!
```
## Fortunate Fate
Conjuration (Healing)
**Level:** Cleric 7
**Components:** V, S
**Casting Time:** 1 minute
**Range:** Touch
**Target:** Living creature touched
**Duration:** 10 minutes/level or until discharged
**Saving Throw:** None (harmless)
**Spell Resistance:** Yes (harmless)
You surround the subject with an aura that immediately heals the creature if it is subjected to an effect that would kill it (reduce its hit points to ?10 or below). When this event occurs, the fortunate fate spell intervenes by immediately triggering a heal spell upon the target. If the effect is one that causes harm in a way that a heal spell can repair (disease, hit point damage, ability damage, or poison), the target does not actually die, saved by the heal. If the effect is one that heal cannot countermand (such as ability drain, old age, negative levels, disintegration, ability drain, or death effects), the fortunate fate spell cannot prevent the creature's death.
```
@@---
Spell: Foundation Of Stone
School: Transmutation
Descriptor: Earth
NSch:
NSubSch:
Level: Cleric 1, druid 1
Save: None
SR: No
---
!!
```
## Foundation Of Stone
Transmutation [Earth]
**Level:** Cleric 1, druid 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature/level, no two of which are more than 30 ft. apart
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
As long as they do not move and remain standing on solid ground, the subject creatures gain a +2 bonus to Armor Class and a +4 bonus on Strength checks made to resist being bull rushed or tripped. If this spell is cast in mountainous terrain, the bonus on Strength checks granted by this spell increases to +6.
```
@@---
Spell: Fox's Cunning
School: Transmutation
NSch:
NSubSch:
Level: Bard 2, Wizard 2
Save: Will negates (harmless)
SR: Yes
---
!!
```
## Fox's Cunning
Transmutation
**Level:** Bard 2, Wizard 2
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 min./level
**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.
Arcane Material Component: A few hairs, or a pinch of dung, from a fox.
```
@@---
Spell: Fox's Cunning, Mass
School: Transmutation
NSch:
NSubSch:
Level: Bard 6, Wizard 6
Save: Will negates (harmless)
SR: Yes
---
!!
```
## Fox's Cunning, Mass
Transmutation
**Level:** Bard 6, Wizard 6
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature/level, no two of which can be more than 30 ft. apart
This spell functions like fox's cunning, except that it affects multiple creatures.
## Freedom
Abjuration
**Level:** Wizard 9
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels) or see text
**Target:** One creature
**Duration:** Instantaneous
**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.
```
@@---
Spell: Freedom Of Breath
School: Abjuration
NSch:
NSubSch:
Level: Cleric 2, druid 2, paladin 2, ranger 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Freedom Of Breath
Abjuration
**Level:** Cleric 2, druid 2, paladin 2, ranger 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 10 min./level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The subject can breathe freely in conditions that ordinarily inhibit respiration, such as sandstorms. While freedom of breath is in effect, the subject does not make Constitution checks to avoid the onset of suffocation unless no breathable substance is available (such as for a human underwater or buried under sand). The spell also protects against stenches, such as those produced by a troglodyte or a stinking cloud spell. The subject does not have to make saves or checks against nausea and similar effects from strong odors. Freedom of breath also grants a +2 bonus on Fortitude saves and Constitution checks to resist poisonous vapors, such as those from a volcanic caldera or a cloudkill spell, for the duration of the spell.
Material Component: A sliver of mica.
```
@@---
Spell: Freedom Of Movement
School: Abjuration
NSch:
NSubSch:
Level: Bard 4, Cleric 4, Druid 4, Luck 4, Ranger 4
Save: Personalor touch
**Target:** You or creature touched
---
!!
```
## Freedom Of Movement
Abjuration
**Level:** Bard 4, Cleric 4, Druid 4, Luck 4, Ranger 4
**Components:** V, S, M, DF
**Casting Time:** 1 standard action
**Range:** Personalor touch
**Target:** You or creature touched
**Duration:** 10 min./level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.
The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing. Material Component: A leather thong, bound around the arm or a similar appendage.
```
@@---
Spell: Freeze
School: Conjuration
Subschool: Creation
Descriptor: Cold
NSch:
NSubSch:
Level: Druid 6
Save: Reflex partial; see text
SR: Yes
---
!!
```
## Freeze
Conjuration (Creation) [Cold]
**Level:** Druid 6
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Ray
**Duration:** 1 round/2 levels
**Saving Throw:** Reflex partial; see text
**Spell Resistance:** Yes
You must succeed on a ranged touch attack with the ray to strike a target. A target struck takes 2d6 points of cold damage. A creature struck must succeed on a Reflex save or be encased in a 5-inch-thick sheath of ice and be immobilized (and thus helpless).
A creature encased in ice takes 2d6 points of cold damage each round until freed. A target encased in ice is aware and breathes normally but cannot speak or move other than to attempt to escape by making a Strength check (see below). It can still execute purely mental actions, such as using a spell-like ability.
A spellcaster can cast a spell with no verbal or somatic component as long as the spell lacks a focus or material component, or the material component, focus, or divine focus is already in the spellcaster's hand. The ice blocks line of effect. A winged creature cannot flap its wings and falls. A swimmer can?t swim but, because ice floats, the encased swimmer will rise to the surface and bob about.
A DC 22 Strength check breaks the ice, freeing the encased creature. Creatures other than the target can also attack the ice. The ice has hardness 0 and 15 hit points. When the duration of the spell expires, the ice melts and the encased creature is freed. Damage that would harm the creature must first deal enough damage to destroy the ice before the creature takes damage, and damage dealt to the ice is subtracted from damage that would be dealt to the creature.
```
@@---
Spell: Freeze Armor
School: Transmutation
Descriptor: Cold
NSch:
NSubSch:
Level: Cleric 4, druid 4
Save: Fortitude partial; see text
SR: Yes
---
!!
```
## Freeze Armor
Transmutation [Cold]
**Level:** Cleric 4, druid 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** Metal equipment of one creature/level
**Duration:** 1 round/level
**Saving Throw:** Fortitude partial; see text
**Spell Resistance:** Yes
Freeze armor locks suits of metal armor and equipment into a layer of ice and extreme cold, immobilizing and damaging the armor's wearers. Unattended, nonmagical metal gets no saving throw. Enchanted metal is allowed a saving throw against the spell. An item in a creature's possession uses the creature's saving throw (unless its own is higher).
A creature wearing metal armor that fails its save is frozen in place. The spell locks the armor's joints and seams in inches of solid ice. The frozen creature takes the damage listed below. In addition, it suffers a ?6 penalty on attack rolls, a ?8 penalty to effective Dexterity, and can?t move. A frozen character who attempts to cast a spell must make a Concentration check (DC 15 + level of spell being cast) or lose the spell. A creature wearing metal armor that makes its save takes half the damage listed below.
A creature not wearing metal armor that fails its save takes the damage listed below if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1, 2, 3, or 4 points; see the table) each round if it is not wearing metal armor or the metal that it is carrying weighs less than one-fifth of the creature's weight.
A creature not wearing or carrying metal less than one-fifth of its weight that makes its save is entirely unaffected by freeze armor.
Round Temperature Cold Damage
1 Cold 1d6 points
2 Icy 2d6 points
3?5 Freezing 3d6 points
6+ Lethal 4d6 points
Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a pointfor-point basis. For example, if the damage from a freeze armor spell indicates 5 points of cold damage and the creature plunges through a wall of fire in the same round and takes 8 points of fire damage, it winds up taking no cold damage and only 3 points of fire damage.
```
@@---
Spell: Freezing Fog
School: Conjuration
Subschool: Creation
Descriptor: Cold
NSch:
NSubSch:
Level: Sorcerer/ wizard 6
Save: Reflex partial; see text
SR: No
---
!!
```
## Freezing Fog
Conjuration (Creation) [Cold]
**Level:** Sorcerer/ wizard 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Fog spreads in a 20-ft. radius, 20 ft. high
**Duration:** 1 minute/level
**Saving Throw:** Reflex partial; see text
**Spell Resistance:** No
A bank of freezing mist billows out from the point you designate, obscuring all sight (including darkvision) beyond 5 feet. A creature within 5 feet has concealment, while creatures farther away 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 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 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 damage by 1d6. 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 prone. A creature that manages to stand must make a DC 10 Balance check in order to move, falling prone if it fails its save by 5 or more. Creatures in the fog can?t take a 5-foot step. A severe wind disperses the cloud in 1 round. The spell does not function underwater.
```
@@---
Spell: Freezing Glance
School: Enchantment
Descriptor: Cold
NSch:
NSubSch:
Level: Wizard 6
Save: Will negates
SR: Yes
---
!!
```
## Freezing Glance
Enchantment [Cold]
**Level:** Wizard 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 round/level; see text
**Saving Throw:** Will negates
**Spell Resistance:** Yes
Your eyes become wintry tombs that destroy the spark of life in those who you meet your stare. Each round you may target a single living creature. It must make a Will saving throw or be frozen in place.
Frozen creatures cannot move, attack, cast spells, or defend themselves; they are considered immobile, losing shield and Dexterity bonuses to Armor Class and taking a further ?4 penalty to Armor Class. Frozen creatures are entitled to an additional saving throw if attacked, but this provides no immunity to the gaze. A creature that has been immobilizing with a freezing glance, then restored to motion after an attack, can still be the target of the same freezing glance in a later round.
Though the gaze attack ends rather quickly, frozen creatures remain immobile for 1 minute per level. In some cases, this can cause serious damage through exposure to the elements.
```
@@---
Spell: Freezing Sphere
School: Evocation
Descriptor: Cold
NSch:
NSubSch:
Level: Wizard 6
Save: Reflex half; see text
SR: Yes
---
!!
```
## Freezing Sphere
Evocation [Cold]
**Level:** Wizard 6
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
Target, Effect, or **Area:** See text
**Duration:** Instantaneous or 1 round/level; 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.
Focus: A small crystal sphere.
```
@@---
Spell: Friend To Foe
School: Illusion
Subschool: Phantasm
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 5, beguiler 5, Wizard 5
Save: Will negates
SR: Yes
---
!!
```
## Friend To Foe
Illusion (Phantasm) [Mind-Affecting]
**Level:** Bard 5, beguiler 5, Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Targets: One living creature/level, none of which are more than 30 ft. apart
**Duration:** 1 round/level (D); see text
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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. Material Component: A swatch of white silk.
```
@@---
Spell: Friendly Face
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Bard 1, Wizard 1
Save: Personal
**Target:** You
---
!!
```
## Friendly Face
Illusion (Glamer)
**Level:** Bard 1, Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 min./level (D)
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.
```
@@---
Spell: Friendly Fire
Source: Exemplars of Evil
School: Abjuration
NSch:
NSubSch:
Level: Druid 4, Wizard 4
Save: Personal
**Target:** You
---
!!
```
## Friendly Fire
Source: Exemplars of Evil
Abjuration
**Level:** Druid 4, Wizard 4
**Components:** V
**Casting Time:** 1 immediate action or 1 full round; see text
**Range:** Personal
**Target:** You
**Duration:** Instantaneous or 1 round/level; see text
With an arcane word, you create a shimmering field of golden light around your body that pulses and wavers before vanishing.
Whenever you are the target of a ranged attack or a ranged touch attack, you can cast this spell to deflect the attack toward another target within 30 feet. Use the same attack roll. If the redirected attack hits the new target, resolve it as normal. Otherwise, the attack fails.
If you extend the casting time to 1 full round, the duration changes from instantaneous to 1 round per caster level.
```
@@---
Spell: Frost Breath
School: Evocation
Descriptor: Cold
NSch:
NSubSch:
Level: Cleric 2, druid 2, sorcerer/ wizard 2
Save: Reflex half
SR: Yes
---
!!
```
## Frost Breath
Evocation [Cold]
**Level:** Cleric 2, druid 2, sorcerer/ wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action **Range:** 30 ft.
**Area:** Cone-shaped burst
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
You breathe a cone of intense cold at your foes. The spell deals 1d4 points of cold damage per two caster levels (maximum 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.
Material Component: Three drops of water or fragments of ice (which are held in a cupped palm and blown toward the target).
```
@@---
Spell: Frost Weapon
School: Transmutation
NSch:
NSubSch:
Level: Cleric 2, druid 2, Wizard 2
Save: Will negates (harmless, object)
SR: No
---
!!
```
## Frost Weapon
Transmutation
**Level:** Cleric 2, druid 2, Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Area:** Weapon touched
**Duration:** 1 round/level
**Saving Throw:** Will negates (harmless, object)
**Spell Resistance:** No
You imbue a weapon with icy cold, granting it a power similar to the frost special ability. A frost weapon deals an extra 1d6 points of cold damage on a successful hit. If cast on a bow, crossbow, or sling, the spell bestows the cold energy upon the weapon's ammunition. This ability stacks with the frost special ability, but not with itself. Material Component: A drop of water.
```
@@---
Spell: Frostbite
School: Conjuration
Subschool: Creation
Descriptor: Cold
NSch:
NSubSch:
Level: Cleric 5
Save: Fortitude half
SR: Yes
---
!!
```
## Frostbite
Conjuration (Creation) [Cold]
**Level:** Cleric 5
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature/2 levels, no two of which can be more than 30 ft. apart
**Duration:** Instantaneous
**Saving Throw:** Fortitude half
**Spell Resistance:** Yes
You chill the air and create a layer of frost on the skin of target creatures. The targets are entitled to a Fortitude save; those who fail take 6d6 points of cold damage and 2d6 points of Dexterity damage. Creatures dropping to 0 Dexterity are frozen in a layer of ice, shivering and unable to attack, move, or defend.
```
@@---
Spell: Frostburn
School: Necromancy
Descriptor: Cold
NSch:
NSubSch:
Level: Cleric 4
Save: Fortitude half
SR: Yes
---
!!
```
## Frostburn
Necromancy [Cold]
**Level:** Cleric 4
This spell functions like lesser frostburn, except that it deals 3d12 points of frostburn damage +1 point per caster level (maximum +20).
## Frostburn, Lesser
Necromancy [Cold]
**Level:** Cleric 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** Instantaneous
**Saving Throw:** Fortitude half
**Spell Resistance:** Yes
When laying your hand upon a creature, you channel cold energy that deals 1d12 points of frostburn damage +1 point per caster level (maximum +5). When cast upon a cold subtype creature, this spell heals a like amount of damage, rather than harming it.
```
@@---
Spell: Frostburn, Mass
School: Necromancy
Descriptor: Cold
NSch:
NSubSch:
Level: Cleric 6
Save: Fortitude half
SR: Yes
---
!!
```
## Frostburn, Mass
Necromancy [Cold]
**Level:** Cleric 6
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature/level, no two of which can be more than 30 ft. apart
**Duration:** Instantaneous
**Saving Throw:** Fortitude half
**Spell Resistance:** Yes
Cold energy spreads out in all directions from the point of origin, dealing 3d12 points of frostburn damage +1 point per caster level (maximum +20) to nearby enemies. Like other frostburn spells, mass frostburn cures cold subtype creatures in its area rather than damaging them.
```
@@---
Spell: Frostfell
School: Transmutation
Descriptor: Cold
NSch:
NSubSch:
Level: Druid 8, Wizard 9
Save: Fortitude partial; see text
SR: See text
---
!!
```
## Frostfell
Transmutation [Cold]
**Level:** Druid 8, Wizard 9
**Components:** V, S, M/DF
**Casting Time:** 1 round
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 20-ft. cube/level
**Duration:** 1 hour/level
**Saving Throw:** Fortitude partial; see text
**Spell Resistance:** See text
The area you designate becomes a frigid and icy environment, immediately dropping the temperature by 3 temperature bands. For example, if the temperature is moderate, it drops to extreme cold (see page 9). If the new temperature is below the cold band, all water is turned to ice and all earth and stone becomes everfrost to a depth of 10 feet per caster level. Air within the area freezes, resulting in a heavy snowstorm lasting for the duration of the spell. Snow accumulates only if the ground temperature is below the moderate band.
Living creatures caught within the area when the spell is cast instantly turn to ice (as per the flesh to ice spell). If a creature successfully saves, frostfell deals 1d6 points of frostburn damage per caster level (maximum 20d6). Creatures entering the area after the spell has been cast do not take this damage; however, all creatures in the area are subject to the normal effects of cold, snow, and ice for the duration of the spell.
Objects in the area, including those held by creatures, are instantly covered in a thin layer of frost, making them slippery. When a creature uses a frosted item (a weapon, lockpicks, a potion, and so on), it must succeed on a DC 10 Dexterity check or it drops the item before it can be used.
Cold spells cast within the area gain a +1 caster level.
Multiple frostfells may be cast in the same area to increase the effects (dropping the temperature by an additional 3 bands). The temperature band cannot be dropped below unearthly cold, no matter how many times frostfell has been cast.
Arcane Material Component: A pinch of dust and a few drops of water.
```
@@---
Spell: Frostfell Slide
School: Conjuration
Subschool: Teleportation
Descriptor: Cold
NSch:
NSubSch:
Level: Druid 4, ranger 4
Save: Personal
**Target:** You
---
!!
```
## Frostfell Slide
Conjuration (Teleportation) [Cold]
**Level:** Druid 4, ranger 4
**Components:** V, S, DF, Frostfell
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level or until expended; see text
You gain the ability to instantly teleport from one area of slush, snow, or ice to any other area of slush, snow, or ice up to the distance indicated on the table below. Transport distance is based upon the substance touched at the point of departure, not at the point of arrival.
You may wait to travel in this manner up to the duration of the spell, holding the charge, but immediately upon arriving at the destination point, the spell ends.
Type of Area Transport Distance
Slush
1,000 feet
Snow
2,000 feet
Ice 3,000 feet
```
@@---
Spell: Fugue
School: Evocation
Descriptor: Sonic
NSch:
NSubSch:
Level: Bard 4
Save: Will negates
SR: Yes
---
!!
```
## Fugue
Evocation [Sonic]
**Level:** Bard 4
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level) **Area:** 30-ft. radius spread
**Duration:** Concentration, up to 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
Creatures that fail their save become affected by the haunting fugue in semirandom ways. On each affected creature's turn (as long as it remains in the affected area), you make a Perform check. The check result determines how the victim's mind and body are affected by the spell. You can select any of the effects for which your Perform check equals or exceeds the required DC.
DC Result
15
Victim takes 3d6 points of nonlethal damage
20
Victim takes 3d6 points of sonic damage
25
Victim is knocked prone
30
Victim is nauseated for 1 round
35
Victim is stunned for 1 round
40 Victim attacks nearest target
All creatures that succeed on their saves against the spell are disoriented and take a ?2 penalty on attack rolls and skill checks as long as they remain in the affected area. Focus: A miniature violin bow made of platinum worth 250 gp.
```
@@---
Spell: Furnace Within
School: Evocation
Descriptor: Fire, Mindset
NSch:
NSubSch:
Level: Cleric 3, Wizard 2
Save: Reflex half
SR: Yes
---
!!
```
## Furnace Within
Evocation [Fire, Mindset]
**Level:** Cleric 3, Wizard 2
**Components:** V, S, DF, dwarf **Casting Time:** 1 standard action **Range:** 10 ft.
**Area:** 10-ft. radius burst, centered on you
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
The dwarves of the Mror holds embrace an ancient connection to the fiery heart of the Ironroot Mountains. Throughout their long history, dwarf spellcasters have sought to tap this kinship with their mountain homes and turn it into a more literal expression of the fiery dwarf heart.
When you cast this spell, you release a great burst of energy that deals 1d8 points of fire damage per two caster levels (maximum 5d8). The blast of flame sets fire to combustibles and damages objects in the area. If an interposing barrier shatters or breaks due to damage from this spell, the blast of heat may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any spell does.
Mindset: The energies you manipulate while preparing this spell cause an intense heat to well up within you.
Although it doesn?t harm you, this heat makes your unarmed strikes, natural weapon attacks, and melee attacks with metallic weapons deal 1 point of fire damage in addition to their normal damage. This heat dissipates when the spell is cast.
```
@@---
Spell: Fuse Arms
School: Transmutation
NSch:
NSubSch:
Level: Cleric 2, Wizard 2
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Fuse Arms
Transmutation
**Level:** Cleric 2, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature with at least two arms or tentacles touched
**Duration:** 10 minutes/level
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
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.
```
@@---
Spell: Fuse Sand
School: Transmutation
Descriptor: Earth
NSch:
NSubSch:
Level: Druid 5, Wizard 4
Save: See text
SR: No
---
!!
```
## Fuse Sand
Transmutation [Earth]
**Level:** Druid 5, Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** Up to two 10-ft. cubes per level (S)
**Duration:** Instantaneous
**Saving Throw:** See text
**Spell Resistance:** No
This spell causes normal sand to melt slightly and stick, forming a relatively soft and porous building material (see Dungeon Waste Terrains, page 31). Any creature in the sand is allowed a Reflex save to escape before the area hardens. Creatures that are unable to escape become trapped and must be broken out. A creature trapped beneath the surface begins to suffocate (see page 304 of the Dungeon Master's Guide). The fused sand has hardness 3 and 5 hp per inch of thickness, and a break DC of 22. Material Component: A glass marble.
G?Elsewhere Chant
Conjuration [Sonic, Teleportation]
**Level:** Bard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One creature or object touched
**Duration:** Instantaneous
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You teleport a target to a random, safe location up to 100 feet distant and visible to you. To randomly determine the subject's destination, roll 1d8 to determine the direction, then roll 1d10?10 to determine the distance from the subject's previous location. Roll direction and distance again if this new destination is outside your line of sight, within a solid object, or more than 5 feet above the ground. If your target is being held (whether an object held by a character or a character being grappled by a creature), the holding or grappling creature also receives a Will saving throw to resist.
```
@@---
Spell: Gaseous Form
School: Transmutation
NSch:
NSubSch:
Level: Air 3, Bard 3, Wizard 3
Save: None
SR: No
---
!!
```
## Gaseous Form
Transmutation
**Level:** Air 3, Bard 3, Wizard 3
**Components:** S, M/DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Willing corporeal creature touched
**Duration:** 2 min./level (D)
**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. Arcane Material Component: A bit of gauze and a wisp of smoke.
```
@@---
Spell: Gate
School: Conjuration
Subschool: Creation or Calling
NSch:
NSubSch:
Level: Cleric 9, Wizard 9
Save: None
SR: No
---
!!
```
## Gate
Conjuration (Creation or Calling)
**Level:** Cleric 9, Wizard 9
**Components:** V, S, XP; see text
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: See text
**Duration:** Instantaneous or concentration (up to 1 round/level); 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).
```
@@---
Spell: Gaze Screen
Source: Dragons of Faerun
School: Abjuration
NSch:
NSubSch:
Level: Cleric 2, Druid 2, Wizard 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Gaze Screen
Source: Dragons of Faerun
Abjuration
**Level:** Cleric 2, Druid 2, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** 1 living creature
**Duration:** 10 min./level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You cup your hands as if to catch the light and then bend them outward, causing the air in front of the recipient's eyes to take on a shimmery, reflective quality.
This spell creates a mirrorlike area around the recipient's eyes.
This effect moves with the recipient and does not affect his vision.
If the recipient is subjected to a gaze attack while the spell lasts, there is a 50% chance that he does not need to attempt a saving throw against the attack (just as if the recipient had averted his eyes).
The foe with the gaze attack does not have concealment from the recipient (see Gaze Attacks, Dmg 294). The recipient gets no additional protection from averting his eyes while the spell lasts, though he can shut his eyes and entirely avoid the gaze.
```
@@---
Spell: Geas/Quest
School: Enchantment
Subschool: Compulsion
Descriptor: Language-Dependent, Mind-Affecting
NSch:
NSubSch:
Level: Bard 6, Cleric 6, Wizard 6
Save: None
---
!!
```
## Geas/Quest
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
**Level:** Bard 6, Cleric 6, Wizard 6
**Casting Time:** 10 minutes
**Target:** One living creature
**Saving Throw:** None
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.
```
@@---
Spell: Geas, Lesser
School: Enchantment
Subschool: Compulsion
Descriptor: Language-Dependent, Mind-Affecting
NSch:
NSubSch:
Level: Bard 3, Wizard 4
Save: Will negates
SR: Yes
---
!!
```
## Geas, Lesser
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
**Level:** Bard 3, Wizard 4
**Components:** V
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature with 7 HD or less
**Duration:** One day/level or until discharged (D)
**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.
```
@@---
Spell: Gelid Blood
School: Necromancy
Descriptor: Cold
NSch:
NSubSch:
Level: Wizard 5
Save: Fortitude partial
SR: Yes
---
!!
```
## Gelid Blood
Necromancy [Cold]
**Level:** Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 round/level
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
Cold energy surges through the target's body, congealing the blood in the creature's extremities. This effect causes a ?4 penalty on attacks, Armor Class, and all Strength- and Dexterity- related checks, and anyone casting a spell with a somatic component has a 50% chance of spell failure for the duration of the spell. If the target makes its Fortitude save, the creature only takes a ?2 penalty on attacks, Armor Class, and all Strength- and Dexterity-related checks and has only a 25% chance of spell failure for spells with a somatic component. Material Component: A pinch of flour.
```
@@---
Spell: Gem Tracer
Source: Dragons of Faerun
School: Divination
NSch:
NSubSch:
Level: Wizard 7
Save: Will negates
SR: No
---
!!
```
## Gem Tracer
Source: Dragons of Faerun
Divination
**Level:** Wizard 7
**Components:** V, S, AF
**Casting Time:** 1 round
**Range:** Touch
**Target:** One object
**Duration:** Permanent
**Saving Throw:** Will negates
**Spell Resistance:** No
You rub the gem over the target, causing an image of the target to gradually materialize in the depths of the gem. As you complete the arcane gestures of the spell, the image becomes perfectly clear and then vanishes, leaving no trace of the spell on either the gem or the target.
Powerful true dragons of all varieties commonly employ this spell.
When the spell is cast, you create a permanent link between the focus and an object.
Anyone who holds the focus can sense the target of the spell as the spell locate object, but with unlimited distance, as a standard action.
In addition, anyone who holds the focus can scry the bearer of the object, as the scrying spell, as a standard action. The bearer of the object is entitled to a Will save, but is treated as if familiar to you and as if you possessed a lock of his hair.
Focus: A gem worth at least 100 gp.
Origin: According to draconic legend, gem tracer was created by the first dragon whose hoard was plundered.
```
@@---
Spell: Gembomb
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Gnome 2, Trade 2
Save: Reflex half
SR: Yes
---
!!
```
## Gembomb
Evocation [Force]
**Level:** Gnome 2, Trade 2
**Components:** V, S, M
**Casting Time:** 1 round
**Range:** Touch
**Target:** Gem touched
**Duration:** 10 minutes/ level or until used
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
You turn a gem into a bomb that you (and only you) can lob at enemies. You must hold the gem in your hand when casting the spell. You can toss the bomb with perfect accuracy anywhere within 60 feet. The gembomb explodes in a 5-footradius burst dealing 1d8 points of force damage per two caster levels (maximum 5d8). Tossing a gembomb is a standard action.
Material Component: A gem worth at least 1 gp.
```
@@---
Spell: Gemjump
School: Conjuration
Descriptor: Teleportation
NSch:
NSubSch:
Level: Wizard 6
Save: None; see text
SR: No; see text
---
!!
```
## Gemjump
Conjuration [Teleportation]
**Level:** Wizard 6
**Components:** V, S, F
**Casting Time:** 1 round
**Range:** Unlimited; see text
**Target:** You and willing creatures totaling up to one/3 levels; see text
**Duration:** Until triggered
**Saving Throw:** None; see text
**Spell Resistance:** No; see text
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 command 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.
Focus: A gem worth 500 gp.
```
@@---
Spell: General Of Undeath
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 8
Save: Personal
**Target:** You
---
!!
```
## General Of Undeath
Necromancy [Evil]
**Level:** Cleric 8
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 24
This spell increases the number of Hit Dice of undead that you can control by an amount equal to your caster level. When the duration expires, you lose control of the extra undead as if you had voluntarily relinquished control of them.
```
@@---
Spell: Genius Loci
School: Conjuration
Subschool: Creation
Descriptor: see text
NSch:
NSubSch:
Level: Wizard 9
Save: None
SR: No
---
!!
```
## Genius Loci
Conjuration (Creation) [see text]
**Level:** Wizard 9
**Components:** V, S, M **Casting Time:** 1 hour **Range:** 0 ft.
**Target:** One building, location, or discernible geographic area, up to a maximum area of one 10-ft. cube/caster level
**Duration:** Permanent
**Saving Throw:** None
**Spell Resistance:** No
With this spell, you grant the particular building or location a permanent "guardian spirit." You must task the spirit with a specific purpose, and that purpose must in some manner involve protecting the building or region to which it is attached. The task can be very general ("Slay any creature who attempts to enter!") or far more specific ("Kill any goblin who tries to take the red sword down off the wall.") The task can't be so specific as to mention the names of individual creatures, or to require unseen knowledge such as alignments or allegiances. Finally, it must be simple enough to clearly convey in one or two sentences.
If the triggering event occurs, the genius loci manifests exactly where you cast the spell, taking the form of an elder elemental (choose air, earth, fire, or water when you cast the spell). It immediately attempts to carry out the designated task.
Once the spell is complete, you have no special control over the spirit's actions, and if you trigger the manifestation, it attacks you just as it would anyone else. The manifested spirit behaves in all ways as a normal elemental of its kind, within the parameters of the task assigned.
If the spirit's manifested form is slain, it is not destroyed and the spell is not broken. However, it can't manifest for 24 hours after being destroyed. The only way to permanently break a genius loci spell is with a miracle, mage's disjunction, or wish, or else to permanently defeat the guardian spirit's purpose. If, for instance, the spirit was commanded to prevent a particular item from being destroyed, the destruction of that item renders its existence moot.
When not actively involved in protecting its territory or following its task, the spirit shows no sign of its existence. When it manifests, the creature appears to come out of nowhere. Anyone viewing the building or area with detect magic sees an overwhelming aura of conjuration; true seeing reveals the spirit wandering its territory, appearing as a vague, hazy silhouette of the creature it manifests as.
Genius loci becomes a spell of the same type as the elemental manifestation specified (air, earth, fire, or water). Material Component: A paste made up of silver, mithral, and holy water, worth a total of 3,000 gp.
```
@@---
Spell: Gentle Repose
School: Necromancy
NSch:
NSubSch:
Level: Cleric 2, Wizard 3
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Gentle Repose
Necromancy
**Level:** Cleric 2, Wizard 3
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Corpse touched
**Duration:** One day/level
**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.
Arcane Material Component: A pinch of salt, and a copper piece for each eye the corpse has (or had).
```
@@---
Spell: Ghost Lantern
School: Evocation
Descriptor: Light
NSch:
NSubSch:
Level: Wizard 3
Save: None
SR: No
---
!!
```
## Ghost Lantern
Evocation [Light]
**Level:** Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Object touched
**Duration:** 10 minutes/level (D)
**Saving Throw:** None
**Spell Resistance:** No
Ghost lantern causes an object to glow like a torch, shedding bright illumination in a 20-foot radius (and shadowy illumination for an additional 20 feet) from the point you touch. Unlike normal light spells, this light is only visible to you and a number of specifically designated creatures equal to one per three caster levels (maximum five). These creatures must be within 10 feet of you when you cast the spell but can later move as far apart as they want.
No others can see the ghost lantern; it has no effect on them, and they are affected by other ambient light conditions as normal. Effectively, this spell allows you and your chosen companions to see in the dark. Material Component: A bit of phosphorescent fungus.
```
@@---
Spell: Ghost Light
School: Necromancy
Descriptor: Fear, Mind-Affecting
NSch:
NSubSch:
Level: Wu Jen 1
Save: Will negates
SR: Yes
---
!!
```
## Ghost Light
Necromancy [Fear, Mind-Affecting]
**Level:** Wu Jen 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: One Medium or smaller ghostly light
**Duration:** Concentration
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You create a ghostly green radiance anywhere within range that shines with the brightness of a torch and is imbued with unearthly power, causing creatures within 30 feet to become shaken unless they succeed on a Will save. The light can be shaped to any Medium or smaller form, and can move at a speed of 30 feet as long as you maintain concentration on the spell (so that you can shape the effect into a human form and make it seem to walk or fly, for example). The shape of a ghost light can be changed at any time during the spell's duration as a free action.
Material Component: A bit of phosphorus.
```
@@---
Spell: Ghost Sound
School: Illusion
Subschool: Figment
NSch:
NSubSch:
Level: Bard 0, Wizard 0
Save: Will disbelief (if interacted with)
SR: No
---
!!
```
## Ghost Sound
Illusion (Figment)
**Level:** Bard 0, Wizard 0
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Illusory sounds
**Duration:** 1 round/level (D)
**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. Material Component: A bit of wool or a small lump of wax.
```
@@---
Spell: Ghost Touch Armor
School: Transmutation
NSch:
NSubSch:
Level: Cleric 2, Wizard 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Ghost Touch Armor
Transmutation
**Level:** Cleric 2, Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Armor of creature touched
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The subject's armor gains the ghost touch special ability (Dmg 219). Material Component: A tiny shield made of resin.
```
@@---
Spell: Ghost Touch Weapon
School: Transmutation
NSch:
NSubSch:
Level: Cleric 3
Save: Will negates (harmless, object)
SR: Yes (harmless, object)
---
!!
```
## Ghost Touch Weapon
Transmutation
**Level:** Cleric 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting) **Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless, object)
**Spell Resistance:** Yes (harmless, object)
Ghost touch weapon makes a weapon magically capable of dealing damage normally to incorporeal creatures, regardless of its enhancement bonus. (An incorporeal creature's 50% chance to avoid damage does not apply to attacks made with weapons under the effect of this spell.) A ranged weapon affected by this spell does not bestow the ability on its ammunition. The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a weapon under the effect of this spell counts as either corporeal or incorporeal at any given time, whichever is more beneficial to the wielder.
```
@@---
Spell: Ghost Trap
School: Abjuration
NSch:
NSubSch:
Level: Cleric 6, Wizard 7
Save: None
SR: No
---
!!
```
## Ghost Trap
Abjuration
**Level:** Cleric 6, Wizard 7
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** 5 ft./level **Area:** 5 ft./level radius emanation centered on you
**Duration:** 1 minute/level (D)
**Saving Throw:** None
**Spell Resistance:** No
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.
```
@@---
Spell: Ghostform
School: Transmutation
NSch:
NSubSch:
Level: Wizard 8
Save: Personal
**Target:** You
---
!!
```
## Ghostform
Transmutation
**Level:** Wizard 8
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
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 corporeal 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.
```
@@---
Spell: Ghost Pipes
Source: Lost Empires of Faerun
School: Transmutation
NSch:
NSubSch:
Level: Bard 1
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Ghost Pipes
Source: Lost Empires of Faerun
Transmutation
**Level:** Bard 1
**Components:** V, AF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One musical instrument
**Duration:** 1 minute/level (D)
**Saving Throw:** Will negates (object)
**Spell Resistance:** Yes (object)
By means of this spell, you can cause one musical instrument you touch to float a few feet above the ground and play itself.
The instrument must be intact and in playable condition (no missing strings, clogged mouthpieces, or other impediments to proper use).
The instrument plays any tune you desire as though a skilled musician were playing it, regardless of whether you can play the instrument in question.
If used in conjunction with your bardic music ability, the ghost pipes grant a +2 competence bonus on your Perform check.
Focus: The instrument to be played.
```
@@---
Spell: Ghostly Reload
School: Transmutation
NSch:
NSubSch:
Level: Wizard 1
Save: No
SR: No
---
!!
```
## Ghostly Reload
Transmutation
**Level:** Wizard 1
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Hand, light, or heavy crossbow
**Duration:** 1 hour or until expended; see text
**Saving Throw:** No
**Spell Resistance:** No
After the wielder shoots a projectile from the crossbow affected by this spell, the magic immediately cocks the crossbow so that the weapon can be loaded again.
Ghostly reload pulls the string of a hand crossbow or light crossbow into place once per caster level (maximum ten times at caster level 10th) and the string of a heavy crossbow into place once per two caster levels (maximum five times at caster level 10th). Cumulative castings of ghostly reload do not stack.
This spell allows the crossbow's wielder to fire a light crossbow or heavy crossbow as a standard action and move in the same round. If the character benefits from a high base attack bonus, the crossbow can be fired multiple times as a full attack, but only if ghostly reload can be applied to each attack in that round. Focus: A crossbow.
```
@@---
Spell: Ghostly Tail
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Sorcerer 1
Save: Personal
Effect: Evoked tail
---
!!
```
## Ghostly Tail
Evocation [Force]
**Level:** Sorcerer 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
Effect: Evoked tail
**Duration:** 1 hour/level
You evoke a partially translucent, scaled tail that can attack foes that are vulnerable to attacks of opportunity. If your foe takes an action that would provoke an attack of opportunity from you, even if you are not holding a melee weapon that would normally threaten your foe, your evoked dragon's tail attacks the target with a melee touch attack, dealing 2d6 points of damage on a successful hit. You can only strike with a ghostly tail if you have not already taken your allowed number of attacks of opportunity in the round.
Special: A dragonblooded character, or a character with the dragon type, deals an extra 1 point of damage per level with a ghostly tail (maximum 20 points).
```
@@---
Spell: Ghostharp
School: Divination
NSch:
NSubSch:
Level: Bard 0
Save: None
SR: No
---
!!
```
## Ghostharp
Divination
**Level:** Bard 0
**Components:** V, S
**Casting Time:** 1 minute
**Range:** Touch
**Target:** Object touched
**Duration:** 5 minutes/level (D)
**Saving Throw:** None
**Spell Resistance:** No
You prepare an object that records and replays a song previously played or sung in its vicinity. When cast, the spell searches a radius of 50 feet for the lingering notes of a tune played there within the last day. It records these notes and reverberations. At your verbal command, ?Play,? the ghostharp replays the music. The tune repeats until you command it to stop, or until its duration comes to an end. The ghostharp does not record conversations. Its imperfect replay can?t reproduce bardic music or other magical effects, nor can it cast spells.
```
@@---
Spell: Ghoul Gauntlet
School: Necromancy
Descriptor: Death, Evil
NSch:
NSubSch:
Level: Hunger 5, Wizard 6
Save: Fortitude negates
SR: Yes
---
!!
```
## Ghoul Gauntlet
Necromancy [Death, Evil]
**Level:** Hunger 5, Wizard 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One living humanoid creature
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
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.
```
@@---
Spell: Ghoul Gesture
School: Necromancy
NSch:
NSubSch:
Level: Hunger 3
Save: Fortitude partial
SR: Yes
---
!!
```
## Ghoul Gesture
Necromancy
**Level:** Hunger 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Ray
**Duration:** 1 round/level
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
You must succeed on a ranged touch attack with the ray to strike a target. A subject that is successfully targeted must make a Fortitude save or be paralyzed for the duration of the spell. A subject of the ray that succeeds on its Fortitude save is instead sickened for the duration of the spell. Neutralize poison removes the sickened condition. Material Component: A small scrap of cloth taken from clothing worn by a ghoul, or a pinch of earth from a ghoul's lair.
```
@@---
Spell: Ghoul Glyph
School: Necromancy
NSch:
NSubSch:
Level: Hunger 2, sorcerer/ wizard 2
Save: Fortitude partial
SR: Yes
---
!!
```
## Ghoul Glyph
Necromancy
**Level:** Hunger 2, sorcerer/ wizard 2
**Components:** V, S, M
**Casting Time:** 1 minute
**Range:** Touch
**Target:** Object touched
**Duration:** Permanent until discharged
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
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. Material Component: You trace the glyph with earth from a ghoul's lair.
```
@@---
Spell: Ghoul Light
School: Necromancy
NSch:
NSubSch:
Level: Hunger 1
Save: None
SR: No
---
!!
```
## Ghoul Light
Necromancy
**Level:** Hunger 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
Effect: Magical, heatless flame
**Duration:** 10 minutes/level
**Saving Throw:** None
**Spell Resistance:** No
The effect looks like a regular flame, equivalent in brightness to a torch, except for its green hue, but it creates no heat and doesn?t use oxygen. Ghoul light can be covered and hidden, but not smothered or quenched. All undead within 30 feet of a source of ghoul light gain +1 turn resistance. Multiple ghoul light sources do not stack. Darkness spells of 2nd level or higher can counter ghoul light.
Material Component: A bit of rendered fat.
```
@@---
Spell: Ghoul Touch
School: Necromancy
NSch:
NSubSch:
Level: Wizard 2
Save: Fortitude negates
SR: Yes
---
!!
```
## Ghoul Touch
Necromancy
**Level:** Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living humanoid touched
**Duration:** 1d6+2 rounds
**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-footradius 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.
Material Component: A small scrap of cloth taken from clothing worn by a ghoul, or a pinch of earth from a ghoul's lair.
```
@@---
Spell: Giant Size
School: Transmutation
NSch:
NSubSch:
Level: Wu Jen 7
Save: Personal
**Target:** You
---
!!
```
## Giant Size
Transmutation
**Level:** Wu Jen 7
**Components:** V, S, M
**Casting Time:** 1 round
**Range:** Personal
**Target:** You
**Duration:** 1 minute
When you cast this spell, you grow to Huge, Gargantuan, or Colossal size, depending on your caster level. Your Strength, Dexterity, Constitution, natural armor, size modifier to Armor Class and attack rolls, and space and reach all change as shown on the accompanying table. (You need not assume the largest size you are capable of; you can choose to grow only to a smaller size if you wish.)
All your equipment changes size with you, allowing you to use weapons or magic items effectively in your giant form. See Table 2?2: Increasing Weapon Damage by Size, page 28 of the Dungeon Master's Guide, to determine the damage dealt by any weapons carried when you cast giant size. Material Component: The scale of a dragon or hairs from the head of a giant.
Giant Size
Caster Level
Size
Str
Dex
Con
AC Mod
Ac/Atk
Space/ Reach
1st?15th
Huge
(20 ft.)
+16
?2
+4
+3
?2
15 ft./15 ft.
16th?18th
Gargantuan
(40 ft.)
+24
?2
+8
+7
?4
20 ft./20 ft.
19th or higher Colossal (72 ft.) +32 ?2 +12 +12 ?8 30 ft./30 ft.
```
@@---
Spell: Giant Vermin
School: Transmutation
NSch:
NSubSch:
Level: Cleric 4, Druid 4
Save: None
SR: Yes
---
!!
```
## Giant Vermin
Transmutation
**Level:** Cleric 4, Druid 4
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: Up to three vermin, no two of which can be more than 30 ft. apart **Duration:** 1 min./level
**Saving Throw:** None
**Spell Resistance:** Yes
You turn three normal-sized centipedes, two normal-sized spiders, or a single normal-sized scorpion into larger forms. Only one type of vermin can be transmuted (so a single casting cannot affect both a centipede and a spider), and all must be grown to the same size. The size to which the vermin can be grown depends on your level; see the table below.
Any giant vermin created by this spell do not attempt to harm you, but your control of such creatures is limited to simple commands (?Attack,? ?Defend,? 'Stop,? and so forth). Orders to attack a certain creature when it appears or guard against a particular occurrence are too complex for the vermin to understand. Unless commanded to do otherwise, the giant vermin attack whoever or whatever is near them.
Caster Level Vermin Size
9th or lower
Medium
10th?13th
Large
14th?17th
Huge
18th?19th
Gargantuan
20th or higher
Colossal
```
@@---
Spell: Giant's Wrath
School: Transmutation
Descriptor: Earth
NSch:
NSubSch:
Level: Druid 3, Wizard 3
Save: Personal
Targets: One pebble/ 3 levels
---
!!
```
## Giant's Wrath
Transmutation [Earth]
**Level:** Druid 3, Wizard 3
**Components:** V, S, M
**Casting Time:** 1 swift action
**Range:** Personal
Targets: One pebble/ 3 levels
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** None
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, 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. Material Component: The pebbles to be transmuted.
```
@@---
Spell: Girallon's Blessing
School: Transmutation
NSch:
NSubSch:
Level: Cleric 3, druid 3, sorcerer/ wizard 3
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Girallon's Blessing
Transmutation
**Level:** Cleric 3, druid 3, sorcerer/ wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 10 minutes/level
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
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.
Material Component: A few strands of girallon hair.
```
@@---
Spell: Glacial Globe Of Invulnerability
School: Abjuration
Descriptor: Cold
NSch:
NSubSch:
Level: Cleric 4, Wizard 3
Save: None
SR: No
---
!!
```
## Glacial Globe Of Invulnerability
Abjuration [Cold]
**Level:** Cleric 4, Wizard 3
**Components:** V, S, M/DF **Casting Time:** 1 standard action **Range:** 10 ft.
**Area:** 10-ft. radius spherical emanation, centered on you
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** No
A frosty sphere of cold energy surrounds you and excludes all spells and spell-like abilities with the fire descriptor of 3rd level or lower. This spell functions like globe of invulnerability, except that it affects only fire spells. In addition, the frosty opaqueness of the globe grants concealment (20% miss chance) to those within the area against attacks from outside.
Likewise, targets outside the globe gain concealment against attacks from those within the spell's area. Arcane Material Component: A tiny sphere of ice that shatters at the expiration of the spell.
```
@@---
Spell: Glacial Ward, Greater
School: Abjuration
Descriptor: Cold
NSch:
NSubSch:
Level: Wizard 7
Save: None
SR: No
---
!!
```
## Glacial Ward, Greater
Abjuration [Cold]
**Level:** Wizard 7
**Components:** V, S, M, Coldfire **Casting Time:** 1 standard action **Range:** 10 ft.
**Area:** 10-ft. radius spherical emanation, centered on you
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** No
A 10-foot radius globe of swirling coldfire surrounds you, granting you and anyone inside the globe spell resistance 25 against all fire spells and spell-like effects. In addition, any creature using a fire-based supernatural ability on a target inside the globe (such as a breath weapon) must also make a caster level check to affect the target. The globe does not offer protection against natural heat and fire, including immersion in lava.
Material Component: A pinch of sulfur.
Coldfire Component: One ounce of coldfire.
```
@@---
Spell: Glacial Ward
School: Abjuration
Descriptor: Cold
NSch:
NSubSch:
Level: Wizard 4
Save: None
SR: No
---
!!
```
## Glacial Ward
Abjuration [Cold]
**Level:** Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 min./level (D)
**Saving Throw:** None
**Spell Resistance:** No
A faint, shimmering reddish energy encases the subject's body, granting spell resistance 18 against fire spells and spell-like abilities. In addition, any creature using a fire-based supernatural ability on the subject (such as a breath weapon) must succeed on a DC 18 level check (1d20 + level or HD) to affect a creature warded by this spell. Material Component: A pinch of sulfur.
```
@@---
Spell: Glacier
School: Conjuration
Subschool: Creation
Descriptor: Cold
NSch:
NSubSch:
Level: Druid 8
Save: None
SR: No
---
!!
```
## Glacier
Conjuration (Creation) [Cold]
**Level:** Druid 8
**Components:** V, S, DF
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels); see text
Effect: One 20-ft. cube/2 levels
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
When you cast this spell, you bring into existence 20-foot cubes of animated glacial ice (one per two caster levels, to a maximum of ten glaciers at 20th level), which need not appear adjacent to one another, but must be placed on a horizontal surface.
Glaciers placed in the air or on nonhorizontal surfaces do not appear, but are deducted from the number of glaciers the caster may conjure.
The glaciers remain stationary unless commanded, attacking any creatures within 5 feet with a +15 slam attack that deals 2d8+4 points of damage, plus 3d6 points of cold damage.
As a standard action, you may command any number of glaciers to move at a speed of 10 feet. You cannot command any glacier to move more than 100 feet away from you, and if you move more than 100 feet from any glacier, that glacier remains stationary, attacking any creatures in its area (but it can be commanded again if you move within 100 feet).
A glacier has 20 hit points per caster level and a hardness of 0. Creatures can hit the glacier automatically. Fire, including a fireball spell and red dragon breath, can melt a glacier, and it deals full damage to the ice (instead of the normal half damage taken by objects). Suddenly melting a glacier creates a great cloud of steamy fog that lasts for 10 minutes.
```
@@---
Spell: Glass Strike
School: Transmutation
NSch:
NSubSch:
Level: Wizard 7
Save: Fortitude negates
SR: Yes
---
!!
```
## Glass Strike
Transmutation
**Level:** Wizard 7
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature or 4 cubic ft. of material
**Duration:** 1 hour/level
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
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.
Focus: A piece of glass from a mirror.
```
@@---
Spell: Glaze Lock
School: Conjuration
Subschool: Creation
Descriptor: Cold
NSch:
NSubSch:
Level: Wizard 1
Save: None
SR: No
---
!!
```
## Glaze Lock
Conjuration (Creation) [Cold]
**Level:** Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Lock touched
**Duration:** 10 min./level; see text
**Saving Throw:** None
**Spell Resistance:** No
You jam a locking mechanism with ice, raising its Open Lock DC by 10 and the lock's hardness by 5. Fire attacks against the lock deal double damage. In cold or lower temperature bands, this spell lasts 1 hour per level.
```
@@---
Spell: Glibness
School: Transmutation
NSch:
NSubSch:
Level: Bard 3
Save: Personal
**Target:** You
---
!!
```
## Glibness
Transmutation
**Level:** Bard 3
**Components:** S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 min./level (D)
Your speech becomes fluent and more believable. You gain a +30 bonus on Bluff checks made to convince another of the truth of your words. (This bonus doesn?t apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo.)
If a magical effect is used against you that would detect your lies or force you to speak the truth the user of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your caster level to succeed. Failure means the effect does not detect your lies or force you to speak only the truth.
```
@@---
Spell: Glimpse Of Eternity
Source: Faiths of Eberron
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 5, Wizard 5, Revered Ancestor 5
Save: Will partial; see text
SR: Yes
---
!!
```
## Glimpse Of Eternity
Source: Faiths of Eberron
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 5, Wizard 5, Revered Ancestor 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 round/3 levels
**Saving Throw:** Will partial; see text
**Spell Resistance:** Yes
You call upon the ancestral memory and experience of the long-lived elves, visiting all the burden of that knowledge on a single creature. The target of the spell takes 1d6 points of nonlethal damage per caster level (maximum 15d6) and is confused for the duration of the spell unless it makes a successful Will save. A successful save results in half damage and negates the confusion.
Elves and similarly long-lived creatures are affected normally by this spell. No creature can experience millennia of knowledge in such a short time without feeling its weight.
Material Component: A pinch of dust from an hourglass.
```
@@---
Spell: Glimpse Of The Prophecy
Source: Magic of Eberron
School: Divination
NSch:
NSubSch:
Level: Bard 6, cleric 6, Wizard 6
Save: Personal
**Target:** You
---
!!
```
## Glimpse Of The Prophecy
Source: Magic of Eberron
Divination
**Level:** Bard 6, cleric 6, Wizard 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level or until discharged
You gain powerful insight into the workings of the draconic Prophecy, granting you inner strength and a potent sixth sense in relation to your surroundings. You gain a +1 insight bonus to Armor Class and a +1 insight bonus on saving throws for the duration of the spell.
Once during the spell's duration, you can gain an insight bonus equal to one-half your caster level (maximum +10) on any saving throw. Activating this effect is an immediate action, but it must be done before you make the roll to be modified. Once this ability is used, the spell ends.
If you have the Dragon Prophesier feat (see page 46), you can enter a state of prophetic favor as an immediate action instead of a full-round action while this spell is in effect. This still counts as one of your daily uses of prophetic favor. Once this ability is used, the spell ends.
You cannot have more than one glimpse of the Prophecy spell active on you at the same time.
```
@@---
Spell: Glimpse Of Truth
School: Divination
Descriptor: Evil
NSch:
NSubSch:
Level: Wizard 3
---
!!
```
## Glimpse Of Truth
Divination [Evil]
**Level:** Wizard 3
**Components:** V, S, Drug
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour
The caster sees through the veil of reality to pose a single question to nameless malevolent entities that exist beyond normal consciousness. The question must be posed such that the answer is a simple yes or no. The answer given is correct 75% of the time. Answers the DM deems too obscure are never revealed. The spell, at best, provides information to aid character decisions. In cases where a one-word answer would be misleading, the DM can give a short answer instead (five words or less).
Drug Component: Mordayn vapor.
```
@@---
Spell: Glitterdust
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Bard 2, Wizard 2
Save: Will negates (blinding only)
SR: No
---
!!
```
## Glitterdust
Conjuration (Creation)
**Level:** Bard 2, Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** Creatures and objects within 10-ft. radius spread
**Duration:** 1 round/level
**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. Material Component: Ground mica.
```
@@---
Spell: Globe Of Invulnerability
School: Abjuration
NSch:
NSubSch:
Level: Wizard 6
Save: None
SR: No
---
!!
```
## Globe Of Invulnerability
Abjuration
**Level:** Wizard 6
This spell functions like lesser globe of invulnerability, except that it also excludes 4th-level spells and spell-like effects.
## Globe Of Invulnerability, Lesser
Abjuration
**Level:** Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action **Range:** 10 ft.
**Area:** 10-ft. radius spherical emanation, centered on you
**Duration:** 1 round/level (D)
**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.
Material Component: A glass or crystal bead that shatters at the expiration of the spell.
```
@@---
Spell: Glorious Master Of The Elements
School: Evocation
Descriptor: Acid, Cold, Electricity,Fire
NSch:
NSubSch:
Level: Wizard 7
Save: None
SR: Yes
---
!!
```
## Glorious Master Of The Elements
Evocation [Acid, Cold, Electricity,Fire]
**Level:** Wizard 7
**Components:** None
**Casting Time:** 1 standard action **Range:** 60 ft.
**Target:** One creature
**Duration:** 5 rounds
**Saving Throw:** None
**Spell Resistance:** Yes
This spell allows you to channel the awesome energy of the primal elements. For the duration of the spell, you can, as a standard action, make a ranged touch attack against any target within 60 feet. If successful, you deal 1d6 points of energy damage per two caster levels (maximum 10d6). Before making the attack, select the energy type from among acid, cold, electricity, and fire.
Additionally, each time you successfully make an attack on a target using this spell, you gain a cumulative +2 bonus on the damage roll for each subsequent attack on the same target. This bonus is cumulative only for the duration of the spell and applies only to damage dealt by this spell. Special: If you are of the dragonblood subtype (see page 4), your ranged touch attacks from this spell instead deal 1d8 points of damage per two caster levels (maximum 10d8).
```
@@---
Spell: Glorious Raiment
School: Abjuration
Descriptor: Good
NSch:
NSubSch:
Level: Apostle of peace 2, Glory 2
Save: Will negates (harmless, object)
SR: Yes (harmless, object)
---
!!
```
## Glorious Raiment
Abjuration [Good]
**Level:** Apostle of peace 2, Glory 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Robe, garment, or outfit touched
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless, object)
**Spell Resistance:** Yes (harmless, object)
You imbue a robe, priestly garment, or outfit of regular clothing with divine power. The spell bestows the following effects for its duration:
- +1 sacred bonus to AC per five caster levels (maximum +4 at 20th level)
- Damage reduction 5/evil
Only a good-aligned creature gains the benefits of this spell. Creatures of nongood alignment can wear the glorious raiment, but gain no spell benefits from doing so.
```
@@---
Spell: Glory Of The Martyr
School: Abjuration
Descriptor: Good
NSch:
NSubSch:
Level: Champion of Gwynharwyf 4, paladin 4
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Glory Of The Martyr
Abjuration [Good]
**Level:** Champion of Gwynharwyf 4, paladin 4
**Components:** V, S, F, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level
**Duration:** 1 hour/level (D)
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
Like shield other, this spell wards the subjects, creating a mystic connection between them and you so that some of their wounds are transferred to you. The subjects each gain a +1 deflection bonus to AC and a +1 resistance bonus on saves. All the subjects take only half damage from all wounds and attacks that deal them hit point damage. The amount of damage not taken by all the warded creatures is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and disintegration are not affected. If a subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between you and the subjects, but damage already split is not reassigned to the subjects.
If you die while this spell is in effect, the spell ends in a burst of positive energy that restores 1d8 hit points to each subject.
If a subject moves out of range of the spell, that subject's connection to you is severed but the spell continues as long as there is at least one subject remaining and you remain alive.
Focus: A platinum ring (worth at least 50 gp) worn by you and each subject of the spell.
```
@@---
Spell: Glossolalia
Source: Expanded Psionics Handbook
School: Evocation
Descriptor: Mind-Affecting, Sonic
NSch:
NSubSch:
Level: Bard 2
Save: Fortitude partial; see text
SR: Yes
---
!!
```
## Glossolalia
Source: Expanded Psionics Handbook
Evocation [Mind-Affecting, Sonic]
**Level:** Bard 2
**Components:** V
**Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** Cone-shaped burst
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial; see text
**Spell Resistance:** Yes
You utter shrieks of nonsense and gibberish that thinking creatures find distracting and confusing.
The spell affects only creatures with Intelligence scores of 3 or higher.
Any such creatures within the spell's area must succeed on Fortitude saves or be stunned for 1 round (if they have Intelligence scores of 20 or higher), dazed for 1 round (if they have Intelligence scores between 10 and 19), or shaken for 1 round (if they have Intelligence scores between 3 and 9).
In addition, a creature within the spell's area loses any psionic focus it might have had and takes a -4 penalty on Concentration checks for 1 round.
These effects happen whether or not the creature succeeded on its save.
```
@@---
Spell: Glowing Orb
School: Evocation
Descriptor: Light
NSch:
NSubSch:
Level: Cleric 4, Wizard 3
Save: None
SR: No
---
!!
```
## Glowing Orb
Evocation [Light]
**Level:** Cleric 4, Wizard 3
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Touch
Effect: Magical, controllable light source
**Duration:** Permanent
**Saving Throw:** None
**Spell Resistance:** No
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.
Focus: A glass sphere (50 gp) into which the light is placed. An orb usable for this purpose has hardness 0 and 2 hit points.
```
@@---
Spell: Glyph Of Warding
School: Abjuration
NSch:
NSubSch:
Level: Cleric 3
Save: See text
SR: No (object) and Yes; see text
---
!!
```
## Glyph Of Warding
Abjuration
**Level:** Cleric 3
**Components:** V, S, M
**Casting Time:** 10 minutes
**Range:** Touch
Target or **Area:** Object touched or up to 5 sq. ft./level
**Duration:** Permanent until discharged (D) **Saving Throw:** See text
**Spell Resistance:** No (object) and Yes; see text
This powerful inscription harms those who enter, pass, or open the warded area or object. A glyph of warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on.
You set the conditions of the ward. Typically, any creature entering the warded area or opening the warded object without speaking a password (which you set when casting the spell) is subject to the magic it stores. Alternatively or in addition to a password trigger, glyphs can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind. Glyphs can also be set with respect to good, evil, law, or chaos, or to pass those of your religion. They cannot be set according to class, Hit Dice, or level. Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple glyphs cannot be cast on the same area. However, if a cabinet has three drawers, each can be separately warded.
When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. A glyph can be placed to conform to any shape up to the limitations of your total square footage. When the spell is completed, the glyph and tracery become nearly invisible.
Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead, polymorph, and nondetection (and similar magical effects) can fool a glyph, though nonmagical disguises and the like can?t. Read magic allows you to identify a glyph of warding with a DC 13 Spellcraft check. Identifying the glyph does not discharge it and allows you to know the basic nature of the glyph (version, type of damage caused, what spell is stored).
Note: Magic traps such as glyph of warding are hard to detect and disable. A rogue (only) can use the Search skill to find the glyph and Disable Device to thwart it. The DC in each case is 25 + spell level, or 28 for glyph of warding.
Depending on the version selected, a glyph either blasts the intruder or activates a spell.
Blast Glyph: A blast glyph deals 1d8 points of damage per two caster levels (maximum 5d8) to the intruder and to all within 5 feet of him or her. This damage is acid, cold, fire, electricity, or sonic (caster's choice, made at time of casting). Each creature affected can attempt a Reflex save to take half damage. Spell resistance applies against this effect.
Spell Glyph: You can store any harmful spell of 3rd level or lower that you know. All level-dependent features of the spell are based on your caster level at the time of casting the glyph. If the spell has a target, it targets the intruder. If the spell has an area or an amorphous effect the area or effect is centered on the intruder. If the spell summons creatures, they appear as close as possible to the intruder and attack. Saving throws and spell resistance operate as normal, except that the DC is based on the level of the spell stored in the glyph.
Material Component: You trace the glyph with incense, which must first be sprinkled with powdered diamond worth at least 200 gp.
```
@@---
Spell: Glyph Of Warding, Greater
School: Abjuration
NSch:
NSubSch:
Level: Cleric 6
Save: Fortitude negates; see text
SR: Yes
---
!!
```
## Glyph Of Warding, Greater
Abjuration
**Level:** Cleric 6
This spell functions like glyph of warding, except that a greater blast glyph deals up to 10d8 points of damage, and a greater spell glyph can store a spell of 6th level or lower.
Material Component: You trace the glyph with incense, which must first be sprinkled with powdered diamond worth at least 400 gp.
## Gnome Blight
Conjuration (Creation)
**Level:** Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** Cloud spreads in 20-ft. radius, 20 ft. high **Duration:** 1 round/level (D)
**Saving Throw:** Fortitude negates; see text
**Spell Resistance:** Yes
Gnome blight creates a thick cloud of agonizingly itchy pollen similar to that created by fog cloud, except that the pollen is sickening. Living creatures in the cloud become sickened. This condition lasts as long as a creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each sickened individual.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn.
Creatures with sensitive olfactory senses (such as gnomes or creatures with the scent ability) take a ?4 penalty on their saving throws.
Material Component: Flower pollen and ground mandrake root.
```
@@---
Spell: Golden Barding
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Blackguard 1, paladin 1
Save: None
SR: No
---
!!
```
## Golden Barding
Conjuration (Creation)
**Level:** Blackguard 1, paladin 1
**Components:** V, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Special mount touched
**Duration:** 1 hour/level
**Saving Throw:** None
**Spell Resistance:** No
You create a suit of barding for your mount to wear. The armor appears on your mount, fitting perfectly. The golden barding you create has no armor check penalty and has no effect on your mount's speed. The exact nature of the barding depends on your caster level.
2nd?3rd: Scale mail barding (+4 armor bonus).
4th?5th: Chainmail barding (+5).
6th?7th: Splint mail barding (+6).
8th?9th: Half-plate barding (+7).
10th+: Full plate barding (+8).
You can cast magic vestment or other spells that target a suit of armor on the golden barding.
```
@@---
Spell: Golden Dragonmail
Source: Champions of Valor
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Wizard 3
Save: Personal
Effect: One suit of magic armor
---
!!
```
## Golden Dragonmail
Source: Champions of Valor
Conjuration (Creation)
**Level:** Wizard 3
**Components:** V, S, AF
**Casting Time:** 1 standard action
**Range:** Personal
Effect: One suit of magic armor
**Duration:** 1 hour/level (D); see text
You create a suit of shining golden full plate around your body.
The armor is etched with a dragonscale pattern, an image of a gold dragon, or Torm's holy symbol (your choice when you cast the spell).
It is treated as +1 mithral full plate for all purposes (including arcane spell failure chance), and you are treated as proficient with this armor.
Removing or destroying the armor dismisses the spell.
This spell has no effect if you are already wearing armor.
Torm the True is served by gold and silver dragons, and some of these dragons are the founders of ancient sorcerer bloodlines among the younger races.
If you are a sorcerer, the armor also gives you resistance to fire 10.
Focus: A gold coin and a piece of mithral in the shape of a dragonscale.
```
@@---
Spell: Golem Immunity
School: Transmutation
NSch:
NSubSch:
Level: Cleric 8, Wizard 8
Save: Will negates
SR: Yes
---
!!
```
## Golem Immunity
Transmutation
**Level:** Cleric 8, Wizard 8
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Construct touched
**Duration:** 1 minute/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
The construct touched gains the magic immunity special quality of a particular golem, chosen at the time of casting. The construct's body becomes covered in a thin skin of clay, flesh, iron, or stone (depending on the type of golem immunity chosen), and it gains immunity to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the construct, depending on the type of golem immunity conferred by the spell.
Clay: A move earth spell drives the construct back 120 feet and deals 3d12 points of damage to it. A disintegrate spell slows the construct (as the slow spell) for 1d6 rounds and deals 1d12 points of damage. An earthquake spell cast directly at the construct stops it from moving on its next turn and deals 5d10 points of damage. The construct gets no saving throw against any of these effects.
Any magical attack against the construct that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the construct to exceed its full normal hit points, it gains any excess as temporary hit points. The construct gets no saving throw against magical attacks that deal acid damage.
Flesh: A magical attack that deals cold or fire damage slows the construct (as the slow spell) for 2d6 rounds, with no saving throw. A magical attack that deals electricity damage breaks any slow effect on the construct and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the construct to exceed its full normal hit points, it gains any excess as temporary hit points. The construct gets no saving throw against attacks that deal electricity damage.
Iron: A magical attack that deals electricity damage slows the construct (as the slow spell) for 3 rounds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on the construct and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the construct to exceed its full normal hit points, it gains any excess as temporary hit points. The construct gets no saving throw against fire effects.
The construct is affected as an iron construct by rust attacks, such as that of a rust monster or a rusting grasp spell, regardless of its original composition.
Stone: A transmute rock to mud spell slows the construct (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock acts as a total repair* spell. A stone to flesh spell does not actually change the construct's structure but negates its immunity to magic for 1 full round.
* See page 116 of the Eberron Campaign Setting.
```
@@---
Spell: Golem Strike
School: Divination
NSch:
NSubSch:
Level: Wizard 1
Save: Personal
**Target:** You
---
!!
```
## Golem Strike
Divination
**Level:** Wizard 1
**Components:** V
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round
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.
```
@@---
Spell: Goodberry
School: Transmutation
NSch:
NSubSch:
Level: Druid 1
Save: None
SR: Yes
---
!!
```
## Goodberry
Transmutation
**Level:** Druid 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
Targets: 2d4 fresh berries touched
**Duration:** One day/level
**Saving Throw:** None
**Spell Resistance:** Yes
Casting goodberry upon a handful of freshly picked berries makes 2d4 of them magical. You (as well as any other druid of 3rd or higher level) can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.
```
@@---
Spell: Good Hope
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Good Hope
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Targets: One living creature/level, no two of which may be more than 30 ft. apart
**Duration:** 1 min./level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Good hope counters and dispels crushing despair.
```
@@---
Spell: Grace
School: Transmutation
Descriptor: Good
NSch:
NSubSch:
Level: Bard 2, cleric 3
Save: Personal
**Target:** You
---
!!
```
## Grace
Transmutation [Good]
**Level:** Bard 2, cleric 3
**Components:** V
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
You create a silvery glow around your body that provides illumination to a radius of 60 feet. You gain a ?20 circumstance penalty on Hide checks made while under the effect of this spell. For the duration of the spell, you gain a +2 sacred bonus to Dexterity, and your base land speed increases by 10 feet. Your touch attacks and any melee weapons you wield become infused with this power as well. They are treated as good-aligned weapons for the purpose of overcoming damage reduction.
```
@@---
Spell: Grasping Hand
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 7, Strength 7
Save: Reflex negates
SR: No
---
!!
```
## Grasping Hand
Evocation [Force]
**Level:** Wizard 7, Strength 7
**Components:** V, S, F/DF
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.
Arcane Focus: A leather glove.
## Grasping Wall
Conjuration (Creation)
**Level:** Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Hands sprout from a wall in an area of up to four 5-ft. squares (S)
**Duration:** Concentration (max. 1 round/level) + 3 rounds
**Saving Throw:** Reflex negates
**Spell Resistance:** No
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.
Material Component: A handful of fingernails.
```
@@---
Spell: Grave Mist
School: Conjuration/Necromancy
Descriptor: Cold
NSch:
NSubSch:
Level: Wizard 2
Save: None
SR: See text
---
!!
```
## Grave Mist
Conjuration/Necromancy [Cold]
**Level:** Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 20-ft. radius spread, 20 ft. high
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** See text
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.
Material Component: A handful of dirt taken from a graveyard or tomb.
```
@@---
Spell: Grave Strike
School: Divination
Descriptor: Good
NSch:
NSubSch:
Level: Cleric 1, paladin 1
Save: Personal
**Target:** You
---
!!
```
## Grave Strike
Divination [Good]
**Level:** Cleric 1, paladin 1
**Components:** V, DF
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round
For 1 round, you can deliver sneak attacks against undead as if they were not immune to extra damage from sneak attacks. To attack an undead creature 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 undead with critical hits, nor does it confer any special ability to overcome the damage reduction or other defenses of undead creatures.
```
@@---
Spell: Graymantle
School: Necromancy
NSch:
NSubSch:
Level: Wizard 5
Save: Fortitude negates
SR: Yes
---
!!
```
## Graymantle
Necromancy
**Level:** Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One living creature
**Duration:** 1 round/level
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
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. Material Component: A skull.
```
@@---
Spell: Grease
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Bard 1, Wizard 1
Save: See text
SR: No
---
!!
```
## Grease
Conjuration (Creation)
**Level:** Bard 1, Wizard 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Target or **Area:** One object or a 10-ft. square
**Duration:** 1 round/level (D)
**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.
Material Component: A bit of pork rind or butter.
```
@@---
Spell: Great Thunderclap
School: Evocation
Descriptor: Sonic
NSch:
NSubSch:
Level: Wizard 3
Save: See text
SR: No
---
!!
```
## Great Thunderclap
Evocation [Sonic]
**Level:** Wizard 3
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 20-ft. radius spread
**Duration:** Instantaneous
**Saving Throw:** See text
**Spell Resistance:** No
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. Focus: An iron bell.
```
@@---
Spell: Great Worm Of The Earth
School: Conjuration
Subschool: Creation
Descriptor: Earth
NSch:
NSubSch:
Level: Druid 7, Wu Jen 7 (earth)
Save: Reflex partial
SR: No
---
!!
```
## Great Worm Of The Earth
Conjuration (Creation) [Earth]
**Level:** Druid 7, Wu Jen 7 (earth)
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: A great wormlike maw
**Duration:** 1 round/level or until escaped
**Saving Throw:** Reflex partial
**Spell Resistance:** No
You conjure a great wormlike maw from the ground beneath the feet of another creature, which immediately bites and tries to swallow that creature. A successful Reflex save means the creature takes only 4d6 points of damage and the spell ends.
If the creature fails its save, it takes 8d6 points of damage and becomes "swallowed" by the mouth, dragged beneath the ground. A creature so trapped can't act except to try to escape and takes an additional 2d6 points of acid damage each round on your turn as the worm "digests" it.
Each round on its turn, a creature trapped within the worm can take a full-round action to attempt a new Reflex save to escape. If successful, the creature appears prone in its original space and the spell ends. An ally in or adjacent to the creature's original space can use the aid another action to help unearth it; a successful DC 10 strength check grants a +2 bonus on the creature's next Reflex save to escape. You can place this spell's effect only on a horizontal area of dirt or stone at least 10 feet thick. Any creature more than 5 feet off the ground can't be affected by this spell.
```
@@---
Spell: Greater (Spell Name)
School: Any spell whose name begins with greater is alphabetized in this chapter according to the second word of the spell name. Thus, the description of a greater spell appears near the description of the spell on which it is based, unless that spell appears in the Player's Handbook.
## Grim Revenge
Necromancy [Evil]
NSch:
NSubSch:
Level: Wizard 4
Save: Fortitude negates
SR: Yes
---
!!
```
## Greater (Spell Name)
Any spell whose name begins with greater is alphabetized in this chapter according to the second word of the spell name. Thus, the description of a greater spell appears near the description of the spell on which it is based, unless that spell appears in the Player's Handbook.
## Grim Revenge
Necromancy [Evil]
**Level:** Wizard 4
**Components:** V, S, Undead
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One living humanoid
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
The hand of the subject tears itself away from one of his arms, leaving a bloody stump. This trauma deals 6d6 points of damage. Then the hand, animated and floating in the air, begins to attack the subject. The hand attacks as if it were a wight (see the Monster Manual) in terms of its statistics, special attacks, and special qualities, except that it is considered Tiny and gains a +4 bonus to AC and a +4 bonus on attack rolls. The hand can be turned or rebuked as a wight. If the hand is defeated, only a regenerate spell can restore the victim to normal.
```
@@---
Spell: Guardian Spirit
School: Divination
Descriptor: Incarnum
NSch:
NSubSch:
Level: Cleric 3, ranger 3, sorcerer/ wizard 4
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Guardian Spirit
Divination [Incarnum]
**Level:** Cleric 3, ranger 3, sorcerer/ wizard 4
**Components:** V, S, DF (E)
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 hour/level or until discharged
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You bestow a prescient unborn soul on the creature touched, giving him an uncanny ability to anticipate danger. As an immediate action, the target creature can activate the guardian spirit. While active, the spirit's prescience provides the recipient of the spell with a +2 insight bonus on Armor Class, Reflex saving throws, Dexterity checks (including initiative checks), and Dexterity-based skill checks. The guardian spirit remains active for 1 minute, and then its power is expended and the spell ends.
No creature can be the target of more than one guardian spirit spell simultaneously. If a second is cast before the first has been discharged, the second spell dissipates to no effect.
Essentia: For every point of essential you invest in this spell, the bonus provided by the spirit improves by 1.
```
@@---
Spell: Guardian Spirit, Mass
School: Divination
Descriptor: Incarnum
NSch:
NSubSch:
Level: Cleric 7, Wizard 8
Save: See text
SR: See text
---
!!
```
## Guardian Spirit, Mass
Divination [Incarnum]
**Level:** Cleric 7, Wizard 8
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** Up to one creature/level
As guardian spirit, except as noted above. Each target must activate his own guardian spirit separately.
## Guards And Wards
Abjuration
**Level:** Wizard 6
**Components:** V, S, M, F
**Casting Time:** 30 minutes
**Range:** Anywhere within the area to be warded
**Area:** Up to 200 sq. ft./level (S)
**Duration:** 2 hours/level (D)
**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. Material Component: Burning incense, a small measure of brimstone and oil, a knotted string, and a small amount of blood.
Focus: A small silver rod.
```
@@---
Spell: Guidance
School: Divination
NSch:
NSubSch:
Level: Cleric 0, Druid 0
Save: Will negates (harmless)
SR: Yes
---
!!
```
## Guidance
Divination
**Level:** Cleric 0, Druid 0
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 minute or until discharged
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.
```
@@---
Spell: Guided Path
School: Divination
NSch:
NSubSch:
Level: Bard 1
Save: Personal
**Target:** You
---
!!
```
## Guided Path
Divination
**Level:** Bard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level
This spell imparts to you the most direct route to a type of location within 1 mile. In this instance, a location is defined as a particular sort of building or establishment. For example, you could learn the route to the nearest tavern, temple, or blacksmith's workshop.
You can't obtain directions to a specific location, such as the shop of Rufus the blacksmith. Additionally, the location's purpose must be publicly known. If the thieves guild secretly operates out of a warehouse, you can't obtain directions to the "headquarters of the thieves guild," because that is not publicly available information.
```
@@---
Spell: Guided Shot
School: Divination
NSch:
NSubSch:
Level: Ranger 1, sorcerer/ wizard 1
Save: Personal
**Target:** You
---
!!
```
## Guided Shot
Divination
**Level:** Ranger 1, sorcerer/ wizard 1
**Components:** V
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round
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.
```
@@---
Spell: Guiding Light
School: Evocation
Descriptor: Light
NSch:
NSubSch:
Level: Bard 1, cleric 1, sorcerer/ wizard 1
Save: None
SR: Yes
---
!!
```
## Guiding Light
Evocation [Light]
**Level:** Bard 1, cleric 1, sorcerer/ wizard 1
**Components:** V, S **Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level) Targets: Creatures in a 5-ft. radius burst
**Duration:** 1 minute/level (D)
**Saving Throw:** None
**Spell Resistance:** Yes
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.
```
@@---
Spell: Gust Of Wind
School: Evocation
Descriptor: Air
NSch:
NSubSch:
Level: Druid 2, Wizard 2
Save: Fortitude negates
SR: Yes
---
!!
```
## Gust Of Wind
Evocation [Air]
**Level:** Druid 2, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 60 ft.
Effect: Line-shaped gust of severe wind emanating out from you to the extreme of the range **Duration:** 1 round
**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.
```
@@---
Spell: Gutsnake
School: Transmutation
NSch:
NSubSch:
Level: Wizard 5
Save: Personal
**Target:** You
---
!!
```
## Gutsnake
Transmutation
**Level:** Wizard 5
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
The tentacle created by the gutsnake spell is equivalent to a giant constrictor snake (MM 280) 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.
Focus: A fang from any reptile.
```
@@---
Spell: Gutwrench
School: Necromancy
Descriptor: Evil, Death
NSch:
NSubSch:
Level: Wizard 8
Save: Fortitude partial
SR: Yes
---
!!
```
## Gutwrench
Necromancy [Evil, Death]
**Level:** Wizard 8
**Components:** V, S, Undead
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
The innards of the target creature roil. If the target fails its saving throw, its intestines burst forth, killing it. The intestines fly toward the caster and are absorbed into her form, granting her 4d6 temporary hit points and a +4 enhancement bonus to Strength. If the target's save is successful, it takes 10d6 points of damage instead. A creature with no discernible anatomy is unaffected by this spell.
```
@@---
Spell: Haboob
School: Conjuration
Subschool: Creation
Descriptor: Air, Earth
NSch:
NSubSch:
Level: Cleric 3, druid 3, ranger 3, Sand 3, Wizard 3
Save: None or Reflex half; see text
SR: No
---
!!
```
## Haboob
Conjuration (Creation) [Air, Earth]
**Level:** Cleric 3, druid 3, ranger 3, Sand 3, Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft. level)
Effect: Abrasive dust spreads in 20-ft. radius, 20 ft. high
**Duration:** 1 min./level
**Saving Throw:** None or Reflex half; see text
**Spell Resistance:** No
A thick haze of swirling dust and sand swirls out from the point you designate. The effect obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment. Creatures farther away have total concealment. Unprotected, nonmagical flames are automatically extinguished, and there is a 50% chance that protected flames will be snuffed.
In addition to obscuring sight, the swirling dust abrades any creature within it or attempting to move through it. Any creature passing through the haze takes 1d4 points of damage per two caster levels (maximum 5d4), with no save allowed. If you conjure haboob so that it appears where creatures are located, each creature takes damage as if passing through the haze. Such creatures take half damage with a successful Reflex save, but if these creatures do not leave the affected area at their next opportunity, they take full damage from the abrading sands (no save) as if they had voluntarily entered the area.
Any creature that remains within the affected area for more than 1 round likewise takes damage automatically (no save). A moderate wind (11+ mph) disperses the dust in 8 rounds; a strong wind (21+ mph) disperses it in 4 rounds. This spell does not function underwater.
Material Component: A pinch of ash, dust, or sand.
```
@@---
Spell: Hail Of Stone
School: Conjuration
Subschool: Creation
Descriptor: Earth
NSch:
NSubSch:
Level: Wizard 1, Wu Jen 1 (earth), warmage 1
Save: None
SR: No
---
!!
```
## Hail Of Stone
Conjuration (Creation) [Earth]
**Level:** Wizard 1, Wu Jen 1 (earth), warmage 1
**Components:** V, S, M
**Casting Time:** 1 round
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** Cylinder (5-ft. radius, 40 ft. high)
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
You create a rain of stones that deals 1d4 points of damage per caster level (maximum 5d4) to creatures and objects within the area.
Material Component: A piece of jade worth at least 5 gp.
```
@@---
Spell: Hailstones
School: Evocation
Descriptor: Cold
NSch:
NSubSch:
Level: Wizard 3
Save: None
SR: Yes
---
!!
```
## Hailstones
Evocation [Cold]
**Level:** Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: One frigid globe/5 levels
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
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.
Material Component: A handful of crystal globes.
```
@@---
Spell: Hallow
School: Evocation
Descriptor: Good
NSch:
NSubSch:
Level: Cleric 5, Druid 5
Save: See text
SR: See text
---
!!
```
## Hallow
Evocation [Good]
**Level:** Cleric 5, Druid 5
**Components:** V, S, M, DF
**Casting Time:** 24 hours
**Range:** Touch
**Area:** 40-ft. radius emanating from the touched point
**Duration:** Instantaneous
**Saving Throw:** See text
**Spell Resistance:** See text
Hallow makes a particular site, building, or structure a holy site. This has four major effects.
First, the site or structure is guarded by a magic circle against evil effect.
Second, all Charisma checks made to turn undead gain a +4 sacred bonus, and Charisma checks to command undead take a ?4 penalty. Spell resistance does not apply to this effect. (This provision does not apply to the druid version of the spell.)
Third, any dead body interred in a hallowed site cannot be turned into an undead creature.
Finally, you may choose to fix a single spell effect to the hallowed site. The spell effect lasts for one year and functions throughout the entire site, regardless of the normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures who share your faith or alignment, or creatures who adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting hallow again.
Spell effects that may be tied to a hallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth. Saving throws and spell resistance might apply to these spells? effects. (See the individual spell descriptions for details.)
An area can receive only one hallow spell (and its associated spell effect) at a time. Hallow counters but does not dispel unhallow.
Material Component: Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be included in the hallowed area.
```
@@---
Spell: Hallucinatory Terrain
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Bard 4, Wizard 4
Save: Will disbelief (if interacted with)
SR: No
---
!!
```
## Hallucinatory Terrain
Illusion (Glamer)
**Level:** Bard 4, Wizard 4
**Components:** V, S, M
**Casting Time:** 10 minutes
**Range:** Long (400 ft. + 40 ft./level)
**Area:** One 30-ft. cube/level (S)
**Duration:** 2 hours/level (D)
**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. Material Component: A stone, a twig, and a bit of green plant.
```
@@---
Spell: Halo Of Sand
School: Abjuration
Descriptor: Earth
NSch:
NSubSch:
Level: Druid 2, ranger 2
Save: Personal
**Target:** You
---
!!
```
## Halo Of Sand
Abjuration [Earth]
**Level:** Druid 2, ranger 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 min./level
Halo of sand creates a thin band of sand that swirls and twists around your body, helping to deflect incoming attacks. The sand does not make it difficult for others to see you, but it grants a +1 deflection bonus to AC. This deflection bonus increases by 1 for every three caster levels above 3rd, to a maximum of +4 at caster level 12th.
```
@@---
Spell: Halt
School: Transmutation
NSch:
NSubSch:
Level: Bard 3, beguiler 3, duskblade 3, Wizard 3
Save: Will negates
SR: Yes
---
!!
```
## Halt
Transmutation
**Level:** Bard 3, beguiler 3, duskblade 3, Wizard 3
**Components:** V
**Casting Time:** 1 immediate action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 round
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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.
```
@@---
Spell: Halt Deathless
Source: Eberron Campaign Setting
School: Necromancy
NSch:
NSubSch:
Level: Deathless 3
Save: Will negates
SR: Yes
---
!!
```
## Halt Deathless
Source: Eberron Campaign Setting
Necromancy
**Level:** Deathless 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Targets: Up to three deathless, no two of which can be more than 30 ft. apart
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
This spell renders up to three deathless creatures immobile. If the spell is successful, it renders the deathless paralyzed 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.
```
@@---
Spell: Halt Undead
School: Necromancy
NSch:
NSubSch:
Level: Wizard 3
Save: Will negates (see text)
SR: Yes
---
!!
```
## Halt Undead
Necromancy
**Level:** Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Targets: Up to three undead creatures, no two of which can be more than 30 ft. apart
**Duration:** 1 round/level
**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.
Material Component: A pinch of sulfur and powdered garlic.
```
@@---
Spell: Hamatula Barbs
School: Transmutation
NSch:
NSubSch:
Level: Cleric 3, Wizard 3
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Hamatula Barbs
Transmutation
**Level:** Cleric 3, Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 10 minutes/level
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
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. Arcane Material Component: A barb from a hamatula.
```
@@---
Spell: Hammer Of Righteousness
School: Evocation
Descriptor: Force, Good
NSch:
NSubSch:
Level: Sanctified 3
Save: Fortitude half
SR: Yes
---
!!
```
## Hammer Of Righteousness
Evocation [Force, Good]
**Level:** Sanctified 3
**Components:** V, S, Sacrifice
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Magic warhammer of force
**Duration:** Instantaneous
**Saving Throw:** Fortitude half
**Spell Resistance:** Yes
A great warhammer of positive energy springs into existence, launches toward a target that you can see within the range of the spell, and strikes unerringly.
The hammer of righteousness deals 1d6 points of damage per caster level to the target, or 1d8 points of damage per caster level if the target is evil. The caster can decide to deal nonlethal damage instead of lethal damage with the hammer, or can split the damage evenly between the two types. How the damage is split must be decided before damage is rolled. The hammer is considered a force effect and has no miss chance when striking an incorporeal target. A successful Fortitude save halves the damage. Sacrifice: 1d3 points of Strength damage.
```
@@---
Spell: Hand Of Divinity
School: Evocation
Descriptor: see text
NSch:
NSubSch:
Level: Blackguard 2, cleric 2, paladin 2
Save: None
SR: No
---
!!
```
## Hand Of Divinity
Evocation [see text]
**Level:** Blackguard 2, cleric 2, paladin 2
**Components:** V, S, DF
**Casting Time:** 1 minute
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 minute/level
**Saving Throw:** None
**Spell Resistance:** No
If your deity is non-evil, this spell grants a +2 sacred bonus on saving throws, and the spell is a good spell. If your deity is evil, this spell grants a +2 profane bonus on saving throws, and the spell is an evil spell. This spell works only on a creature with the same deity as you or the same alignment as your deity. If cast on a target that does not meet this criteria, the spell has no effect.
```
@@---
Spell: Hand Of The Faithful
School: Abjuration
Descriptor: see text
NSch:
NSubSch:
Level: Cleric 4, paladin 3
Save: Fortitude negates
SR: Yes
---
!!
```
## Hand Of The Faithful
Abjuration [see text]
**Level:** Cleric 4, paladin 3
**Components:** V, S, DF **Casting Time:** 1 minute **Range:** 10 ft.
**Area:** 10-ft. radius emanation centered on a point in space
**Duration:** 1 hour/level
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
You create an immobile zone of warding that is permeable to those of your religion but repels all others. Creatures that have the same deity as you, or are wearing the holy symbol of your deity, can enter and move within the warded area unhindered. Other creatures that try to enter or move within the area must make a Fortitude save each round or be stunned for 1 round. If the creature's only action is to try to move completely out of the area, the ward does not hinder it. Once a creature succeeds on its saving throw, it is no longer affected by that casting of hand of the faithful. This spell has the alignment
Components of your deity, so if your deity is good and lawful, this is a lawful and good spell.
```
@@---
Spell: Handfire
Source: Player's Guide to Faerûn
School: Evocation
Descriptor: Light
NSch:
NSubSch:
Level: Initiate of sel–ne 1
Save: None
SR: Yes
---
!!
```
## Handfire
Source: Player's Guide to Faerûn
Evocation [Light]
**Level:** Initiate of sel–ne 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
You surround your hand with winking motes of light that resemble a cluster of constantly renewed sparks.
The lights can be any color you choose, but the color cannot be changed once the spell is cast.
Handfire provides illumination equal to that of a candle, but it does not give off heat and cannot ignite objects.
Handfire can be used as a melee touch attack up to once per two caster levels.
Against a living creature, this attack deals 1d8 points of damage +1 point per caster level (maximum +5).
Against undead, handfire deals 2d6 points of damage +1 point per caster level (maximum +5). It has no effect on targets that are neither living nor undead (such as constructs).
```
@@---
Spell: Hardening
School: Transmutation
NSch:
NSubSch:
Level: Artifice 7, artificer 6, Wizard 6
Save: None
SR: Yes (object)
---
!!
```
## Hardening
Transmutation
**Level:** Artifice 7, artificer 6, Wizard 6
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One item of a volume no greater than 10 cu. ft./level; see text
**Duration:** Permanent
**Saving Throw:** None
**Spell Resistance:** Yes (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.
Material Component: An ointment made with 50 gp of diamond dust per 10 cubic feet of material.
```
@@---
Spell: Harm
School: Necromancy
NSch:
NSubSch:
Level: Cleric 6, Destruction 6
Save: Will half; see text
SR: Yes
---
!!
```
## Harm
Necromancy
**Level:** Cleric 6, Destruction 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** Instantaneous
**Saving Throw:** Will half; see text
**Spell Resistance:** Yes
Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this amount, but it cannot reduce the target's hit points to less than 1.
If used on an undead creature, harm acts like heal.
```
@@---
Spell: Harm, Greater
School: NSch:
NSubSch:
Level: Cleric 7, dread necromancer 7
Save: Will negates (harmless)
SR: Yes
---
!!
```
## Harm, Greater
**Level:** Cleric 7, dread necromancer 7
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
As harm (see page 239 of the Player's Handbook), except as noted above and in that this spell deals 1d12 points of damage per caster level, to a maximum of 20d12 at 20th level.
## Harm, Mass Lesser
**Level:** Dread necromancer 9 **Range:** 20 ft.
**Area:** 20-ft. radius burst centered on caster
Targets: All creatures except the caster in the area
As greater harm, except as noted above.
## Harmonic Chorus
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 2
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** Concentration, up to 1 round/level (D)
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes
Harmonic chorus lets you improve the spellcasting ability of another spellcaster. For the duration of the spell, the subject gains a +2 morale bonus to caster level and a +2 morale bonus on save DCs for all spells it casts. Focus: A tuning fork.
```
@@---
Spell: Harmonic Void
School: Abjuration
NSch:
NSubSch:
Level: Bard 5
Save: None
SR: No
---
!!
```
## Harmonic Void
Abjuration
**Level:** Bard 5
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** 60-ft. radius spherical emanation, centered on you
**Duration:** Concentration, up to 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
You create a zone of disruptive arcane harmonies that interfere with spells that have verbal components. Casters within the area find their spells? spoken words warped, twisted, and blurred, disrupting their efforts. Any creature (other than you) that attempts to cast a spell with a verbal component in this area must succeed on a
Concentration check (DC 20 + the spell's level). On a failure, the spell fails to function and the caster expends the spell or spell slot as normal.
Harmonic void has no effect on supernatural abilities, magic items, and other magical effects. It affects only spells with verbal components.
```
@@---
Spell: Harmonize
School: Transmutation
NSch:
NSubSch:
Level: Bard 2
Save: Personal
**Target:** You
---
!!
```
## Harmonize
Transmutation
**Level:** Bard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 min./level (D)
You blend magic and music seamlessly. While this spell is in effect, starting a bardic music effect requires only a move action. Concentrating on a bardic music effect that requires concentration still requires a standard action.
```
@@---
Spell: Harmonize, Greater
School: Transmutation
NSch:
NSubSch:
Level: Bard 4
Save: Personal
**Target:** You
---
!!
```
## Harmonize, Greater
Transmutation
**Level:** Bard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 min./level (D)
You blend magic and music seamlessly. While this spell is in effect, starting a bardic music effect requires only a move action. In addition, concentrating on a bardic music effect that requires concentration only requires a move action.
For example, this benefit means that you can maintain concentration on a bardic music effect and cast a spell, make an attack, or begin (or maintain) another bardic music effect.
```
@@---
Spell: Haste
School: Transmutation
NSch:
NSubSch:
Level: Bard 3, Wizard 3
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Haste
Transmutation
**Level:** Bard 3, Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
**Duration:** 1 round/level
**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. Material Component: A shaving of licorice root.
```
@@---
Spell: Haste, Swift
School: Transmutation
NSch:
NSubSch:
Level: Ranger 2
Save: Personal
**Target:** You
---
!!
```
## Haste, Swift
Transmutation
**Level:** Ranger 2
**Components:** V
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1d4 rounds
This spell functions like haste (PH 239), except as noted above. This spell counters and dispels any slow effect on you.
```
@@---
Spell: Haunting Tune
School: Enchantment
Subschool: Compulsion
Descriptor: Fear, Mind-Affecting, Sonic
NSch:
NSubSch:
Level: Bard 3
Save: Will negates
SR: Yes
---
!!
```
## Haunting Tune
Enchantment (Compulsion) [Fear, Mind-Affecting, Sonic]
**Level:** Bard 3
**Components:** V, S
**Casting Time:** 1 round
**Range:** Medium (100 ft. + 10 ft./level)
Targets: One creature/level, no two of which are more than 30 ft. apart
**Duration:** 10 minutes/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
Targets that fail their saves become shaken.
```
@@---
Spell: Hawkeye
School: Transmutation
NSch:
NSubSch:
Level: Druid 1, ranger 1
Save: Personal
**Target:** You
---
!!
```
## Hawkeye
Transmutation
**Level:** Druid 1, ranger 1
**Components:** V
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level (D)
Your range increment for ranged weapons increases by 50%, and you gain a +5 competence bonus on Spot checks.
```
@@---
Spell: Haze Of Smoldering Stone
School: Evocation
Descriptor: Fire
NSch:
NSubSch:
Level: Druid 7, Wizard 6, Wu Jen 6 (fire)
Save: Reflex half
SR: Yes
---
!!
```
## Haze Of Smoldering Stone
Evocation [Fire]
**Level:** Druid 7, Wizard 6, Wu Jen 6 (fire)
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** Cone-shaped burst
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
This spell projects hundreds of tiny, burning volcanic rocks outward from your body, dealing 4d6 points of Bludgeoning damage and 8d6 points of fire damage. If you cast haze of smoldering stone again before the end of your next turn, the second casting deals 5d6 points of bludgeoning damage and 10d6 points of fire damage. Special: A character who learns this spell gains resistance to fire 3, which stacks with any other resistance to fire he already possesses.
```
@@---
Spell: Heal
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Cleric 6, Druid 7, Healing 6
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Heal
Conjuration (Healing)
**Level:** Cleric 6, Druid 7, Healing 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** Instantaneous
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the
**Target:** ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.
Heal does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points.
If used against an undead creature, heal instead acts like harm.
```
@@---
Spell: Heal, Mass
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Cleric 9, Healing 9
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Heal, Mass
Conjuration (Healing)
**Level:** Cleric 9, Healing 9
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like heal, except as noted above. The maximum number of hit points restored to each creature is 250.
## Heal Animal Companion
Conjuration (Healing)
**Level:** Druid 5, ranger 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Your animal companion touched
**Duration:** Instantaneous
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
This spell functions like heal (PH 239), except that it affects only your animal companion.
```
@@---
Spell: Heal Mount
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Paladin 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Heal Mount
Conjuration (Healing)
**Level:** Paladin 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Your mount touched
**Duration:** Instantaneous
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
This spell functions like heal, but it affects only the paladin's special mount (typically a warhorse).
```
@@---
Spell: Healer's Vision
School: Divination
NSch:
NSubSch:
Level: Assassin 1, cleric 1
Save: Personal
**Target:** You
---
!!
```
## Healer's Vision
Divination
**Level:** Assassin 1, cleric 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
You gain a macabre change to your vision that seemingly peels away skin and sinew to reveal the flesh beneath. You gain a +5 insight bonus on Heal checks, and any cure spell you cast on a living creature heals 1 extra point of damage per level of the spell.
You also gain a +2 bonus on attack rolls and damage rolls when making a precision-based attack (such as a sneak attack or a sudden strike) against a living creature, since you are able to pick out your target's most vital points. (This effect makes the spell popular among less benevolent casters.) Healer's vision does not grant you the ability to make a precision-based attack if you don?t already have that ability, nor does it allow you to make such attacks against creatures normally unaffected by them.
This spell does not reveal the true forms of creatures affected by illusions or other magical disguises, so it grants no benefit to Heal checks or attacks against such creatures.
```
@@---
Spell: Healing Circle
Source: Complete Champion
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Cleric 5
Save: Personal
**Target:** You
---
!!
```
## Healing Circle
Source: Complete Champion
Conjuration (Healing)
**Level:** Cleric 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level or until discharged
By casting this spell, you create an aura of healing energy upon which your allies can draw to mend their own wounds. The spell has five charges when cast. Once per round as a standard action, a single allied creature within 30 feet can drain one charge from the healing circle. The first charge so drained functions as a cure critical wounds spell, the second as a cure serious wounds spell, the third as a cure moderate wounds spell, and the fourth as a cure light wounds spell, and the final charge heals only 5 points of damage. A creature must be conscious to draw a charge from the healing circle.
The spell effect delivered by each charge functions as if you had personally cast the associated spell. Thus, the first charge heals 4d8 points of damage +1 point per caster level (maximum +20), and so on.
```
@@---
Spell: Healing Lorecall
School: Divination
NSch:
NSubSch:
Level: Cleric 2, druid 2, ranger 1 **Components:** V, S, M
Save: Personal
**Target:** You
---
!!
```
## Healing Lorecall
Divination
**Level:** Cleric 2, druid 2, ranger 1 **Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level
A caster with 5 or more ranks in Heal can, when casting a conjuration (healing) spell, choose to remove any one of the following conditions affecting the subject of the spell, in addition to the spell's normal effects: dazed, dazzled, or fatigued. A caster with 10 or more ranks in Heal can choose from the following conditions in addition to those above: exhausted, nauseated, or sickened. Also, when determining the amount of damage healed by your conjuration (healing) spells, you can substitute your total ranks in Heal for your caster level. The normal caster level limit for individual spells still applies; thus, a 3rd-level cleric with 6 ranks in Heal when under the effect of healing lorecall cures 1d8+5 points of damage with a cure light wounds spell. Material Component: A mint leaf.
```
@@---
Spell: Healing Spirit
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Bard 4, cleric 4, druid 4, paladin 3
Save: Will half (harmless); see text
SR: Yes (harmless); see text
---
!!
```
## Healing Spirit
Conjuration (Healing)
**Level:** Bard 4, cleric 4, druid 4, paladin 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One conjured healing spirit
**Duration:** 1 round/2 levels
**Saving Throw:** Will half (harmless); see text
**Spell Resistance:** Yes (harmless); see text
You conjure an incorporeal object of magical energy that appears in any square within range. This healing spirit resembles a 1-foot-diameter ball of light. It sheds bright illumination in a 10-foot radius and shadowy illumination for another 20 feet. A healing spirit cannot be affected by attacks or spells.
A healing spirit flies at a speed of 30 feet with perfect maneuverability. In the round you cast the spell and at the start of your turn once per round thereafter, you can direct the healing spirit to move and touch a creature by entering its space. The spirit's touch carries positive energy, healing a living creature of 1d8 points of damage.
Since undead are powered by negative energy, a healing spirit damages them instead of healing them. The spirit can affect an unwilling target (such as an undead) by succeeding on an incorporeal touch attack, using your base attack bonus and a Strength bonus of +0. An undead creature hit by such an attack can use spell resistance against the effect and is allowed a Will save for half damage.
If a healing spirit travels farther from you than the spell's range, it winks out of existence and the spell ends.
```
@@---
Spell: Healing Sting
School: Necromancy
NSch:
NSubSch:
Level: Druid 2
Save: None
SR: Yes
---
!!
```
## Healing Sting
Necromancy
**Level:** Druid 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
Targets: You and one living creature
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
Focusing the power of negative energy, you deal 1d12 points of damage +1 per caster level (maximum 1d12+10) to a living creature and gain an equal amount of hit points if you make a successful melee touch attack. A healing sting cannot give you more hit points than your full normal total. Excess hit points are lost. Material Component: Five dried wasp bodies.
```
@@---
Spell: Healing Touch
School: Necromancy
NSch:
NSubSch:
Level: Wizard 3
Save: Will half; see text
SR: Yes (harmless)
---
!!
```
## Healing Touch
Necromancy
**Level:** Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** Instantaneous
**Saving Throw:** Will half; see text
**Spell Resistance:** Yes (harmless)
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.
```
@@---
Spell: Healthful Rest
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Bard 1, cleric 1, druid 1
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Healthful Rest
Conjuration (Healing)
**Level:** Bard 1, cleric 1, druid 1
**Components:** V, S
**Casting Time:** 10 minutes
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. apart
**Duration:** 24 hours
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
Healthful rest doubles the subjects? natural healing rate. Each affected creature regains twice the hit points and ability damage it otherwise would have regained during that day, depending on its activity level (PH 76).
```
@@---
Spell: Heart Of Air
School: Transmutation
Descriptor: Air
NSch:
NSubSch:
Level: Druid 2, Wizard 2, Wu Jen 2 (air)
Save: Personal
**Target:** You
---
!!
```
## Heart Of Air
Transmutation [Air]
**Level:** Druid 2, Wizard 2, Wu Jen 2 (air)
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level (D) or until expended
This spell converts part of your body into elemental air, freeing you somewhat from the bonds of gravity. You gain a +10 enhancement bonus on Jump checks, and if you have a fly speed, that speed gains a +10-foot enhancement bonus.
Furthermore, while this spell is active, you can activate a feather fall effect (as the spell) on yourself as an immediate action. This benefit lasts for 1 round per level, at the end of which time the spell's entire effect ends. If heart of air is active on you at the same time as heart of earth, heart of fire, or heart of water, you gain light fortification.
If all four of these spells are active on you at the same time, you become immune to extra damage from critical hits and sneak attacks.
```
@@---
Spell: Heart Of Earth
School: Transmutation
Descriptor: Earth
NSch:
NSubSch:
Level: Druid 4, Wizard 4, Wu Jen 4 (earth)
Save: Personal
**Target:** You
---
!!
```
## Heart Of Earth
Transmutation [Earth]
**Level:** Druid 4, Wizard 4, Wu Jen 4 (earth)
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level (D) or until expended
This spell converts part of your body into elemental earth, which toughens you considerably. You gain a +8 bonus on checks to resist a bull rush, overrun, or trip attack. You also gain temporary hit points equal to twice your caster level (up to 30 hp).
Furthermore, while this spell is active, you can activate a stoneskin effect (as the spell) on yourself as a swift action. This benefit lasts for 1 round per level (or until the stoneskin's total protection is consumed), at the end of which time the spell's entire effect ends. If heart of earth is active on you at the same time as heart of air, heart of fire, or heart of water, you gain light fortification. If all four of these spells are active on you at the same time, you become immune to extra damage from critical hits and sneak attacks.
```
@@---
Spell: Heart Of Fire
School: Transmutation
Descriptor: Fire
NSch:
NSubSch:
Level: Druid 5, Wizard 5, Wu Jen 5 (fire)
Save: Personal
**Target:** You
---
!!
```
## Heart Of Fire
Transmutation [Fire]
**Level:** Druid 5, Wizard 5, Wu Jen 5 (fire)
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/ level (D) or until expended
This spell converts part of your body into elemental fire, which speeds your step and toughens your flesh. You gain a +10-foot enhancement bonus to your land speed and resistance to fire 20.
Furthermore, while this spell is active, you can activate a fire shield effect (as the spell; fire-based protection only) on yourself as a swift action. This benefit lasts for 1 round per level, at the end of which time the spell's entire effect ends. If heart of fire is active on you at the same time as heart of air, heart of earth, or heart of water, you gain light fortification.
If all four of these spells are active on you at the same time, you become immune to extra damage from critical hits and sneak attacks.
```
@@---
Spell: Heart Of Stone
School: Necromancy
NSch:
NSubSch:
Level: Wizard 8
Save: Personal
**Target:** You
---
!!
```
## Heart Of Stone
Necromancy
**Level:** Wizard 8
**Components:** V, S, F, XP
**Casting Time:** 1 hour
**Range:** Personal
**Target:** You
**Duration:** 1 year
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 likewise 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.
Focus: A carved stone heart of exceptional quality (jade, obsidian, or goldveined marble) worth 5,000 gp. XP Cost: 500 XP.
```
@@---
Spell: Heart Of Water
School: Transmutation
Descriptor: Water
NSch:
NSubSch:
Level: Druid 3, Wizard 3, Wu Jen 3 (water)
Save: Personal
**Target:** You
---
!!
```
## Heart Of Water
Transmutation [Water]
**Level:** Druid 3, Wizard 3, Wu Jen 3 (water)
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level (D) or until expended
This spell converts part of your body into elemental water, which makes you better able to navigate aquatic environments and slip through confined spaces. You gain a swim speed equal to your land speed, which grants you certain benefits (including a +8 racial bonus on Swim checks; see MM 311). You also gain the ability to breathe water (as if under the effect of a water breathing spell). Finally, you gain a +5 enhancement bonus on Escape Artist checks.
Furthermore, while this spell is active, you can activate a freedom of movement effect (as the spell) on yourself as a swift action. This benefit lasts for 1 round per level, at the end of which time the spell's entire effect ends. If heart of water is active on you at the same time as heart of air, heart of earth, or heart of fire, you gain light fortification.
If all four of these spells are active on you at the same time, you become immune to extra damage from critical hits and sneak attacks.
```
@@---
Spell: Heart Ripper
School: Necromancy
Descriptor: Death
NSch:
NSubSch:
Level: Assassin 4
Save: Fortitude negates
SR: Yes
---
!!
```
## Heart Ripper
Necromancy [Death]
**Level:** Assassin 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
Invisible bolts of force instantly slay the target you designate by driving its heart from its body unless it succeeds on a Fortitude save. If the target has HD higher than your caster level, it does not die on a failed saving throw, but instead is stunned for 1d4 rounds. Creatures that don?t depend on their hearts for survival, creatures with no anatomy, and creatures immune to extra damage from critical hits are unaffected by the spell.
```
@@---
Spell: Heartache
School: Enchantment
Descriptor: Evil, Mind-Affecting
NSch:
NSubSch:
Level: Cleric 1, Mortal Hunter 1
Save: Will negates
SR: Yes
---
!!
```
## Heartache
Enchantment [Evil, Mind-Affecting]
**Level:** Cleric 1, Mortal Hunter 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 round
**Saving Throw:** Will negates
**Spell Resistance:** Yes
The caster fills the subject with heartwrenching sorrow that renders it incapacitated for 1 round. The subject cannot move or take actions and is helpless for that round.
```
@@---
Spell: Heartclutch
School: Transmutation
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 5
Save: Fortitude partial
SR: Yes
---
!!
```
## Heartclutch
Transmutation [Evil]
**Level:** Cleric 5
**Components:** V, S, Disease
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** The heart of one creature
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
The caster holds forth his empty hand, and the still-beating heart of the subject appears within it. The subject dies in 1d3 rounds, and only a heal, regenerate, miracle, or wish spell will save it during this time. The target is entitled to a Fortitude saving throw to survive the attack. If the target succeeds at the save, it instead takes 3d6 points of damage +1 point per caster level from general damage to the chest and internal organs. (The target might die from damage even if it succeeds at the saving throw.)
A creature with no discernible anatomy is unaffected by this spell. Disease Component: Soul rot.
```
@@---
Spell: Heartfire
School: Evocation
Descriptor: Light, Fire
NSch:
NSubSch:
Level: Bard 2, druid 2
Save: Fortitude partial
SR: Yes
---
!!
```
## Heartfire
Evocation [Light, Fire]
**Level:** Bard 2, druid 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** Living creatures within a 5-ft.- radius burst
**Duration:** 1 round/level
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
Outlined subjects shed light as torches. Outlined creatures do not benefit from the concealment normally provided by darkness (although a 3rd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. In addition, if they fail a Fortitude save, affected creatures take 1d4 points of fire damage each round as their passions manifest as physically damaging fire. Creatures that make a successful Fortitude save take only half damage each round for the duration of the spell (minimum 1 point per round). Spellcasters affected by this spell who try to cast spells must make Concentration checks (DC 10 + half the continuous damage last dealt) each round as they take continuous damage from the spell. The fire created by this spell can be extinguished by normal means; doing so ends the outlining effect.
```
@@---
Spell: Heartfreeze
School: Necromancy
Descriptor: Cold
NSch:
NSubSch:
Level: Wizard 6
Save: Fortitude partial
SR: Yes
---
!!
```
## Heartfreeze
Necromancy [Cold]
**Level:** Wizard 6
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
You encase the heart of the target creature in a block of ice. The target becomes immediately exhausted and dies in 1d3+2 rounds. The subject is entitled to a Fortitude saving throw to survive the attack. If the target succeeds on the save, it instead takes 5d8 points of cold damage and is not exhausted. (The target might die from damage even if it succeeds on the saving throw.) A character attempting to save the victim of a heartfreeze spell must use a healing spell or effect on the victim as well as succeed on a DC 26 caster level check, otherwise the victim will succumb to the heartfreeze and die.
A creature immune to critical hits and sneak attacks is unaffected by heartfreeze. Material Component: A strip of dried humanoid sinew.
```
@@---
Spell: Heart's Ease
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Beloved of Valarian 3, cleric 3, Pleasure 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Heart's Ease
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Beloved of Valarian 3, cleric 3, Pleasure 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level
**Duration:** Permanent
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
Heart's ease cures emotional wounds in the same way that heal wipes away physical ones. The subjects are cured of any fear effect, despair effect (such as the crushing despair spell), or similar mind affecting condition, excluding charms and compulsions (such as charm person, dominate person, and similar spells). It removes any lingering psychological effects of torture (including the increased effectiveness of torture devices, as described in the Book of Vile Darkness).
It cures confusion and insanity, restores 2d4 points of Wisdom damage (but not permanent Wisdom drain), and leaves the targets feeling refreshed and at peace.
```
@@---
Spell: Hearty Heave
Source: Lost Empires of Faerun
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 2
Save: None
SR: Yes
---
!!
```
## Hearty Heave
Source: Lost Empires of Faerun
Evocation [Force]
**Level:** Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 10 ft.
**Target:** One creature/three levels
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
Created by a court mage serving the Stag King of Athalantar, this spell provides you with a bit of breathing room when you are threatened by swarming foes.
When you cast the spell, you project a blast of concentric force that pushes away creatures surrounding you. Each creature is affected as if it had been subjected to a bull rush maneuver by a foe of Large size with a Strength score equal to 20 + your caster level (maximum 25), and the attacker had moved with the target (though you need not move at all).
Movement caused by this spell provokes attacks of opportunity, just as the movement resulting from a normal bull rush would.
Creatures grappling you are not affected by this spell.
```
@@---
Spell: Heat Drain
School: Necromancy
Descriptor: Cold
NSch:
NSubSch:
Level: Cleric 8
Save: Fortitude negates
SR: Yes
---
!!
```
## Heat Drain
Necromancy [Cold]
**Level:** Cleric 8
**Components:** V, S, DF
**Casting Time:** 1 standard action **Range:** 20 ft.
**Area:** 20-ft. radius burst centered on you
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
You drain the heat from all living creatures within the affected area except you. This influx of warmth heals and empowers you. All affected living creatures take 1d6 points of cold damage per caster level (maximum 20d6). For every living creature that takes damage from this spell, you gain 2 temporary hit points. The temporary hit points last for up to 1 minute per level.
```
@@---
Spell: Heat Leech
School: Necromancy
Descriptor: Cold
NSch:
NSubSch:
Level: Wizard 2
Save: Fortitude negates; see text
SR: Yes
---
!!
```
## Heat Leech
Necromancy [Cold]
**Level:** Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 round/level
**Saving Throw:** Fortitude negates; see text
**Spell Resistance:** Yes
You plant a tiny sphere of intense cold in the body of a living creature. On each round on your turn (including the round during which you cast the spell), the target must succeed on a Fortitude saving throw or take 1d8 points of cold damage.
Material Component: A leech and a pinch of snow.
```
@@---
Spell: Heat Metal
School: Transmutation
Descriptor: Fire
NSch:
NSubSch:
Level: Druid 2, Sun 2
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Heat Metal
Transmutation [Fire]
**Level:** Druid 2, Sun 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lb. of metal/level, all of which must be within a 30-ft. circle
**Duration:** 7 rounds
**Saving Throw:** Will negates (object)
**Spell Resistance:** Yes (object)
Heat metal makes metal extremely warm. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature's possession uses the creature's saving throw bonus unless its own is higher.
A creature takes fire damage if its equipment is heated. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if it's not wearing metal armor and the metal that it's carrying weighs less than one-fifth of its weight.
On the first round of the spell, the metal becomes warm and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell's duration. During the second (and also the next-to-last) round, intense heat causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing hot, causing more damage, as shown on the table below.
Round
Metal Temperature
Damage
1
Warm
None
2
Hot
1d4 points
3?5
Searing
2d4 points
6
Hot
1d4 points
7 Warm None
Any cold intense enough to damage the creature negates fire damage from the spell (and vice versa) on a pointfor-point basis. If cast underwater, heat metal deals half damage and boils the surrounding water. Heat metal counters and dispels chill metal.
```
@@---
Spell: Heatstroke
School: Transmutation
NSch:
NSubSch:
Level: Druid 3
Save: Fortitude partial
SR: Yes
---
!!
```
## Heatstroke
Transmutation
**Level:** Druid 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
If the target creature fails to resist the spell, it immediately becomes fatigued. If it is already fatigued, it instead becomes exhausted. The subject takes 2d6 points of nonlethal damage from the oppressive heat as well, even if it makes the Fortitude saving throw to avoid fatigue or exhaustion. A creature wearing heavy armor takes a ?4 penalty on its save. Creatures with immunity or resistance to fire are not affected by this spell.
```
@@---
Spell: Heavenly Host
School: Conjuration
Subschool: Summoning
Descriptor: Good, Lawful
NSch:
NSubSch:
Level: Cleric 9, Wizard 9
Save: None
SR: No
---
!!
```
## Heavenly Host
Conjuration (Summoning) [Good, Lawful]
**Level:** Cleric 9, Wizard 9
**Components:** V, S
**Casting Time:** 10 minutes
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Two or more summoned creatures, no two of which are more than 30 ft. apart
**Duration:** 10 minutes/level (D)
**Saving Throw:** None
**Spell Resistance:** No
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.
```
@@---
Spell: Heavenly Lightning
School: Evocation
Descriptor: Good
NSch:
NSubSch:
Level: Celestial 5, exalted arcanist 5
Save: None
SR: Yes
---
!!
```
## Heavenly Lightning
Evocation [Good]
**Level:** Celestial 5, exalted arcanist 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: Up to one creature per 2 caster levels
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
You create a leaping bolt of radiant lightning that arcs from one target to the next, avoiding other creatures in its path. Each target struck by an arc takes 3d6 points of special celestial electricity damage. Creatures normally immune to electricity take full damage from this spell, and the celestial lightning is not subject to being reduced by protection from energy (electricity) or similar magic.
```
@@---
Spell: Heavenly Lightning Storm
School: Evocation
Descriptor: Good
NSch:
NSubSch:
Level: Celestial 7, exalted arcanist 7
Save: Fortitude negates
SR: Yes
---
!!
```
## Heavenly Lightning Storm
Evocation [Good]
**Level:** Celestial 7, exalted arcanist 7
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 10-ft. wide to close range (25 ft. + 5 ft./2 levels)
Targets: Up to one creature per caster level
As heavenly lightning, except it has a greater range, can strike more targets, and deals 5d6 points of special celestial electricity damage.
## Heaven's Trumpet
Evocation [Good, Sonic]
**Level:** Bard 6, cleric 7, emissary of Barachiel 4
**Components:** S, F, Archon **Casting Time:** 1 standard action **Range:** 120 ft.
Targets: Foes in a 120-ft. radius burst centered on you
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
You produce a blast of music of utter clarity, piercing beauty, and paralyzing awe. All foes within 120 feet of you must succeed on a Fortitude save or be paralyzed for 1d4 rounds.
Focus: A masterwork trumpet, which you must blow.
```
@@---
Spell: Hell's Power
School: Conjuration
Subschool: Creation
Descriptor: Evil
NSch:
NSubSch:
Level: Blackguard 3, Cleric 4, Wizard 4
---
!!
```
## Hell's Power
Conjuration (Creation) [Evil]
**Level:** Blackguard 3, Cleric 4, Wizard 4
**Components:** V, S, M, Devil
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level
The caster summons evil energy from the Nine Hells and bathes himself in its power. The caster gains a +2 deflection bonus to Armor Class, as well as an upgrade of his existing damage reduction by /+1 (DR 10/+1 becomes DR 10/+2, for example).
Material Component: The heart of an elf child.
```
@@---
Spell: Hellfire
School: Evocation
Descriptor: Evil
NSch:
NSubSch:
Level: Diabolic 4
Save: None
SR: No
---
!!
```
## Hellfire
Evocation [Evil]
**Level:** Diabolic 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 10-ft. radius spread
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
You create a small explosion of brimstone and fire. The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to creatures in the affected area. The damage is not fire damage, and is not subject to being reduced by resistance to fire-based attacks, such as that granted by protection from energy (fire), fire shield (chill shield), and similar magic.
```
@@---
Spell: Hellfire Storm
School: Evocation
Descriptor: Evil
NSch:
NSubSch:
Level: Diabolic 7
Save: None
SR: No
---
!!
```
## Hellfire Storm
Evocation [Evil]
**Level:** Diabolic 7
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 20-ft. radius spread
This spell functions like hellfire, except it deals 1d8 points of damage per caster level (maximum 10d8) to creatures in the affected area.
## Hellish Horde
Conjuration (Summoning) [Evil, Lawful]
**Level:** Cleric 9, Wizard 9
**Components:** V, S
**Casting Time:** 10 minutes
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Two or more summoned creatures, no two of which are more than 30 ft. apart
**Duration:** 10 minutes/level (D)
**Saving Throw:** None
**Spell Resistance:** No
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.
```
@@---
Spell: Helpful Hand
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 1
Save: None
SR: No
---
!!
```
## Helpful Hand
Evocation [Force]
**Level:** Wizard 1
**Components:** V, S, F
**Casting Time:** 1 standard action **Range:** 0 ft.
Effect: One hand of force
**Duration:** 1 hour/level (D)
**Saving Throw:** None
**Spell Resistance:** No
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 for the duration of the spell. 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 at all times. It matches your speed, and you can bring the hand and the 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.
Focus: A soft glove.
```
@@---
Spell: Helping Hand
School: Evocation
NSch:
NSubSch:
Level: Cleric 3
Save: None
SR: No
---
!!
```
## Helping Hand
Evocation
**Level:** Cleric 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** 5 miles
Effect: Ghostly hand
**Duration:** 1 hour/level
**Saving Throw:** None
**Spell Resistance:** No
You create the ghostly image of a hand, which you can send to find a creature within 5 miles. The hand then beckons to that creature and leads it to you if the creature is willing to follow.
When the spell is cast, the hand appears in front of you. You then specify a person (or any creature) by physical description, which can include race, gender, and appearance but not ambiguous factors such as level, alignment, or class. When the description is complete, the hand streaks off in search of a subject that fits the description. The amount of time it takes to find the subject depends on how far away she is.
Distance Time to Locate
100 ft. or less
1 round
1,000 ft.
1 minute
1 mile 10 minutes
2 miles 1 hour
3 miles
2 hours
4 miles
3 hours
5 miles 4 hours
Once the hand locates the subject, it beckons the creature to follow it. If the subject does so, the hand points in your direction, indicating the most direct feasible route. The hand hovers 10 feet in front of the subject, moving before it at a speed of as much as 240 feet per round. Once the hand leads the subject back to you, it disappears. The subject is not compelled to follow the hand or act in any particular way toward you. If the subject chooses not to follow, the hand continues to beckon for the duration of the spell, then disappears. If the spell expires while the subject is en route to you, the hand disappears; the subject must then rely on her own devices to locate you. If more than one subject in a 5-mile radius meets the description, the hand locates the closest creature. If that creature refuses to follow the hand, the hand does not seek out a second subject.
If, at the end of 4 hours of searching, the hand has found no subject that matches the description within 5 miles, it returns to you, displays an outstretched palm (indicating that no such creature was found), and disappears. The ghostly hand has no physical form. It is invisible to anyone except you and a potential subject. It cannot engage in combat or execute any other task aside from locating a subject and leading it back to you. The hand can?t pass through solid objects but can ooze through small cracks and slits. The hand cannot travel more than 5 miles from the spot it appeared when you cast the spell.
```
@@---
Spell: Herald's Call
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting, Sonic
NSch:
NSubSch:
Level: Bard 1
Save: Will negates
SR: Yes
---
!!
```
## Herald's Call
Enchantment (Compulsion) [Mind-Affecting, Sonic]
**Level:** Bard 1
**Components:** V, S
**Casting Time:** 1 swift action **Range:** 20 ft.
**Area:** 20-ft. radius burst centered on you
**Duration:** 1 round
**Saving Throw:** Will negates
**Spell Resistance:** Yes
Any creature with 5 Hit Dice or less is slowed (PH 280) for 1 round. Creatures beyond the radius of the burst might hear the shout, but they are not slowed. An affected creature under the effect of a haste spell has the haste spell suppressed (not dispelled) for 1 round.
```
@@---
Spell: Hero's Blade
Source: Eberron Campaign Setting
School: Necromancy
NSch:
NSubSch:
Level: Deathless 9
Save: Will negates (harmless, object)
SR: Yes (harmless, object)
---
!!
```
## Hero's Blade
Source: Eberron Campaign Setting
Necromancy
**Level:** Deathless 9
**Components:** V, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Melee weapon touched
**Duration:** 1 min./level
**Saving Throw:** Will negates (harmless, object)
**Spell Resistance:** Yes (harmless, object)
You channel the spirit of a mighty elf hero of old into a melee weapon. For the duration of the spell, the weapon gains the following benefits.
The weapon deals an extra 2d6 points of damage to evil creatures, or an extra 2d8 points of damage to evil outsiders and undead. On a critical hit, the weapon deals an extra 2d10 points of damage to evil creatures or an extra 2d12 points of damage to evil outsiders and undead (Against undead, the weapon damage is not multiplied on a critical hit, but the undead creature still takes increased damage from this effect. Other creatures immune to extra damage from critical hits do not take extra damage from this effect.)
The weapon becomes good-aligned, allowing it to overcome the damage reduction of certain evil creatures. The weapon's threat range doubles, as though it were affected by a keen edge spell (this does not stack with the benefit of the keen special ability or the keen edge spell, but does stack with the benefit of the Improved Critical feat).
When it scores a critical hit against an evil foe, the weapon blinds and deafens the opponent for 1d4 rounds (a successful Will save negates the blindness). Spell resistance applies to this effect.
When the weapon scores a critical hit against an evil extraplanar creature, the creature must make a successful Will save or be instantly banished back to its home plane.
A creature so banished cannot return for at least 24 hours. Spell resistance applies to this effect.
```
@@---
Spell: Heroes? Feast
School: Conjuration
Descriptor: Creation
NSch:
NSubSch:
Level: Bard 6, Cleric 6
Save: None
SR: No
---
!!
```
## Heroes? Feast
Conjuration [Creation]
**Level:** Bard 6, Cleric 6
**Components:** V, S, DF
**Casting Time:** 10 minutes
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Feast for one creature/level
**Duration:** 1 hour plus 12 hours; see text
**Saving Throw:** None
**Spell Resistance:** No
You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all diseases, sickness, and nausea; becomes immune to poison for 12 hours; and gains 1d8 temporary hit points +1 point per two caster levels (maximum +10) after imbibing the nectar-like beverage that is part of the feast. The ambrosial food that is consumed grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and immunity to fear effects for 12 hours.
If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated.
```
@@---
Spell: Heroics
School: Transmutation
NSch:
NSubSch:
Level: Wizard 2
Save: None
SR: Yes
---
!!
```
## Heroics
Transmutation
**Level:** Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 10 minutes/level
**Saving Throw:** None
**Spell Resistance:** Yes
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.
Material Component: A bit of a weapon or armor that has been used in combat by a fighter of at least 15th level.
```
@@---
Spell: Heroism
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 2, Wizard 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Heroism
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 2, Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 10 min./level
**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.
```
@@---
Spell: Heroism, Greater
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 5, Wizard 6
Save: Will negates; see text
SR: Yes
---
!!
```
## Heroism, Greater
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 5, Wizard 6
**Duration:** 1 min./level
This spell functions like heroism, except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20).
## Hesitate
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 3, beguiler 3, cleric 3, Wizard 3
**Components:** V, S
**Casting Time:** 1 immediate action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 round/level (D); see text
**Saving Throw:** Will negates; see text
**Spell Resistance:** Yes
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.
```
@@---
Spell: Hibernal Healing
School: Transmutation
Descriptor: Cold
NSch:
NSubSch:
Level: Cleric 5, druid 4
Save: Personal
**Target:** You
---
!!
```
## Hibernal Healing
Transmutation [Cold]
**Level:** Cleric 5, druid 4
**Components:** V, S, Frostfell
**Casting Time:** 1 round
**Range:** Personal
**Target:** You
**Duration:** Instantaneous
**Saving Throw:** Fortitude half (harmless)
**Spell Resistance:** Yes (harmless)
You absorb slush, snow, and ice, channeling the cold energy stored within to cure 10 points of damage per caster level, to a maximum of 150 points at 15th level. The spell melts all slush, snow, and ice within 10 feet of the caster.
```
@@---
Spell: Hibernate
School: Necromancy
NSch:
NSubSch:
Level: Cleric 5, druid 5
Save: Will negates
SR: Yes
---
!!
```
## Hibernate
Necromancy
**Level:** Cleric 5, druid 5
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One living creature
**Duration:** 1 week/level (D)
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You put a creature into a state of suspended animation, slowing its life functions to almost imperceptible levels and allowing a creature to survive for weeks without food or water. This suspension of life functions automatically stabilizes a dying creature, and it can save starving or dehydrated creatures from death. Creatures affected by a hibernate spell have a slower metabolism, healing wounds at a rate of just 1 hit point per level per week.
If the target is unwilling, it is entitled a Will saving throw. A successful saving throw negates the effect of the spell; a failure allows the target an additional saving throw whenever it takes damage, when it is splashed with water or other liquids, or when 24 hours pass, whichever comes first.
```
@@---
Spell: Hidden Lodge
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Bard 5, Wizard 5
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Hidden Lodge
Conjuration (Creation)
**Level:** Bard 5, Wizard 5
**Components:** V, S, F; see text
**Duration:** 24 hours
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.
Focus: The focus of an alarm spell (silver wire and a tiny bell), if this benefit is to be included in the hidden lodge (see Leomund's secure shelter for more information).
## Hidden Truename
Source: Tome of Magic
Abjuration
**Level:** Cleric 6, Druid 6, Wizard 6
**Components:** V, S, TN
**Casting Time:** 1 minute
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature with an Intelligence score of 3 or higher
**Duration:** 24 hours
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
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. (Truename research rules are detailed on page 196).
Truename Component:When you cast this spell, you must correctly speak the personal truename of the creature you're trying to protect.
```
@@---
Spell: Hidden Ward
Source: Magic of Eberron
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Bard 1, Wizard 1
Save: None
SR: No
---
!!
```
## Hidden Ward
Source: Magic of Eberron
Illusion (Glamer)
**Level:** Bard 1, Wizard 1
**Components:** V, S, M
**Casting Time:** 10 minutes
**Range:** Touch
**Target:** Object touched
**Duration:** 24 hours; see text
**Saving Throw:** None
**Spell Resistance:** No
This spell helps disguise the presence of any spells (including glyph of warding) that have been cast upon the target object. If detect magic or a similar effect is used to detect the presence of magical auras on the object, the caster must succeed on a caster level check (DC 10 + your caster level) to find any magical auras that are the result of active spells. (The DM should make this roll in secret to prevent suspicion by the players.) A single successful check will reveal both the hidden ward and the spells it hides.
In addition, casting this spell on a magic trap (such as a fire trap spell cast on an object) increases the Search DC to find the trap by one-half your caster level (maximum +5). This spell cannot be used to conceal nonmagical traps, nor does it hide the magical properties of an item that aren?t dependent on active spells (such as the magic aura of a +1 longsword).
Special: When cast by a character with any Mark of Warding dragonmark, or with the Favored in House feat (Kundarak), the duration increases to one day per level.
Material Component: Lead shavings and powdered diamond worth 100 gp.
```
@@---
Spell: Hide From Animals
School: Abjuration
NSch:
NSubSch:
Level: Druid 1, Ranger 1
Save: Will negates (harmless)
SR: Yes
---
!!
```
## Hide From Animals
Abjuration
**Level:** Druid 1, Ranger 1
**Components:** S, DF
**Casting Time:** 1 standard action
**Range:** Touch
Targets: One creature touched/level
**Duration:** 10 min./level (D)
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes
Animals cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Animals simply act as though the warded creatures are not there. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.
```
@@---
Spell: Hide From Dragons
School: Abjuration
NSch:
NSubSch:
Level: Assassin 4, bard 5, sorcerer/ wizard 7
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Hide From Dragons
Abjuration
**Level:** Assassin 4, bard 5, sorcerer/ wizard 7
**Components:** S, M
**Casting Time:** 1 standard action
**Range:** Touch
Targets: One creature touched/ 2 levels
**Duration:** 10 minutes/level (D)
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
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.
Material Component: A dragon scale.
```
@@---
Spell: Hide From Undead
School: Abjuration
NSch:
NSubSch:
Level: Cleric 1
Save: Will negates (harmless); see text
SR: Yes
---
!!
```
## Hide From Undead
Abjuration
**Level:** Cleric 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
Targets: One touched creature/level
**Duration:** 10 min./level (D)
**Saving Throw:** Will negates (harmless); see text
**Spell Resistance:** Yes
Undead cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Nonintelligent undead creatures are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can?t see any of the warded creatures. However, if it has reason to believe unseen opponents are present, it can attempt to find or strike them. If a warded creature attempts to turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients.
```
@@---
Spell: Hide The Path
School: Abjuration
NSch:
NSubSch:
Level: Cleric 6, druid 6
Save: None
SR: No
---
!!
```
## Hide The Path
Abjuration
**Level:** Cleric 6, druid 6
**Components:** V, S, F
**Casting Time:** 10 minutes
**Range:** Anywhere in the area to be warded
**Area:** Up to 200 sq. ft./level (S)
**Duration:** 24 hours (D)
**Saving Throw:** None
**Spell Resistance:** No
Hide the path wards a large, continuous area against divination magic. The ward protects 200 square feet per caster level and can be shaped as you desire. The warded area can be as much as 20 feet high. Find the path won?t function in an area warded by hide the path. In addition, any spellcaster attempting to cast a 1st- through 6th-level divination spell in the warded area must make a caster level check (DC 11 + your caster level) or the spell fails.
Higher-level divinations function normally. Hide the path has no effect on divination spells cast outside the warded area.
Focus: A 6-inch onyx sphere mounted upon an obsidian stand; the entire focus must be worth no less than 1,000 gp. Any creature in physical contact with the focus can cast divination spells without restriction from the hide the path effect. If the focus is destroyed or brought beyond the boundaries of the hide the path spell, the spell is immediately dismissed.
```
@@---
Spell: Hideous Laughter
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 1, Wizard 2
Save: Will negates
SR: Yes
---
!!
```
## Hideous Laughter
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 1, Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature; see text
**Duration:** 1 round/level
**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.
Material Component: Tiny tarts that are thrown at the target and a feather that is waved in the air.
```
@@---
Spell: Hindsight
School: Divination
NSch:
NSubSch:
Level: Bard 6, Wizard 9
Save: None
SR: No
---
!!
```
## Hindsight
Divination
**Level:** Bard 6, Wizard 9
**Components:** V, S, M **Casting Time:** 1 hour **Range:** 60 ft.
**Area:** 60-ft. radius emanation centered on you
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
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.
Material Component: An hourglass- shaped diamond worth at least 1,000 gp.
```
@@---
Spell: Hiss Of Sleep
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Wizard 7
Save: Will negates
SR: No
---
!!
```
## Hiss Of Sleep
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Wizard 7
**Components:** V
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** No
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.
```
@@---
Spell: Hoard Gullet
School: Transmutation
NSch:
NSubSch:
Level: Wizard 1
Save: Personal
**Target:** You
---
!!
```
## Hoard Gullet
Transmutation
**Level:** Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level
You gain a magical second stomach, which can be used to transport objects securely. You can safely swallow and transport any object you could normally swallow (including items at least three size categories smaller than you). The capacity of your hoard gullet is 100 pounds and/or 10 cubic feet per caster level (up to a maximum of 1,000 pounds and 100 cubic feet). You can't remove individual items from your hoard gullet, but as a fullround action, you can expel its entire contents into your square. It otherwise functions as a bag of holding (Dmg 248). At the end of the spell's duration, anything still in your second stomach is immediately and instantly brought up, falling to the ground next to you. You can't have more than one hoard gullet active at one time; casting this spell before its duration ends the duration of the previous casting. For example, if a 7th-level sorcerer with 2 hours left on his hoard gullet casts the spell again, the spell's duration resets to 7 hours.
Dragons often use this spell to transport their treasure hoards safely, but it is equally useful to those who would loot such hoards.
```
@@---
Spell: Hoard Life
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Sorcerer 4
Save: Personaland touch
**Target:** You
---
!!
```
## Hoard Life
Conjuration (Healing)
**Level:** Sorcerer 4
**Components:** V, S, F
**Casting Time:** 1 minute
**Range:** Personaland touch
**Target:** You
**Duration:** 1 hour/level (D)
Although true healing magic is usually the province of the divine, dragon sorcerers have devised an arcane method of creating a ?reserve? of health for use in emergencies. This spell siphons off hit points from the caster and temporarily stores them in a gem for later retrieval.
When you cast this spell, you deal nonlethal damage equal to twice your caster level to yourself, and you become fatigued. (If you are immune to nonlethal damage, this spell automatically fails.) At any point during the spell's duration, you can use a standard action while holding the gem to heal yourself of an amount of damage equal to the nonlethal damage the spell dealt to you. This healing can?t cause you to exceed your full normal hit points; any healing in excess of this amount is lost.
Triggering this effect ends the spell's duration (so you can?t portion out the healing over multiple uses). Triggering the healing does not provoke attacks of opportunity.
If the spell's duration elapses before you have triggered the healing, you gain no benefit from the spell. Casting this spell a second time automatically ends the duration of any previous casting of the spell that you have performed.
Focus: A gem worth at least 50 gp.
Special: A dragonblooded character, or a character with the dragon type, casts this spell at +1 caster level.
```
@@---
Spell: Hold Animal
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Animal 2, Druid 2, Ranger 2
Save: Will negates; see text
SR: Yes
---
!!
```
## Hold Animal
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Animal 2, Druid 2, Ranger 2
**Components:** V, S
**Target:** One animal
This spell functions like hold person, except that it affects an animal instead of a humanoid.
## Hold Monster
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 4, Law 6, Wizard 5
**Components:** V, S, M/DF
**Target:** One living creature
This spell functions like hold person, except that it affects any living creature that fails its Will save.
Arcane Material Component: One hard metal bar or rod, which can be as small as a three-penny nail.
## Hold Monster, Mass
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Wizard 9
Targets: One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like hold person, except that it affects multiple creatures and holds any living creature that fails its Will save.
## Hold Person
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 2, Cleric 2, Wizard 3
**Components:** V, S, F/DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One humanoid creature
**Duration:** 1 round/level (D); see text
**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 fullround 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. Arcane Focus: A small, straight piece of iron.
```
@@---
Spell: Hold Person, Mass
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Wizard 7
Save: None
SR: No
---
!!
```
## Hold Person, Mass
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Wizard 7
Targets: One or more humanoid creatures, no two of which can be more than 30 ft. apart
This spell functions like hold person, except as noted above.
## Hold Portal
Abjuration
**Level:** Wizard 1
Component: V
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One portal, up to 20 sq. ft./level
**Duration:** 1 min./level (D)
**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.
```
@@---
Spell: Holy Aura
School: Abjuration
Descriptor: Good
NSch:
NSubSch:
Level: Cleric 8, Good 8
Save: See text
SR: Yes (harmless)
---
!!
```
## Holy Aura
Abjuration [Good]
**Level:** Cleric 8, Good 8
**Components:** V, S, F
**Casting Time:** 1 standard action **Range:** 20 ft.
Targets: One creature/level in a 20-ft. radius burst centered on you
**Duration:** 1 round/level (D)
**Saving Throw:** See text
**Spell Resistance:** Yes (harmless)
A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from evil, this benefit applies against all attacks, not just against attacks by evil creatures.
Second, each warded creature gains spell resistance 25 against evil spells and spells cast by evil creatures.
Third, the abjuration blocks possession and mental influence, just as protection from evil does.
Finally, if an evil creature succeeds on a melee attack against a warded creature, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy aura's save DC).
Focus: A tiny reliquary containing some sacred relic. The reliquary costs at least 500 gp.
```
@@---
Spell: Holy Fire Shield
Source: Champions of Valor
School: Evocation
Descriptor: Fire or Cold, Good
NSch:
NSubSch:
Level: Sanctified 4
Save: None
SR: Yes (harmless)
---
!!
```
## Holy Fire Shield
Source: Champions of Valor
Evocation [Fire or Cold, Good]
**Level:** Sanctified 4
**Components:** V, S, Sacrifice
This spell functions like fire shield, except half the damage from the spell is fire (or cold) and the remainder is divine energy, similar to a flame strike spell.
If you create a warm shield, the flames are a beautiful golden-red.
If you create a chill shield, the flames are a soothing blue-white. Sacrifice Component: 1d3 points of Strength damage.
## Holy Mount
Transmutation
**Level:** Paladin 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Your special mount
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** Yes (harmless)
Your special mount gains the celestial template (MM 31) for the duration of the spell.
```
@@---
Spell: Holy Smite
School: Evocation
Descriptor: Good
NSch:
NSubSch:
Level: Good 4
Save: Will partial; see text
SR: Yes
---
!!
```
## Holy Smite
Evocation [Good]
**Level:** Good 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 20-ft. radius burst
**Duration:** Instantaneous (1 round); see text
**Saving Throw:** Will partial; see text
**Spell Resistance:** Yes
You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an evil outsider) and causes it to become blinded for 1 round. A successful Will saving throw reduces damage to half and negates the blinded effect.
The spell deals only half damage to creatures who are neither good nor evil, and they are not blinded. Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.
```
@@---
Spell: Holy Spurs
School: Transmutation
NSch:
NSubSch:
Level: Paladin 1
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Holy Spurs
Transmutation
**Level:** Paladin 1
**Components:** V
**Casting Time:** 1 swift action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** Your special mount
**Duration:** 1 round
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
This spell increases your special mount's base land speed by 40 feet. This adjustment is treated as an enhancement bonus.
```
@@---
Spell: Holy Star
School: Abjuration
NSch:
NSubSch:
Level: Cleric 7
Save: None
SR: No
---
!!
```
## Holy Star
Abjuration
**Level:** Cleric 7
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 0 ft.
Effect: Protective star of energy
**Duration:** 3 rounds (D)
You create a glowing mote of energy that stays near your shoulder, providing light equal to that of a candle. This star has the following three functions, and you can designate which function to activate as a free action on your turn.
Spell Turning: A holy star can turn a total of four to seven (1d4+3) spell levels, as the spell turning spell (PH 282). Any turning potential depleted through this use remains so for the duration of the spell; the holy star does not return to full capacity every time you choose this function. If its entire spell turning capacity is expended, this function no longer works, but the others do.
Protection: A holy star gives you a +6 circumstance bonus to AC. Fire Bolt: A holy star lashes out with a beam of energy as a ranged touch attack against a creature (you choose the target) up to 90 feet away (no range increment). This attack uses your attack bonus and deals fire damage equal to 1d6 points per two caster levels (maximum 10d6).
## Holy Storm
Conjuration (Creation) [Good, Water]
**Level:** Cleric 3, paladin 3
**Components:** V, S, M, DF **Casting Time:** 1 standard action **Range:** 20 ft.
**Area:** Cylinder (20-ft. radius, 20 ft. high)
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** No
A driving rain falls around you. It falls in a fixed area once created. The storm reduces hearing and visibility, resulting in a ?4 penalty on Listen, Spot, and Search checks. It also applies a ?4 penalty on ranged attacks made into, out of, or through the storm. Finally, it automatically extinguishes any unprotected flames and has a 50% chance to extinguish protected flames (such as those of lanterns). The rain damages evil creatures, dealing 2d6 points of damage per round (evil outsiders take double damage) at the beginning of your turn. Material Component: A flask of holy water (25 gp).
```
@@---
Spell: Holy Sword
School: Evocation
Descriptor: Good
NSch:
NSubSch:
Level: Paladin 4
Save: None
SR: No
---
!!
```
## Holy Sword
Evocation [Good]
**Level:** Paladin 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Melee weapon touched
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
This spell allows you to channel holy power into your sword, or any other melee weapon you choose. The weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents). It also emits a magic circle against evil effect (as the spell). If the magic circle ends, the sword creates a new one on your turn as a free action. The spell is automatically canceled 1 round after the weapon leaves your hand. You cannot have more than one holy sword at a time.
If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell.
This spell is not cumulative with bless weapon or any other spell that might modify the weapon in any way.
This spell does not work on artifacts.
Note: A masterwork weapon's bonus to attack does not stack with an enhancement bonus to attack.
```
@@---
Spell: Holy Transformation
School: Transmutation
Descriptor: Good
NSch:
NSubSch:
Level: Cleric 7
Save: Personal
**Target:** You
---
!!
```
## Holy Transformation
Transmutation [Good]
**Level:** Cleric 7
This spell functions like lesser holy transformation, but when you cast this spell, you assume the physical appearance and many of the qualities and abilities of a hound archon (MM 16).
While under the effect of the spell, your creature type changes to outsider (archon, good, lawful), and your size changes to Medium. You have the space and reach of a hound archon (5 feet/5 feet). You gain a +4 sacred bonus to Strength and Constitution. You gain darkvision out to 60 feet. You gain a +4 sacred bonus on saving throws. You gain damage reduction 5/evil. Evil creatures within 10 feet of you take a ?2 penalty on attack rolls and saving throws. You gain the ability to speak and understand Celestial.
## Holy Transformation, Lesser
Transmutation [Good]
**Level:** Cleric 4
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
When you cast this spell, you assume the physical appearance and many of the qualities and abilities of a protectar (Miniatures Handbook 66). While under the effect of the spell, your creature type changes to outsider (good), and your size changes to Medium. You have the space and reach of a protectar (5 feet/5 feet). You gain a +2 sacred bonus to Strength and Constitution. You gain a fly speed of 60 feet (good). You gain darkvision out to 60 feet. You gain a +2 sacred bonus on saving throws. You gain the ability to speak and understand Celestial.
```
@@---
Spell: Holy Word
School: Evocation
Descriptor: Good, Sonic
NSch:
NSubSch:
Level: Cleric 7, Good 7
Save: None or Will negates; see text
SR: Yes
---
!!
```
## Holy Word
Evocation [Good, Sonic]
**Level:** Cleric 7, Good 7
**Components:** V
**Casting Time:** 1 standard action **Range:** 40 ft.
**Area:** Nongood creatures in a 40-ft. radius spread centered on you
**Duration:** Instantaneous
**Saving Throw:** None or Will negates; see text
**Spell Resistance:** Yes
Any nongood creature within the area that hears the holy word suffers the following ill effects.
HD Effect
Equal to caster level
Deafened
Up to caster level
?1 Blinded, deafened
Up to caster level
?5 Paralyzed, blinded, deafened
Up to caster level ?10 Killed, paralyzed, blinded, deafened
The effects are cumulative and concurrent. No saving throw is allowed against these effects.
Deafened: The creature is deafened for 1d4 rounds.
Blinded: The creature is blinded for 2d4 rounds.
Paralyzed: The creature is paralyzed and helpless for 1d10 minutes.
Killed: Living creatures die. Undead creatures are destroyed.
Furthermore, if you are on your home plane when you cast this spell, nongood extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the holy word. The banishment effect allows a Will save (at a ?4 penalty) to negate.
Creatures whose HD exceed your caster level are unaffected by holy word.
```
@@---
Spell: Hood Of The Cobra
School: Illusion
Subschool: Phantasm
Descriptor: Fear, Mind-Affecting
NSch:
NSubSch:
Level: Hexblade 3, sorcerer/ wizard 3
Save: Will disbelief, then Fortitude negates
SR: Yes
---
!!
```
## Hood Of The Cobra
Illusion (Phantasm) [Fear, Mind-Affecting]
**Level:** Hexblade 3, sorcerer/ wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 round/3 levels; see text
**Saving Throw:** Will disbelief, then Fortitude negates
**Spell Resistance:** Yes
The subject perceives that you have grown serpentine features, including a cobra's hood, a snake's slitted eyes, and venomous fangs. A successful Will save allows him to recognize the illusion as unreal, which ends the spell's effect.
However, if the Will save fails, the subject is shaken for as long as he can see you. Closing his eyes negates this effect but also effectively blinds him. In addition, if you make a successful melee touch attack (a standard action) against the target while the spell's duration lasts, he believes that he has been bitten by a venomous serpent and takes 1d6 points of Constitution damage (Fortitude negates). Unlike normal poison, this attack has no secondary damage, though you can continue to "bite" the subject each round. Immunity or resistance to poison applies normally against this effect, even though it isn't real poison (the subject and his body both believe it to be real).
```
@@---
Spell: Horrible Taste
School: Transmutation
NSch:
NSubSch:
Level: Druid 1, ranger 1, sorcerer/ wizard 1
Save: Fortitude negates; see text
SR: No
---
!!
```
## Horrible Taste
Transmutation
**Level:** Druid 1, ranger 1, sorcerer/ wizard 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature or object touched
**Duration:** 10 minutes/level
**Saving Throw:** Fortitude negates; see text
**Spell Resistance:** No
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. Material Component: A pinch of rotten meat.
```
@@---
Spell: Horrid Sickness
School: Necromancy
NSch:
NSubSch:
Level: Hexblade 4, Wizard 4
Save: Fortitude partial
SR: Yes
---
!!
```
## Horrid Sickness
Necromancy
**Level:** Hexblade 4, Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature/3 levels, no two of which are more than 30 ft. apart
**Duration:** 1 round/level (D)
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
Waves of pain and sickness wrack the subjects, rendering them nauseated. A successful Fortitude save negates this effect.
If a subject fails the initial Fortitude save, she can attempt a Fortitude save as a move action each round on her turn; success indicates that she is instead sickened for the duration of the spell.
```
@@---
Spell: Horrid Wilting
School: Necromancy
NSch:
NSubSch:
Level: Wizard 8, Water 8
Save: Fortitude half
SR: Yes
---
!!
```
## Horrid Wilting
Necromancy
**Level:** Wizard 8, Water 8
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
Targets: Living creatures, no two of which can be more than 60 ft. apart
**Duration:** Instantaneous
**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). Arcane Material Component: A bit of sponge.
```
@@---
Spell: Hound Of Doom
School: Illusion
Subschool: Shadow
NSch:
NSubSch:
Level: Hexblade 3
Save: None
SR: No
---
!!
```
## Hound Of Doom
Illusion (Shadow)
**Level:** Hexblade 3
**Components:** V, S
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Shadowy hound
**Duration:** 1 minute/level (D) or until destroyed
**Saving Throw:** None
**Spell Resistance:** No
You shape the essence of the Plane of Shadow to create a powerful doglike companion that serves you loyally for the duration of the spell. The hound of doom has the statistics of a dire wolf (see page 65 of the Monster Manual) with the following adjustments: It gains a deflection bonus to Armor Class equal to your Charisma bonus, its hit points when created are equal to your full normal hit points, and it uses your base attack bonus instead of its own (adding its +7 bonus from Strength and ?1 penalty from size as normal).
You can command a hound of doom as a move action just as if it were fully trained to perform all the tricks listed in the Handle Animal skill (see page 74 of the Player's Handbook). If a hound of doom's hit points are reduced to 0, it is destroyed. A hound of doom is treated as a magical beast for the purpose of spells and effects, but it can also be dispelled.
You can only have one hound of doom in existence at a time. If you cast a second hound of doom spell while the first is still active, the first hound is instantly dispelled.
```
@@---
Spell: Hidden Truename
Source: Tome of Magic
School: Abjuration
NSch:
NSubSch:
Level: Cleric 6, Druid 6, Wizard 6
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Hidden Truename
Source: Tome of Magic
Abjuration
**Level:** Cleric 6, Druid 6, Wizard 6
**Components:** V, S, TN
**Casting Time:** 1 minute
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature with an Intelligence score of 3 or higher
**Duration:** 24 hours
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
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. (Truename research rules are detailed on page 196).
Truename Component: When you cast this spell, you must correctly speak the personal truename of the creature you're trying to protect.
```
@@---
Spell: Horror Of The Spoken Name
Source: Tome of Magic
School: Necromancy
Descriptor: Fear, Mind-Affecting
NSch:
NSubSch:
Level: Bard 2, cleric 2, Wizard 2
Save: Will partial
SR: Yes
---
!!
```
## Horror Of The Spoken Name
Source: Tome of Magic
Necromancy [Fear, Mind-Affecting]
**Level:** Bard 2, cleric 2, Wizard 2
**Components:** V, S, T
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1d4 rounds or 1 round; see text
**Saving Throw:** Will partial
**Spell Resistance:** Yes
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.
Truename Component: When you cast this spell, you must correctly speak the truename of the creature you?re targeting.
```
@@---
Spell: Howling Chain
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 6
Save: See text
SR: Yes
---
!!
```
## Howling Chain
Evocation [Force]
**Level:** Wizard 6
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: One chain of force
**Duration:** 1 round/level
**Saving Throw:** See text
**Spell Resistance:** Yes
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.
Focus: A small length of platinum chain worth at least 500 gp.
```
@@---
Spell: Humanoid Essence
School: Transmutation
NSch:
NSubSch:
Level: Artificer 4, cleric 5
Save: Will negates
SR: Yes
---
!!
```
## Humanoid Essence
Transmutation
**Level:** Artificer 4, cleric 5
**Saving Throw:** Will negates
**Spell Resistance:** Yes
As lesser humanoid essence with the following additional effects. The construct becomes subject to critical hits, sneak attacks, nonlethal damage, stunning, ability damage, ability drain, death effects, and necromancy effects. In addition, a warforged affected by this spell loses its racial fortification against critical hits and sneak attacks (including any improvements to that fortification).
This spell counters and dispels lesser construct essence and construct essence. If this spell is cast on a creature under the effect of lesser construct essence, the latter spell is automatically ended. If this spell is cast on a creature under the effect of construct essence, both spells are dispelled and have no effect. It has no effect if cast on a creature under the effect of greater construct essence.
```
@@---
Spell: Humanoid Essence, Greater
School: Transmutation
NSch:
NSubSch:
Level: Artificer 6, cleric 7
Save: Will negates
SR: Yes
---
!!
```
## Humanoid Essence, Greater
Transmutation
**Level:** Artificer 6, cleric 7
**Saving Throw:** Will negates
**Spell Resistance:** Yes
As lesser humanoid essence with the following additional effects. The target construct's type changes to humanoid, and it loses the living construct subtype if it has it. The target is now subject to critical hits, sneak attacks, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, mind-affecting spells and abilities, poison, paralysis, stunning, disease, death effects, and necromancy effects. It can also be affected by spells and effects that only affect humanoids, such as charm person.
In addition, a warforged affected by this spell loses its racial fortification against critical hits and sneak attacks (including any improvements to that fortification). This spell counters and dispels greater construct essence, lesser construct essence and construct essence. If this spell is cast on a creature under the effect of lesser construct essence or construct essence, the latter spell is automatically ended. If this spell is cast on a creature under the effect of greater construct essence, both spells are dispelled and have no effect.
```
@@---
Spell: Humanoid Essence, Lesser
School: Transmutation
NSch:
NSubSch:
Level: Artificer 3, cleric 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Humanoid Essence, Lesser
Transmutation
**Level:** Artificer 3, cleric 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Construct touched
**Duration:** 1 round/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
When this spell is cast upon a construct, it takes on more of the qualities of a living creature. The construct gains the full benefit of spells from the healing subschool.
This spell counters and dispels lesser construct essence. If this spell is cast on a creature under the effect of lesser construct essence, both spells are dispelled and have no effect. It has no effect if cast on a creature under the effect of construct essence or greater construct essence.
```
@@---
Spell: Hungry Gizzard
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Druid 6
Save: Reflex negates
SR: Yes
---
!!
```
## Hungry Gizzard
Conjuration (Creation)
**Level:** Druid 6
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One Medium or smaller creature
**Duration:** 1 round/level (D)
**Saving Throw:** Reflex negates
**Spell Resistance:** Yes
A Large bulbous, fleshy mass seethes into being around a single Medium or smaller target within range. The target can make a Reflex save to avoid becoming engulfed by the hungry gizzard, otherwise it is entombed within the disembodied digestive organ. If the target successfully saves, the gizzard immediately vanishes without further effect. Each round a creature remains trapped inside a hungry gizzard (starting in the round the spell is cast), the target creature is considered grappled and takes 2d8+8 points of crushing damage per round and 1d8 points of acid damage. While engulfed, the target creature can cast a spell only if the spell has no somatic component, the material
Components are in hand, and it makes a Concentration check (DC 20 + spell level). An engulfed creature can cut its way out by using claws or a light slashing weapon to deal 25 points of damage to the gizzard (AC 12). Once the creature exits, the gizzard immediately melts into a pool of blood and meaty chunks. There is no immediate physical exit; the only way for those trapped inside to escape is to cut their way free, to dispel the spell, or to have allies outside destroy the gizzard. The gizzard is fairly easy to strike in combat from a vantage point outside of its interior, due to its size (AC 4). A newly formed hungry gizzard has 5 hit points per caster level. The gizzard is treated like an unattended object for the purpose of saving throws. A hungry gizzard reduced to 0 hit points is immediately destroyed.
Material Component: A dried gizzard.
```
@@---
Spell: Hunters Of Hades
School: Conjuration
Subschool: Summoning
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 9
Save: None
SR: No
---
!!
```
## Hunters Of Hades
Conjuration (Summoning) [Evil]
**Level:** Cleric 9
**Components:** V, S, M
**Casting Time:** 1 minute
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Two summoned pack fiends, which can be no more than 30 ft. apart, or one retriever **Duration:** 10 minutes/level (D)
**Saving Throw:** None
**Spell Resistance:** No
This spell summons either a single retriever (MM 46) or a pair of pack fiends (Planar Handbook 128) from the Gray Waste of Hades to serve you. The creatures magically understand your spoken commands (regardless of your language). They are treated as trained hunting beasts, so you can command them to track if you so choose. 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.
Material Component: A pinch of ash. If a retriever is summoned, a 500 gp bloodstone must also be used.
```
@@---
Spell: Hunter's Eye
School: Divination
NSch:
NSubSch:
Level: Ranger 2
Save: Personal
**Target:** You
---
!!
```
## Hunter's Eye
Divination
**Level:** Ranger 2
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round
Your slice into a foe with uncanny precision, allowing you to strike a foe's vulnerable points and deal extra damage. This spell grants you the sneak attack ability. You deal an extra 1d6 points of damage per three caster levels. If you already have the sneak attack ability, this damage stacks with it.
```
@@---
Spell: Hunter's Mercy
School: Transmutation
NSch:
NSubSch:
Level: Ranger 1
Save: Personal
**Target:** You
---
!!
```
## Hunter's Mercy
Transmutation
**Level:** Ranger 1
**Components:** S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round
This transmutation makes a bow strike true. Your first hit with a bow (not including crossbows) in the next round is automatically a critical hit. If you don?t hit in the round following the casting of this spell, the effect is wasted.
```
@@---
Spell: Hurl
School: Transmutation
NSch:
NSubSch:
Level: Wizard 2
Save: None
SR: No
---
!!
```
## Hurl
Transmutation
**Level:** Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Weapon touched
**Duration:** 1 minute/level
**Saving Throw:** None
**Spell Resistance:** No
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 twohanded weapon is a full-round action.
```
@@---
Spell: Hurtling Stone
School: Conjuration
Descriptor: Creation
NSch:
NSubSch:
Level: Druid 4
Save: Reflex negates
SR: No
---
!!
```
## Hurtling Stone
Conjuration [Creation]
**Level:** Druid 4
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** 60-ft. line
**Duration:** Instantaneous
**Saving Throw:** Reflex negates
**Spell Resistance:** No
This spell creates a 50-pound stone that speeds away from the caster in a straight line, dealing 6d6 points of damage to each creature in its path. In addition, any Medium or smaller creatures in its path are knocked prone.
```
@@---
Spell: Hydrate
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Bard 2, cleric 2, druid 2, paladin 2, ranger 2
Save: Will half; see text
SR: Yes; see text
---
!!
```
## Hydrate
Conjuration (Healing)
**Level:** Bard 2, cleric 2, druid 2, paladin 2, ranger 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** Instantaneous
**Saving Throw:** Will half; see text
**Spell Resistance:** Yes; see text
This spell allows you to create moisture within the body of a living creature, healing damage from dehydration. Hydrate heals 2d8 points +1 point per caster level (maximum +10) of desiccation damage, removes all nonlethal damage from dehydration, and clears up any lingering effects of the dehydrated condition.
When cast on a creature of the fire subtype, hydrate deals damage instead of healing. Such a creature can apply spell resistance and attempt a Will save to take half damage.
```
@@---
Spell: Hymn Of Praise
School: Evocation
Descriptor: Good, Sonic
NSch:
NSubSch:
Level: Bard 3
Save: Will negates
SR: Yes
---
!!
```
## Hymn Of Praise
Evocation [Good, Sonic]
**Level:** Bard 3
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 50 ft.
**Area:** 50-ft. radius emanation centered on you
**Duration:** 1 round/level (D)
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You can strike up a rousing, inspirational song that temporarily boosts by 2 the effective caster level of each goodaligned divine spellcaster within range. This increase does not grant access to additional spells, but it does improve all spell effects that are dependent on caster level. Within the spell's area, each good-aligned divine spellcaster gains a +4 sacred bonus on Charisma checks to turn undead, and each evilaligned divine spellcaster takes a ?4 sacred penalty on Charisma checks to rebuke undead.
```
@@---
Spell: Hypnotic Pattern
School: Illusion
Subschool: Pattern
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 2, Wizard 2
Save: Will negates
SR: Yes
---
!!
```
## Hypnotic Pattern
Illusion (Pattern) [Mind-Affecting]
**Level:** Bard 2, Wizard 2
**Components:** V (Bard only), S, M; see text
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Colorful lights in a 10-ft. radius spread
**Duration:** Concentration + 2 rounds
**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.
Material Component: A glowing stick of incense or a crystal rod filled with phosphorescent material.
```
@@---
Spell: Hypnotism
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 1, Wizard 1
Save: Will negates
SR: Yes
---
!!
```
## Hypnotism
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 1, Wizard 1
**Components:** V, S
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** Several living creatures, no two of which may be more than 30 ft. apart
**Duration:** 2d4 rounds (D)
**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.
```
@@---
Spell: Hypothermia
School: Evocation
Descriptor: Cold
NSch:
NSubSch:
Level: Cleric 4, druid 3
Save: Fortitude partial
SR: Yes
---
!!
```
## Hypothermia
Evocation [Cold]
**Level:** Cleric 4, druid 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./ 2 levels)
**Target:** One creature
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
The subject takes 1d6 points of cold damage per caster level (maximum 10d6) and becomes fatigued. A successful Fortitude save halves the damage and negates the fatigue.
```
@@---
Spell: Ice Assassin
School: Illusion
Subschool: Shadow
NSch:
NSubSch:
Level: Wizard 9
Save: None; see text
SR: No
---
!!
```
## Ice Assassin
Illusion (Shadow)
**Level:** Wizard 9
**Components:** V, S, M, XP
**Casting Time:** 8 hours
**Range:** Touch
Effect: One duplicate creature
**Duration:** Instantaneous
**Saving Throw:** None; see text
**Spell Resistance:** No
The ice assassin spell is in many ways an improved version of simulacrum. Developed by powerful frost mages who have more than their fair share of enemies to fi ght, an ice assassin is an effective way to destroy an enemy without putting yourself at risk.
An ice assassin spell creates a living, breathing creature that is a near-perfect duplicate of an existing creature. The duplicate is formed entirely out of ice, but once the spell is in effect, it appears as an exact duplicate to all but its source, who always sees the ice assassin as an animated ice statue of himself. The ice assassin possesses all the skills, abilities, and memories possessed by the original, but its personality is warped and twisted by an allconsuming need to slay the original. It also constantly uses locate creature on its duplicate at a caster level equal to your own. If its quarry is outside the range of this effect, the ice assassin must rely on its own cleverness or advice from you to track the original. The ice assassin has the cold subtype.
Creatures familiar with the original might detect the ruse with a successful Spot check. You must make a Disguise check (gaining a +10 circumstance bonus from the power of the spell) when you cast the spell to determine how good the likeness is.
The ice assassin is under your absolute command. You possess a telepathic link to the ice assassin, and when you concentrate, you receive a clear image of the area surrounding the ice assassin as if you were scrying it. Further, you can have any spell you cast on yourself affect the ice assassin as well; this includes spells with a target of ?You? only. These benefits persist as long as you and the ice assassin remain within a mile of each other.
If the ice assassin travels beyond this range, it continues to function and seek out its nemesis, but you have no direct control over it.
An ice assassin has no ability to become more powerful; it cannot increase its level or abilities. Damage caused to the ice assassin can be repaired only via a complex process requiring 1 day, 100 gp per hit point, and a fully equipped laboratory. If the ice assassin is reduced to 0 hit points by any damage except for fire damage, it explodes into a burst of icy shrapnel in a 20-foot radius that causes 1d6 points of cold damage for every two caster levels you possess; a successful Reflex saving throw halves the damage. An ice assassin slain by fire damage simply melts into a pool of water.
Material Component: This spell is cast over the ice statue of the creature to be duplicated. Some portion of the creature to be duplicated (hair, nail, and so on) must be placed inside the ice statue as it is constructed. In addition, the spell requires powdered diamond worth 20,000 gp. XP Cost: 5,000.
```
@@---
Spell: Ice Axe
School: Evocation
Descriptor: Cold
NSch:
NSubSch:
Level: Cleric 3
Save: None
SR: Yes
---
!!
```
## Ice Axe
Evocation [Cold]
**Level:** Cleric 3
**Components:** V, S, M
**Casting Time:** 1 standard action **Range:** 0 ft.
Effect: Battleaxe-shaped weapon of swirling ice
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** Yes
This spell creates a battleaxe-shaped formation of jagged, fast-swirling ice shards in your hand. You are automatically considered proficient with the ice axe. Attacks with the ice axe are melee touch attacks. The axe deals 2d12 points of cold damage +1 point per two caster levels (maximum +10) with a successful hit. You cannot be disarmed of the ice axe nor can it be sundered. Since the axe is virtually weightless, your Strength modifier does not apply on damage rolls. If your base attack bonus is high enough to allow for multiple attacks in a round, you can make them with the ice axe. If you choose to hold something other than the ice axe in your hand or use the hand in some other way, the ice axe vanishes until the hand is empty again. Material Component: A shard of ice, glass, or crystal.
```
@@---
Spell: Ice Blast
School: Evocation
Descriptor: Cold
NSch:
NSubSch:
Level: Wu Jen 2 (water)
Save: Fortitude negates
SR: Yes
---
!!
```
## Ice Blast
Evocation [Cold]
**Level:** Wu Jen 2 (water)
**Components:** S, M
**Casting Time:** 1 standard action **Range:** 30 ft.
**Area:** Cone-shaped burst
**Duration:** Instantaneous; see text
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
When you cast this spell, you spit forth a cloud of icy crystals that extends outward in a cone. Creatures in the area are covered with a thin layer of ice that deals 1d6 points of damage per two caster levels (maximum 10d6). In addition, creatures are affected by a temporary frostbite condition, making them fatigued for 1 minute. A successful Fortitude save negates both the damage and the frostbite effect. Material Component: A mouthful of water.
```
@@---
Spell: Ice Castle
School: Conjuration
Subschool: Creation
Descriptor: Cold
NSch:
NSubSch:
Level: Wizard 7
Save: No
SR: No
---
!!
```
## Ice Castle
Conjuration (Creation) [Cold]
**Level:** Wizard 7
**Components:** V, S, F
**Casting Time:** 10 minutes
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Fortress of ice and snow
**Duration:** 24 hours
**Saving Throw:** No
**Spell Resistance:** No
You create a huge castle of ice and snow, fully formed with walls, towers, gates, and battlements and magical wards.
The castle includes a single main gate and a sally port, a drawbridge, a 30-foot diameter central tower made of blue ice (see page 80), and one additional tower per 6 levels of the caster. The size of the castle is determined by the location of the towers, which enclose an open courtyard. The maximum perimeter of the structure is 20 feet per caster level.
In addition, you can place any or all of the following three magical effects in the castle.
1. Icicle spells in two areas (typically in the gatehouse and in the central tower). **Saving Throw:** See text. **Spell Resistance:** No.
2. Ice slick spells triggered an intruder steps on the tower stairs. **Saving Throw:** See text. **Spell Resistance:** No.
3. Obscuring snow in any corridors or rooms, obscuring all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures father away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). **Saving Throw:** None. **Spell Resistance:** No.
The castle can be created around living creatures, and in this case it rises up from the earth and snow around them. It cannot be ?dropped? onto creatures as an offensive spell. The caster may choose to be lifted onto the roof of the central tower by centering the spell on himself.
If the castle is summoned on relatively level ground, a moat of icy water 20 feet wide surrounds the castle. If summoned on sharply sloping ground, an icy crevasse 20 feet wide and 50 feet deep surrounds the castle. The castle melts slowly whenever the temperature rises above freezing; an ice castle takes 1d6 points of damage each round in a place with temperatures above freezing. When struck by fi re spells, the castle is damaged normally.
The castle has 200 hit points per 5-foot section and a hardness of 0. The central tower is made of blue ice which has 300 hit points per 5-foot section and a hardness of 10 Creatures can hit the castle automatically. Fire, including a fireball spell and red dragon breath, can melt the ice castle, and it deals full damage to the structure (instead of the normal half damage taken by objects). Suddenly melting an ice castle creates a great cloud of steamy fog that lasts for 10 minutes.
Arcane Focus: A piece of blue ice carved to resemble the desired castle worth 2,000 gp.
```
@@---
Spell: Ice Claw
School: Evocation
Descriptor: Cold
NSch:
NSubSch:
Level: Wizard 7
Save: None
SR: Yes
---
!!
```
## Ice Claw
Evocation [Cold]
**Level:** Wizard 7
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: 10-ft. ice claw
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** Yes
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 vulnerability to fire.
Focus: A white leather glove and a piece of clear rock crystal.
```
@@---
Spell: Ice Dagger
School: Evocation
Descriptor: Cold
NSch:
NSubSch:
Level: Wizard 1
Save: None
SR: Yes
---
!!
```
## Ice Dagger
Evocation [Cold]
**Level:** Wizard 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Dagger of ice
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
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. Material Component: A few drops of water made from melted ice.
```
@@---
Spell: Ice Darts
School: Conjuration
Subschool: Creation
Descriptor: Cold
NSch:
NSubSch:
Level: Bard 2, Wizard 2
Save: None
SR: No
---
!!
```
## Ice Darts
Conjuration (Creation) [Cold]
**Level:** Bard 2, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One or more ice darts
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
A sharp, transparent icicle shoots from your fingertip. You may fire one dart, plus one additional dart for every two levels beyond 3rd (to a maximum of five darts at 11th level). Each dart requires a ranged touch attack to hit and deals 2d4 points of damage, half of which is cold damage.
```
@@---
Spell: Ice Flowers
School: Transmutation
Descriptor: Cold
NSch:
NSubSch:
Level: Cleric 6, druid 5
Save: Reflex half
SR: No
---
!!
```
## Ice Flowers
Transmutation [Cold]
**Level:** Cleric 6, druid 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** 20-ft. radius burst
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** No
This spell causes moisture in the ground at a point you designate to freeze into a mound of solid ice covered by a layer of soil, which bursts violently through the surface. This flings dangerous ice shards and small stones throughout the area, turning the surface of the ground in the spell's area into dense rubble (Dmg 90). The shards and stones deal 1d6 points of damage per caster level (maximum 15d6). Half the damage is cold damage. The origin point of the spell must be on the ground. This spell has no effect in desert terrain or on solid stone.
```
@@---
Spell: Ice Gauntlet
School: Evocation
Descriptor: Cold
NSch:
NSubSch:
Level: Cleric 1
Save: Personal
**Target:** You
---
!!
```
## Ice Gauntlet
Evocation [Cold]
**Level:** Cleric 1
**Components:** V, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level (D)
You can attack with your fist in all respects as if you were wearing a +1 spiked gauntlet. The +1 spiked gauntlet deals normal damage for your size and 1d4 points of cold damage. Damage reduction applies to the ice gauntlet's normal damage, but it does not affect the cold damage. If you fail a saving throw against a fire effect, the ice gauntlet melts and the spell ends.
```
@@---
Spell: Ice Knife
School: Conjuration
Subschool: Creation
Descriptor: Cold
NSch:
NSubSch:
Level: Assassin 2, Wizard 2, Wu Jen 2 (water), warmage 2
Save: Fortitude partial or Reflex half; see text
SR: Yes
---
!!
```
## Ice Knife
Conjuration (Creation) [Cold]
**Level:** Assassin 2, Wizard 2, Wu Jen 2 (water), warmage 2
**Components:** S, M
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
Effect: One icy missile
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial or Reflex half; see text
**Spell Resistance:** Yes
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).
Material Component: A drop of water or piece of ice.
```
@@---
Spell: Ice Rift
School: Evocation
Descriptor: Cold
NSch:
NSubSch:
Level: Cleric 6, druid 6, Wizard 6
Save: See text
SR: No
---
!!
```
## Ice Rift
Evocation [Cold]
**Level:** Cleric 6, druid 6, Wizard 6
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** 40-ft. radius spread (S)
**Duration:** 1 round
**Saving Throw:** See text
**Spell Resistance:** No
When you cast ice rift, an intense but highly localized tremor rips through the ice. The shock knocks creatures down, collapses structures, opens cracks in the ice, and more. The effect lasts for 1 round, during which time creatures on the ice can?t move or attack. A spellcaster on the ice must make a Concentration check (DC 20
+ spell level) or lose any spell he or she tries to cast. The ice rift affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an ice rift spell depends on the nature of the terrain where it is cast. Ice or Snow Cave, Cavern, or Tunnel: The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave in (Reflex DC 15 half ) and burying that creature in snow. An ice rift cast on the roof of a very large ice or snow cavern could also endanger those outside the actual area but below the falling debris. Edge of a Glacier: Ice rift causes a glacier's edge to crumble, creating a landslide that travels horizontally as far as it fell vertically. An ice rift cast at the top of a 100-foot glacier would sweep debris 100 feet outward from the base of the glacier. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath rubble (see below).
Open Glacier: Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the ice, and every creature on the ice has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). At the end of the spell, all fissures grind shut, killing any creatures still trapped within.
Frozen Water: Fissures open in the ice, and every creature on the ice has a 25% chance to fall into the freezing water (Reflex DC 20 to avoid a fissure). Characters who fall into a fissure are immediately subject to hypothermia and take 2d6 points of cold damage from the frigid water. At the end of the spell, all rents in the ice grind shut, sealing any creatures in the icy water beneath (for additional rules on characters in cold water, see Hypothermia, page 10).
Arcane Material Component: A bit of earth and a pinch of snow.
```
@@---
Spell: Ice Shape
School: Transmutation
Descriptor: Cold
NSch:
NSubSch:
Level: Cleric 3, druid 3, sorcerer/
Save: None
SR: No
---
!!
```
## Ice Shape
Transmutation [Cold]
**Level:** Cleric 3, druid 3, sorcerer/
wizard 5
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Touch
**Area:** Ice touched, up to 10 cu. ft. + 1
cu. ft./level
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
You can form an existing piece of ice into any shape that suits your purpose. For example, you can make an ice weapon, a special trapdoor, or a crude idol. Ice shape also permits you to reshape an ice door to make an exit where one didn?t exist or to seal a door shut. While it's possible to make crude coffers, doors, and so forth with ice shape, fine detail isn?t possible. There is a 30% chance that any shape including moving parts simply doesn?t work. Arcane Material Component: Slush, which must be spread into roughly the desired shape of the ice object and then touched to the ice while the verbal component is uttered.
```
@@---
Spell: Ice Shield
School: Abjuration
NSch:
NSubSch:
Level: Druid 5, Wizard 4
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Ice Shield
Abjuration
**Level:** Druid 5, Wizard 4
**Components:** V, S, M, Coldfi re
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 min./level
**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 15/?.
The spell prevents a total of 10 points of damage per caster level (maximum 150 points). While protected by the spell, the creature also has vulnerability to fire and takes half again as much (+50%) damage as normal from the effect, regardless of whether a saving throw is allowed, or if the save is a success or failure.
The duration increases to 10 minutes per level when in a frostfell environment.
Material Component: A pinch of sleet.
Coldfire Component: Five ounces of coldfire.
```
@@---
Spell: Ice Ship
School: Conjuration
Descriptor: Creation
NSch:
NSubSch:
Level: Wizard 4
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Ice Ship
Conjuration [Creation]
**Level:** Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. +5 ft./2 levels)
Effect: Creates ship of ice
**Duration:** 1 hour/level (D)
You create a ship made of ice. The vessel can take one of two forms, depending on your needs at the time. The form is chosen when the spell is cast and cannot be changed.
Ice Runner: This tiny, narrow ship appears with a set of stone runners that carry the ship at speeds of up to 80 mph over any level ice, such as a lake, river, or ocean pack ice. It can carry one Medium creature per caster level, and it cannot move against the prevailing winds (though it can move at right angles to the wind). Large creatures cannot fit on an ice runner.
This form has 40 hit points and a hardness of 3.
Ice Galleon: This sailing vessel can move against the wind at a steady pace of 5 mph, or with the wind at 10 mph. It carries three Medium creatures per caster level, or one Large creature per level. This form has 60 hit points and a hardness of 5.
If the ship is created in an area of temperature above freezing, it immediately begins to melt, taking 1d12 points of damage per hour. Both forms begin to melt or crack slowly during the last hour of the spell regardless of temperature, and disappear into puddles or splinters of ice at the end of the spell's duration. Material Component: A small glass model of a ship worth at least 200 gp.
## Ice Skate
Transmutation
**Level:** Druid 1, ranger 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 10 min./level (D)
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
You allow a creature to skate across any icy surface, either level or inclined, increasing its base land speed by 60 feet. (This adjustment is treated as an enhancement bonus.) No Balance checks are required for this movement (even during combat on ice) unless the recipient attempts exceptional maneuvers, such as jumping a crevasse or gliding up a frozen waterfall, or takes damage?even then, the recipient gains a +4 enhancement bonus on its Balance check.
```
@@---
Spell: Ice Slick
School: Conjuration
Subschool: Creation
Descriptor: Cold
NSch:
NSubSch:
Level: Cleric 1
Save: See text
SR: No
---
!!
```
## Ice Slick
Conjuration (Creation) [Cold]
**Level:** Cleric 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** One 20-ft. square
**Duration:** 1 round/level (D)
**Saving Throw:** See text
**Spell Resistance:** No
An ice slick spell covers a solid surface with a layer of slippery ice. Any creature entering the area or caught in it when the spell is cast must make a successful Balance check or slip, skid, and fall. Those that succeed on the skill check can move at half speed across the surface, or can skate or glide normally. However, those that remain in the area must each make a new skill check every round to avoid falling and be able to move.
The DM should adjust skill checks by circumstance. For example, a creature charging down a hill that is suddenly iced has little chance to avoid the effect, but its ability to exit the affected area is almost assured (whether it wants to or not).
```
@@---
Spell: Ice Storm
School: Evocation
Descriptor: Cold
NSch:
NSubSch:
Level: Druid 4, Wizard 4, Water 5
Save: None
SR: Yes
---
!!
```
## Ice Storm
Evocation [Cold]
**Level:** Druid 4, Wizard 4, Water 5
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** Cylinder (20-ft. radius, 40 ft. high)
**Duration:** 1 full round
**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).
Arcane Material Component: A pinch of dust and a few drops of water.
```
@@---
Spell: Ice To Flesh
School: Transmutation
NSch:
NSubSch:
Level: Wizard 5
Save: Fortitude negates (object); see text
SR: Yes
---
!!
```
## Ice To Flesh
Transmutation
**Level:** Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One frozen creature or a cylinder of ice from 1 ft. to 3 ft. in diameter and up to 10 ft. long
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates (object); see text
**Spell Resistance:** Yes
This spell restores a frozen creature to its normal state, restoring life and goods. The creature must make a DC 15 Fortitude save to survive the process. Any frozen creature, regardless of size, can be restored. The spell also can convert a mass of ice 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, an ordinary ice sculpture 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 ice.
Material Component: A cube of ice and a drop of blood.
```
@@---
Spell: Ice Web
School: Conjuration
Subschool: Creation
Descriptor: Cold
NSch:
NSubSch:
Level: Wizard 4
Save: Reflex negates; see text
SR: No
---
!!
```
## Ice Web
Conjuration (Creation) [Cold]
**Level:** Wizard 4
**Components:** V, S, Coldfire
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Webs of coldfire in a 20-ft. radius spread
**Duration:** 10 min./level (D)
**Saving Throw:** Reflex negates; see text
**Spell Resistance:** No
Ice web creates a many-layered mass of strong, frigid strands of pure coldfire. These masses must be anchored to two or more solid and diametrically opposed points?floor and ceiling, opposite walls, or the like?or else the ice web collapses upon itself and disappears. Creatures caught within the ice web become entangled in the strands.
Attacking a creature in an ice web won?t cause you to become entangled.
Any creature moving into or through the spell's area takes 1d6 points of frostburn damage per round.
In addition, 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 (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 ice 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 ice web between you and an opponent, it provides cover. If you have at least 20 feet of ice web between you, it provides total cover.
The strands of an ice web are immune to damage from cold. Any fire?a torch, burning oil, a flaming sword, and so forth?can melt 5 square feet of coldfire strands in 1 round. Ice web can be made permanent with a permanency spell. A permanent ice web that is damaged (but not destroyed) regrows in 10 minutes. Creatures with the cold subtype may pass unimpeded and unharmed through an ice web. Coldfire Component: Two ounces of coldfire.
```
@@---
Spell: Iceberg
School: Evocation
Descriptor: Cold
NSch:
NSubSch:
Level: Wizard 9
Save: None or Reflex half; see text
SR: Yes
---
!!
```
## Iceberg
Evocation [Cold]
**Level:** Wizard 9
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** 60-foot radius
**Duration:** Instantaneous
**Saving Throw:** None or Reflex half; see text
**Spell Resistance:** Yes
Iceberg is a brutal and direct spell. When cast, the spell creates a single large block of ice that drops from the sky onto a spot you select. The iceberg then shatters if it encounters a solid surface. Elephant-sized blocks of ice scatter in all directions, affecting nearby creatures based on how far they are from the center of the area. Within 20 Feet of the Center Point: Any creature or object directly beneath the iceberg takes 20d6 points of crushing damage (no save) and is buried in snow (see page 90).
Between 20 Feet and 40 Feet of the Center Point: Creatures and objects in the middle section of the area also take 20d6 points of crushing damage, but are entitled to a Reflex save for half damage. They are buried in snow (see page 90).
Between 40 Feet and 60 Feet of the Center Point: Creatures in the outermost section may be struck by flying debris for 10d6 points of damage. They are entitled to a Reflex save for half damage, and are not buried regardless of whether the saving throw is successful or not.
```
@@---
Spell: Icelance
School: Conjuration
Subschool: Creation Le vel: Druid 3, sorcerer/ wizard 3
**Components:** V, S, F **Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: One lance of ice
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
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.
Focus: A 50-gp clear quartz gemstone. Alternatively, if you are in a cold region, you can substitute 10 pounds of ice or snow for the quartz.
## Icicle
Abjuration [Cold]
NSch:
NSubSch:
Level: Wizard 2
Save: See text
SR: Yes
---
!!
```
## Icelance
Conjuration (Creation) Le vel: Druid 3, sorcerer/ wizard 3
**Components:** V, S, F **Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: One lance of ice
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
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.
Focus: A 50-gp clear quartz gemstone. Alternatively, if you are in a cold region, you can substitute 10 pounds of ice or snow for the quartz.
## Icicle
Abjuration [Cold]
**Level:** Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** One 10-ft. square section of ceiling or doorframe
**Duration:** Until discharged (D)
**Saving Throw:** See text
**Spell Resistance:** Yes
You create icicles on a ceiling, doorway, or similar overhang. The icicles fall when a creature walks beneath them, dealing 4d6 points of piercing damage. Anyone directly under the area takes this damage with no saving throw. Others within 5 feet of the icicles take half damage, or none if they succeed on a Reflex saving throw. The caster and any characters you choose can walk under the icicles or through the doorway without triggering the ice attack.
Likewise, you can remove the icicles whenever desired.
Others can remove them with a successful dispel magic or 10 points of fire damage. However, an unsuccessful attempt to dispel or melt the icicles automatically triggers the attack.
```
@@---
Spell: Iconic Manifestation
Source: Complete Champion
School: Transmutation
Descriptor: Chaotic, Evil, Good, or Lawful
NSch:
NSubSch:
Level: Druid 4
Save: Personal
**Target:** You
---
!!
```
## Iconic Manifestation
Source: Complete Champion
Transmutation [Chaotic, Evil, Good, or Lawful]
**Level:** Druid 4
**Components:** V, S, DF
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level, then 1 minute/level (D); see text
The descriptor of this spell matches the non-neutral component of your own alignment. For instance, if you are lawful neutral, you cast iconic manifestation as a lawful spell. If you are neutral, you cannot cast it at all.
Once you cast the spell, you have up to 10 minutes per caster level to invoke its power before it is spent. At any point during this period, you can choose to spend one daily use of your wild shape ability to take on aspects of your non-neutral alignment. You temporarily acquire the celestial template (MM 31) if you are good, the fiendish template (MM 107) if you are evil, the anarchic template (Manual of the Planes 198) if you are chaotic, or the axiomatic template (Manual of the Planes 197) if you are lawful. (If your campaign does not use Manual of the Planes, you can approximate the axiomatic template by using the celestial template, and substituting lawful for good and chaotic for evil. You can approximate the anarchic template by using the fiendish template and making the same substitution.)
Once invoked, this transformation lasts 1 minute per caster level. You can still use your wild shape ability to take on other forms without negating this spell.
Note: Adding a template ?on the fly? can dramatically slow game-play. If you anticipate using this spell, write down the relevant adjustments?both to your normal form and to any animal, plant, or elemental forms you regularly assume?before play begins.
```
@@---
Spell: Icy Claw
Source: Dragons of Faerun
School: Conjuration
Subschool: Summoning
NSch:
NSubSch:
Level: Wizard 8
Save: None
SR: No
---
!!
```
## Icy Claw
Source: Dragons of Faerun
Conjuration (Summoning)
**Level:** Wizard 8
**Components:** V, S, AF
**Casting Time:** 1 full round
**Range:** Medium (100 ft. + 10 ft./level)
Effect: 5-ft. claw
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** No
You conjure a wraithlike, faintly glowing cloud of white vapor that coalesces into a disembodied dragon's claw made of ice.
This spell creates a Medium four-taloned claw about 5 feet long.
The icy claw has a fly speed of 60 feet (perfect maneuverability), hit points equal to your full normal total, saving throw bonuses equal to your own, and AC 25 (+10 Dex, +5 natural).
It has damage reduction 15/magic and bludgeoning and is immune to cold, poison, critical hits, and magical effects that don't deal damage.
It takes half again as much damage (+50%) from fire.
An icy claw never provokes attacks of opportunity.
It cannot push through a wall of force or enter an antimagic field, but it is affected by prismatic wall or prismatic sphere.
A disintegrate spell or a successful dispel magic destroys it.
An icy claw attacks an opponent of your choice once per round, and its attack bonus equals your level + your Intelligence or Charisma modifier (for a wizard or sorcerer, respectively) +10 for the claw's Strength score (31).
An icy claw deals 1d6+15 points of damage plus 3d6 points of cold damage.
If it successfully damages a Medium or smaller foe, it attempts to start a grapple as a free action without provoking an attack of opportunity, with a grapple check bonus equal to your caster level +10.
On a successful grapple check, an icy claw deals normal damage (see above).
The claw ignores effects intended to mask or conceal the selected target, including darkness, invisibility, displacement, hiding in plain sight, and the like.
Directing an icy claw to a new target is a free action.
Arcane Focus: A white dragon's talon.
```
@@---
Spell: Identify
School: Divination
NSch:
NSubSch:
Level: Bard 1, Magic 2, Wizard 1
Save: None
SR: No
---
!!
```
## Identify
Divination
**Level:** Bard 1, Magic 2, Wizard 1
**Components:** V, S, M/DF
**Casting Time:** 1 hour
**Range:** Touch
Targets: One touched object
**Duration:** Instantaneous
**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.
Arcane Material Component: A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting.
```
@@---
Spell: Identify Transgressor
School: Divination
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 4
---
!!
```
## Identify Transgressor
Divination [Evil]
**Level:** Cleric 4
**Components:** V, S, Drug, Location
**Casting Time:** 10 minutes
**Range:** Personal
**Target:** You
**Duration:** Instantaneous
The caster is able to divine the answer to a single question, as long as the answer is a single person's name. Thus, the question must be a ?who?? type question. For example, ?Who broke into the temple last night and stole the wand of inflict moderate wounds?? Questions that cannot be answered with a single name are not answered at all. The base chance for a correct answer is 70% + 1% per caster level. The DM adjusts the chance if unusual circumstances require it (precautions against divination spells have been taken, for example). The caster knows if he didn?t get a correct answer, unless specific magic yielding false information is at work.
As with augury or divination, multiple identify transgressor spells about the same question by the same caster use the same die roll result as the first spell and yield the same answer each time.
Drug Component: Vodare. Location Component: An area under the effect of a desecrate or unhallow spell.
```
@@---
Spell: Ignite Dragonmark
Source: Dragonmarked
School: Transmutation
Descriptor: Fire
NSch:
NSubSch:
Level: Artificer 2, cleric 2, druid 2, Wizard 2
Save: Will half; see text
SR: Yes
---
!!
```
## Ignite Dragonmark
Source: Dragonmarked
Transmutation [Fire]
**Level:** Artificer 2, cleric 2, druid 2, Wizard 2
**Components:** V, S, Dr
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One dragonmarked creature
**Duration:** Instantaneous
**Saving Throw:** Will half; see text
**Spell Resistance:** Yes
The target's dragonmark ignites momentarily, dealing it 1d6 points of fire damage per caster level (maximum 5d6). In addition, the target cannot use any of its dragonmark powers for 1 round per 5 points of damage taken (rounded down).
Dragonmark: Any true or aberrant dragonmark.
```
@@---
Spell: Illusion Purge
School: Evocation
NSch:
NSubSch:
Level: Cleric 8, Wizard 8, Truth 7
Save: Will negates
SR: Yes
---
!!
```
## Illusion Purge
Evocation
**Level:** Cleric 8, Wizard 8, Truth 7
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** 5 ft./level
**Area:** 5-ft. radius/level emanation, centered on you
**Duration:** 1 minute/level (D)
You surround yourself with a powerful sphere of magical clarity that negates all illusions of 7th level or lower. Anything concealed or altered by illusion appears in its natural state while in the area.
## Illusory Feast
Illusion (Pattern) [Mind-Affecting]
**Level:** Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** 40-ft. radius spread
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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. Material Component: A piece of trail rations.
```
@@---
Spell: Illusory Pit
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Wizard 6
Save: Will disbelief
SR: No
---
!!
```
## Illusory Pit
Illusion (Glamer)
**Level:** Wizard 6
**Components:** V, S
**Casting Time:** 1 round
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 10-ft. cube/level
**Duration:** Concentration + 1 round/ level
**Saving Throw:** Will disbelief
**Spell Resistance:** No
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.
```
@@---
Spell: Illusory Script
School: Illusion
Subschool: Phantasm
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 3, Wizard 3
Save: Will negates; see text
SR: Yes
---
!!
```
## Illusory Script
Illusion (Phantasm) [Mind-Affecting]
**Level:** Bard 3, Wizard 3
**Components:** V, S, M
**Casting Time:** 1 minute or longer; see text
**Range:** Touch
**Target:** One touched object weighing no more than 10 lb.
**Duration:** One day/level (D)
**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. Material Component: A lead-based ink (cost of not less than 50 gp).
```
@@---
Spell: Illusory Wall
School: Illusion
Subschool: Figment
NSch:
NSubSch:
Level: Wizard 4
Save: Will disbelief (if interacted with)
SR: No
---
!!
```
## Illusory Wall
Illusion (Figment)
**Level:** Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action **Range:** Close (25 ft. + 5 ft./2 levels) Effect: Image 1 ft. by 10 ft. by 10 ft.
**Duration:** Permanent
**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.
```
@@---
Spell: Imbue Familiar With Spell Ability
School: Universal
NSch:
NSubSch:
Level: Wizard 6
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Imbue Familiar With Spell Ability
Universal
**Level:** Wizard 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Familiar touched
**Duration:** 1 hour/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
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 hassassin?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.
```
@@---
Spell: Imbue With Spell Ability
School: Evocation
NSch:
NSubSch:
Level: Cleric 4, Magic 4
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Imbue With Spell Ability
Evocation
**Level:** Cleric 4, Magic 4
**Components:** V, S, DF
**Casting Time:** 10 minutes
**Range:** Touch
**Target:** Creature touched; see text
**Duration:** Permanent until discharged (D)
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You transfer some of your currently prepared spells, and the ability to cast them, to another creature. Only a creature with an Intelligence score of at least 5 and a Wisdom score of at least 9 can receive this bestowal. Only cleric spells from the schools of abjuration, divination, and conjuration (healing) can be transferred. The number and level of spells that the subject can be granted depends on its Hit Dice; even multiple castings of imbue with spell ability can?t exceed this limit.
HD Of Recipient Spells Imbued
2 or lower
One 1st-level spell
3?4
One or two 1st-level spells
5 or higher One or two 1st-level spells and one 2nd-level spell
The transferred spell's variable characteristics (range, duration, area, and the like) function according to your level, not the level of the recipient.
Once you cast imbue with spell ability, you cannot prepare a new 4th-level spell to replace it until the recipient uses the imbued spells or is slain, or until you dismiss the imbue with spell ability spell. In the meantime, you remain responsible to your deity or your principles for the use to which the spell is put. If the number of 4th-level spells you can cast decreases, and that number drops below your current number of active imbue with spell ability spells, the more recently cast imbued spells are dispelled.
To cast a spell with a verbal component, the subject must be able to speak. To cast a spell with a somatic component, it must have humanlike hands. To cast a spell with a material component or focus, it must have the materials or focus.
```
@@---
Spell: Immediate Assistance
School: Enchantment
Subschool: Compulsion
NSch:
NSubSch:
Level: Bard 1
Save: None
SR: Yes
---
!!
```
## Immediate Assistance
Enchantment (Compulsion)
**Level:** Bard 1
**Components:** V
**Casting Time:** 1 immediate action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One willing creature
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
You grant the subject the chance to reroll a skill check. You must cast this spell after the skill check has been rolled, but before success or failure has been determined. The subject makes the new check immediately and must abide by the results of the second roll. The subject can't take 10 or 20 on this reroll.
```
@@---
Spell: Impede
Source: Complete Champion
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Cleric 1
Save: Will partial
SR: Yes
---
!!
```
## Impede
Source: Complete Champion
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Cleric 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One humanoid creature
**Duration:** 1 round/level (D)
**Saving Throw:** Will partial
**Spell Resistance:** Yes
This spell locks the subject in place. An affected creature is capable of taking actions, such as attacking or casting spells, but it cannot step from its current square (or squares, if it occupies more than one). The subject also takes a ?1 penalty on melee attack rolls and a ?2 penalty on Reflex saves while so rooted.
If the subject succeeds on the initial Will save, it suffers no ill effects and the spell ends immediately. If it fails the initial save, it can attempt a new Will save every round thereafter.
Once the subject succeeds on one of these secondary saves, it can move, but its base speed is reduced by 10 feet (to a minimum of 5 feet) for the duration of the spell. If the subject has multiple modes of movement, each is reduced accordingly.
If the subject is already under an effect that curtails its ability to move (such as slow or hold person), it also takes a ?4 penalty to Dexterity for the duration of this spell, even if the other effect ends before this one does.
```
@@---
Spell: Impeding Stones
School: Transmutation
NSch:
NSubSch:
Level: Druid 1, ranger 1
Save: Reflex partial; see text
SR: No
---
!!
```
## Impeding Stones
Transmutation
**Level:** Druid 1, ranger 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** Brick, stone, or earthen surface in a 40-ft. radius spread
**Duration:** 1 min./level (D)
**Saving Throw:** Reflex partial; see text
**Spell Resistance:** No
Stones, bricks, hard dirt, or any similar surface cracks and shifts in its foundations, rendering footing treacherous and potentially tripping anyone in the area. Any creature who fails its Reflex save is knocked prone. Those who remain standing can move at only half normal speed.
Each round on your turn, standing creatures must make either a new Reflex save or a Balance check (their choice) to remain upright.
Because the stones continuously shift, any attempt at spellcasting requires a Concentration check (DC 15 + spell level), and any attacks made from within the area take a ?2 penalty; this does not stack with the penalty for attacking while prone if the attacker failed his save.
```
@@---
Spell: Impede Sun'S Brilliance
School: Abjuration
NSch:
NSubSch:
Level: Druid 1, ranger 1, Summer 1
Save: None
SR: No
---
!!
```
## Impede Sun'S Brilliance
Abjuration
**Level:** Druid 1, ranger 1, Summer 1
**Components:** S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** Cylinder (10-ft. radius, 20 ft. high)
**Duration:** 10 min./level (D)
**Saving Throw:** None
**Spell Resistance:** No
This spell reduces the sun's light to a comfortable glow in a stationary area, dropping the temperature by 20 degrees. Creatures inside the effect gain a one-step improvement in protection against heat, are not subject to sunburn, and can begin to recover from sun glare and nonlethal damage due to heat (see Chapter 1). Impede sun's brilliance has no effect on light, daylight, sunburst, and similar magical light effects, and it offers no protection from damage that creatures vulnerable to sunlight might take from the sun.
```
@@---
Spell: Imperative Ambulation
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 3
Save: Will negates
SR: Yes
---
!!
```
## Imperative Ambulation
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 3
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 round/3 levels
**Saving Throw:** Will negates
**Spell Resistance:** Yes
For the duration of the spell, the subject must begin each of its turns by taking a move action to move at least 10 feet (provoking attacks of opportunity as normal). The subject has full control over where it moves, as long as it ends up at least 10 feet from where it started.
If it is incapable of moving at least 10 feet with a move action?due to terrain or other obstacles?it is dazed for 1 round instead.
```
@@---
Spell: Imperious Glare
School: Necromancy
Descriptor: Fear, Mind-Affecting
NSch:
NSubSch:
Level: Wizard 6
Save: Will negates; see text
SR: Yes
---
!!
```
## Imperious Glare
Necromancy [Fear, Mind-Affecting]
**Level:** Wizard 6
**Components:** S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One living creature/level, no two of which are more than 30 ft. apart
**Duration:** 1 round/level
**Saving Throw:** Will negates; see text
**Spell Resistance:** Yes
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).
```
@@---
Spell: Implacable Pursuer
School: Divination
NSch:
NSubSch:
Level: Assassin 4, blackguard 4, ranger 4
Save: Will negates; see text
SR: Yes
---
!!
```
## Implacable Pursuer
Divination
**Level:** Assassin 4, blackguard 4, ranger 4
**Components:** V, S
**Casting Time:** 1 minute
**Range:** Long (400 ft. + 40 ft./level); see text
**Target:** One creature
**Duration:** 1 hour/level (D)
**Saving Throw:** Will negates; see text
**Spell Resistance:** Yes
The implacable pursuer spell gives you the direction and distance to the target creature whenever it finishes a turn more than 10 feet away from where it started. If you are a ranger, you apply your favored enemy bonus to the DC of the Will save. Once you successfully target a creature with implacable pursuer, you know its location as long as the subject is moving, no matter where it goes on the same plane. Even if it leaves the plane, implacable pursuer tells you what plane the subject creature went to. The spell then provides no further information until you and the subject creature are on the same plane, in which case the spell resumes functioning normally.
```
@@---
Spell: Impressing Field
School: Abjuration
NSch:
NSubSch:
Level: Wizard 4
Save: None
SR: No
---
!!
```
## Impressing Field
Abjuration
**Level:** Wizard 4
**Components:** V, S **Casting Time:** 1 full round **Range:** 20 ft.
**Area:** 20-ft. radius emanation, centered on you
**Duration:** 10 minutes/level (D)
**Saving Throw:** None
**Spell Resistance:** No
When you cast this spell, designate either a school of magic or a subtype of magic (such as evil spells or fire spells). Spells of that type are suppressed within the area of your spell. Anyone attempting to cast such a spell in (or into) the area must succeed on a caster level check against a DC of 11 + your caster level. (Abilities and feats that improve the ability to defeat spell resistance, such as Spell Penetration, apply here as well.) Anyone attempting to activate an item that produces a spell or effect of that type must make a similar roll, using the item's caster level for the level check. Constant items or precast effects make this check when first exposed to your suppressing field. If they succeed, they remain unaffected for the duration. If they fail, they are suppressed for the duration, resuming function (if their duration has not expired) when they leave the area.
```
@@---
Spell: Implosion
School: Evocation
NSch:
NSubSch:
Level: Cleric 9, Destruction 9
Save: Fortitude negates
SR: Yes
---
!!
```
## Implosion
Evocation
**Level:** Cleric 9, Destruction 9
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One corporeal creature/round
**Duration:** Concentration (up to 4 rounds)
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
You create a destructive resonance in a corporeal creature's body. For each round you concentrate, you cause one creature to collapse in on itself, killing it. (This effect, being instantaneous, cannot be dispelled.)
You can target a particular creature only once with each casting of the spell.
Implosion has no effect on creatures in gaseous form or on incorporeal creatures.
```
@@---
Spell: Impotent Possessor
School: Abjuration
NSch:
NSubSch:
Level: Demonologist 4, Wizard 6
Save: Will negates
SR: Yes
---
!!
```
## Impotent Possessor
Abjuration
**Level:** Demonologist 4, Wizard 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One possessing creature
**Duration:** Permanent (D)
**Saving Throw:** Will negates
**Spell Resistance:** Yes
The caster renders one creature that can possess or inhabit other creatures, or a creature that can move its mind out of its body, powerless within the host it currently inhabits. Potential targets include possessing demons, malevolent ghosts, and a caster currently using a magic jar spell. The only action the subject can take is to leave the body it currently inhabits. This spell, in conjunction with imprison possessor, is one of the best ways to deal with a possessing fiend.
```
@@---
Spell: Imprison Possessor
School: Abjuration
NSch:
NSubSch:
Level: Demonologist 4, Wizard 5
Save: Will negates
SR: Yes
---
!!
```
## Imprison Possessor
Abjuration
**Level:** Demonologist 4, Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One possessing creature and its host
**Duration:** Permanent (D)
**Saving Throw:** Will negates
**Spell Resistance:** Yes
The caster traps one creature that can possess or inhabit other creatures, or one that can move its mind out of its body, within the creature it currently inhabits. Potential targets include possessing demons, malevolent ghosts, and a caster currently using a magic jar spell. The possessing creature cannot leave the body it is currently in, whether or not it is its own, by any means.
```
@@---
Spell: Imprison Soul
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 9, dread necromancer 9, Spite 9
Save: Will negates
SR: Yes
---
!!
```
## Imprison Soul
Necromancy [Evil]
**Level:** Cleric 9, dread necromancer 9, Spite 9
**Components:** V, S, M, F
**Casting Time:** 1 standard action; see text
**Range:** Touch
**Target:** Creature touched
**Duration:** Permanent; see text
**Saving Throw:** Will negates
**Spell Resistance:** Yes
By casting imprison soul, you place the subject's soul in a receptacle, such as a gem, ring, or some other miniscule object, leaving her body lifeless. While trapped, the subject takes 1d4 points of Constitution damage per day until dead or freed. The rituals to prepare the receptacle require three days. Destroying or opening the receptacle ends the spell, releasing the soul.
To cast the spell, you must know the name of the target. The receptacle must be within spell range and you must know where it is.
Material Component: A portion of the target's body (a fingernail, a strand of hair, or some other small part).
Focus: A Tiny or smaller object to be the receptacle for the subject's soul.
Note: This updated version of this spell supersedes earlier published descriptions.
```
@@---
Spell: Imprisonment
School: Abjuration
NSch:
NSubSch:
Level: Wizard 9
Save: Will negates; see text
SR: Yes
---
!!
```
## Imprisonment
Abjuration
**Level:** Wizard 9
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** Instantaneous
**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.
```
@@---
Spell: Improvisation
School: Transmutation
NSch:
NSubSch:
Level: Bard 1
Save: Personal
**Target:** You
---
!!
```
## Improvisation
Transmutation
**Level:** Bard 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
You gain access to a floating ?pool? of luck, which manifests as bonus points you can use as desired to improve your odds of success at various tasks. This bonus pool consists of 2 points per caster level, which you can spend as you like to improve attack rolls, skill checks, and ability checks, although no single check can receive a bonus greater than one-half your caster level. You must declare any bonus point usage before the appropriate roll is made. Used points disappear from the pool, and any points remaining when the spell ends are wasted. These points count as luck bonuses for the purpose of stacking. For example, a 14th-level bard pauses while chasing a pickpocket to cast improvisation. At any time during the next 14 rounds, he could use the points to provide himself a +7 luck bonus on a Spot check, a +7 luck bonus on a Climb check, and a +7 luck bonus on two of his attacks. Material Component: A pair of dice.
```
@@---
Spell: Incarnum Apotheosis
School: Transmutation
Descriptor: Incarnum
NSch:
NSubSch:
Level: Incarnum 8
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Incarnum Apotheosis
Transmutation [Incarnum]
**Level:** Incarnum 8
**Components:** V, S (E)
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One creature
**Duration:** 1 round/3 levels
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
Your touch suffuses the target with incarnum. For the duration of this spell, all soulmelds, incarnum feats, and other incarnum receptacles of the target are treated as if the maximum allowable quantity of essential had been invested in them. The subject is also immune to any effect that would reduce his essentia pool or unshape his soulmelds.
Essentia: Every point of essentia invested in this spell extends its duration by 1 round.
```
@@---
Spell: Incarnum Arc
School: Evocation
Descriptor: Incarnum
NSch:
NSubSch:
Level: Wizard 2
Save: Reflex negates
SR: Yes
---
!!
```
## Incarnum Arc
Evocation [Incarnum]
**Level:** Wizard 2
**Components:** V, S, M (E)
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** Line from you to a point you designate within range
**Duration:** 1 round/level (D)
**Saving Throw:** Reflex negates
**Spell Resistance:** Yes
When you cast this spell, you create a drifting ?lightning rod? of incarnum that appears at the point you designate within range. Instantly, an arc of soul energy forms between you and the incarnum rod, creating a line. At the end of your turn, any living creature in that line takes 1d6 points of damage (Reflex negates).
In subsequent rounds, incarnum arcs again between you and the rod at the end of your turn. You can move the rod up to 20 feet by an act of will as a move action, or you can leave it in place and move yourself if you wish to change the path of the arc. If the distance between you and the rod at the end of your turn is beyond the spell's range, no arc occurs but the spell remains active.
Essentia: Every point of essential invested in this spell increases the damage dealt by 1d6 points (2d6 points for 1 point of essentia, 3d6 points for 2 points of essentia, and so on). Material Component: A small brass rod.
```
@@---
Spell: Incarnum Bladestorm
School: Conjuration
Subschool: Creation
Descriptor: Incarnum
NSch:
NSubSch:
Level: Incarnum 7, Wizard 7
Save: Will half
SR: No
---
!!
```
## Incarnum Bladestorm
Conjuration (Creation) [Incarnum]
**Level:** Incarnum 7, Wizard 7
**Components:** V, S, M (E)
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** Cylinder (20 ft. radius, 40 ft. high)
**Duration:** 1 round/level
**Saving Throw:** Will half
**Spell Resistance:** No
This spell creates a whirling storm of jagged incarnum blades that inflict psychic damage on all within their area.
This storm of incarnum blades deals 1d6 points of Wisdom damage to all living creatures within the area (Will half). This damage is dealt each round at the end of your turn (as well as to any creature who enters the storm). You can move the incarnum bladestorm up to 10 feet as a move action.
Essentia: For every point of essential you invest, the incarnum blades deal 1 additional point of Wisdom damage. Material Component: A handful of needles.
```
@@---
Spell: Incarnum Vigor
School: Transmutation
Descriptor: Incarnum
NSch:
NSubSch:
Level: Cleric 6, druid 7, Incarnum 6
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Incarnum Vigor
Transmutation [Incarnum]
**Level:** Cleric 6, druid 7, Incarnum 6
**Components:** V, S (E)
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 round/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You infuse the target with incarnum laced with positive energy. He gains fast healing 1. In addition, any spell he casts that heals hit point damage heals an additional amount to each creature affected by that spell equal to your caster level or twice the healing spell's level, whichever is lower.
For example, a cleric casting mass cure serious wounds would add either +14 (twice the level of the mass cure serious wounds spell) or the incarnum vigor's caster level, whichever is lower, to the healing provided to each target of the spell.
Essentia: Every point of essentia you invest in this spell increases the fast healing granted by 1 point.
```
@@---
Spell: Incarnum Weapon
School: Conjuration
Subschool: Creation
Descriptor: Incarnum
NSch:
NSubSch:
Level: Cleric 5, Incarnum 5
Save: Will partial
SR: No
---
!!
```
## Incarnum Weapon
Conjuration (Creation) [Incarnum]
**Level:** Cleric 5, Incarnum 5
**Components:** V, S (E)
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Large weapon of incarnum
**Duration:** 1 round/level (D)
**Saving Throw:** Will partial
**Spell Resistance:** No
An oversized weapon made of pure incarnum springs into existence and attacks opponents at a distance, as you direct it, dealing 2d6 points of damage per hit. In addition, any living creature struck by the incarnum weapon takes 1 point of Wisdom drain (a successful Will save negates the Wisdom drain). The weapon takes a form based on your alignment: battleaxe (chaotic), flail (evil), warhammer (good), or longsword (law). Casters can choose any weapon whose alignment is not opposed to theirs (neutral casters can choose any of the four weapons). Regardless of the weapon's form, it threatens a critical only on a 20 and deals double damage on a critical hit. The incarnum weapon strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon; for example, it can damage creatures that have damage reduction.
The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, it returns to you and hovers.
Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round's target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. An incarnum weapon cannot be harmed by physical attacks, but it can be affected by any effect that would affect a spell or a soulmeld. An incarnum weapon's Armor Class against touch attacks is 11 (10 + size bonus for Small object).
Essentia: Every point of essentia you invest in the incarnum weapon adds a +1 insight bonus on the weapon's attack rolls and damage rolls and expands the weapon's critical threat range by 1. For example, an incarnum weapon spell with 2 points of essentia invested would have a +2 insight bonus on attack rolls and damage rolls and would have a critical threat range of 18?20.
```
@@---
Spell: Incendiary Cloud
School: Conjuration
Subschool: Creation
Descriptor: Fire
NSch:
NSubSch:
Level: Fire 8, Wizard 8
Save: Reflex half; see text
SR: No
---
!!
```
## Incendiary Cloud
Conjuration (Creation) [Fire]
**Level:** Fire 8, Wizard 8
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Cloud spreads in 20-ft. radius, 20 ft. high
**Duration:** 1 round/level
**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.
```
@@---
Spell: Incendiary Slime
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Wizard 2
Save: Reflex half
SR: Yes
---
!!
```
## Incendiary Slime
Conjuration (Creation)
**Level:** Wizard 2
This spell functions like grease (PH 237), but the liquid is also highly flammable. If any fire damage is dealt within the area of the spell (or to the subject of the spell), the spell's area (or subject) bursts into flame. This effect deals 4d6 points of damage to anyone in the area (or holding the subject), but also ends the spell's duration. A successful Reflex save halves this damage.
## Incendiary Surge
Evocation [Fire]
**Level:** Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 30 ft.
**Area:** Cone-shaped burst
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
This spell deals 1d6 points of fire damage per caster level (maximum 10d6) to all creatures in the area. If you cast incendiary surge again before the end of your next turn, the second casting deals 1d8 points of damage per caster level (maximum 10d8), and you gain a +2 bonus on any caster level checks made to overcome spell resistance with that casting of the spell.
```
@@---
Spell: Incite
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 1, cleric 1, sorcerer/ wizard 1
Save: Will negates
SR: Yes
---
!!
```
## Incite
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 1, cleric 1, sorcerer/ wizard 1
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** Creatures in a 10-ft. burst
**Duration:** 1 minute/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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.
```
@@---
Spell: Incite Riot
School: Enchantment
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 5, beguiler 5, Wizard 5
Save: Will negates
SR: Yes
---
!!
```
## Incite Riot
Enchantment [Mind-Affecting]
**Level:** Bard 5, beguiler 5, Wizard 5
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. apart
**Duration:** 1 round
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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.
```
@@---
Spell: Incorporeal Enhancement
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Wizard 3
Save: None
SR: No
---
!!
```
## Incorporeal Enhancement
Necromancy [Evil]
**Level:** Wizard 3
**Components:** V, S, M
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One incorporeal undead/ level
**Duration:** 24 hours
**Saving Throw:** None
**Spell Resistance:** No
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 amount 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.
```
@@---
Spell: Incorporeal Nova
School: Necromancy
Descriptor: Death
NSch:
NSubSch:
Level: Cleric 5, Wizard 6
Save: Will negates
SR: Yes
---
!!
```
## Incorporeal Nova
Necromancy [Death]
**Level:** Cleric 5, Wizard 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 50-ft. radius burst
**Duration:** Instantaneous
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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.
```
@@---
Spell: Increase Virulence
School: Transmutation
NSch:
NSubSch:
Level: Assassin 2, bard 2, blackguard 2, Wizard 2
Save: None
SR: No
---
!!
```
## Increase Virulence
Transmutation
**Level:** Assassin 2, bard 2, blackguard 2, Wizard 2
**Components:** V, S, M
**Casting Time:** 1 minute
**Range:** Touch
**Target:** Vial of poison or creature touched
**Duration:** 1 minute/level
**Saving Throw:** None
**Spell Resistance:** No
You make the poison in a vial or a creature more lethal. The DCs for all saving throws against the poison increase by 2.
Material Component: Licorice root.
```
@@---
Spell: Indisputable Possession
Source: Magic of Eberron
School: Conjuration
Subschool: Teleportation
NSch:
NSubSch:
Level: Artificer 1
Save: None (object)
SR: No (object)
---
!!
```
## Indisputable Possession
Source: Magic of Eberron
Conjuration (Teleportation)
**Level:** Artificer 1
**Components:** V, S
**Casting Time:** 1 minute **Range:** Touch
**Target:** Object touched
**Duration:** 10 minutes/level
**Saving Throw:** None (object)
**Spell Resistance:** No (object)
This infusion creates a bond between you and an object. If that item ever leaves your possession, you can call it back to your hand as a move action. The bond is severed if the item is out of your possession for more than 1 minute per artificer level. A creature holding onto an item you are trying to retrieve can make a Will save to retain its grasp on the item, but that creature must be holding or wearing it, not merely carrying the object among its possessions.
```
@@---
Spell: Indomitability
School: Abjuration
NSch:
NSubSch:
Level: Wizard 5
Save: None (harmless)
SR: Yes (harmless)
---
!!
```
## Indomitability
Abjuration
**Level:** Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 minute/level or until discharged
**Saving Throw:** None (harmless)
**Spell Resistance:** Yes (harmless)
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.
```
@@---
Spell: Inevitable Defeat
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Beguiler 3, Wizard 3
Save: None and Will negates; see text
SR: Yes
---
!!
```
## Inevitable Defeat
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Beguiler 3, Wizard 3
**Components:** V, S **Casting Time:** 1 standard action
**Range:** Touch
**Target:** One creature
**Duration:** 1 round/level
**Saving Throw:** None and Will negates; see text
**Spell Resistance:** Yes
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.
```
@@---
Spell: Infallible Servant
Source: Exemplars of Evil
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 3, druid 4, Wizard 3
Save: Will negates; see text
SR: No
---
!!
```
## Infallible Servant
Source: Exemplars of Evil
Necromancy [Evil]
**Level:** Cleric 3, druid 4, Wizard 3
**Components:** V, S, M
**Casting Time:** 1 minute
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 hour/level (D)
**Saving Throw:** Will negates; see text
**Spell Resistance:** No
You rub dung onto your minion's brow, intoning dark words to bind his life to your cause.
With a touch, you give a target a powerful motivation to avoid failure. If the target is captured by non-evil creatures or is slain, his body dissolves into foul sludge. The target is utterly destroyed and cannot be affected by any spell or effect that restores life (such as true resurrection) or a semblance of life (such as animate dead) short of miracle or wish.
When the target dissolves, all creatures within 30 feet must succeed on a Fortitude save against the spell's DC or become nauseated for 1d4 rounds.
Material Component: Dung from an evil creature.
```
@@---
Spell: Infernal Threnody
School: Evocation
Descriptor: Evil, Sonic
NSch:
NSubSch:
Level: Bard 3
Save: Will negates
SR: Yes
---
!!
```
## Infernal Threnody
Evocation [Evil, Sonic]
**Level:** Bard 3
**Components:** V, S
**Casting Time:** 1 round
**Range:** 50 ft.
**Area:** 50-ft. radius emanation centered on you
**Duration:** 1 round/level (D)
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You can strike up a pulsing, powerful rhythm that temporarily boosts by 2 the effective caster level of each evilaligned divine spellcaster within range. This increase does not grant access to additional spells, but it does improve all spell effects that are dependent on caster level. Within the spell's area, each evil-aligned divine spellcaster gains a +4 profane bonus on Charisma checks to rebuke undead, and each good-aligned divine spellcaster takes a ?4 profane penalty on Charisma checks to turn undead.
```
@@---
Spell: Infernal Transformation
School: Transmutation
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 7
Save: Personal
**Target:** You
---
!!
```
## Infernal Transformation
Transmutation [Evil]
**Level:** Cleric 7
This spell functions like lesser infernal transformation, except when you cast this spell, you assume the physical appearance and many of the qualities and abilities of a bone devil (MM 52). While under the effect of the spell, your creature type changes to outsider (baatezu, evil, lawful), and your size changes to Large. You have the space and reach of a bone devil (10 feet/10 feet). You gain a +4 profane bonus to Strength and Constitution and darkvision out to 60 feet. You gain damage reduction 5/good. You also grow a tail like that of a scorpion. Whenever you take a full attack action, you can use the tail to make an additional attack each round at your highest attack bonus. A successful attack deals 3d4 points of damage + your Str modifier. This attack overcomes damage reduction as if it were an evil weapon. Creatures hit by the tail attack must make a Fortitude saving throw (DC 10 + 1/2 character level + Con modifier) or be subjected to poison (injury, initial damage 1d6 Str, secondary damage 2d6 Str). Your equipment grows to match your new size and form, allowing the tail attack to function even if you are wearing heavy armor or other restrictive clothing. You gain the ability to speak and understand Infernal.
## Infernal Transformation, Lesser
Transmutation [Evil]
**Level:** Cleric 4
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
When you cast this spell, you assume the physical appearance and many of the qualities and abilities of a bearded devil (MM 52). While under the effect of the spell, your creature type changes to outsider (baatezu, evil, lawful), and your size changes to Medium. You have the space and reach of a bearded devil (5 feet/5 feet). You gain a +2 profane bonus to Strength and Constitution and darkvision out to 60 feet. You grow a snaky beard. Whenever you take a full attack action, you can use the beard to make an additional attack each round at your highest attack bonus plus all appropriate modifiers. A successful attack deals 1d8 points of damage + your Str modifier. This attack overcomes damage reduction as if it were an evil weapon. Creatures hit by the beard attack must make a Fortitude saving throw (DC 10 + 1/2 character level + Con modifier) or be affected by the devil chills disease (Dmg 292). You gain the ability to speak and understand Infernal.
```
@@---
Spell: Infernal Wound
School: Transmutation
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 2, Wizard 2
Save: None
SR: No
---
!!
```
## Infernal Wound
Transmutation [Evil]
**Level:** Cleric 2, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Weapon touched
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
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.
```
@@---
Spell: Inferno
School: Transmutation
Descriptor: Fire
NSch:
NSubSch:
Level: Druid 5
Save: Fortitude negates and Reflex partial; see text
SR: Yes
---
!!
```
## Inferno
Transmutation [Fire]
**Level:** Druid 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./ 2 levels)
**Target:** One creature
**Duration:** 6 rounds; see text
**Saving Throw:** Fortitude negates and Reflex partial; see text
**Spell Resistance:** Yes
The target of the inferno takes 6d6 points of fire damage unless it makes a Fortitude save. In each round thereafter, the fire deals 1d6 fewer points of damage (minimum 1d6) until the spell ends or the subject manages to extinguish the flames. Thus, the fire deals 5d6 points of damage in the second round, 4d6 points in the third round, and so forth. Flammable, nonmagical items carried by the target automatically fail their saves to resist this damage. After the first round, the subject can attempt a DC 15 Reflex save as a full-round action to extinguish the flames before taking additional damage. Rolling on the ground (the subject becomes prone) allows the target a +2 bonus on this save. Leaping into a large body of water or magically extinguishing the flames automatically ends the effect.
Material Component: A gob of beeswax.
```
@@---
Spell: Infestation Of Maggots
School: Necromancy
NSch:
NSubSch:
Level: Druid 3
Save: Fortitude negates
SR: Yes
---
!!
```
## Infestation Of Maggots
Necromancy
**Level:** Druid 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 round/2 levels
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
With a successful melee touch attack, you infest a creature with maggotlike creatures. If the touched creature fails a Fortitude saving throw, the magical maggots deal 1d4 points of Constitution damage each round at the beginning of your turn. The subject makes a new Fortitude save each round to negate the damage in that round and end the effect. The infestation can be removed with a remove disease or heal spell. Material Component: A handful of dead, dried flies.
```
@@---
Spell: Inflict Critical Damage
Source: Eberron Campaign Setting
School: Transmutation
NSch:
NSubSch:
Level: Artificer 4
Save: None
SR: Yes
---
!!
```
## Inflict Critical Damage
Source: Eberron Campaign Setting
Transmutation
**Level:** Artificer 4
As inflict light damage, except inflict critical damage deals 4d8 points of damage + 1 point per caster level maximum +20).
## Inflict Critical Wounds
Necromancy
**Level:** Cleric 4, Destruction 4
This spell functions like inflict light wounds, except that you deal 4d8 points of damage +1 point per caster level (maximum +20).
## Inflict Critical Wounds, Mass
Necromancy
**Level:** Cleric 8
This spell functions like mass inflict light wounds, except that it deals 4d8 points of damage +1 point per caster level (maximum +40).
## Inflict Light Damage
Source: Eberron Campaign Setting
Transmutation
**Level:** Artificer 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Construct touched
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
When laying your hand upon a construct, you transmute its structure to deal 1d8 points of damage +1 point per caster level (maximum +5).
```
@@---
Spell: Inflict Light Damage, Mass
School: Transmutation
NSch:
NSubSch:
Level: Artificer 5
Save: Will half
SR: Yes
---
!!
```
## Inflict Light Damage, Mass
Transmutation
**Level:** Artificer 5
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One construct/level, no two of which can be more than 30 ft. apart
**Saving Throw:** Will half
**Spell Resistance:** Yes
Transmuting energy spreads out around the targets, dealing 1d8 points of damage +1 point per caster level maximum +25) to constructs.
```
@@---
Spell: Inflict Light Wounds
School: Necromancy
NSch:
NSubSch:
Level: Cleric 1, Destruction 1
Save: Will half
SR: Yes
---
!!
```
## Inflict Light Wounds
Necromancy
**Level:** Cleric 1, Destruction 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** Instantaneous
**Saving Throw:** Will half
**Spell Resistance:** Yes
When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage +1 point per caster level (maximum +5).
Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.
```
@@---
Spell: Inflict Light Wounds, Mass
School: Necromancy
NSch:
NSubSch:
Level: Cleric 5, Destruction 5
Save: Will half
SR: Yes
---
!!
```
## Inflict Light Wounds, Mass
Necromancy
**Level:** Cleric 5, Destruction 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature/level, no two of which can be more than 30 ft. apart
**Duration:** Instantaneous
**Saving Throw:** Will half
**Spell Resistance:** Yes
Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage +1 point per caster level (maximum +25) to nearby living enemies.
Like other inflict spells, mass inflict light wounds cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells.
```
@@---
Spell: Inflict Minor Wounds
School: Necromancy
NSch:
NSubSch:
Level: Cleric 0
Save: Will negates
This spell functions like inflict light wounds, except that you deal 1 point of damage and a Will save negates the damage instead of halving it.
---
!!
```
## Inflict Minor Wounds
Necromancy
**Level:** Cleric 0
**Saving Throw:** Will negates
This spell functions like inflict light wounds, except that you deal 1 point of damage and a Will save negates the damage instead of halving it.
```
@@---
Spell: Inflict Moderate Damage
Source: Eberron Campaign Setting
School: Transmutation
NSch:
NSubSch:
Level: Artificer 2
Save: Will negates
SR: Yes
---
!!
```
## Inflict Moderate Damage
Source: Eberron Campaign Setting
Transmutation
**Level:** Artificer 2
As inflict light damage, except inflict moderate damage deals 2d8 points of damage + 1 point per caster level (maximum +10).
## Inflict Moderate Damage, Mass
Transmutation
**Level:** Artificer 6
This spell functions like mass inflict light damage, except that it deals 2d8 points of damage +1 point per caster level (maximum +30).
## Inflict Moderate Wounds
Necromancy
**Level:** Cleric 2
This spell functions like inflict light wounds, except that you deal 2d8 points of damage +1 point per caster level (maximum +10).
## Inflict Moderate Wounds, Mass
Necromancy
**Level:** Cleric 6
This spell functions like mass inflict light wounds, except that it deals 2d8 points of damage +1 point per caster level (maximum +30).
## Inflict Serious Damage
Source: Eberron Campaign Setting
Transmutation
**Level:** Artificer 3
As inflict light damage, except inflict serious damage deals 3d8 points of damage + 1 point per caster level (maximum +15).
## Inflict Serious Wounds
Necromancy
**Level:** Cleric 3
This spell functions like inflict light wounds, except that you deal 3d8 points of damage +1 point per caster level (maximum +15).
## Inflict Serious Wounds, Mass
Necromancy
**Level:** Cleric 7
This spell functions like mass inflict light wounds, except that it deals 3d8 points of damage +1 point per caster level (maximum +35).
## Inhibit
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 1, cleric 1, sorcerer/ wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** Instantaneous
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You inhibit your foe from acting. The subject is forced to delay until the following round, acting immediately before you on your initiative count.
```
@@---
Spell: Inky Cloud
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Cleric 2, Wizard 2
Save: None
SR: No
---
!!
```
## Inky Cloud
Conjuration (Creation)
**Level:** Cleric 2, Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action **Range:** 30 ft.
**Area:** 30-ft. radius spread centered on you
**Duration:** 10 minutes/level
**Saving Throw:** None
**Spell Resistance:** No
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; a strong current disperses the cloud in 1 round. This spell functions only underwater.
Material Component: A small vial containing the ink of a squid or octopus.
```
@@---
Spell: Inner Beauty
School: Transmutation
NSch:
NSubSch:
Level: Bard 4
Save: Will negates; see below
SR: Yes
---
!!
```
## Inner Beauty
Transmutation
**Level:** Bard 4
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Target:** One creature
**Duration:** 10 minutes/level
**Saving Throw:** Will negates; see below
**Spell Resistance:** Yes
Although this spell is particularly effective for rooting out demons that have used magic to assume pleasing forms, it also works well for augmenting good-aligned creatures. If the subject is evil, its body and visage twist and deform, taking on a hideous, bestial appearance. In addition, the subject takes a ?4 penalty to Dexterity and Charisma (minimum 0) for the duration of the spell. Furthermore, on the round that this transformation occurs, every creature within a 15-foot radius of the subject that can see it must succeed on a Fortitude save or become nauseated for 1d4 rounds by this sudden revelation of wickedness.
If the subject is good, its body and visage grow lovelier and more elegant, taking on an appearance of rapturous beauty and grace. In addition, the subject gains a +4 sacred bonus to Dexterity and Charisma for the duration of the spell. Furthermore, in the round when this transformation occurs, every creature within a 15-foot radius of the subject that can see it must succeed on a Fortitude save or be stunned for 1 round by this sudden revelation of virtue.
If the targeted creature is neither good nor evil, the spell has no effect. Focus: A handheld mirror worth at least 500 gp.
```
@@---
Spell: Inquisition
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Sanctified 5
Save: Will negates
SR: Yes
---
!!
```
## Inquisition
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Sanctified 5
**Components:** Sacrifice
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature with an Intelligence of 6 or more
**Duration:** See text
**Saving Throw:** Will negates
**Spell Resistance:** Yes
With this spell, the caster compels the target creature to divulge information it may be hiding. If the target fails its save, it is forced to reply to the caster's questions (one question per three caster levels), speak truthfully, and not respond in such a way that the answers provided may be misleading. The questions posed may be answered with a simple yes or no, or they may require a more detailed response. This spell cannot be used to force the target to divulge information it doesn?t know, and the target creature is unable to fabricate lies of any kind while under the spell's hold.
Sacrifice: 1d4 points of Constitution damage.
```
@@---
Spell: Insanity
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Wizard 7
Save: Will negates
SR: Yes
---
!!
```
## Insanity
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Wizard 7
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One living creature
**Duration:** Instantaneous
**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.
```
@@---
Spell: Insect Plague
School: Conjuration
Subschool: Summoning
NSch:
NSubSch:
Level: Cleric 5, Druid 5
Save: None
SR: No
---
!!
```
## Insect Plague
Conjuration (Summoning)
**Level:** Cleric 5, Druid 5
**Components:** V, S, DF
**Casting Time:** 1 round
**Range:** Long (400 ft. + 40 ft./level)
Effect: One swarm of locusts per three levels, each of which must be adjacent to at least one other swarm **Duration:** 1 min./level
**Saving Throw:** None
**Spell Resistance:** No
You summon a number of swarms of locusts (one per three levels, to a maximum of six swarms at 18th level). The swarms must be summoned so that each one is adjacent to at least one other swarm (that is, the swarms must fill one contiguous area). You may summon the locust swarms so that they share the area of other creatures. Each swarm attacks any creatures occupying its area. The swarms are stationary after being summoned, and won?t pursue creatures that flee.
```
@@---
Spell: Insidious Insight
School: Divination
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 2, Wizard 2
Save: Will negates
SR: Yes
---
!!
```
## Insidious Insight
Divination [Mind-Affecting]
**Level:** Bard 2, Wizard 2
**Components:** V
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 day/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
The gnomes of Zilargo use knowledge of any sort as leverage to ensure that their negotiations and social interactions lead to a preferred outcome. Gnome spellcasters developed the insidious insight spell for just this purpose, turning the inner feelings and desires of opposing creatures against them.
While this spell is in effect, you gain great insight into the target creature's secret motivations and desires, granting you a +10 insight bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made against it. Special: Gnome spellcasters cast this spell at +1 caster level.
```
@@---
Spell: Insidious Rhythm
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 1
Save: Will negates
SR: Yes
---
!!
```
## Insidious Rhythm
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 1
**Components:** V, S
**Casting Time:** 1 immediate action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** 1 minute/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
The subject takes a ?4 penalty on Intelligence-based skill checks and Concentration checks due to an endlessly recycling melody stuck in its mind. Whenever the subject attempts to cast, concentrate on, or direct a spell, it must succeed on a Concentration check (DC equal to insidious rhythm's save DC + spell's level) or fail at the attempt.
```
@@---
Spell: Insidious Suggestion
School: Enchantment
Subschool: Compulsion
Descriptor: Language-Dependent, Mind-Affecting, Mindset
NSch:
NSubSch:
Level: Bard 4, Wizard 5
Save: Will negates
SR: Yes
---
!!
```
## Insidious Suggestion
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting, Mindset]
**Level:** Bard 4, Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** See text
**Saving Throw:** Will negates
**Spell Resistance:** Yes
Despite their peaceful and cheerful demeanor, the gnomes of Zilargo practice many subtle techniques to ensure that negotiations and social interactions work out in their favor. Although it is typically used only as a last resort when nonmagical negotiating (or blackmail) fails, the insidious suggestion spell comprises a powerful part of gnome negotiating strategy.
When you cast this spell, it functions just like a suggestion spell (page 285 of the Player's Handbook), except that if the target makes its saving throw, the same suggestion is repeated on your turn in each subsequent round maximum 1 round per caster level). The target creature must make another saving throw each round or be affected by the suggestion, acting out the specified course of action for up to 1 hour per caster level or until the action is completed (as per the suggestion spell). Special: Gnome spellcasters cast this spell at +1 caster level.
Mindset: The energies you manipulate while preparing this spell enhance your force of personality, granting you a +2 competence bonus on Bluff, Diplomacy, and Intimidate checks.
```
@@---
Spell: Insightful Feint
School: Divination
NSch:
NSubSch:
Level: Assassin 1, Wizard 1
Save: Personal
**Target:** You
---
!!
```
## Insightful Feint
Divination
**Level:** Assassin 1, Wizard 1
**Components:** V
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round
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.
```
@@---
Spell: Insignia Of Alarm
School: Abjuration
NSch:
NSubSch:
Level: Bard 2, cleric 2, paladin 2
Save: None
SR: Yes (harmless)
---
!!
```
## Insignia Of Alarm
Abjuration
**Level:** Bard 2, cleric 2, paladin 2
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** 400 ft. + 40 ft./level spread, centered on you
**Target:** All wearers of special insignia within range
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes (harmless)
This spell alerts all wearers of a specific insignia (see below) within range. Such creatures hear a single mental ?ping? (as the alarm spell, page 197 of the Player's Handbook) when this spell is cast.
This spell requires significant preparation. Before using this spell you must forge specially crafted insignias. These can be crafted in the form of amulets, badges, rings, or any similar object, but each one must bear the same logo, crest, or symbol. Each insignia costs 10 gp. Militias, guilds, or churches within a city use this spell to call all its members together.
Focus: A specially prepared insignia (see above).
```
@@---
Spell: Insignia Of Blessing
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Cleric 3, paladin 3
Save: None
SR: Yes (harmless)
---
!!
```
## Insignia Of Blessing
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Cleric 3, paladin 3
**Components:** V, S, F
**Casting Time:** 1 standard action
**Duration:** 1 min./level
**Saving Throw:** None
**Spell Resistance:** Yes (harmless)
This spell functions just like insignia of alarm except that the insignia wearers are also filled with courage. Each insignia wearer gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
```
@@---
Spell: Insignia Of Healing
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Bard 3, cleric 3
Save: Will half (harmless); see text
SR: Yes (harmless); see text
---
!!
```
## Insignia Of Healing
Conjuration (Healing)
**Level:** Bard 3, cleric 3
**Components:** V, S, F
**Casting Time:** 1 standard action
**Duration:** Instantaneous
**Saving Throw:** Will half (harmless); see text
**Spell Resistance:** Yes (harmless); see text
This spell works just like insignia of alarm except the insignia wearers are instead healed by positive energy. The spell cures 1d8 points of damage +1 point per caster level (maximum +10) to all wearers of the insignia. Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. Any undead creature can apply spell resistance and attempt a Will save to take half damage.
```
@@---
Spell: Insignia Of Warding
School: Abjuration
NSch:
NSubSch:
Level: Cleric 3, paladin 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Insignia Of Warding
Abjuration
**Level:** Cleric 3, paladin 3
**Components:** V, S, F
**Casting Time:** 1 standard action
**Duration:** 1 min./level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
This spell works just like insignia of alarm except the insignia wearers also gain a +1 divine bonus to AC and on Fortitude saves.
```
@@---
Spell: Insight Of Good Fortune
School: Divination
NSch:
NSubSch:
Level: Bard 2, cleric 2, Wizard 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Insight Of Good Fortune
Divination
**Level:** Bard 2, cleric 2, Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 minute/level or until discharged
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
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. Material Component: A gold die (worth 20 gp).
```
@@---
Spell: Inspirational Boost
School: Enchantment
Subschool: Compulsion
Descriptor: Mind- Affecting, Sonic
NSch:
NSubSch:
Level: Bard 1
Save: Personal
**Target:** You
---
!!
```
## Inspirational Boost
Enchantment (Compulsion) [Mind- Affecting, Sonic]
**Level:** Bard 1
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round or special; see text
While this spell is in effect, the morale bonus granted by your inspire courage bardic music increases by 1. The effect lasts until your inspire courage effect ends. If you don?t begin to use your inspire courage ability before the beginning of your next turn, the spell's effect ends.
```
@@---
Spell: Inspired Aim
School: Enchantment
Subschool: Compulsion
[Language-Dependent, Mind-Affecting]
NSch:
NSubSch:
Level: Bard 4, cleric 3, Fey 3, ranger 3
Save: Personal
**Target:** You
---
!!
```
## Inspired Aim
Enchantment (Compulsion)
[Language-Dependent, Mind-Affecting]
**Level:** Bard 4, cleric 3, Fey 3, ranger 3
**Components:** V
**Casting Time:** 1 standard action **Range:** 40 ft.
Targets: Allies with 40-ft. radius emanation centered on you
**Duration:** Concentration
Saving Throw:Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You inspire allies within the spell's area to focus their minds on hitting their intended targets. All affected allies gain a +2 insight bonus on all ranged attacks.
## Instant Locksmith
Divination
**Level:** Assassin 1, Wizard 1
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1
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.
```
@@---
Spell: Instant Diversion
School: Illusion
Subschool: Figment
NSch:
NSubSch:
Level: Bard 1, Wizard 1
Save: Personal
**Target:** You
---
!!
```
## Instant Diversion
Illusion (Figment)
**Level:** Bard 1, Wizard 1
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Personal; see text
**Target:** You
**Duration:** 1 round
One or more illusory doubles of you appear, spinning off from your original location as you turn in a circle. You create one double plus one for every four caster levels you have (minimum one, maximum five). You are then free to go elsewhere while your doubles move away in a manner of your choosing.
The doubles move at your speed and can emit minor sounds such as footsteps or metal clanking, but they can only be made to move, withdraw, or run. Any successful attack against an illusory double destroys it. A double's Armor Class is equal to 10 + your size modifier + your Dex modifier. Figments seem to react normally to area spells (such as looking as though they are burned or dead after being hit by a fireball).
## Instant Refuge
Evocation
**Level:** Wizard 9
**Components:** V, S, M, XP
**Casting Time:** 10 minutes
**Range:** Personal
**Target:** You
**Duration:** Until discharged
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.
Material Component: A concoction made from demon skin and rare herbs worth 250 gp. XP Cost: 100 XP.
```
@@---
Spell: Instant Search
School: Divination
NSch:
NSubSch:
Level: Assassin 1, ranger 1, sorcerer/ wizard 1
Save: Personal
**Target:** You
---
!!
```
## Instant Search
Divination
**Level:** Assassin 1, ranger 1, sorcerer/ wizard 1
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round
You can make one Search check in this round as a free action. You gain a +2 insight bonus on the check.
```
@@---
Spell: Instant Summons
School: Conjuration
Subschool: Summoning
NSch:
NSubSch:
Level: Wizard 7
Save: None
SR: No
---
!!
```
## Instant Summons
Conjuration (Summoning)
**Level:** Wizard 7
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** See text
**Target:** One object weighing 10 lb. or less whose longest dimension is 6 ft. or less
**Duration:** Permanent until discharged
**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. Material Component: A sapphire worth at least 1,000 gp.
```
@@---
Spell: Interfaith Blessing
Source: Complete Champion
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Adept 2, cleric 2, druid 2, shugenja 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Interfaith Blessing
Source: Complete Champion
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Adept 2, cleric 2, druid 2, shugenja 2
**Components:** V, S, DF **Casting Time:** 1 round **Range:** 20 ft.
**Area:** 20-ft. radius burst centered
on you
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
When you cast interfaith blessing, every creature within range is individually blessed by its own deity for the duration of the spell. The specific blessing gained depends on the particular deity worshiped, as given on the table below. A subject that venerates more than one deity must roll randomly to determine which blessing is received.
Deity Blessing
Bahamut, St. Cuthbert, or Yondalla
+1 on attack rolls and saves
Boccob, Corellon Larethian, Vecna, or Wee Jas
+1 on attack rolls and skill checks
Ehlonna, Obad-Hai, or the general worship of nature
+1 on attack rolls and to AC
Erythnul, Gruumsh, or Lolth
+2 on damage rolls
Fharlanghn, Moradin, or Pelor
+2 to AC
Garl Glittergold, Olidammara, or no deity
Roll 1d8 to determine blessing; a result of 6 is player's choice
Heironeous, Hextor, or Nerull
+2 on attack rolls
Kord, Kurtulmak, or Tiamat +1 on attack rolls and damage rolls
```
@@---
Spell: Interminable Echo
School: Illusion
Subschool: Phantasm
Descriptor: Mind-Affecting, Sonic
NSch:
NSubSch:
Level: Bard 4
Save: Will partial
SR: Yes
---
!!
```
## Interminable Echo
Illusion (Phantasm) [Mind-Affecting, Sonic]
**Level:** Bard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 5 rounds
**Saving Throw:** Will partial
**Spell Resistance:** Yes
You fill the target's mind with a barrage of illusory sound. The subject takes a -10 penalty on Listen checks and 2d6 points of sonic damage each round. A successful Will save reduces the duration to 1 round.
```
@@---
Spell: Internal Fire
School: Evocation
Descriptor: Fire
NSch:
NSubSch:
Level: Wu Jen 9 (fire)
Save: Fortitude partial
SR: Yes
---
!!
```
## Internal Fire
Evocation [Fire]
**Level:** Wu Jen 9 (fire)
**Components:** V, S, F
**Casting Time:** 1 round
**Range:** Medium (100 ft. + 10 ft./ level)
Targets: Up to 1 HD/level of creatures, no two of which can be more than 20 ft. apart
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
This spell creates a deadly raging heat in the internal organs of the targets, causing them to burst into flame from within. Targets that fail a Fortitude save die instantly. Those who save successfully take 6d6 points of fire damage +1 point per caster level (maximum +20) instead.
Focus: An iron brazier filled with red-hot charcoal.
```
@@---
Spell: Interplanar Message
School: Evocation
Descriptor: Language-Dependent
NSch:
NSubSch:
Level: Cleric 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Interplanar Message
Evocation [Language-Dependent]
**Level:** Cleric 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** See text
**Target:** One creature
**Duration:** 24 hours/level or until discharged
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
This spell allows you to send a limited message of twenty-five words or less to the targeted creature, who can be on another plane when the message is received. Casting the spell takes a standard action, during which you touch the creature you intend to communicate with. That creature should be able to understand a language you know (otherwise, when the magic is activated, the creature knows that you sent the message, but has no idea what the message is). At any time afterward, you can send your interplanar message to that creature.
The message pops into the target's mind, awake or asleep, and the target is aware that the message has been delivered. If the message arrives when the target is asleep, it might appear as a vivid dream that the target remembers upon awakening. This spell does not obligate nor force the creature you communicate with to act. The target cannot reply to tell you its plans or intentions. The message travels through the Astral Plane to reach its target, so the spell cannot reach planes separate from (not coterminous to or coexistent with) the Astral Plane. You can have only one interplanar message active at any given time.
```
@@---
Spell: Interplanar Telepathic Bond
School: Divination
NSch:
NSubSch:
Level: Wizard 6
Save: None
SR: No
---
!!
```
## Interplanar Telepathic Bond
Divination
**Level:** Wizard 6
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: You plus one willing creature/3 levels, no two of which are more than 30 ft. apart **Duration:** 10 minutes/level (D)
**Saving Throw:** None
**Spell Resistance:** No
This spell functions like telepathic bond (Phb 268), except that the communication functions both on the same plane and across planes.
Material Component: Pieces of eggshell from two different kinds of creatures.
```
@@---
Spell: Interposing Hand
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 5
Save: None
SR: Yes
---
!!
```
## Interposing Hand
Evocation [Force]
**Level:** Wizard 5
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: 10-ft. hand
**Duration:** 1 round/level (D)
**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.
Focus: A soft glove.
```
@@---
Spell: Invest Heavy Protection
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Cleric 5
Save: Will half (harmless); see text
SR: Yes (harmless); see text
---
!!
```
## Invest Heavy Protection
Conjuration (Healing)
**Level:** Cleric 5
This spell functions like invest light protection, except that it cures 5d4 points of damage +1 per two caster levels (maximum +12) and grants damage reduction 5/evil. Undead creatures take an extra 5 points of damage from any weapon or physical attack capable of overcoming good damage reduction.
## Invest Light Protection
Conjuration (Healing)
**Level:** Cleric 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** Instantaneous; see text
**Saving Throw:** Will half (harmless); see text
**Spell Resistance:** Yes (harmless); see text
You heal a living creature you touch of 1d4 points of damage +1 per two caster levels (maximum +3). In addition, the creature touched gains damage reduction 1/evil for 1 minute.
Like cure light wounds, this spell deals damage to undead creatures instead of curing them. In addition, on a failed save undead creatures take an extra 1 point of damage from any weapon or physical attack capable of overcoming good damage reduction for 1 minute.
```
@@---
Spell: Invest Moderate Protection
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Cleric 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Invest Moderate Protection
Conjuration (Healing)
**Level:** Cleric 3
This spell functions like invest light protection, except that it cures 3d4 points of damage +1 per two caster levels (maximum +6) and grants damage reduction 3/evil. Undead creatures take an extra 3 points of damage from any weapon or physical attack capable of overcoming good damage reduction.
## Investiture Of The Amnizu
Transmutation [Evil, Investiture]
**Level:** Blackguard 3, cleric 4, Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You infuse a target with the intellect-sapping power and slippery mind of an amnizu. While under the effect of this spell, the target can, each round as a standard action, make a single melee touch attack. A touched creature takes 1d4 points of Intelligence damage. The subject of this spell can use this touch attack once per two caster levels. The subject of this spell also becomes immune to any effect that would damage, drain, or otherwise reduce its own Intelligence score.
In addition, the subject gains resistance to fire 5. This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the amnizu).
While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.
After the spell's duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.
Material Component: A fist-sized chunk of brimstone.
```
@@---
Spell: Investiture Of The Barbed Devil
School: Transmutation
Descriptor: Evil, Investiture
NSch:
NSubSch:
Level: Blackguard 4, cleric 6, Wizard 6
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Investiture Of The Barbed Devil
Transmutation [Evil, Investiture]
**Level:** Blackguard 4, cleric 6, Wizard 6
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You cause the target of this spell to grow a number of long barbs similar to those found on a barbed devil. While under the effect of the spell, the target does not provoke attacks of opportunity when initiating a grapple. If the subject already has improved grab or the Improved Grapple feat, it instead gains a +4 profane bonus on grapple checks.
Whenever the subject successfully makes a grapple check to grab a foe, pin a foe, or deal damage, it impales its foe on its barbs, dealing extra damage based on its size.
Size Damage
Tiny or smaller
1d8
Small
2d8
Medium
3d8
Large
4d8
Huge
5d8
Gargantuan
6d8
Colossal 7d8
The subject also gains resistance to fire 10. This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the barbed devil). While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture. After the spell's duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.
Material Component: A fist-sized chunk of brimstone.
```
@@---
Spell: Investiture Of The Bearded Devil
School: Transmutation
Descriptor: Evil, Investiture
NSch:
NSubSch:
Level: Blackguard 2, cleric 3, Wizard 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Investiture Of The Bearded Devil
Transmutation [Evil, Investiture]
**Level:** Blackguard 2, cleric 3, Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You cause the target to grow a long, ropy mass of callused tissue from its chin that vaguely resembles a beard. This beard flails about as though it were alive. If the subject successfully hits an adjacent opponent with at least one melee attack in a round, it also automatically hits with its beard, dealing an extra 2d8 points of damage. The subject also gains resistance to fire 5. This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the bearded devil). While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the target of the investiture. After the spell's duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.
Material Component: A fist-sized chunk of brimstone.
```
@@---
Spell: Investiture Of The Chain Devil
School: Transmutation
Descriptor: Evil, Investiture
NSch:
NSubSch:
Level: Blackguard 2, cleric 3, Wizard 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Investiture Of The Chain Devil
Transmutation [Evil, Investiture]
**Level:** Blackguard 2, cleric 3, Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
While under the effect of this spell, the target is infused with the magical energies and malignant will of a chain devil.
While the spell is in effect, the subject's reach increases by 5 feet, and the subject's maximum number of attacks of opportunity made each round increases by one.
In addition, the subject gains resistance to fire 5. This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the chain devil).
While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture. After the spell's duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.
Material Component: A fist-sized chunk of brimstone.
```
@@---
Spell: Investiture Of The Erinyes
School: Transmutation
Descriptor: Evil, Investiture
NSch:
NSubSch:
Level: Blackguard 3, cleric 4, Wizard 4
Save: Will negates (harmless); see text
SR: Yes (harmless)
---
!!
```
## Investiture Of The Erinyes
Transmutation [Evil, Investiture]
**Level:** Blackguard 3, cleric 4, Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless); see text
**Spell Resistance:** Yes (harmless)
The target gains the sinister allure of an erinyes. While the spell is in effect, the subject can beckon a creature it can see clearly, forcing it to approach unless the creature succeeds on a Will save against the spell's save DC. On a failed save, the creature can do nothing on its next action except to attempt to move closer to the subject of investiture of the erinyes. The beckoned creature will not take obviously suicidal actions, such as walking off the edge of a cliff. However, it will move normally through squares threatened by other creatures. This is a mindaffecting compulsion effect.
Once the beckoned creature enters an adjacent square, or if it was already in an adjacent square, it takes no further action that round. The subject of this spell can use this effect once per three caster levels.
In addition, the subject gains resistance to fire 5. This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the erinyes).
While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture. After the spell's duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute. Material Component: A fist-sized chunk of brimstone.
```
@@---
Spell: Investiture Of The Harvester Devil
School: Transmutation
Descriptor: Evil, Investiture
NSch:
NSubSch:
Level: Blackguard 3, cleric 4, Wizard 4
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Investiture Of The Harvester Devil
Transmutation [Evil, Investiture]
**Level:** Blackguard 3, cleric 4, Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The target of this spell deals horrific, lingering wounds with its melee attacks. If it successfully strikes an opponent with a melee attack, it causes an infernal wound that deals an extra 1d6 points of damage each round until the creature dies, or until the struck creature is the recipient of a DC 20 Heal check, a cure spell, or a heal spell. A creature can be affected by the lingering damage of only one such infernal wound at a time.
In addition, the subject gains resistance to fire 5. This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the harvester devil).
While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.
After the spell's duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.
Material Component: A fist-sized chunk of brimstone.
```
@@---
Spell: Investiture Of The Hellfire Engine
School: Transmutation
Descriptor: Evil, Investiture
NSch:
NSubSch:
Level: Cleric 9, Wizard 9
Save: Will negates (harmless); see text
SR: Yes (harmless)
---
!!
```
## Investiture Of The Hellfire Engine
Transmutation [Evil, Investiture]
**Level:** Cleric 9, Wizard 9
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless); see text
**Spell Resistance:** Yes (harmless)
A creature affected by investiture of the hellfire engine gains all the benefits described under the iron body spell (PH 245), except that its flesh transforms into living cold iron. Its unarmed natural attacks count as cold iron for the purpose of overcoming damage reduction.
In addition, the subject can breathe a 30-foot cone of hellfire that deals 8d10 points damage. This damage is not fire damage, and is not subject to being reduced by resistance to fire-based attacks, such as that granted by protection from energy (fire), fire shield (chill shield), and similar magic. All creatures in the area are entitled to a Reflex save against the spell's DC for half damage. The subject must wait 1d4 rounds between each use of this breath weapon.
The subject also gains resistance to fire 20. This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the chain devil).
While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.
After the spell's duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.
Material Component: A fist-sized chunk of brimstone.
```
@@---
Spell: Investiture Of The Horned Devil
School: Transmutation
Descriptor: Evil, Investiture
NSch:
NSubSch:
Level: Cleric 8, Wizard 8
Save: Will negates (harmless); see text
SR: Yes (harmless)
---
!!
```
## Investiture Of The Horned Devil
Transmutation [Evil, Investiture]
**Level:** Cleric 8, Wizard 8
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless); see text
**Spell Resistance:** Yes (harmless)
This spell infuses a creature with the terrible essence of a horned devil. Whenever the subject successfully strikes another living creature with the first melee attack that it makes in a round, the struck creature must succeed on a Will save against the spell's DC or be stunned for 1 round.
In addition, the subject gains resistance to fire 10. This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the horned devil).
While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture. After the spell's duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute. Material Component: A fist-sized chunk of brimstone.
```
@@---
Spell: Investiture Of The Ice Devil
School: Transmutation
Descriptor: Evil, Investiture
NSch:
NSubSch:
Level: Cleric 7, Wizard 7
Save: Will negates (harmless); see text
SR: Yes (harmless)
---
!!
```
## Investiture Of The Ice Devil
Transmutation [Evil, Investiture]
**Level:** Cleric 7, Wizard 7
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless); see text
**Spell Resistance:** Yes (harmless)
You infuse a creature with the savage brutality and cold cunning of an ice devil. While under the effect of this spell, whenever the subject hits a living creature with a melee attack, that creature must succeed on a Will save against the spell's DC or be slowed for 3 rounds. The subject also deals an extra 1d6 points of cold damage with each successful melee attack that it makes with a weapon or natural weapon. In addition, the subject gains resistance to cold and fire 10. The resistance to fire stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the ice devil).
While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.
After the spell's duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.
Material Component: A fist-sized chunk of brimstone.
```
@@---
Spell: Investiture Of The Malebranche
School: Transmutation
Descriptor: Evil, Investiture
NSch:
NSubSch:
Level: Blackguard 4, cleric 6, Wizard 6
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Investiture Of The Malebranche
Transmutation [Evil, Investiture]
**Level:** Blackguard 4, cleric 6, Wizard 6
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You infuse a creature with the raw power of the mighty malebranche, causing it to grow twisted horns of blackened bone from of its brow. While under the effect of this spell, the subject deals extra damage whenever it successfully hits with a charge attack, depending on its size.
Size Damage
Tiny or smaller
-
Small
1d6
Medium
2d6
Large
3d6
Huge
4d6
Gargantuan
6d6
Colossal 8d6
In addition, the subject gains resistance to fire 10. This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the malebranche).
While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.
After the spell's duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.
Material Component: A fist-sized chunk of brimstone.
```
@@---
Spell: Investiture Of The Narzugon
School: Transmutation
Descriptor: Evil, Investiture
NSch:
NSubSch:
Level: Blackguard 4, cleric 5, Wizard 5
Save: Will negates (harmless); see text
SR: Yes (harmless)
---
!!
```
## Investiture Of The Narzugon
Transmutation [Evil, Investiture]
**Level:** Blackguard 4, cleric 5, Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless); see text
**Spell Resistance:** Yes (harmless)
You bind the dread essence of a narzugon to a target creature, filling it with the misery and horror that defines the devil's existence. The subject of this spell can use a baleful gaze as a standard action. The gaze affects a single creature within 20 feet. That creature must succeed on a Will save against the spell's save DC or be immobilized for 1 round as if affected by a hold monster spell. Baatezu are immune to this gaze attack. Once a creature has successfully resisted this effect, it cannot be affected by this gaze from the same creature for 24 hours. The subject also gains resistance to fire 10. This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the narzugon).
While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.
After the spell's duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.
Material Component: A fist-sized chunk of brimstone.
```
@@---
Spell: Investiture Of The Orthon
School: Transmutation
Descriptor: Evil, Investiture
NSch:
NSubSch:
Level: Blackguard 4, cleric 5, Wizard 5
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Investiture Of The Orthon
Transmutation [Evil, Investiture]
**Level:** Blackguard 4, cleric 5, Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
While under the effect of this spell, a creature is infused with the disruptive power of an orthon. As an immediate action, the subject of this spell can erect a 20-foot radius field that disrupts teleportation spells or effects. All creatures in the area are prevented from using any spell, spell-like ability, or supernatural ability that provides such movement, as if they were in the area of a dimensional lock spell. Each use of this field lasts 1 round.
In addition, the subject of the spell gains the benefit of a sonic shield for as long as the spell remains in effect. This shield functions like the fire shield spell, except that it deals sonic damage instead of cold or fire, and the subject takes half damage from acid-based attacks. If exposed to an acid attack that allows a Reflex save for half damage, the subject takes no damage on a successful save.
The subject gains resistance to fire 10. This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the orthon).
While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.
After the spell's duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.
Material Component: A fist-sized chunk of brimstone.
```
@@---
Spell: Investiture Of The Pit Fiend
School: Transmutation
Descriptor: Evil, Investiture
NSch:
NSubSch:
Level: Cleric 9, Wizard 9
Save: Will negates (harmless); see text
SR: Yes (harmless)
---
!!
```
## Investiture Of The Pit Fiend
Transmutation [Evil, Investiture]
**Level:** Cleric 9, Wizard 9
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless); see text
**Spell Resistance:** Yes (harmless)
You infuse a creature with the terrifying power of a pit fiend. The spell causes the subject's mouth to expand to accommodate new dripping fangs. To add to this devilish effect, a pair of red leathery wings tears free from the flesh of the subject's back, granting it a fly speed of 60 feet with average maneuverability. The subject of the spell gains these benefits regardless of his aspect choice (see below).
The power granted to the subject by investiture of the pit fiend can manifest in one of three ways. At the beginning of each round, the invested creature chooses which aspect of the spell will be in place.
Aspect of Tyranny: The invested creature's hands lengthen to horrific claws, and the creature gains powerful melee attacks.
While the aspect of tyranny is in effect, the invested creature can attack with both its claws and wings. Each attack deals base damage of 2d6 points. The claws are treated as primary melee attacks with a natural weapon, and the wing attacks are treated as secondary attacks with a natural weapon. When making attacks with these claws and wings, the invested creature has a base attack bonus equal to its character level (or Hit Dice, if the invested creature has a level adjustment).
When taking a full attack action and using only the natural weapons granted by the aspect of tyranny, the secondary attacks are made with only a ?2 penalty rather than the normal ?5. Because these are natural attacks, the invested creature cannot make multiple attacks because of a high base attack bonus.
Aspect of Pestilence: When the invested creature chooses to manifest the aspect of pestilence, it can, as a standard action, release a cloud of disease-ridden air. Creatures within 10 feet of the subject when it generates this effect must succeed on a Fortitude saving throw against the spell's DC or take 2 points of Strength damage.
Aspect of Terror: When the invested creature chooses to manifest the aspect of terror, it can, as a standard action, release a powerful wave of fear. Creatures within 10 feet of the subject when it generates this effect must succeed on a Will saving throw against the spell's DC or become frightened for 2 rounds. This wave of fear is a mindaffecting fear effect.
The subject gains immunity to poison and resistance to fire 20. This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the pit fiend).
While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.
After the spell's duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.
Material Component: A fist-sized chunk of brimstone.
```
@@---
Spell: Investiture Of The Spined Devil
School: Transmutation
Descriptor: Evil, Investiture
NSch:
NSubSch:
Level: Blackguard 1, cleric 2, Wizard 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Investiture Of The Spined Devil
Transmutation [Evil, Investiture]
**Level:** Blackguard 1, cleric 2, Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You cause a creature to suddenly bristle with spines. The subject can snap its body forward to unleash a volley of up to three spines as a standard action (make a separate attack roll for each spine). The spines each deal 1d6 points of damage plus the subject's Strength modifier. This attack has a range of 60 feet with no range increment. The spines can be directed against different targets if desired, but all targets must be within 30 feet of one another. The subject can launch up to fifteen spines per casting of this spell.
In addition, the subject gains resistance to fire 5. This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the spined devil).
While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.
After the spell's duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.
Material Component: A fist-sized chunk of brimstone.
```
@@---
Spell: Investiture Of The Steel Devil
School: Transmutation
Descriptor: Evil, Investiture
NSch:
NSubSch:
Level: Blackguard 3, cleric 4, Wizard 4
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Investiture Of The Steel Devil
Transmutation [Evil, Investiture]
**Level:** Blackguard 3, cleric 4, Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
While under the effect of this spell, the target is infused with the magical energy and deadly skill of a steel devil. While the spell is in effect, the target gains a +3 profane bonus on attack rolls and to Armor Class. This bonus increases by 1 for every adjacent creature that is also under the effect of an investiture of the steel devil spell. In addition, the subject gains resistance to fire 5. This resistance stacks with the resistance granted by other evil investiture spells (but not with multiple castings of investiture of the steel devil).
While this spell is in effect, magic weapons with the evil outsider bane special ability have full effect against the subject of the investiture.
After the spell's duration expires (or if it is dispelled or ended through some other means), the subject is fatigued for 1 minute.
Material Component: A fist-sized chunk of brimstone.
```
@@---
Spell: Invoke Elemental
Source: Explorer's Handbook
School: Conjuration
NSch:
NSubSch:
Level: Artificer 5
Save: Will negates; see text
SR: No
---
!!
```
## Invoke Elemental
Source: Explorer's Handbook
Conjuration
**Level:** Artificer 5
**Components:** V, S
**Casting Time:** 1 round
**Range:** Touch
**Target:** Vehicle with a bound elemental touched
**Duration:** 1 round/level (D)
**Saving Throw:** Will negates; see text
**Spell Resistance:** No
You temporarily release a bound elemental and compel it to obey you. In the round you imbue the infusion, you must touch the vehicle to which the elemental has been bound, with the elemental appearing adjacent to you when the casting is complete. The elemental acts immediately on your turn, attacking your opponents to the best of its ability. You can verbally direct the elemental not to attack, to attack particular enemies, or to perform other actions.
While the elemental is invoked, it is no longer bound to the target vehicle. The vehicle is treated as if the elemental is suppressed until the infusion ends (see Explorer's Handbook, page xx). Should the elemental be destroyed or affected by a spell that would send it back to its plane of origin while it is invoked, it vanishes and remains suppressed for 24 hours, during which time it cannot be invoked again with this infusion.
You can dismiss this effect as a free action on your turn, sending the elemental back to its bound state. If the elemental is uncontrolled at the time the infusion is imbued (or controlled by someone other than you), it receives a Will saving throw to resist the infusion.
```
@@---
Spell: Invoke The Cerulean Sign
School: Evocation
NSch:
NSubSch:
Level: Bard 3, cleric 3, druid 2, paladin 3, ranger 2, Wizard 3
Save: Fortitude negates
SR: No
---
!!
```
## Invoke The Cerulean Sign
Evocation
**Level:** Bard 3, cleric 3, druid 2, paladin 3, ranger 2, Wizard 3
**Components:** S
**Casting Time:** 1 standard action **Range:** 30 ft.
**Area:** Multiple aberrations whose combined total Hit Dice do not exceed twice caster level in a spread emanating from the character to the extreme of the range.
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates
**Spell Resistance:** No
The cerulean sign is an ancient symbol said to embody the purity of the natural world, and as such it is anathema to aberrations.
While druids and rangers are the classes most often known to cast this ancient spell, its magic is nearly universal and can be mastered by all spellcasting classes.
When you cast this spell, you trace the cerulean sign in the air with a hand, leaving a glowing blue rune in the air for a brief moment before it flashes and fills the area of effect with a pulse of cerulean light. Any aberration within the area must make a Fortitude saving throw or suffer the following ill effects. Closer aberrations are affected first. Each effect lasts for 1 round.
Aberration Hit Dice Effect
Up to caster level +10
None
Up to caster level +5
Sickened
Up to caster level
Nauseated
Up to caster level ?5
Dazed
Up to caster level ?10 Stunned
None: The aberration suffers no ill effect, even if it fails the saving throw.
Sickened: The aberration takes a ?2 penalty on attack rolls, saving throws, skill checks, and ability checks for 1 round.
Nauseated: The aberration cannot attack, cast spells, concentrate on spells, or do anything but take a single move action for 1 round.
Dazed: The aberration can take no actions, but has no penalty to its Armor Class, for 1 round.
Stunned: The aberration drops everything held, can?t take actions, takes a ?2 penalty to AC, and loses its Dexterity bonus to AC (if any) for 1 round.
Once a creature recovers from an effect, it moves up one level on the table. Thus, a creature that is stunned by this spell is dazed the round after that, nauseated the round after that, sickened the round after that, and then recovers fully the next round.
```
@@---
Spell: Invisibility
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Bard 2, Wizard 2, Trickery 2
Save: Personalor touch
**Target:** You or a creature or object weighing no more than 100 lb./level **Duration:** 1 min./level (D)
---
!!
```
## Invisibility
Illusion (Glamer)
**Level:** Bard 2, Wizard 2, Trickery 2
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Personalor touch
**Target:** You or a creature or object weighing no more than 100 lb./level **Duration:** 1 min./level (D)
**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. Arcane Material Component: An eyelash encased in a bit of gum arabic.
```
@@---
Spell: Invisibility, Greater
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Bard 4, Wizard 4
Save: Will negates (harmless)
---
!!
```
## Invisibility, Greater
Illusion (Glamer)
**Level:** Bard 4, Wizard 4
**Components:** V, S
**Target:** You or creature touched
**Duration:** 1 round/level (D)
**Saving Throw:** Will negates (harmless)
This spell functions like invisibility, except that it doesn?t end if the subject attacks.
```
@@---
Spell: Invisibility, Mass
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Wizard 7
Save: Personalor touch
**Target:** You or a creature or object weighing no more than 100 lb./ level
---
!!
```
## Invisibility, Mass
Illusion (Glamer)
**Level:** Wizard 7
**Components:** V, S, M
**Range:** Long (400 ft. + 40 ft./level)
Targets: Any number of creatures, no two of which can be more than 180 ft. apart
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.)
Material Component: An eyelash encased in a bit of gum arabic.
## Invisibility, Superior
Illusion (Glamer)
**Level:** Wizard 8
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personalor touch
**Target:** You or a creature or object weighing no more than 100 lb./ level
**Duration:** 1 minute/level (D)
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** No
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.
```
@@---
Spell: Invisibility, Swift
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Assassin 2, bard 1
Save: Personal
**Target:** You
---
!!
```
## Invisibility, Swift
Illusion (Glamer)
**Level:** Assassin 2, bard 1
**Components:** V
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round
This spell functions like invisibility (PH 245), except as noted above.
```
@@---
Spell: Invisibility Purge
School: Evocation
NSch:
NSubSch:
Level: Cleric 3
Save: Personal
**Target:** You
---
!!
```
## Invisibility Purge
Evocation
**Level:** Cleric 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 min./level (D)
You surround yourself with a sphere of power with a radius of 5 feet per caster level that negates all forms of invisibility.
Anything invisible becomes visible while in the area.
```
@@---
Spell: Invisibility Sphere
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Bard 3, Wizard 3
Save: Personal
**Target:** You
---
!!
```
## Invisibility Sphere
Illusion (Glamer)
**Level:** Bard 3, Wizard 3
**Components:** V, S, M
**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.
## Invoke Magic
Evocation
**Level:** Wizard 9
**Components:** V, S, M
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round
You cause a flicker of magic to momentarily exist in a place where magic cannot normally function, such as within the area of an antimagic field, a dead magic area, or a null-magic plane. This allows you the ability to cast a single spell of 4th level or lower, which then ends the spell's effect.
Casting invoke magic is a swift action, like casting a quickened spell. You can perform only one swift action each round.
Normally, you cast invoke magic and then immediately follow it by casting another spell as a standard action. Material Component: A diamond worth at least 1,000 gp.
```
@@---
Spell: Involuntary Shapeshifting
School: Transmutation
NSch:
NSubSch:
Level: Wizard 5, Transformation 4
Save: Fortitude negates
SR: Yes
---
!!
```
## Involuntary Shapeshifting
Transmutation
**Level:** Wizard 5, Transformation 4
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 round/2 levels (D)
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
For the duration of the spell, you force the target creature to change shape on its turn every round if it has an extraordinary or supernatural ability that allows it to do so. For example, a 5th-level druid under the effect of the spell must wild shape until the duration expires (or until she runs out of uses per day), a changeling must use its minor change shape ability, a shifter must use its shifting ability, and a doppelganger or rakshasa must change shape. Changing shape in this way requires as much time as the target creature's ability normally requires, but it can perform additional actions as it chooses (so long as it has actions remaining in the round).
Each time that a creature affected by this spell changes shape, it experiences wracking pain, taking 1 point of damage per caster level (maximum 15 points). Target creatures who are able to adopt more than one alternative form can choose which form involuntary shapeshifting forces them to take. If the target of the spell does not have an alternative form available, or if the target's alternative form cannot be assumed (for instance, while a creature with a supernatural change shape ability is within an antimagic field), the spell has no effect.
```
@@---
Spell: Irian's Light
School: Evocation
NSch:
NSubSch:
Level: Cleric 3
Save: None
SR: Yes
---
!!
```
## Irian's Light
Evocation
**Level:** Cleric 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Ray
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
You channel the light of Irian, the Eternal Day, into one or more brilliant rays of positive energy that heal the living and reave the undead. You may fire one ray, plus one additional ray for every four levels beyond 3rd (so two rays at 7th level and a maximum three rays at 11th level). Each ray requires a ranged touch attack to hit. Any living or deathless creature struck by a ray heals 2d8 points of damage.
Any undead creature struck by a ray takes 2d8 points of damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously. Special: Aerenal elf spellcasters cast this spell at +1 caster level.
```
@@---
Spell: Iron Body
School: Transmutation
NSch:
NSubSch:
Level: Earth 8, Wizard 8
Save: Personal
**Target:** You
---
!!
```
## Iron Body
Transmutation
**Level:** Earth 8, Wizard 8
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 min./level (D)
This spell transforms your body into living iron, which grants you several powerful resistances and abilities. You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire of all kinds. However, you also become vulnerable to all special attacks that affect iron golems. You gain a +6 enhancement bonus to your Strength score, but you take a ?6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 50% and a ?8 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can?t use potions) or play wind instruments.
Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and you are considered armed when making unarmed attacks.
Your weight increases by a factor of ten, 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.
Arcane Material Component: A small piece of iron that was once part of either an iron golem, a hero's armor, or a war machine.
```
@@---
Spell: Iron Bones
School: NSch:
NSubSch:
Level: Cleric 4, Wizard 4
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Iron Bones
**Level:** Cleric 4, Wizard 4
This spell functions like stone bones, except that the subject creature's skeleton changes to iron. The creature gains a +6 natural armor bonus to AC.
Arcane Focus: A miniature skull made out of iron or steel.
## Iron Construct
Source: Eberron Campaign Setting
Transmutation
**Level:** Artificer 4
**Components:** S, M
**Casting Time:** 1 round
**Range:** Touch
**Target:** Construct touched
**Duration:** 1 min./level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You transform an existing construct into a powerhouse of hardened iron, similar to the effect of the iron body spell. The construct gains damage reduction 15/adamantine. It takes half damage from acid and fire attacks of all kinds. Even if it is not a golem, however, it becomes vulnerable to all special attacks that affect iron golems.
The construct gains a +4 enhancement bonus to Strength, but takes a ?4 penalty to Dexterity as well (to a minimum Dexterity of 1).
The construct's weight increases by a factor of five.
Material Component: A small piece ofiron that was once part of an iron golem, a hero's armor, or a war machine.
```
@@---
Spell: Iron Scarf
School: Transmutation
NSch:
NSubSch:
Level: Wu Jen 1 (metal)
Save: None
SR: No
---
!!
```
## Iron Scarf
Transmutation
**Level:** Wu Jen 1 (metal)
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
When you cast this spell, you flick a silk scarf at one creature within range, magically propelling it toward the target. The scarf assumes an ironlike hardness on the way. You must have line of sight to the target and hit with a normal ranged attack with the scarf. If you hit, the target takes 1d8 points of damage +1 point per caster level (maximum +5).
Focus: The silk scarf.
```
@@---
Spell: Iron Silence
School: Transmutation
NSch:
NSubSch:
Level: Assassin 2, bard 2, cleric 2
Save: Will negates (harmless, object)
SR: Yes (harmless, object)
---
!!
```
## Iron Silence
Transmutation
**Level:** Assassin 2, bard 2, cleric 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One suit of armor touched/ 3 levels
**Duration:** 1 hour/level (D)
**Saving Throw:** Will negates (harmless, object)
**Spell Resistance:** Yes (harmless, object)
While this spell is in effect, the armor check penalty from the affected suit or suits of armor does not apply on Hide and Move Silently checks. Only wearers proficient in the armor's use get this benefit when wearing the affected armor. The armor check penalty still applies to other skill checks as normal.
```
@@---
Spell: Ironguard
School: Abjuration
NSch:
NSubSch:
Level: Wizard 7
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Ironguard
Abjuration
**Level:** Wizard 7
**Components:** V, S, F, M
This spell functions like lesser ironguard, except that the subject you touch is immune to magic metal as well. Material Component: A tiny shield of wood, glass, or crystal. Focus: A small nugget of adamantine worth 100 gp.
## Ironguard, Lesser
Abjuration
**Level:** Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 round/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
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.
Material Component: A tiny shield of wood, glass, or crystal.
```
@@---
Spell: Ironguts
School: Abjuration
NSch:
NSubSch:
Level: Bard 1, cleric 1, sorcerer/ wizard 1
Save: Will negates
SR: Yes
---
!!
```
## Ironguts
Abjuration
**Level:** Bard 1, cleric 1, sorcerer/ wizard 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 10 minutes/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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.
Material Component: A vial containing the diluted poison of four different creatures.
```
@@---
Spell: Ironthunder Horn
School: Transmutation
Descriptor: Sonic
NSch:
NSubSch:
Level: Bard 1, Wizard 2
Save: Reflex negates
SR: Yes
---
!!
```
## Ironthunder Horn
Transmutation [Sonic]
**Level:** Bard 1, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 30 ft.
**Area:** Cone-shaped burst
**Duration:** Instantaneous
**Saving Throw:** Reflex negates
**Spell Resistance:** Yes
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.
```
@@---
Spell: Ironwood
School: Transmutation
NSch:
NSubSch:
Level: Druid 6
Save: None
SR: No
---
!!
```
## Ironwood
Transmutation
**Level:** Druid 6
**Components:** V, S, M
**Casting Time:** 1 minute/lb. created
**Range:** 0 ft.
Effect: An ironwood object weighing up to 5 lb./level
**Duration:** One day/level (D)
**Saving Throw:** None
**Spell Resistance:** No
Ironwood is a magical substance created by druids from normal wood. While remaining natural wood in almost every way, ironwood is as strong, heavy, and resistant to fire as steel. Spells that affect metal or iron do not function on ironwood. Spells that affect wood do affect ironwood, although ironwood does not burn. Using this spell with wood shape or a wood-related Craft check, you can fashion wooden items that function as steel items. Thus, wooden plate armor and wooden swords can be created that are as durable as their normal steel counterparts. These items are freely usable by druids.
Further, if you make only half as much ironwood as the spell would normally allow, any weapon, shield, or suit of armor so created is treated as a magic item with a +1 enhancement bonus. Material Component: Wood shaped into the form of the intended ironwood object.
```
@@---
Spell: Irresistible Dance
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 6, Wizard 8
Save: None
SR: Yes
---
!!
```
## Irresistible Dance
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 6, Wizard 8
**Components:** V
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** 1d4+1 rounds
**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.
```
@@---
Spell: Item Alteration
Source: Eberron Campaign Setting
School: Transmutation
NSch:
NSubSch:
Level: Artificer 4
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Item Alteration
Source: Eberron Campaign Setting
Transmutation
**Level:** Artificer 4
**Components:** S
**Casting Time:** 1 round
**Range:** Touch
**Target:** Magic item touched
**Duration:** 10 min./level
**Saving Throw:** Will negates (object)
**Spell Resistance:** Yes (object)
You alter an item that provides a certain type of bonus so that it provides a different type of bonus to the same value or roll. For example, you could change a ring of protection +1 so that it provided a natural armor bonus to Armor Class instead of a deflection bonus, or you could change a cloak of resistance so that it provided a circumstance bonus on saves instead of a resistance bonus. You cannot use this infusion to change an item so that it provides a sacred or profane bonus, nor can you change an item that already does so to make it provide a different kind of bonus. You also cannot make an item provide a dodge bonus to Armor Class.
```
@@---
Spell: Ivory Flesh
School: Transmutation
NSch:
NSubSch:
Level: Bard 1, druid 1, ranger 1
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Ivory Flesh
Transmutation
**Level:** Bard 1, druid 1, ranger 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 hour/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The subject's flesh and all his equipment turn white, granting him a +5 circumstance bonus on Hide checks in heavy snow or ice areas. In any nonwhite-hued area (including ebony ice), ivory flesh instead incurs a ?5 penalty on Hide checks.
```
@@---
Spell: Jagged Tooth
School: Transmutation
NSch:
NSubSch:
Level: Druid 3, ranger 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Jagged Tooth
Transmutation
**Level:** Druid 3, ranger 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One natural slashing or piercing weapon of target creature
**Duration:** 10 minutes/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
This spell doubles the critical threat range of one natural weapon that deals either slashing or piercing damage. Multiple effects that increase a weapon's threat range don?t stack.
```
@@---
Spell: Jaws Of The Moray
School: Transmutation
NSch:
NSubSch:
Level: Druid 2, Wizard 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Jaws Of The Moray
Transmutation
**Level:** Druid 2, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 min./level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
This spell grants the subject a bite attack, which deals damage as indicated below. As a primary attack, it adds the creature's Strength modifier to damage. It can also be used as a secondary natural attack in conjunction with a manufactured weapon. Such secondary attacks do not interfere with the primary attack as attacking with an offhand weapon would do, but the subject takes the usual ?5 penalty (or ?2 with the Multiattack feat) for the bite attack when used as a secondary natural attack.
If the subject hits with its bite attack, it attaches itself to the foe and deals automatic bite damage each round it remains attached. It does not need to make a grapple check, and it does not provoke attacks of opportunity. An attached attacker loses its Dexterity bonus to Armor Class. It cannot use other weapons while attached, but each attack upon from the grappled foe requires a successful grapple check. Others can attack an attached creature with a weapon or grapple. To remove the attached creature through grappling, the opponent must achieve a pin against it.
A creature with a natural bite attack can use its own bite damage, if greater, but still gains the ability to attach itself.
Size Damage
Fine
1d2
Diminutive
1d3
Tiny
1d4
Small
1d6
Medium
1d8
Large
2d6
Huge
2d8
Gargantuan
4d6
Colossal 4d8
```
@@---
Spell: Jaws Of The Wolf
School: Transmutation
NSch:
NSubSch:
Level: Druid 4
Save: None
SR: No
---
!!
```
## Jaws Of The Wolf
Transmutation
**Level:** Druid 4
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One or more created worgs
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** No
You turn small wooden carvings into a number of worgs (MM 256) equal to one for every two caster levels. These worgs appear between you and your opponents. They act on their own but obey your mental commands. If the worgs move beyond the range of the spell, or at the end of the spell, the worgs become carvings again. Killing a worg destroys its focus item.
Focus: One carving of a worg for each that you create (25 gp each).
```
@@---
Spell: Jet Of Steam
School: Evocation
Descriptor: Water
NSch:
NSubSch:
Level: Wizard 1, Wu Jen 1 (water)
Save: Reflex half
SR: Yes
---
!!
```
## Jet Of Steam
Evocation [Water]
**Level:** Wizard 1, Wu Jen 1 (water)
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 30 ft.
**Area:** 30-ft. line
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
You release a powerful jet of superheated steam that deals 1d4 points of fire damage per caster level (maximum 5d4) to each creature within its area. The jet begins at your fingertips.
The jet of steam deals no damage to objects in its path, nor can it set fire to combustibles.
```
@@---
Spell: Jig Of The Waves
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 2
Save: Will negates
SR: Yes
---
!!
```
## Jig Of The Waves
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** One or more creatures in a
10-ft. radius burst
**Duration:** Concentration + 1d4 rounds
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You cause one or more creatures to begin dancing a merry jig. This spell affects a number of HD of creatures equal to the caster level. 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.
Those who are dancing receive a ?2 penalty on attack rolls, saving throws, skill checks, ability checks and Armor Class for the time that they dance. Though they can take actions normally (using the penalties given above), their movement is not their own.
Each round, a creature affected by this spell must take a move action to move half her speed in a random direction. If this movement would place the target in danger (such as dancing into a fire or off the deck), the dance causes the target to stop just short of the threat. Targets can still take their actions, either before or after their movement as they choose.
```
@@---
Spell: Joyful Noise
School: Abjuration
NSch:
NSubSch:
Level: Bard 1
Save: None
SR: No
---
!!
```
## Joyful Noise
Abjuration
**Level:** Bard 1
**Components:** S
**Casting Time:** 1 standard action **Range:** 10 ft.
**Area:** 10-ft. radius emanation centered on you
**Duration:** Concentration; see text
**Saving Throw:** None
**Spell Resistance:** No
You create sonic vibrations that negate any magical silence effect in the area. This zone of negation moves with you and lasts as long as you continue to concentrate. The silence effect is not dispelled but simply held in abeyance; it remains in effect outside the area of the joyful noise effect.
```
@@---
Spell: Jump
School: Transmutation
NSch:
NSubSch:
Level: Druid 1, Ranger 1, Wizard 1
Save: Will negates (harmless)
SR: Yes
---
!!
```
## Jump
Transmutation
**Level:** Druid 1, Ranger 1, Wizard 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 min./level (D)
**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.
```
@@---
Spell: Junglerazer
School: Necromancy
NSch:
NSubSch:
Level: Druid 3, Wizard 3
Save: Reflex half
SR: Yes
---
!!
```
## Junglerazer
Necromancy
**Level:** Druid 3, Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action **Range:** 120 ft.
**Area:** 120-ft. line
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
Fey, vermin, plants and plant creatures, and animals caught in the area take 1d10 points of negative energy damage per caster level (maximum 10d10).
Material Component: A pinch of ash from a burnt plant.
```
@@---
Spell: Jungle's Rapture
School: Transmutation
NSch:
NSubSch:
Level: Druid 5
Save: Will negates
SR: Yes
---
!!
```
## Jungle's Rapture
Transmutation
**Level:** Druid 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living nonplant creature
**Duration:** Permanent (D)
**Saving Throw:** Will negates
**Spell Resistance:** Yes
The creature targeted by this spell immediately takes 1d6 points of Dexterity drain. This drain manifests as a hardening of the limbs and skin as the victim's flesh slowly turns to wood. Each day that passes, the victim takes an additional 1d6 points of Dexterity drain. Even if drained points are restored (through restoration, for example), the target creature still takes Dexterity drain each day until the spell is lifted. Once a victim of jungle's rapture is drained to 0 Dexterity, it immediately transforms into a normal plant of the same size as its original body. Aside from radiating an aura of transmutation magic, the plant is a normal plant with no Intelligence, Wisdom, or Charisma scores. Jungle's rapture is a curse, and as such it cannot be dispelled. It can be removed with a break enchantment, limited wish, miracle, or wish spell. Remove curse works only if the caster level of that spell is equal to or higher than your caster level at the time you cast jungle's rapture.
```
@@---
Spell: Justice Of The Wyrm King
School: Abjuration
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 7
Save: Personal
**Target:** You
---
!!
```
## Justice Of The Wyrm King
Abjuration [Force]
**Level:** Wizard 7
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 5 rounds
You create a field of arcane force around your body that deals retaliatory damage to your attackers. While this spell is active, any creature striking you with a nonreach melee weapon takes 4d6 points of damage.
As part of the casting of this spell, if you are a sorcerer you can sacrifice one additional sorcerer spell slot of up to
9th level; this increases the damage dealt by 2 points for every level of the sacrificed slot. For example, if you use a 7th-level spell slot to cast justice of the wyrm king and sacrifice a 5th-level spell slot to augment it, you deal 4d6+10 points of damage to your attackers.
```
@@---
Spell: Karmic Aura
School: Abjuration
NSch:
NSubSch:
Level: Hexblade 1, Wizard 1
Save: Will partial
SR: Yes
---
!!
```
## Karmic Aura
Abjuration
**Level:** Hexblade 1, Wizard 1
**Components:** V
**Casting Time:** 1 swift action **Range:** 20 ft.
**Area:** 20-ft. radius emanation, centered on you
**Duration:** 1 round/level
**Saving Throw:** Will partial
**Spell Resistance:** Yes
While this spell is in effect, any creature within range that deals damage to you with an attack, spell, or other effect becomes fatigued for 3 rounds. A successful Will save indicates that the attacker is unaffected and immune to the spell's effect until the start of your next turn, but must save again if he damages you after that point. An attacker already fatigued suffers no additional effect from this spell.
Karmic aura, karmic backlash, and karmic retribution interact in an unusual fashion. If you have more than one of these spells active at once, the subject must save against each spell in descending order of spell level. If he fails any of these saves, he is automatically fails any save against any lower-level spell of the set that you have active. (Spell resistance still applies to each effect separately.)
For example, suppose you have all three spells active when a foe strikes you. He first attempts to save against karmic retribution. If that save fails, he is treated as if he had failed his saving throws against all three spells. If the first save succeeds, but the save against karmic backlash fails, he is treated as if he had failed his saves against both that spell and karmic aura. Only if he succeeds on both of the first two saves is he entitled to a save against karmic aura.
```
@@---
Spell: Karmic Backlash
School: Abjuration
NSch:
NSubSch:
Level: Hexblade 2, Wizard 3
Save: Will negates (harmless, object)
SR: Yes (harmless, object)
---
!!
```
## Karmic Backlash
Abjuration
**Level:** Hexblade 2, Wizard 3
This spell functions like karmic aura, except that any creature that damages you and fails its Will save becomes exhausted for 2 rounds.
## Karmic Retribution
Abjuration
**Level:** Hexblade 4, Wizard 6
This spell functions like karmic aura, except that any creature that damages you and fails its Will save becomes stunned for 1 round.
## Keen Edge
Transmutation
**Level:** Wizard 3
**Components:** V, S **Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One weapon or fifty projectiles, all of which must be in contact with each other at the time of casting **Duration:** 10 min./level
**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.
```
@@---
Spell: Kelpstrand
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Druid 2
Save: None
SR: No
---
!!
```
## Kelpstrand
Conjuration (Creation)
**Level:** Druid 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One creature/3 levels, no two of which are more than 30 ft. apart
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
Make a ranged touch attack at each target. If you hit a creature, you immediately make an opposed grapple check against the creature as a free action without provoking attacks of opportunity. You add your caster level and your Wisdom bonus to the result of your grapple check rather than your Strength bonus and size bonus. If you succeed, the target becomes entangled in the thick strands of kelp and is grappled. Each round, the target can attempt to escape the kelpstrand by making a successful grapple or Escape Artist check against the kelpstrand's grapple check. You are not considered grappling yourself while using this spell. Once you shoot your strands of kelp, you need not take any action to maintain the effect. A creature targeted with multiple kelpstrands has to make separate grapple or Escape Artist checks against each kelpstrand currently grappling it to escape. If you cast this spell while you are within 300 feet of the ocean shore, you gain a +4 bonus on any grapple checks made to determine the outcome of a kelpstrand grapple.
Material Component: A piece of dried seaweed.
```
@@---
Spell: Kiss Of Draconic Defiance
School: Abjuration
NSch:
NSubSch:
Level: Wizard 7
Save: Fortitude negates; see text
SR: Yes: see text
---
!!
```
## Kiss Of Draconic Defiance
Abjuration
**Level:** Wizard 7
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 40 ft.
**Area:** 40-tt. radius emanation centered on you
**Duration:** Concentration + 1 round or until expended
**Saving Throw:** Fortitude negates; see text
**Spell Resistance:** Yes: see text
This spell projects magical interference from your body, making it more difficult for others to cast spells within its area. Any enemy attempting to cast a spell within the area of a kiss of draconic defiance must succeed on a Fortitude saving throw; failure means the spell is lost (as it cast) but has no effect. Any creature that successfully saves against this spell is immune to its effect for 24 hours thereafter. Check spell resistance the first time a creature attempts to cast a spell within the area.
Furthermore, while this spell is active, you can automatically counter a single spell of 5th level or lower (as per the counterspell action) as an immediate action, as long as the caster is within the area of the kiss of draconic defiance. Doing so immediately ends the duration of this spell. You do not expend any of your own spell slots to counter the other spell and need not make a Spellcraft check to identity it (though you can choose to do so to ensure that it's not higher than 5th level).
```
@@---
Spell: Kiss Of The Toad
School: Necromancy
NSch:
NSubSch:
Level: Wu Jen 2
Save: Fortitude negates; see text
SR: Yes
---
!!
```
## Kiss Of The Toad
Necromancy
**Level:** Wu Jen 2
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** Instantaneous; see text
**Saving Throw:** Fortitude negates; see text
**Spell Resistance:** Yes
Your touch becomes toxic, poisoning a creature you hit with a successful melee touch attack. The poison deals 1d6 points of Constitution damage immediately and another 1d6 points of Constitution damage 1 minute later. Each instance of damage can be negated with a successful Fortitude save. Focus: A tattoo of a toad on your skin.
```
@@---
Spell: Kiss Of The Vampire
School: Necromancy
NSch:
NSubSch:
Level: Wizard 7
Save: Personal
**Target:** You
---
!!
```
## Kiss Of The Vampire
Necromancy
**Level:** Wizard 7
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
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.
Material Component: A black onyx worth at least 50 gp that has been carved with the image of a fangmouthed face.
```
@@---
Spell: Knight's Move
School: Transmutation
Subschool: Teleportation
NSch:
NSubSch:
Level: Cleric 3, paladin 2
Save: None
SR: No
---
!!
```
## Knight's Move
Transmutation (Teleportation)
**Level:** Cleric 3, paladin 2
**Components:** V, S, DF
**Casting Time:** 1 swift action
**Range:** 5 ft./2 levels; see text
**Target:** You
**Duration:** Instantaneous
You can teleport with a limited distance and a circumspect form of movement. You can instantly move up to 5 feet per two caster levels with this spell, but you must end this movement in a square that leaves you flanking an enemy.
## Knock
Transmutation
**Level:** Wizard 2
**Components:** V
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One door, box, or chest with an area of up to 10 sq. ft./level
**Duration:** Instantaneous; see text
**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.
```
@@---
Spell: Know Bloodline
Source: Lost Empires of Faerun
School: Divination
NSch:
NSubSch:
Level: Cleric 3
Save: Will negates
SR: Yes
---
!!
```
## Know Bloodline
Source: Lost Empires of Faerun
Divination
**Level:** Cleric 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** Instantaneous
**Saving Throw:** Will negates
**Spell Resistance:** Yes
Mulhorandi priests have used this spell for millennia to select humans of the purest Mulan bloodlines to follow the path of the glorious servant.
When you cast this spell, you learn the basic ancestry of the subject creature.
The information revealed includes the subject's type, race, subrace, and all subtypes the creature possesses.
```
@@---
Spell: Know Direction
School: Divination
NSch:
NSubSch:
Level: Bard 0, Druid 0
Save: Personal
**Target:** You
---
!!
```
## Know Direction
Divination
**Level:** Bard 0, Druid 0
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** Instantaneous
You instantly know the direction of north from your current position. The spell is effective in any environment in which ?north? exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don?t find some external reference point to help you keep track of direction.
```
@@---
Spell: Know Greatest Enemy
School: Divination
NSch:
NSubSch:
Level: Blackguard 1, paladin 1
Save: None
SR: Yes
---
!!
```
## Know Greatest Enemy
Divination
**Level:** Blackguard 1, paladin 1
**Components:** V, DF
**Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** Cone-shaped emanation
**Duration:** Concentration, up to 1 round/level
**Saving Throw:** None
**Spell Resistance:** Yes
This spell evaluates the creatures in the area and determines the relative power level of each. Creatures are evaluated as follows.
Cr Strength
4 or lower
Weak
5?10
Moderate
11?15
Strong
16 or higher Overwhelming
Among creatures within the same category, you know which is the most powerful, but not why. For example, among a group of ogres (CR 2), you would know one of them (an ogre with two levels of barbarian, CR 4) was the most powerful, but not know if it was because the ogre had class levels, a template (such as half-fiendish), or for another reason. Any spell of 3rd level or higher that prevents scrying attempts on a creature (such as nondetection) or an area (such as false vision) thwarts this spell's ability to evaluate that creature or creatures within that area.
```
@@---
Spell: Know Opponent
School: Divination
NSch:
NSubSch:
Level: Bard 3, cleric 3
Save: Will negates
SR: Yes
---
!!
```
## Know Opponent
Divination
**Level:** Bard 3, cleric 3
**Components:** S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** Instantaneous
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You gauge the strengths and weaknesses of an opponent to gain combat advantages. Upon casting this spell, you learn a number of strengths or weaknesses of the target equal to one, plus one strength or weakness per two caster levels (maximum four). You can choose to learn strengths, weaknesses, or some combination thereof that you specify. If a creature has more strengths or weaknesses than you can learn with a single casting, you learn the most powerful ones first. Thus, if a monster can use finger of death at will and has resistance to sonic 5, you would learn about finger of death first. Strengths can include attack forms and special abilities (including spelllike abilities or supernatural abilities). Weaknesses include vulnerability to an energy type. For example, suppose a 7th-level cleric casts know opponent on a blackarmored warrior, choosing to learn one strength and two weaknesses. The warrior fails his save, and the DM informs the cleric's player that the opponent has the ability to drain energy (a strength), is adversely affected by sunlight, and can be repelled by a holy symbol (both weaknesses). The cleric then concludes that he faces a vampire and breaks out the wooden stakes.
```
@@---
Spell: Know Vulnerabilities
School: Divination
NSch:
NSubSch:
Level: Bard 2, cleric 3, sorcerer/ wizard 4
Save: Will negates
SR: Yes
---
!!
```
## Know Vulnerabilities
Divination
**Level:** Bard 2, cleric 3, sorcerer/ wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** Instantaneous
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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.
```
@@---
Spell: Kuo-Toa Skin
School: Transmutation
NSch:
NSubSch:
Level: Druid 1, ranger 1, Wizard 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Kuo-Toa Skin
Transmutation
**Level:** Druid 1, ranger 1, Wizard 2
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 hour/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The subject's skin, as well as clothing, armor, and other personal effects (including worn magic items), take on an oily sheen like the slippery skin of kuo-toas. For the duration of the spell, the subject gains a +8 bonus on Escape Artist checks and cannot be snared by webs (magical or otherwise). Arcane Material Component: A kuotoa scale.
```
@@---
Spell: Khyber Trap
Source: Magic of Eberron
School: Abjuration
NSch:
NSubSch:
Level: Wizard 3
Save: Will negates
SR: Yes
---
!!
```
## Khyber Trap
Source: Magic of Eberron
Abjuration
**Level:** Wizard 3
**Components:** S, F
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One outsider or extraplanar creature
**Duration:** 1 round/level (D)
**Saving Throw:** Will negates
**Spell Resistance:** Yes
This spell draws upon the binding power of a Khyber dragonshard to trap an extraplanar creature for a short duration. If the creature fails its Will save, it is drawn into the Khyber shard. It can take no actions inside the shard, though it can communicate if it is capable of telepathy. If the dragonshard containing the creature is broken, the creature is released.
Focus: A Khyber dragonshard worth at least 100 gp per HD of the target creature. The focus can hold only one trapped creature at a time.
```
@@---
Spell: Land Womb
School: Abjuration
NSch:
NSubSch:
Level: Druid 4, ranger 4
Save: Will negates
SR: Yes
---
!!
```
## Land Womb
Abjuration
**Level:** Druid 4, ranger 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** You and one other creature/ level
**Duration:** 10 minutes/level (D)
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You cannot enter a land womb through stone or rock, only through tillable soil. The land womb holds you secure 10 feet below the surface. Anyone in a land womb cannot be perceived by divination spells of 4th level or less. You can bring one additional creature per caster level with you into the land womb. All creatures to be brought into the land womb must be touching each other (for instance, holding hands in a ring). Land womb creates an underangeround space large enough to hold all target creatures. While space is tight, spellcasting by targets is still possible while in the confines of the spell's effect. You can no longer hear or see anything on the surface by nonmagical means. You can end the spell at will, but those who are with you cannot. At the end of the spell's duration, all within the land womb return to the spot where they stood before the spell took effect.
```
@@---
Spell: Languor
School: Transmutation
NSch:
NSubSch:
Level: Druid 4
Save: Will partial
SR: Yes
---
!!
```
## Languor
Transmutation
**Level:** Druid 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Ray
**Duration:** 1 round/level
**Saving Throw:** Will partial
**Spell Resistance:** Yes
You must succeed on a ranged touch attack with the ray to strike a target. This ray causes creatures it hits to become weak and slow for the spell's duration. A struck creature takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+10). In addition, a subject that fails a Will save is slowed. The spell's slow effect counters and is countered by haste.
```
@@---
Spell: Lantern Light
School: Evocation
Descriptor: Good, Light
NSch:
NSubSch:
Level: Cleric 1, paladin 1, Wizard 1, vassal of Bahamut 1
Save: None
SR: Yes
---
!!
```
## Lantern Light
Evocation [Good, Light]
**Level:** Cleric 1, paladin 1, Wizard 1, vassal of Bahamut 1
**Components:** S, Abstinence
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Ray
**Duration:** 1 round/level
**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. Abstinence Component: You must abstain from sexual intercourse for 24 hours before casting this spell.
```
@@---
Spell: Lash Of Force
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 9
Save: None or Reflex partial
SR: Yes
---
!!
```
## Lash Of Force
Evocation [Force]
**Level:** Wizard 9
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** 10 ft. or 30 ft.; see text
Effect or **Area:** One whip or 30-ft. line
**Duration:** 1 round/level or until exhausted
**Saving Throw:** None or Reflex partial
**Spell Resistance:** Yes
This spell brings into being an invisible, whiplike tendril of force. As an immediate action, you can command the lash to strike any creature within 10 feet of you. The lash strikes automatically and deals 5d6 points of damage. You must be able to see the target to be struck, but the lash otherwise ignores concealment. As a force effect, it can even strike incorporeal or ethereal creatures.
At any point during the spell's duration, you can use a standard action to unleash a single 30-foot line of force that deals 15d6 points of damage and knocks prone any creatures in its area. A successful Reflex save halves the damage and prevents the creature from being knocked prone. This effect instantly ends the spell's duration.
```
@@---
Spell: Last Breath
School: Transmutation
NSch:
NSubSch:
Level: Druid 4
Save: None
SR: Yes (harmless)
---
!!
```
## Last Breath
Transmutation
**Level:** Druid 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Dead creature touched
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes (harmless)
Last breath restores life to a recently deceased creature, creating a new body for the returning spirit to inhabit. However, the spell must be cast within 1 round of the victim's death. This spell functions like reincarnate (PH 270), except that the reincarnated creature receives no level loss, no Constitution loss, and no loss of spells. The creature has ?1 hit points (but is stable).
Material Component: Rare oils and unguents worth a total of at least 500 gp, spread over the remains.
```
@@---
Spell: Last Judgment
School: Necromancy
Descriptor: Death, Good
NSch:
NSubSch:
Level: Cleric 8, Wizard 8, Wrath 8
Save: Will partial
SR: Yes
---
!!
```
## Last Judgment
Necromancy [Death, Good]
**Level:** Cleric 8, Wizard 8, Wrath 8
**Components:** V, Celestial
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One evil humanoid, monstrous humanoid or giant/2 level
**Duration:** Instantaneous
**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.
```
@@---
Spell: Lastai's Caress
School: Enchantment
Subschool: Compulsion
Descriptor: Good, Mind-Affecting
NSch:
NSubSch:
Level: Cleric 2, Pleasure 2
Save: None
SR: Yes
---
!!
```
## Lastai's Caress
Enchantment (Compulsion) [Good, Mind-Affecting]
**Level:** Cleric 2, Pleasure 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One known evil creature touched
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** Yes
Your gentle touch fills the target with tremendous feelings of love and compassion, and has the power to unnerve and debilitate evil creatures. You must succeed on a melee touch attack to affect an unwilling target. It has no effect on a creature that you do not know is evil.
An evil creature touched by the spell must wrestle with the pleasant feelings invoked by the spell. Roll on the table below at the beginning of the creature's turn each round to see what condition applies to the subject in that round.
d4 Condition 1 Cowering
2 Frightened
3 Nauseated
4 Shaken
Instead of rolling on the table above, the caster may elect to leave the creature shaken for the duration of the spell.
Material Component: A peach seed.
```
@@---
Spell: Launch Bolt
School: Transmutation
NSch:
NSubSch:
Level: Wizard 0
Save: None
SR: No
---
!!
```
## Launch Bolt
Transmutation
**Level:** Wizard 0
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One crossbow bolt in your possession
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
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. Material Component: The crossbow bolt to be fired (1 sp).
```
@@---
Spell: Launch Item
School: Transmutation
NSch:
NSubSch:
Level: Wizard 0
Save: None
SR: No
---
!!
```
## Launch Item
Transmutation
**Level:** Wizard 0
**Components:** S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One Fine item in your possession, weighing up to 10 lb.
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
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.
```
@@---
Spell: Lawful Sword
School: Evocation
NSch:
NSubSch:
Level: Paladin 4
Save: None
SR: No
---
!!
```
## Lawful Sword
Evocation
**Level:** Paladin 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Weapon touched
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
This spell functions like holy sword (PH 242), except as follows. The weapon functions as a +5 axiomatic weapon (+5 enhancement bonus on attack rolls and damage rolls, lawful-aligned, deals an extra 2d6 points of damage against chaotic opponents). It also emits a magic circle against chaos effect (as the spell).
```
@@---
Spell: Lay Of The Land
School: Divination
NSch:
NSubSch:
Level: Bard 4, druid 4, ranger 1
Save: Personal
**Target:** You
---
!!
```
## Lay Of The Land
Divination
**Level:** Bard 4, druid 4, ranger 1
**Components:** V, S, F/DF
**Casting Time:** 3 rounds
**Range:** Personal
**Target:** You
**Duration:** Instantaneous
You instantly gain an overview of the area around you. Lay of the land gives basic information relevant to major landmarks, such as rivers, lakes, and settlements (of at least hamlet size). It indicates the direction and distance to each from the current location. You have a good understanding of the terrain up to 50 miles from your current location. Unlike find the path, this spell does not give information on traps, passwords, or impediments to a journey. Arcane
Focus: A small piece of lodestone.
```
@@---
Spell: Leap Into Animal
Source: Magic of Eberron
School: Transmutation
NSch:
NSubSch:
Level: Druid 2, ranger 2
Save: Will negates
SR: Yes
---
!!
```
## Leap Into Animal
Source: Magic of Eberron
Transmutation
**Level:** Druid 2, ranger 2
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 10 ft.
**Target:** You and one willing animal; see text
**Duration:** 1 minute/level (D)
**Saving Throw:** Will negates
**Spell Resistance:** Yes
Leap into animal enables you to meld your body and up to 100 pounds of nonliving gear into a single willing animal (such as an animal companion). The animal must be your size category or larger. To any observer, you appear to leap and phase into the animal; you are gone, while the animal remains. For all intents and purposes, you no longer exist while merged with the animal, and you cannot be detected or affected by anything as long as you remain within it.
While melded with the animal, you mentally direct its actions. You can make it attack, run, or take any other action it could normally physically accomplish. However, because you are directing the animal with your own intelligence, it can undertake actions normally beyond its own instincts (such as manipulating objects with its claws or mouth). Suicidal or self-destructive commands (including an order to attack a creature two or more size categories larger) are ignored. You receive direct sensory input from the creature using its normal senses and skill modifiers. You cannot take any mental actions while within the animal other than directing it or dismissing the effect (such that you cannot manifest a psionic power or cast a spell, even if it has no components).
Injury to the animal has no effect on you. If the animal is killed, if the spell is dispelled or dismissed, or if the spell's duration expires, you appear (as if leaping forth from the animal) in an open space of your choice within 10 feet of the animal's position. If no open space exists, you are shunted to the nearest open space and take 1d6 points of damage per 10 feet so moved.
Special: A character with any Mark of Handling dragonmark, or with the Favored in House feat (Vadalis), can use this spell to merge with an unwilling animal.
```
@@---
Spell: Leech Undeath
Source: Magic of Eberron
School: Necromancy
NSch:
NSubSch:
Level: Cleric 7, Wizard 8
Save: Will half
**Duration:** Instantaneous; see text
---
!!
```
## Leech Undeath
Source: Magic of Eberron
Necromancy
**Level:** Cleric 7, Wizard 8
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One undead creature
**Saving Throw:** Will half
**Duration:** Instantaneous; see text
**Spell Resistance:** Yes
This spell drains away a portion of the negative energy that keeps an undead creature animated, transferring it to you in the form of temporary healing. The spell deals 5 points of damage per caster level (maximum 100 points). At the
same time, you gain temporary hit points equal to the damage dealt, up to a maximum equal to the current hit points of the target. For example, a 13th-level cleric would normally deal 65 points of damage to an undead creature.
However, if that creature had only 48 hit points remaining, the caster would gain only 48 hit points (even as the target was destroyed). These temporary hit points last for 1 hour. A successful Will save halves the damage dealt and the hit points gained.
This spell is often cast on willing undead to aid their living masters. Nonintelligent undead cannot be commanded to voluntarily fail their saves or lower any spell resistance, but intelligent undead can be. Arcane Material Component: A handful of dead cockroaches.
```
@@---
Spell: Legend Lore
School: Divination
NSch:
NSubSch:
Level: Bard 4, Knowledge 7, Wizard 6
Save: Personal
**Target:** You
---
!!
```
## Legend Lore
Divination
**Level:** Bard 4, Knowledge 7, Wizard 6
**Components:** V, S, M, F
**Casting Time:** See text
**Range:** Personal
**Target:** You
**Duration:** See text
Legend lore brings to your mind legends about an important person, place, or thing. If the person or thing is at hand, or if you are in the place in question, the casting time is only 1d4x10 minutes. If you have only detailed information on the person, place, or thing, the casting time is 1d10 days, and the resulting lore is less complete and specific (though it often provides enough information to help you find the person, place, or thing, thus allowing a better legend lore result next time). If you know only rumors, the casting time is 2d6 weeks, and the resulting lore is vague and incomplete (though it often directs you to more detailed information, thus allowing a better legend lore result next time).
During the casting, you cannot engage in other than routine activities: eating, sleeping, and so forth. When completed, the divination brings legends (if any) about the person, place, or things to your mind. These may be legends that are still current, legends that have been forgotten, or even information that has never been generally known. If the person, place, or thing is not of legendary importance, you gain no information. As a rule of thumb, characters who are 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.
Material Component: Incense worth at least 250 gp.
Focus: Four strips of ivory (worth 50 gp each) formed into a rectangle.
```
@@---
Spell: Legion Of Sentinels
School: Illusion
Subschool: Shadow
NSch:
NSubSch:
Level: Beguiler 3, Wizard 3
Save: None
SR: No
---
!!
```
## Legion Of Sentinels
Illusion (Shadow)
**Level:** Beguiler 3, Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 10-ft. radius emanation centered on a point in space
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
A ghostly, incorporeal swordfighter appears in each square covered by this spell's area. A swordfighter 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. Material Component: A pewter swordfighter miniature figure.
```
@@---
Spell: Legion's (Spell Name)
School: Any spell whose name formerly began with legion's has been renamed to a mass spell, and is alphabetized in this chapter according to the second word of the spell name.
## Leonal's Roar
Evocation [Good, Sonic]
NSch:
NSubSch:
Level: Druid 8
Save: Fortitude partial
SR: Yes
---
!!
```
## Legion's (Spell Name)
Any spell whose name formerly began with legion's has been renamed to a mass spell, and is alphabetized in this chapter according to the second word of the spell name.
## Leonal's Roar
Evocation [Good, Sonic]
**Level:** Druid 8
**Components:** V
**Casting Time:** 1 standard action **Range:** 40 ft.
Targets: Nongood creatures in a 40-ft. radius spread centered on you
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
This spell has the effect of a holy word, and it additionally deals 2d6 points of sonic damage to nongood creatures in the area. A successful Fortitude saving throw negates the sonic damage, but not the other effects of the spell.
```
@@---
Spell: Lesser (Spell Name)
School: Any spell whose name begins with lesser is alphabetized in this chapter according to the second word of the spell name. Thus, the description of a lesser spell appears near the description of the spell on which it is based, unless that spell appears in the Player's Handbook.
## Levitate
Transmutation
NSch:
NSubSch:
Level: Wizard 2
Save: Personalor close (25 ft. + 5 ft./2 levels)
**Target:** You or one willing creature or one object (total weight up to 100 lb./level)
---
!!
```
## Lesser (Spell Name)
Any spell whose name begins with lesser is alphabetized in this chapter according to the second word of the spell name. Thus, the description of a lesser spell appears near the description of the spell on which it is based, unless that spell appears in the Player's Handbook.
## Levitate
Transmutation
**Level:** Wizard 2
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Personalor close (25 ft. + 5 ft./2 levels)
**Target:** You or one willing creature or one object (total weight up to 100 lb./level)
**Duration:** 1 min./level (D)
**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.
Focus: Either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end.
```
@@---
Spell: Life Bolt
School: Necromancy
NSch:
NSubSch:
Level: Wizard 2
Save: None
SR: Yes
---
!!
```
## Life Bolt
Necromancy
**Level:** Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Up to five rays
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
You draw forth some of your own life force to create a beam of positive energy that harms undead. You must succeed on a ranged touch attack with the ray to strike a target. 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.
```
@@---
Spell: Life Ward
School: Abjuration
NSch:
NSubSch:
Level: Cleric 4
Save: Will negates
SR: Yes
---
!!
```
## Life Ward
Abjuration
**Level:** Cleric 4
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 minute/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
A creature warded by this spell gains protection from the effects of positive energy, including magical healing. The spell can be cast upon undead to offer additional protection against the turning abilities of clerics. The subject is immune to all positive energy effects, including conjuration (healing) spells, channeled positive energy such as from the turn undead ability, or other effects that derive their power from positive energy. This spell offers protection from the blinding effect of the Positive Energy Plane, and warded creatures gain no temporary hit points while there.
```
@@---
Spell: Life's Grace
School: Abjuration
NSch:
NSubSch:
Level: Cleric 5
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Life's Grace
Abjuration
**Level:** Cleric 5
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The living creature touched becomes immune to all death spells, magical death effects, energy drain, and any negative energy effects. In addition, the subject is immune to undead special attacks that deal ability damage, ability drain, and magical disease (such as mummy rot), even if these attacks do not have a magical source. (For example, the spell prevents poison damage from the poisonous bite of an undead creature.) This spell does not prevent such attacks from undead originating from spells, magic items, or class abilities; only the special attacks from the undead's base nature are affected. In addition, the subject's armor or clothing is considered ghost touch armor, and its armor bonus counts against incorporeal attacks. (A suit of clothing is considered armor that gives +0 AC for this purpose, though it can be enhanced with spells such as magic vestment.) This spell doesn?t remove negative levels that the subject has already gained, nor does it affect the saving throw necessary 24 hours after gaining a negative level.
```
@@---
Spell: Lifebound
Source: Secrets of Sarlona
School: Transmutation
NSch:
NSubSch:
Level: Cleric 7, Wizard 7
Save: Will negates; see text
SR: No
---
!!
```
## Lifebound
Source: Secrets of Sarlona
Transmutation
**Level:** Cleric 7, Wizard 7
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One possessed creature
**Duration:** 1d6 rounds
**Saving Throw:** Will negates; see text
**Spell Resistance:** No
When this spell is cast on a possessed creature, the possessing spirit is temporarily bound within its host and inextricably locked to that host's life force. If the lifebound creature is slain, both the host and the possessing spirit die.
While under the effect of this spell, the host creature automatically falls under the complete control of the possessing spirit (Ecs 101). For the purpose of combat, the lifebound creature uses its own attacks and special abilities (with any enhancements provided by the possession), but can make use of any of the possessing spirit's spell-like, psi-like, or supernatural abilities, even if the possessing spirit normally does not have use of those abilities while possessing the host creature. The lifebound creature makes use of the possessing spirit's abilities in ways that make sense for its own form. For example, an Inspired that has a tsucora quori spirit would gain that creature's terrifying sting supernatural ability, but would use the ability through its natural attacks or weapon attacks (the Inspired's choice).
The possessing spirit takes no damage from attacks directed at the host creature. However, if a lifebound host is slain (taken to ?10 hit points), the possessing spirit is instantly destroyed. The host creature can then be raised or resurrected if such magic is available.
Many outsiders are tied to the energy of their plane, and so are never permanently destroyed. For example, this spell could destroy the personality and memories of a particular quori spirit, but that spirit's energy returns to Dal Quor to eventually form a new quori of the same kind. However, a spirit destroyed by this spell cannot reform for a number of weeks (as reckoned on the Material Plane) equal to its Hit Dice.
The magic needed to bind a possessing spirit to a host body is both powerful and unstable. As a result, neither the caster of this spell nor the possessing spirit or host creature knows the spell's duration, which is rolled in secret by the DM. Each round as a full-round action, the lifebound creature can make a special Will save (DC equal to spell's save DC minus possessing spirit's HD + your caster level). A quori spirit possessing an inspired host can add the levels of the host body to its Hit Dice for the purpose of resisting this spell. If the spirit succeeds on the save, it can abandon the host body as a free action.
If it chooses not to abandon the host, the possessing spirit remains bound.
Material Component: A white diamond of at least 500 gp value for every Hit Die possessed by the possessing spirit. If the gem is not valuable enough, it shatters when the binding is attempted. The gem is destroyed if the lifebound host is slain, but can be reused if the possessing spirit escapes destruction. (Although creatures have no concept of level or Hit Dice as such, the value of the gem needed to bind an individual spirit can be researched.)
```
@@---
Spell: Light
School: Evocation
Descriptor: Light
NSch:
NSubSch:
Level: Bard 0, Cleric 0, Druid 0, Wizard 0
Save: None
SR: No
---
!!
```
## Light
Evocation [Light]
**Level:** Bard 0, Cleric 0, Druid 0, Wizard 0
**Components:** V, M/DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Object touched
**Duration:** 10 min./level (D)
**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.
Arcane Material Component: A firefly or a piece of phosphorescent moss.
```
@@---
Spell: Light Of Courage
Source: Complete Champion
School: Abjuration
Descriptor: Good
NSch:
NSubSch:
Level: Cleric 6
Save: Will half
SR: No
---
!!
```
## Light Of Courage
Source: Complete Champion
Abjuration [Good]
**Level:** Cleric 6
**Components:** V, S, DF
**Casting Time:** 1 swift action
**Range:** Touch
**Target:** Holy symbol touched
**Duration:** 1 round/level, or until discharged
**Saving Throw:** Will half
**Spell Resistance:** No
You temporarily infuse your holy symbol with divine power. If you make a turning check before the duration expires, each undead creature that you target takes 1d8 points of damage per two caster levels you possess (maximum 10d8) in addition to effects of the turning (if any). The turning check need not succeed to trigger this effect.
```
@@---
Spell: Light Of Faith
Source: Complete Champion
School: Abjuration
Descriptor: Good
NSch:
NSubSch:
Level: Cleric 2
Save: None
SR: No
---
!!
```
## Light Of Faith
Source: Complete Champion
Abjuration [Good]
**Level:** Cleric 2
**Components:** V, S, DF
**Casting Time:** 1 swift action
**Range:** Touch
**Target:** Holy symbol touched
**Duration:** 1 round/level, or until discharged
**Saving Throw:** None
**Spell Resistance:** No
This spell grants you a sacred (if you are good or neutral) or profane (if you are evil) bonus equal to one-half your divine caster level (maximum +5) on your next turning check.
```
@@---
Spell: Light Of Lunia
School: Evocation
Descriptor: Good, Light
NSch:
NSubSch:
Level: Celestia 1, cleric 1, sorcerer/ wizard 1
Save: None
SR: Yes; see text
---
!!
```
## Light Of Lunia
Evocation [Good, Light]
**Level:** Celestia 1, cleric 1, sorcerer/ wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level) Target and
Effect: You and up to two rays; see text
**Duration:** 10 minutes/level (D) or until discharged; see text
**Saving Throw:** None
**Spell Resistance:** Yes; see text
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 (15foot 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.
```
@@---
Spell: Light Of Mercuria
School: Evocation
Descriptor: Good, Light
NSch:
NSubSch:
Level: Cleric 2, Wizard 2
Save: None
SR: No
---
!!
```
## Light Of Mercuria
Evocation [Good, Light]
**Level:** Cleric 2, Wizard 2
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.
## Light Of Purity
Source: Complete Champion
Abjuration [Good]
**Level:** Cleric 4
**Components:** V, S, DF
**Casting Time:** 1 swift action
**Range:** Touch
**Target:** Holy symbol touched
**Duration:** 1 round/level, or until discharged
**Saving Throw:** None
**Spell Resistance:** No
When you cast this spell on your holy symbol, your turning damage increases by 1d6 per four divine caster levels you possess (maximum +5d6) on your next successful turning check.
```
@@---
Spell: Light Of Venya
School: Evocation
Descriptor: Good, Light
NSch:
NSubSch:
Level: Cleric 3, Wizard 3
Save: None
SR: No
---
!!
```
## Light Of Venya
Evocation [Good, Light]
**Level:** Cleric 3, Wizard 3
This spell functions like light of Lunia, except that a softy 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.
## Light Of Wisdom
Source: Complete Champion
Abjuration [Good]
**Level:** Cleric 3
**Components:** V, S, DF
**Casting Time:** 1 swift action
**Range:** Touch
**Target:** Holy symbol touched
**Duration:** 1 round/level, or until discharged
**Saving Throw:** None
**Spell Resistance:** No
When you cast light of wisdom upon your holy symbol, your effective turning level increases by 1 per three caster levels. These bonus levels apply only for the purpose of determining the most powerful undead that your turning check can affect and whether or not the undead you turn are destroyed outright. The increase has no bearing on the amount of turning damage you deal with a successful turn attempt.
```
@@---
Spell: Light Of Xymor
Source: Dragons of Faerun
School: Evocation
Descriptor: Good
NSch:
NSubSch:
Level: Paladin 4, Cleric 5
Save: Will partial; see text
SR: Yes
---
!!
```
## Light Of Xymor
Source: Dragons of Faerun
Evocation [Good]
**Level:** Paladin 4, Cleric 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Duration:** 2 rounds/level
**Saving Throw:** Will partial; see text
**Spell Resistance:** Yes
The object begins to glow brightly, imbued with the light of the Platinum Lord.
The touched object radiates light with all the same properties of a daylight spell.
The light from this spell also has a number of additional qualities.
First, the radiance imbued by this spell is considered natural daylight for the purposes of creatures harmed by that type of light.
Second, an evil dragon or dragonblood creature cannot enter the area of full daylight unless it makes a successful Will save (though it can enter the area of shadowy illumination outside this).
If it makes the saving throw, it can enter the area, but each round that it remains in the area of daylight, it takes 2d6 points of damage and is dazed.
A successful Will save halves the damage and negates the dazed effect.
Third, light of Xymor counters and dispels shadow of the dark queen, and it also counters and dispels any.
darkness spell of equal or lower level, such as darkness.
Special: Divine spellcasters who derive their power from Xymor (Bahamut) cast this spell at +1 caster level.
```
@@---
Spell: Lightfoot
School: Transmutation
NSch:
NSubSch:
Level: Assassin 1, ranger 1
Save: Personal
**Target:** You
---
!!
```
## Lightfoot
Transmutation
**Level:** Assassin 1, ranger 1
**Components:** V
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round
You provoke no attacks of opportunity when moving.
```
@@---
Spell: Lightning Blade
School: Evocation
Descriptor: Electricity
NSch:
NSubSch:
Level: Wu Jen 2
Save: None
SR: Yes
---
!!
```
## Lightning Blade
Evocation [Electricity]
**Level:** Wu Jen 2
**Components:** V, S
**Casting Time:** 1 standard action
**Target:** Willing creature touched; see text
Effect: Swordlike blade; see text
**Duration:** 1 minute or until discharged
**Saving Throw:** None
**Spell Resistance:** Yes
When you cast this spell, a sword blade of crackling electrical energy appears in the hand of the willing creature you touch. A lightning blade is the size of a normal longsword but virtually weightless, and it is treated as a martial weapon for the purpose of determining whether the wielder is proficient with it. The wielder can use the blade to deal electricity damage with a melee touch attack, or to fire a 30-foot line of lightning as a ranged touch attack.
During the spell's duration, the blade can deal up to 1d6 points of electricity damage per caster level (maximum 10d6). For each attack roll, the blade's wielder decides how many dice of damage the blade will deal on a successful hit, up to the maximum damage potential remaining in the spell. On a successful attack, the blade deals the specified damage to the target. If the attack misses, the damage is lost. The wielder's Strength modifier does not apply to any damage done with a lightning blade.
The spell does not function underwater.
```
@@---
Spell: Lightning Bolt
School: Evocation
Descriptor: Electricity
NSch:
NSubSch:
Level: Wizard 3
Save: Reflex half
SR: Yes
---
!!
```
## Lightning Bolt
Evocation [Electricity]
**Level:** Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action **Range:** 120 ft.
**Area:** 120-ft. line
**Duration:** Instantaneous
**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.
Material Component: A bit of fur and an amber, crystal, or glass rod.
```
@@---
Spell: Lightning Leap
School: Transmutation
Descriptor: Electricity
NSch:
NSubSch:
Level: Wizard 5
Save: Personaland 60 ft.
Target/**Area:** You/l0-to-60-ft. line
---
!!
```
## Lightning Leap
Transmutation [Electricity]
**Level:** Wizard 5
**Components:** V
**Casting Time:** 1 standard action **Range:** Personaland 60 ft.
Target/**Area:** You/l0-to-60-ft. line
**Duration:** Instantaneous
**Saving Throw:** None and Reflex half
**Spell Resistance:** No and Yes
You transform yourself into a line of lightning, similar to that created by the lightning bolt spell. This line can be of any length from 10 feet to 60 feet, measured in 5-foot increments. You reappear in any square adjacent to the last square entered by the line, along with any gear worn or carried (up to a maximum of your heavy load limit).
You can't bring along other creatures except for your familiar.
The line deals ld6 points of electricity damage per caster level (maximum 15d6) to anything in its area. A successful Reflex save halves this damage, and spell resistance applies.
```
@@---
Spell: Lightning Ring
School: Evocation
Descriptor: Electricity
NSch:
NSubSch:
Level: Wizard 8
Save: Personal
Effect: Ring of electricity
---
!!
```
## Lightning Ring
Evocation [Electricity]
**Level:** Wizard 8
**Components:** V, S, M
**Casting Time:** 1 round
**Range:** Personal
Effect: Ring of electricity
**Duration:** 1 round/2 levels
**Saving Throw:** See text
**Spell Resistance:** Yes
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.
Material
**Components:** A small glass ring and a bit of fur from any animal.
```
@@---
Spell: Limited Wish
School: Universal
NSch:
NSubSch:
Level: Wizard 7
Save: None; see text
SR: Yes
---
!!
```
## Limited Wish
Universal
**Level:** Wizard 7
**Components:** V, S, XP
**Casting Time:** 1 standard action
**Range:** See text
Target, Effect, or **Area:** See text
**Duration:** 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 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 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.
XP Cost: 300 XP or more (see above).
```
@@---
Spell: Lingering Chorus
School: Illusion
Subschool: Figment
NSch:
NSubSch:
Level: Bard 4
Save: None
SR: No
---
!!
```
## Lingering Chorus
Illusion (Figment)
**Level:** Bard 4
**Components:** V, S
**Casting Time:** 1 swift action **Range:** 0 ft.
Effect: A chorus of phantasmal voices
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** No
This spell continues any one bardic music effect you are currently maintaining or on which you are concentrating. It functions only on bardic music effects that can be maintained for longer than 1 round. This allows you to cast spells, make use of a second bardic music ability, or otherwise concentrate on other matters.
You can cast lingering chorus even while maintaining a bardic music effect. If you cast a second lingering chorus while the first is still in effect, the duration of the first spell ends.
```
@@---
Spell: Lingering Flames
School: Evocation
Descriptor: Fire
NSch:
NSubSch:
Level: Wizard 6, Wu Jen 6 (fire)
Save: Reflex half
SR: Yes
---
!!
```
## Lingering Flames
Evocation [Fire]
**Level:** Wizard 6, Wu Jen 6 (fire)
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 20-ft. radius spread
**Duration:** 3 rounds
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
This spell functions like fireball, except that the area remains filled with fire for the spell's entire duration. Any creature within or entering the area takes 1d6 points of fire damage per caster level (maximum 15d6); a successful Reflex save halves this damage.
Material Component: A pinch of sulfur and a length of copper wire.
```
@@---
Spell: Linked Perception
School: Divination
NSch:
NSubSch:
Level: Druid 2, ranger 1
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Linked Perception
Divination
**Level:** Druid 2, ranger 1
**Components:** V, DF
**Casting Time:** 1 standard action **Range:** 20 ft.
**Area:** 20-ft. radius emanation centered on you
**Duration:** 1 minute/level (D)
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
This spell imparts to all allies in its area a shared awareness of their surroundings. Each ally in the area (including yourself) gains a +2 bonus on Spot and Listen checks per each ally in the area. For example, if you and three allies are in the area, each of you gains a +6 bonus.
```
@@---
Spell: Lionheart
School: Abjuration
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Paladin 1
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Lionheart
Abjuration [Mind-Affecting]
**Level:** Paladin 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 round/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The subject gains immunity to fear effects.
Material Component: A hair from a lion's mane.
```
@@---
Spell: Lion's Charge
School: Transmutation
NSch:
NSubSch:
Level: Druid 3, ranger 2
Save: Personal
**Target:** You
---
!!
```
## Lion's Charge
Transmutation
**Level:** Druid 3, ranger 2
**Components:** V
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1
This spell grants you the pounce special ability (MM 313), allowing you to make a full attack at the end of a charge.
```
@@---
Spell: Lion's Roar
School: Evocation
Descriptor: Sonic
NSch:
NSubSch:
Level: Cleric 8, Courage 8
Save: Fortitude partial or Will negates (harmless); see text **Spell Resistance:** Yes or Yes (harmless); see text
---
!!
```
## Lion's Roar
Evocation [Sonic]
**Level:** Cleric 8, Courage 8
**Components:** V, S, DF
**Casting Time:** 1 standard action **Range:** 120 ft.
**Area:** 120-ft. radius burst centered on you
**Duration:** Instantaneous or 1 minute/level
**Saving Throw:** Fortitude partial or Will negates (harmless); see text **Spell Resistance:** Yes or Yes (harmless); see text
All enemies within the spell's area take 1d8 points of sonic damage per two caster levels (maximum 10d8) and are stunned for 1 round. A successful Fortitude save halves the damage and negates the stunning effect. In addition, all allies within the spell's area gain a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+20 temporary hit points at caster level 20th).
```
@@---
Spell: Listening Coin
School: Divination
Subschool: Scrying
NSch:
NSubSch:
Level: Bard 3
Save: None
SR: No
---
!!
```
## Listening Coin
Divination (Scrying)
**Level:** Bard 3
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Touch
Effect: Magical sensor
**Duration:** 1 hour/level (D)
**Saving Throw:** None
**Spell Resistance:** No
You turn two ordinary coins into magic listening devices?one a sensor and the other a receiver. After casting the spell, you simply give the sensor coin away, either surreptitiously or overtly. By holding the receiver coin up to your ear, you can hear whatever transpires near the sensor as if you were there (much like a clairaudience effect). If the sensor coin is in a pocket, pouch, or sack, the DC of the Listen check increases by 5. The coins continue to function no matter how far apart they are, although they fall silent if they?re on different planes. Focus: The pair of coins.
```
@@---
Spell: Listening Lorecall
School: Divination
NSch:
NSubSch:
Level: Druid 2, ranger 2
Save: Personal
**Target:** You
---
!!
```
## Listening Lorecall
Divination
**Level:** Druid 2, ranger 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/
You gain a +4 insight bonus on Listen checks. In addition, if you have 5 or more ranks in Listen, you gain blindsense out to 30 feet. If you have 12 or more ranks in Listen, you gain blindsight out to 15 feet. A silence spell or effect negates the blindsense or blindsight granted by a listening lorecall spell.
```
@@---
Spell: Liquid Pain
School: Necromancy
NSch:
NSubSch:
Level: Pain 4, Wizard 4
Save: Fortitude negates
SR: Yes
---
!!
```
## Liquid Pain
Necromancy
**Level:** Pain 4, Wizard 4
**Components:** V, S, F
**Casting Time:** 1 day
**Range:** Touch
**Target:** One living creature
**Duration:** Permanent
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
Over the course of one day, the caster takes a subject already in great pain? wracked with disease, the victim of torture, or dying of a wound, for example?and captures its pain in liquid form. This physical manifestation of agony can be used to create magic items or enhance spells (see Pain as Power in Chapter 2). It can also be used as a potent drug.
Focus: A jar, vial, or other container for the liquid pain.
```
@@---
Spell: Lively Step
School: Transmutation
NSch:
NSubSch:
Level: Bard 2, Wizard 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Lively Step
Transmutation
**Level:** Bard 2, Wizard 2
**Components:** V, S, F
**Casting Time:** 1 standard action **Range:** 30 ft.
**Area:** 30-ft. radius emanation centered on you
**Duration:** Up to 12 hours
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
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. Focus: A small drum.
```
@@---
Spell: Liveoak
School: Transmutation
NSch:
NSubSch:
Level: Druid 6
Save: None
SR: No
---
!!
```
## Liveoak
Transmutation
**Level:** Druid 6
**Components:** V, S
**Casting Time:** 10 minutes
**Range:** Touch
**Target:** Tree touched
**Duration:** One day/level (D)
**Saving Throw:** None
**Spell Resistance:** No
This spell turns an oak tree into a protector or guardian. The spell can be cast on only a single tree at a time; while liveoak is in effect, you can?t cast it again on another tree. The tree on which the spell is cast must be within 10 feet of your dwelling place, within a place sacred to you, or within 300 feet of something that you wish to guard or protect.
Liveoak must be cast on a healthy, Huge oak. A triggering phrase of up to one word per caster level is placed on the targeted oak. The liveoak spell triggers the tree into animating as a treant.
If liveoak is dispelled, the tree takes root immediately, wherever it happens to be. If released by you, the tree tries to return to its original location before taking root.
```
@@---
Spell: Living Prints
School: Divination
NSch:
NSubSch:
Level: Ranger 1
Save: Personal
**Target:** You
---
!!
```
## Living Prints
Divination
**Level:** Ranger 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level
You perceive tracks as if they had just been made. You must notice the prints normally with a successful Search or Survival check, but this eliminates any penalties to your tracking due to the passage of time or any rainfall since the making of the trail. This spell has no effect on tracks more than thirty days old.
```
@@---
Spell: Living Undeath
School: Necromancy
NSch:
NSubSch:
Level: Cleric 2
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Living Undeath
Necromancy
**Level:** Cleric 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 minute/level
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
This spell imparts a physical transformation upon the subject, not unlike the process that produces a zombie. While the subject does not actually become undead, its vital processes are temporarily bypassed with no seeming ill effect. The subject is not subject to sneak attacks and critical hits for the duration of the spell, as if it were undead. While the spell is in effect, the subject takes a ?4 penalty to its Charisma score (to a minimum of 1).
```
@@---
Spell: Local Tremor
School: Evocation
Descriptor: Earth
NSch:
NSubSch:
Level: Cleric 2, druid 2, Wizard 2
Save: Reflex negates
SR: No
---
!!
```
## Local Tremor
Evocation [Earth]
**Level:** Cleric 2, druid 2, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 30 ft.
**Area:** 30-ft. line
**Duration:** 1 minute/level or until expended; see text
**Saving Throw:** Reflex negates
**Spell Resistance:** No
Immediately upon completion of the casting of this spell and as often as once per round thereafter, you can cause the ground to shake along a 30-foot line. You can produce a number of these tremors equal to your caster level (maximum five).
The tremors begin at your location and extend in the direction you indicate; any creature caught standing within the area must make a Reflex save or fall prone. A spellcaster caught standing on one of these squares must make a Concentration check (DC 20 + spell level) or lose any spell that was being attempted. You need not produce a tremor immediately upon finishing the casting of this spell. You can perform other actions, even the casting of other spells, between producing new tremors. Calling up a new tremor in any round after the spell has been cast requires a standard action (as you refocus your concentration on the spell).
```
@@---
Spell: Locate City
School: Divination
NSch:
NSubSch:
Level: Bard 1, ranger 1, Wizard 1
Save: None
SR: No
---
!!
```
## Locate City
Divination
**Level:** Bard 1, ranger 1, Wizard 1
**Components:** V
**Casting Time:** 1 round
**Range:** 10 miles/level
**Area:** 10 miles/level radius circle, centered on you
**Duration:** Instantaneous
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.
## Locate Creature
Divination
**Level:** Bard 4, Wizard 4
**Components:** V, S, M
**Duration:** 10 min./level
This spell functions like locate object, except this spell locates a known or familiar creature.
You slowly turn and sense when you are facing in the direction of the creature to be located, provided it is within range. You also know in which direction the creature is moving, if any.
The spell can locate a creature of a specific kind or a specific creature known to you. It cannot find a creature of a certain type. To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once. Running water blocks the spell. It cannot detect objects. It can be fooled by mislead, nondetection, and polymorph spells.
Material Component: A bit of fur from a bloodhound.
## Locate Node
Source: Champions of Ruin
Divination
**Level:** Druid 2, Wizard 2, Cleric 3
**Components:** V, S, AF, DF
**Casting Time:** 1 standard action
**Range:** 1 mile/level; see text
**Area:** Circle, centered on you, with a radius of 1 mile/level; see text
**Duration:** 1 minute/level
**Saving Throw:** None
**Spell Resistance:** No
You sense the direction of any node within range.
You can choose to locate the nearest node, the closest node of a particular type, or a specific node you have visited before; in the latter case, the range is 2 miles/level and the area is a circle, centered on you, with a radius of 2 miles/level.
The spell is blocked by even a thin sheet of lead, and it cannot detect nodes protected by a node lock spell. Arcane or Divine Focus: A pebble found in a node.
```
@@---
Spell: Locate Object
School: Divination
NSch:
NSubSch:
Level: Bard 2, Cleric 3, Wizard 2, Travel 2
Save: None
SR: No
---
!!
```
## Locate Object
Divination
**Level:** Bard 2, Cleric 3, Wizard 2, Travel 2
**Components:** V, S, F/DF
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** Circle, centered on you, with a radius of 400 ft. + 40 ft./level
**Duration:** 1 min./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.
Arcane Focus: A forked twig.
```
@@---
Spell: Locate Water
School: Divination
NSch:
NSubSch:
Level: Cleric 1, druid 1, ranger 1, Wizard 1
Save: None
SR: No
---
!!
```
## Locate Water
Divination
**Level:** Cleric 1, druid 1, ranger 1, Wizard 1
**Components:** V, S, F/DF
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** Cone-shaped emanation
**Duration:** Concentration, up to 10 min./level
**Saving Throw:** None
**Spell Resistance:** No
You sense the direction of a substantial body of water. The amount of information revealed depends on how long you search a particular area. 1st Round: Presence or absence of water.
2nd Round: Number of water sources in the area and the rough size of the largest one present.
3rd Round: The size (see below) and location of each source of water. If a water source is outside your line of sight, then you discern its direction but not its exact location.
Size: For the purpose of this spell, the size categories of bodies of water are as follows.
Small: A small pond or pool (200 cubic feet or less) or a brook (5 feet across or smaller).
Medium: A large pond or small lake (up to 20,000 cubic feet) or a good sized stream (up to 30 feet across). Large: A large lake (up to 10 million cubic feet) or a broad river.
Vast: An ocean or an inland sea.
Creatures cannot be found by this spell. The spell ignores small quantities of water, such as filled bottles and skins.
The spell reveals nothing about the quality of the water or how easy it is to reach. The presence of fire or magma within the spell's area blocks it.
Arcane Focus: A forked hazel wand.
```
@@---
Spell: Long Grasp
School: Transmutation
Descriptor: Evil
NSch:
NSubSch:
Level: Wizard 2
---
!!
```
## Long Grasp
Transmutation [Evil]
**Level:** Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level
The caster causes one of her hands to detach from her arm. She can control the hand by thought alone as a free action. It can fly at a speed of 20 feet (perfect maneuverability).
On casting the spell, the caster takes 2d4 points of damage, but she is healed by the same amount when the hand returns to her arm (unless it is destroyed or otherwise prevented from reaching her arm before the end of the spell). The damage heals normally. As long as the spell lasts, the floating hand can deliver any spell with a range of touch that the caster can cast. The spell gives the caster a +2 bonus on her melee touch attack with the disembodied hand, which functions as if it were attached to her. The hand can flank targets as a creature can. The hand can punch opponents (as a normal unarmed attack with a +2 attack bonus), or it can grasp things and move them (with the caster's normal Strength). The hand can make grapple attacks, but it is considered Tiny. If the hand goes beyond the spell's range, if the caster can no longer see it, or if she is not directing it, the hand attempts to return to her on its own, reattaching to the end of the wrist. The hand has improved evasion (half damage on a failed Reflex save and no damage on a successful save), the caster's save bonuses, and AC 22. The caster's Intelligence modifier applies to the hand's AC as if it were the hand's Dexterity. The hand has 2d4 hit points, the same number that the caster lost in creating it.
```
@@---
Spell: Longstrider
School: Transmutation
NSch:
NSubSch:
Level: Druid 1, Ranger 1, Travel 1
Save: Personal
**Target:** You
---
!!
```
## Longstrider
Transmutation
**Level:** Druid 1, Ranger 1, Travel 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level (D)
This spell increases your base land speed by 10 feet. (This adjustment counts as an enhancement bonus.) It has no effect on other modes of movement, such as burrow, climb, fly, or swim. Material Component: A pinch of dirt.
```
@@---
Spell: Longstrider, Mass
School: Transmutation
NSch:
NSubSch:
Level: Druid 5, ranger 4
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Longstrider, Mass
Transmutation
**Level:** Druid 5, ranger 4
**Components:** V
**Casting Time:** 1 swift action **Range:** 60 ft.
**Area:** 60-ft. radius emanation centered on you
**Duration:** 1 hour/level (D)
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
All allies in the area gain a +10-foot enhancement bonus to their speed scores.
```
@@---
Spell: Lord Of The Sky
School: Evocation/Transmutation
Descriptor: Electricity
NSch:
NSubSch:
Level: Shugenja 5 (air), Wizard 5
Save: Personal
**Target:** You
---
!!
```
## Lord Of The Sky
Evocation/Transmutation [Electricity]
**Level:** Shugenja 5 (air), Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level
By casting this spell, you become more formidable in aerial combat, allowing you to deal with airborne enemies more easily. You can fly at a speed of 40 feet with good maneuverability (or 30 feel if you wear medium or heavy armor, or carry a medium or heavy load). If you already have a fly speed of 40 feet or greater, your fly speed improves by 10 feet, and your maneuverability improves to good (unless it's already better than that).
While airborne, you can use a swift action each round to fire a bolt of magical lightning as a ranged touch attack against any other airborne target within 60 feet. This attack deals 1 point of electricity damage per caster level (maximum 20 points) and reduces the target's fly speed to 1/2 normal for the duration of the spell. This speed reduction doesn't stack, so attacking the same target multiple times yields no extra reduction in fly speed (but continues to deal damage).
Furthermore, while this spell is active, you can activate one lightning bolt (as the spell) as a standard action. Doing so ends the duration of lord of the sky, and if you do not have a natural fly speed, you drift to the ground as per the fly spell.
Special: If you are of the dragonblood subtype (see page 4), this spell grants you a fly speed of 60 feet (or 40 if encumbered as described above). Dragonblooded casters who already have a fly speed of 60 feet or greater instead gain a +10-foot improvement to their fly speed.
```
@@---
Spell: Lore Of The Gods
Source: Complete Champion
School: Divination
NSch:
NSubSch:
Level: Cleric 2
Save: Personal
**Target:** You
---
!!
```
## Lore Of The Gods
Source: Complete Champion
Divination
**Level:** Cleric 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level or until discharged
You gain a +5 insight bonus on all Knowledge checks. At any point before the duration expires, you can make a check with a Knowledge skill in which you have no ranks, or retry a Knowledge check you have previously failed. The +5 insight bonus still applies in both of those cases, but utilizing this option reduces the spell's remaining duration to 1 minute/level.
If you worship a deity who grants access to the Knowledge domain, the bonus is +10 rather than +5?even if you did not choose that domain.
```
@@---
Spell: Love Bite
Source: Champions of Valor
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Initiate of the holy realm 1
Save: None
SR: Yes
---
!!
```
## Love Bite
Source: Champions of Valor
Evocation [Force]
**Level:** Initiate of the holy realm 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** Instantaneous; see text
**Saving Throw:** None
**Spell Resistance:** Yes
This spell originated in Sune's faith.
You determine at the time of casting what effect it takes.
Fleeting Kiss: The target feels the sensation of a brief, tender kiss on a visible part of her body or on her mouth if her body is completely covered.
This effect is often used as a signal.
Love Bite: The target takes 1 point of damage.
In either case, if you are holding the charge on a touch spell of 2nd level or lower when you cast love bite, this spell also delivers the touch spell to the target as if you had touched it directly (normal saving throws and spell resistance for the touch spell applies, if applicable).
You must make a melee touch attack as normal with a +2 bonus.
This form of the spell always attacks from your direction and cannot flank targets as a creature can.
Using this spell to deliver a held charge is an exception to the normal rule that casting another spell while holding a charge dissipates the held spell.
```
@@---
Spell: Love's Lament
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 3
Save: Will negates
SR: Yes
---
!!
```
## Love's Lament
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 3
**Components:** V
**Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** Cone-shaped burst
**Duration:** Instantaneous
**Saving Throw:** Will negates
**Spell Resistance:** Yes
Creatures within the area of this spell that fail their saves take 1d6 points of Wisdom damage and are nauseated for 1d4 rounds.
```
@@---
Spell: Love's Pain
School: Evocation
Descriptor: Evil, Mind-Affecting
NSch:
NSubSch:
Level: Corrupt 3
Save: None
SR: Yes
---
!!
```
## Love's Pain
Evocation [Evil, Mind-Affecting]
**Level:** Corrupt 3
**Components:** V, S, Corrupt
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One living creature
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
The caster blasts a lancelike projectile of greenish-black energy from his hand, striking a single foe as a ranged touch attack. The energy does not harm the subject. Instead, the subject's closest friend or dearest loved one is wracked with pain and takes 1d6 points of damage for every two caster levels (maximum 10d6). There is no limit to the distance between the caster and the loved one, and the loved one gets no saving throw or spell resistance. If the loved one is within an antimagic field, the spell has no effect. It may take DMs and players a moment to determine who the subject's dearest loved one is. The DM determines this for nonplayer characters (Npcs). It is rare (but possible) that no individual qualifies. In that case, the subject takes the damage. Corruption Cost: 1d6 points of Intelligence damage.
```
@@---
Spell: Low-Light Vision
School: Transmutation
NSch:
NSubSch:
Level: Assassin 1, druid 1, ranger 1, Wizard 1
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Low-Light Vision
Transmutation
**Level:** Assassin 1, druid 1, ranger 1, Wizard 1
**Components:** V, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 hour/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The subject creature gains low-light vision.
Arcane Material Component: A small candle.
```
@@---
Spell: Loyal Vassal
School: Abjuration
Descriptor: Lawful
NSch:
NSubSch:
Level: Paladin 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Loyal Vassal
Abjuration [Lawful]
**Level:** Paladin 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
Targets: One willing creature touched/3 levels
**Duration:** 10 minutes/level; see text
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You protect the subjects against mind-affecting spells and abilities, giving them a +3 sacred bonus on saving throws against such effects. The spell also helps prevent them from being magically compelled to harm you or anyone else affected by this spell. Any attempt to make a loyal vassal do so (whether the originating effect occurred before or after this spell was cast) counts as a suicidal order, triggering appropriate responses and possibly ending the controlling spell. If the subjects willingly attempt to harm you, the spell is broken for them immediately.
```
@@---
Spell: Lucent Lance
School: Transmutation
Descriptor: Light
NSch:
NSubSch:
Level: Cleric 6, Wizard 5
Save: None
SR: Yes; see text
---
!!
```
## Lucent Lance
Transmutation [Light]
**Level:** Cleric 6, Wizard 5
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Ray
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes; see text
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. Focus: A clear glass or crystal rod.
```
@@---
Spell: Lucky Blade
Source: Magic of Eberron
School: Abjuration
NSch:
NSubSch:
Level: Artificer 2
Save: None (object)
SR: No (object)
---
!!
```
## Lucky Blade
Source: Magic of Eberron
Abjuration
**Level:** Artificer 2
**Components:** S, M
**Casting Time:** 1 minute
**Range:** Touch
**Target:** Weapon touched
**Duration:** 10 minutes/level or until discharged
**Saving Throw:** None (object)
**Spell Resistance:** No (object)
A weapon imbued with this infusion allows the bearer to draw upon the luck stored within it, gaining an immediate reroll of an attack roll (or of the roll to confirm a critical threat) made with that weapon.
The decision to use this ability must be made before the DM declares whether the roll results in success or failure. The wearer must take the result of the second roll, even if it is worse. The magic of this infusion functions only one time.
Material Component: A two-headed coin.
```
@@---
Spell: Lucky Cape
Source: Magic of Eberron
School: Abjuration
NSch:
NSubSch:
Level: Artificer 3
Save: None (object)
SR: No (object)
---
!!
```
## Lucky Cape
Source: Magic of Eberron
Abjuration
**Level:** Artificer 3
**Components:** S, M
**Casting Time:** 1 minute
**Range:** Touch
**Target:** Cloak or cape touched
**Duration:** 10 minutes/level or until discharged
**Saving Throw:** None (object)
**Spell Resistance:** No (object)
A cape imbued with this infusion allows the bearer to draw upon the luck stored within it, gaining an immediate reroll of a saving throw. The decision to use this ability must be made before the DM declares whether the saving throw results in success or failure. The wearer must take the result of the second roll, even if it is worse. The magic of this infusion functions only one time.
Material Component: A two-headed coin.
```
@@---
Spell: Lucky Streak
School: Transmutation
NSch:
NSubSch:
Level: Bard 1, Wizard 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Lucky Streak
Transmutation
**Level:** Bard 1, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 minute/level (D)
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
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.
```
@@---
Spell: Lullaby
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 0
Save: Will negates
SR: Yes
---
!!
```
## Lullaby
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 0
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** Living creatures within a 10-ft. radius burst
**Duration:** Concentration + 1 round/level (D)
**Saving Throw:** Will negates
**Spell Resistance:** Yes
Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a ?5 penalty on Listen and Spot checks and a ?2 penalty on Will saves against sleep effects while the lullaby is in effect. Lullaby lasts for as long as the caster concentrates, plus up to 1 round per caster level thereafter.
```
@@---
Spell: Luminous Armor
School: Abjuration
NSch:
NSubSch:
Level: Sanctified 2
Save: None
SR: Yes (harmless)
---
!!
```
## Luminous Armor
Abjuration
**Level:** Sanctified 2
**Components:** Sacrifice
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One good creature touched
**Duration:** 1 hour/level (D)
**Saving Throw:** None
**Spell Resistance:** Yes (harmless)
This spell, favored among eladrins visiting the Material Plane, envelops the target in a protective, shimmering aura of light. The luminous armor resembles a suit of dazzling full plate, but it is weightless and does not restrict the target's movement or mobility in any way. In addition to imparting the benefits of a breastplate (+5 armor bonus to AC), the luminous armor has no maximum Dexterity restriction, no armor check penalty, and no chance for arcane spell failure.
Luminous armor sheds light equivalent to a daylight spell and counters darkness spells of 2nd level or lower with which it comes into contact. In addition, the armor's brightness causes opponents to take a ?4 to penalty on melee attacks made against the target. This penalty stacks with the attack penalty suffered by creatures sensitive to bright light (such as dark elves). Sacrifice: 1d2 points of Strength damage.
```
@@---
Spell: Luminous Armor, Greater
School: Abjuration
NSch:
NSubSch:
Level: Sanctified 4
Save: None
SR: No
---
!!
```
## Luminous Armor, Greater
Abjuration
**Level:** Sanctified 4
This spell functions like luminous armor, except that it imparts the benefits of full plate (+8 armor bonus to AC). Sacrifice: 1d3 points of Strength damage.
## Luminous Assassin
Conjuration (Summoning)
**Level:** Wizard 5
This spell functions like lesser luminous assassin, except that the assassin has the statistics provided below.
Luminous Assassin Cr 3
Male human rogue 3
N Medium Humanoid (human, extraplanar)
Init +6; Senses Listen +6, Spot +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 rapier, masterwork buckler, cloak of resistance
+1, masterwork shortbow, 200 gp
## Luminous Assassin, Greater
Conjuration (Summoning)
**Level:** Wizard 7
This spell functions like luminous assassin, except that the assassin has the statistics provided below.
Luminous Assassin CR 5
Male human rogue 5
N Medium Humanoid (human, extraplanar)
Init +7; Senses Listen +8, Spot +8
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 rapier, masterwork buckler, cloak of resistance
+1, +1 shortbow, 200 gp
## Luminous Assassin, Lesser
Conjuration (Summoning)
**Level:** Wizard 3
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: One summoned assassin
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
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 flat-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's duration expires. Focus: A serrated dagger.
```
@@---
Spell: Luminous Assassin Cr 1
School: Male human rogue 1
N Medium Humanoid (human, extraplanar)
Init +6; Senses Listen +4, Spot +4
Languages Common, Dwarven, Elven
AC 15, touch 12, flat-footed 13; Dodge (+2 Dex, +3 armor) hp 7 (1 HD)
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)
Base Atk +0; Grp +1
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, masterwork rapier, masterwork shortbow, 50 gp
## Luminous Gaze
Evocation [Light]
NSch:
NSubSch:
Level: Wizard 1
Save: Personal
**Target:** You
---
!!
```
## Luminous Assassin Cr 1
Male human rogue 1
N Medium Humanoid (human, extraplanar)
Init +6; Senses Listen +4, Spot +4
Languages Common, Dwarven, Elven
AC 15, touch 12, flat-footed 13; Dodge (+2 Dex, +3 armor) hp 7 (1 HD)
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)
Base Atk +0; Grp +1
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, masterwork rapier, masterwork shortbow, 50 gp
## Luminous Gaze
Evocation [Light]
**Level:** Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
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.
```
@@---
Spell: Luminous Swarm
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 2
Save: Reflex partial
SR: Yes
---
!!
```
## Luminous Swarm
Evocation [Force]
**Level:** Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 5 rounds
**Saving Throw:** Reflex partial
**Spell Resistance:** Yes
You create a swarm of faintly luminous motes of pure force that engulf one creature, obscuring its vision. If the target relies on sight, all its attacks have a 20% miss chance while the motes last. The motes also deal ld6 points of damage each round. The target can attempt a Reflex save each round to avoid the damage.
If a subject under the effects of luminous swarm is targeted by fever dream (page 104), the two spells interact to create a greater effect. See the fever dream spell for details.
```
@@---
Spell: Mace Of Odo
Source: Player's Guide to Faerûn
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Initiate of helm 3
Save: Fortitude negates; see text
SR: Yes
---
!!
```
## Mace Of Odo
Source: Player's Guide to Faerûn
Evocation [Force]
**Level:** Initiate of helm 3
**Components:** V, S, DF, **Casting Time:** 1 standard action **Range:** 0 ft.
Effect: Mace of force
**Duration:** 1 round/level
**Saving Throw:** Fortitude negates; see text
**Spell Resistance:** Yes
You create a glowing mace of force that appears in your hand.
You must make a melee touch attack to strike a target with the mace.
If it hits, the mace of Odo deals 1d6 points of force damage per caster level (maximum 10d6).
An undead target takes an additional +1 point of damage per caster level (maximum +10).
Any creature struck by the mace must make a Fortitude save or be paralyzed for 1 round.
You may attack once with the mace of Odo on the same round that you summoned it.
The mace occupies your hand but does not disappear if you cast another spell.
If you are targeted with a spell while holding the mace, you may choose to have the mace absorb that spell. When the mace strikes a creature, or is used to absorb a spell, or is removed from your grasp for any reason, it vanishes.
The point in space where it vanished glows as though under the effect of a light spell for the remainder of the duration.
```
@@---
Spell: Maddening Scream
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Madness 8
Save: None
SR: Yes
---
!!
```
## Maddening Scream
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Madness 8
**Components:** V
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** 1d4+1 rounds
**Saving Throw:** None
**Spell Resistance:** Yes
This spell makes it impossible for the victim to do anything other than race about caterwauling. The creature must move its speed each turn, unless somehow prevented, and can take no other action. The spell gives the subject a ?4 penalty to Armor Class, its Reflex saving throws fail except on a roll of 20, and the subject cannot use a shield.
```
@@---
Spell: Maddening Whispers
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Wizard 8
Save: Will negates
SR: Yes
---
!!
```
## Maddening Whispers
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Wizard 8
**Components:** V
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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.
```
@@---
Spell: Maelstrom
School: Conjuration
Subschool: Creation
Descriptor: Water
NSch:
NSubSch:
Level: Druid 8, Ocean 8
Save: Reflex negates; see text
SR: No
---
!!
```
## Maelstrom
Conjuration (Creation) [Water]
**Level:** Druid 8, Ocean 8
**Components:** V, S, DF
**Casting Time:** 1 round
**Range:** Long (400 ft. + 40 ft./level)
Effect: A whirlpool 120 ft. wide and 60 ft. deep
**Duration:** 1 round/level
**Saving Throw:** Reflex negates; see text
**Spell Resistance:** No
Maelstrom causes a deadly vortex to form in water. A body of water in which you form the maelstrom must be at least 120 feet wide and 60 feet deep, or the spell is wasted. Waterborne creatures or objects within 50 feet of the vortex (below and on all sides) must make successful Reflex saves or be sucked in. Trained swimmers can attempt Swim checks instead if their skill modifier is higher than their Reflex save bonus. Waterborne vessels avoid being sucked in if their operators make Profession (sailor) checks against the same DC as the spell's saving throw. These creatures and objects take 3d8 points of damage upon being sucked in. Once inside, creatures and objects take 3d8 points of bludgeoning damage each round at the beginning of your turn. They remain trapped for 2d4 rounds, after which time they are ejected to any square adjacent to the bottom of the vortex (your choice). Ejected subjects might be sucked back into the vortex, but they receive a new Reflex save. Subjects of Large or smaller size are ejected from the bottom of the vortex. Larger subjects are ejected from the top.
```
@@---
Spell: Mage Armor
School: Conjuration
Subschool: Creation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 1
Save: Will negates (harmless)
SR: No
---
!!
```
## Mage Armor
Conjuration (Creation) [Force]
**Level:** Wizard 1
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 hour/level (D)
**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. Focus: A piece of cured leather.
```
@@---
Spell: Mage Armor, Greater
School: Conjuration
Subschool: Creation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 3
Save: Fortitude negates
SR: Yes
---
!!
```
## Mage Armor, Greater
Conjuration (Creation) [Force]
**Level:** Wizard 3
**Components:** V, S
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.
## Mage Armor, Mass
Conjuration (Creation) [Force]
**Level:** Wizard 3
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. apart
This spell functions like mage armor (PH 249), except that it affects multiple creatures.
## Mage Burr
Transmutation
**Level:** Bard 1, hexblade 1, Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature wearing armor or using a shield
**Duration:** 1 round/level (D)
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
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.
```
@@---
Spell: Mage Hand
School: Transmutation
NSch:
NSubSch:
Level: Bard 0, Wizard 0
Save: None
SR: No
---
!!
```
## Mage Hand
Transmutation
**Level:** Bard 0, Wizard 0
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One nonmagical, unattended object weighing up to 5 lb.
**Duration:** Concentration
**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.
```
@@---
Spell: Mage Hand, Greater
School: Transmutation
NSch:
NSubSch:
Level: Wizard 1
Save: Will negates
SR: Yes
---
!!
```
## Mage Hand, Greater
Transmutation
**Level:** Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One object or creature weighing up to 40 lb.
**Duration:** Concentration
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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.
```
@@---
Spell: Mage's Disjunction
School: Abjuration
NSch:
NSubSch:
Level: Magic 9, Wizard 9
Save: Will negates (object)
SR: No
---
!!
```
## Mage's Disjunction
Abjuration
**Level:** Magic 9, Wizard 9
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** All magical effects and magic items within a 40-ft. radius burst
**Duration:** Instantaneous
**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.
```
@@---
Spell: Mage's Faithful Hound
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Wizard 5
Save: None
SR: No
---
!!
```
## Mage's Faithful Hound
Conjuration (Creation)
**Level:** Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Phantom watchdog
**Duration:** 1 hour/caster level or until discharged, then 1 round/caster level; see text
**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. Material Component: A tiny silver whistle, a piece of bone, and a thread.
```
@@---
Spell: Mage's Lucubration
School: Transmutation
NSch:
NSubSch:
Level: Wiz 6
Save: Personal
**Target:** You
---
!!
```
## Mage's Lucubration
Transmutation
**Level:** Wiz 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** Instantaneous
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.
```
@@---
Spell: Mage's Magnificent Mansion
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Wizard 7
Save: None
SR: No
---
!!
```
## Mage's Magnificent Mansion
Conjuration (Creation)
**Level:** Wizard 7
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Extradimensional mansion, up to three 10-ft. cubes/level (S)
**Duration:** 2 hours/level (D)
**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.
Focus: A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon (each item worth 5 gp).
```
@@---
Spell: Mage's Private Sanctum
School: Abjuration
NSch:
NSubSch:
Level: Wizard 5
Save: None
SR: No
---
!!
```
## Mage's Private Sanctum
Abjuration
**Level:** Wizard 5
**Components:** V, S, M
**Casting Time:** 10 minutes
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 30-ft. cube/level (S)
**Duration:** 24 hours (D)
**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.
Material Component: A thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite.
```
@@---
Spell: Mage's Sword
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 7
Save: None
SR: Yes
---
!!
```
## Mage's Sword
Evocation [Force]
**Level:** Wizard 7
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One sword
**Duration:** 1 round/level (D)
**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 Mage's sword strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell.
Focus: A miniature platinum sword with a grip and pommel of copper and zinc. It costs 250 gp to construct.
```
@@---
Spell: Mage's Trusted Bloodhound
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Assassin 4, Wizard 6
Save: Personal
**Target:** You
---
!!
```
## Mage's Trusted Bloodhound
Conjuration (Creation)
**Level:** Assassin 4, Wizard 6
Effect: Phantom bloodhound
This spell functions like mage's faithful hound, except that the phantom bloodhound created can also track a creature as if it had the Track feat. Its Survival modifier is equal to your caster level for this purpose, but it can't use the Survival skill for any other tasks. A trusted bloodhound has a land speed equal to yours, and can move at full speed without taking a penalty on Survival checks to track.
A trusted bloodhound can't attack, provide a flank, or have any other effect on combat. However, as a standard action, you can instruct a trusted bloodhound to serve as a watchdog; in this role it functions identically to mage's faithful hound, except that its attack bonus equals your caster level. You can command a trusted bloodhound to resume its tracking again as a standard action.
## Magecraft
Source: Eberron Campaign Setting
Divination
**Level:** Wizard 1
**Components:** V, F
**Casting Time:** 1 round
**Range:** Personal
**Target:** You
**Duration:** 1 day
You get a +5 competence bonus on one Craft check representing a day of work crafting an item. If you cast this spell every day for a week, you can make a Craft check representing the week's work and still gain the +5 competence bonus.
Focus: The tools and other equipment normally required to use the Craft skill to which you apply the bonus.
```
@@---
Spell: Magic Aura
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Bard 1, Magic 1, Wizard 1
Save: None; see text
SR: No
---
!!
```
## Magic Aura
Illusion (Glamer)
**Level:** Bard 1, Magic 1, Wizard 1
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One touched object weighing up to 5 lb./level
**Duration:** One day/level (D)
**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.
Focus: A small square of silk that must be passed over the object that receives the aura.
```
@@---
Spell: Magical Backlash
Source: Drow of the Underdark
School: Abjuration
NSch:
NSubSch:
Level: Bard 2, Hexblade 2, Wizard 2
Save: Fortitude half
SR: Yes
---
!!
```
## Magical Backlash
Source: Drow of the Underdark
Abjuration
**Level:** Bard 2, Hexblade 2, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** Instantaneous
**Saving Throw:** Fortitude half
**Spell Resistance:** Yes
Magical backlash causes any spells affecting the target to resonate painfully. For each spell currently in effect on the target (not counting magical backlash itself), magical backlash deals 2 points of damage per level of that spell. For example, a creature targeted by magical backlash that is under the effects of bull's strength, blur, and mage armor spells would take 4 points of damage for bull's strength, 4 for blur, and 2 more for mage armor for a total of 10 points of damage.
```
@@---
Spell: Magic Circle Against Chaos
School: Abjuration
Descriptor: Lawful
NSch:
NSubSch:
Level: Cleric 3, Law 3, Paladin 3, Wizard 3
Save: Will negates (harmless)
SR: No; see text
---
!!
```
## Magic Circle Against Chaos
Abjuration [Lawful]
**Level:** Cleric 3, Law 3, Paladin 3, Wizard 3
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.
## Magic Circle Against Evil
Abjuration [Good]
**Level:** Cleric 3, Good 3, Paladin 3, Wizard 3
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Touch
**Area:** 10-ft. radius emanation from touched creature
**Duration:** 10 min./level
**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.
Arcane Material Component: A little powdered silver with which you trace a 3-footdiameter circle on the floor (or ground) around the creature to be warded.
```
@@---
Spell: Magic Circle Against Good
School: Abjuration
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 3, Evil 3, Wizard 3
Save: None
SR: No
---
!!
```
## Magic Circle Against Good
Abjuration [Evil]
**Level:** Cleric 3, Evil 3, Wizard 3
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.
## Magic Circle Against Law
Abjuration [Chaotic]
**Level:** Chaos 3, Cleric 3, Wizard 3
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.
## Magic Convalescence
Conjuration (Healing)
**Level:** Bard 5, cleric 5, druid 5
**Components:** V, S, M
**Casting Time:** 1 standard action **Range:** 20 ft.
**Area:** 20-ft. radius emanation centered on you
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
Whenever a creature, including you, casts a spell within the area of this spell, you heal 1 hit point per level of the spell cast. The effect of each spell cast is resolved prior to your receiving the healing. Material Component: A specially prepared, scented ointment.
```
@@---
Spell: Magic Fang
School: Transmutation
NSch:
NSubSch:
Level: Druid 1, Ranger 1
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Magic Fang
Transmutation
**Level:** Druid 1, Ranger 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** 1 min./level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
Magic fang gives one natural weapon of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. (The spell does not change an unarmed strike's damage from nonlethal damage to lethal damage.)
Magic fang can be made permanent with a permanency spell.
```
@@---
Spell: Magic Fang, Greater
School: Transmutation
NSch:
NSubSch:
Level: Druid 3, Ranger 3
Save: Personal
**Target:** You
---
!!
```
## Magic Fang, Greater
Transmutation
**Level:** Druid 3, Ranger 3
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 hour/level
This spell functions like magic fang, except that the enhancement bonus on attack and damage rolls is +1 per four caster levels (maximum +5).
Alternatively, you may imbue all of the creature's natural weapons with a +1 enhancement bonus (regardless of your caster level).
Greater magic fang can be made permanent with a permanency spell.
## Magic Fang, Superior
Transmutation
**Level:** Druid 4, ranger 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
Superior magic fang gives every natural weapon you possess an enhancement bonus on attack rolls and damage rolls equal to +1 per four caster levels (maximum +5 at 20th level).
```
@@---
Spell: Magic Jar
School: Necromancy
NSch:
NSubSch:
Level: Wizard 5
Save: Will negates; see text
SR: Yes
---
!!
```
## Magic Jar
Necromancy
**Level:** Wizard 5
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** 1 hour/level or until you return to your body
**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. Focus: A gem or crystal worth at least 100 gp.
```
@@---
Spell: Magic Miasma
School: Abjuration
NSch:
NSubSch:
Level: Wizard 9
Save: None; see text
SR: No
---
!!
```
## Magic Miasma
Abjuration
**Level:** Wizard 9
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 30-ft. radius emanation centered on a point in space
**Duration:** 1 round/level
**Saving Throw:** None; see text
**Spell Resistance:** No
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.
Material Component: A small piece of quilted cloth, which must be soaked in water while the spell is cast.
```
@@---
Spell: Magic Missile
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 1
Save: None
SR: Yes
---
!!
```
## Magic Missile
Evocation [Force]
**Level:** Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
**Duration:** Instantaneous
**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.
```
@@---
Spell: Magic Mouth
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Bard 1, Wizard 2
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Magic Mouth
Illusion (Glamer)
**Level:** Bard 1, Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels) **Target:** One creature or object
**Duration:** Permanent until discharged
**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.
Material Component: A small bit of honeycomb and jade dust worth 10 gp.
```
@@---
Spell: Magic Of The Dragonheart
School: Transmutation
NSch:
NSubSch:
Level: Sorcerer 2
Save: Personal
**Target:** You
---
!!
```
## Magic Of The Dragonheart
Transmutation
**Level:** Sorcerer 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level
This spell grants you a variety of benefits related to your draconic feats. If you have no draconic feats, this spell has no effect. While this spell is active, you are considered to have two more draconic feats than normal for the purpose of determining the benefit of your draconic feats. For example, if you have the Draconic Heritage feat (see page 17), you would gain a +2 bonus to the specified saves for the duration of this spell, over and above the bonus already granted by that feat.
In addition, for the purpose of determining the benefit of a draconic feat, treat magic of the dragonheart as if its spell level equaled 1/2 your caster level.
For example, an 8th-level sorcerer that has the Draconic Flight feat (Complete Arcane 77) would gain a fly speed of 40 feet after casting this spell, as if it were a 4th-level spell. Finally, you gain a competence bonus equal to 1/2 your caster level (maximum +10) on skill checks made with the class skill granted by your Draconic Heritage feat (if you have the feat).
```
@@---
Spell: Magic Savant
School: Divination
NSch:
NSubSch:
Level: Bard 2
Save: Personal
**Target:** You
---
!!
```
## Magic Savant
Divination
**Level:** Bard 2
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
You align your own energy with that of the magic items around you. You gain a +4 insight bonus on Use Magic Device checks. If you have 10 or more ranks in Use Magic Device, you can take 10 on Use Magic Device checks, even if the situation wouldn't normally allow you to do so.
```
@@---
Spell: Magic Stone
School: Transmutation
NSch:
NSubSch:
Level: Cleric 1, Druid 1, Earth 1
Save: Will negates (harmless, object)
SR: Yes (harmless, object)
---
!!
```
## Magic Stone
Transmutation
**Level:** Cleric 1, Druid 1, Earth 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
Targets: Up to three pebbles touched
**Duration:** 30 minutes or until discharged
**Saving Throw:** Will negates (harmless, object)
**Spell Resistance:** Yes (harmless, object)
You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell's enhancement bonus), or 2d6+2 points against undead.
```
@@---
Spell: Magic Vestment
School: Transmutation
NSch:
NSubSch:
Level: Cleric 3, Strength 3, War 3
Save: Will negates (harmless, object)
SR: Yes (harmless, object)
---
!!
```
## Magic Vestment
Transmutation
**Level:** Cleric 3, Strength 3, War 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Armor or shield touched
**Duration:** 1 hour/level
**Saving Throw:** Will negates (harmless, object)
**Spell Resistance:** Yes (harmless, object)
You imbue a suit of armor or a shield with an enhancement bonus of +1 per four caster levels (maximum +5 at 20th level).
An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell.
```
@@---
Spell: Magic Weapon
School: Transmutation
NSch:
NSubSch:
Level: Cleric 1, Paladin 1, Wizard 1, War 1
Save: Will negates (harmless, object)
SR: Yes (harmless, object)
---
!!
```
## Magic Weapon
Transmutation
**Level:** Cleric 1, Paladin 1, Wizard 1, War 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Weapon touched
**Duration:** 1 min./level
**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.
```
@@---
Spell: Magic Weapon, Greater
School: Transmutation
NSch:
NSubSch:
Level: Cleric 4, Paladin 3, Wizard 3
Save: Will negates (harmless, object)
SR: Yes (harmless, object)
---
!!
```
## Magic Weapon, Greater
Transmutation
**Level:** Cleric 4, Paladin 3, Wizard 3
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting) **Duration:** 1 hour/level
**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.)
Arcane Material Component: Powdered lime and carbon.
```
@@---
Spell: Magic Weapon, Mass Lesser
Source: Magic of Eberron
School: Transmutation
NSch:
NSubSch:
Level: Cleric 6, Wizard 5
Save: Will negates (harmless, object)
SR: Yes (harmless, object)
---
!!
```
## Magic Weapon, Mass Lesser
Source: Magic of Eberron
Transmutation
**Level:** Cleric 6, Wizard 5
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** Melee or ranged weapons held by allied creatures in a 20-ft. radius burst
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless, object)
**Spell Resistance:** Yes (harmless, object)
This spell functions like greater magic weapon (see page 251 of the Player's Handbook), except as noted above and as follows. It only affects weapons held by allies when the spell is cast. It has no effect on ammunition.
```
@@---
Spell: Magic Weapon, Mass
Source: Magic of Eberron
School: Transmutation
NSch:
NSubSch:
Level: Cleric 2, paladin 2, Wizard 2
Save: Will negates (harmless, object)
SR: Yes (harmless, object)
---
!!
```
## Magic Weapon, Mass
Source: Magic of Eberron
Transmutation
**Level:** Cleric 2, paladin 2, Wizard 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** Melee or ranged weapons held by allied creatures in a 20-ft. radius burst
**Duration:** 1 round/level
**Saving Throw:** Will negates (harmless, object)
**Spell Resistance:** Yes (harmless, object)
This spell functions like magic weapon (see page 251 of the Player's Handbook), except as noted above and as follows. It affects only weapons held by allies when the spell is cast. It has no effect on ammunition.
```
@@---
Spell: Magnetism
School: Transmutation
NSch:
NSubSch:
Level: Wu Jen 3 (metal)
Save: See text
SR: No
---
!!
```
## Magnetism
Transmutation
**Level:** Wu Jen 3 (metal)
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Ray
**Duration:** 1 round/level
**Saving Throw:** See text
**Spell Resistance:** No
A shimmering magnetic ray springs from your hand and pulls iron or steel objects to your grasp. Once per round on a successful ranged touch attack, the magnetic ray can draw an object toward you with an effective Strength score of 30 (and so can target items weighing up to 8,000 pounds). Any unattended and unsecured item flies directly and safely to your hand (or to the edge of your space if too large to be wielded), but drawing an item toward you that another creature is holding (such as a weapon) requires a successful disarm attempt (see page 155 of the Player's Handbook). You use the ray's Strength modifier (+10) in place of your own, and such attempts do not provoke attacks of opportunity, even if you use magnetism against a creature in an adjacent square, although casting the spell might still provoke attacks of opportunity. If you succeed on the disarm attempt, the weapon flies from your opponent's hand to your own.
If you target an item that is attended but not held, such as a weapon at someone's belt, the creature bearing the item gets a Reflex save to hang onto it, dropping whatever else is in one hand at the time unless it has a free hand. On a failed save, the item flies from the creature's hand to your own. Otherwise, make a disarm attempt as above. If an item is secured in some way, you can make a Strength check (using the ray's +10 bonus) to break or burst whatever holds it.
Material Component: A piece of lodestone.
```
@@---
Spell: Mailed Might Of The Magelords
Source: Lost Empires of Faerun
School: Conjuration
Subschool: Creation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 5
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Mailed Might Of The Magelords
Source: Lost Empires of Faerun
Conjuration (Creation) [Force]
**Level:** Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You create a translucent, protective field of force (+8 armor bonus) around the subject.
In addition, the subject becomes immune to 2nd-level or lower spells with the force descriptor and gains damage reduction 5/magic.
Unlike mundane armor, the force armor created by mailed might of the magelords has no armor check penalty or arcane spell failure chance, and it mandates no speed reduction.
Furthermore, since the armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.
Arcane Material Component: A miniature adamantine shield worth at least 250 gp.
```
@@---
Spell: Mana Flux
School: Abjuration
NSch:
NSubSch:
Level: Cleric 5, Wizard 5
Save: None
SR: No
---
!!
```
## Mana Flux
Abjuration
**Level:** Cleric 5, Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 20-ft. radius emanation centered on a point in space
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
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.
```
@@---
Spell: Manifest Desire
School: Illusion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Oneiromancy 4
Save: Will disbelief (if interacted with)
SR: Yes
---
!!
```
## Manifest Desire
Illusion [Mind-Affecting]
**Level:** Oneiromancy 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** Concentration + 3 rounds
**Saving Throw:** Will disbelief (if interacted with)
**Spell Resistance:** Yes
The target's greatest desire appears before her in illusory form for all to see. Interaction with the image allows a Will save to disbelieve.
Many casters use this spell simply to learn the subject's greatest desire, not caring whether the illusion deceives the subject.
```
@@---
Spell: Manifest Dragon Heritage
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Sorcerer 5
Save: None
SR: No
---
!!
```
## Manifest Dragon Heritage
Conjuration (Creation)
**Level:** Sorcerer 5
**Components:** V, S
**Casting Time:** 1 full round
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One wyvern
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** No
This spell creates a wyvern that springs forth from your body. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. You must be able to speak Draconic to communicate with the wyvern, or have some form of telepathic communication that does not require a shared language. If you can communicate with the wyvern, you can direct it not to attack, to attack particular enemies, or to perform other actions.
The conjured creature gains bonus hit points equal to twice your caster level. If it is killed, the caster takes 2d6 points of damage.
```
@@---
Spell: Manifest Dragon Heritage, Greater
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Sorcerer 8
Save: Will partial or disbelief (if interacted with)
SR: Yes
---
!!
```
## Manifest Dragon Heritage, Greater
Conjuration (Creation)
**Level:** Sorcerer 8
Effect: One dragon turtle
As manifest dragon heritage, except that you create a dragon turtle.
## Manifest Nightmare
Illusion [Fear, Mind-Affecting]
**Level:** Oneiromancy 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** Concentration + 3 rounds
**Saving Throw:** Will partial or disbelief (if interacted with)
**Spell Resistance:** Yes
The target's greatest fear appears before him in illusory form for all to see. So long as the nightmare remains manifest and in the subject's proximity, he must make a Will save every round or become panicked. Success on this save indicates that the subject is only shaken that round. This save is repeated every round for the spell's duration, until and unless the subject makes a successful save to disbelieve the illusion. In order to disbelieve the illusion, the subject must first force himself to interact with it, to determine that it might be false.
Many casters use this spell simply to learn the nature of the subject's greatest fear, not caring whether the illusion actually causes the subject to panic.
```
@@---
Spell: Manifestation Of The Deity
School: Illusion
Subschool: Pattern
Descriptor: Fear, Mind-Affecting
NSch:
NSubSch:
Level: Cleric 2
Save: Personal
Effect: An image of the deity you worship
---
!!
```
## Manifestation Of The Deity
Illusion (Pattern) [Fear, Mind-Affecting]
**Level:** Cleric 2
**Components:** V, S, DF
**Casting Time:** 1 swift action
**Range:** Personal
Effect: An image of the deity you worship
**Duration:** 1 round/3 levels (D)
**Saving Throw:** Will negates
**Spell Resistance:** No
As you invoke the name of your deity, a towering, spectral image of the god appears above you, turning its wrath upon your foes.
You summon a looming illusion of the deity you worship, overlaid on your form. The divine manifestation appears ghostly and fearsome, with its favored weapon drawn, and makes threatening overtures (roaring, spouting scripture, making dreadful threats, and the like). The image is transparent enough that you receive no concealment.
Any enemy who can see the effect becomes shaken for 1 round. A successful Will save negates the effect, and that creature can no longer be affected by this casting of the spell.
No creature can be affected more than once by the same casting of manifestation of the deity.
```
@@---
Spell: Major Creation
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Wizard 5
Save: Will negates
SR: Yes
---
!!
```
## Major Creation
Conjuration (Creation)
**Level:** Wizard 5
**Casting Time:** 10 minutes
**Range:** Close (25 ft. + 5 ft./2 levels)
**Duration:** See text
This spell functions like minor creation, except that you can also create an object of mineral nature: stone, crystal, metal, or the like. The duration of the created item varies with its relative hardness and rarity, as indicated on the following table.
## Hardness And Rarity Examples Duration
Vegetable matter
2 hr./level
Stone, crystal, base metals
1 hr./level
Precious metals
20 min./level
Gems
10 min./level
Rare metal1
1 round/level
1 Includes adamantine, alchemical silver, and mithral. You can?t use major creation to create a cold iron item.
## Major Image
Illusion (Figment)
**Level:** Bard 3, Wizard 3
**Duration:** Concentration + 3 rounds
This spell functions like silent image, except that sound, smell, and thermal illusions are included in the spell effect.
While concentrating, you can move the image within the range.
The image disappears when struck by an opponent unless you cause the illusion to react appropriately.
## Make Manifest
Transmutation
**Level:** Cleric 4, Wizard 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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.
```
@@---
Spell: Make Manifest, Mass
School: Transmutation
NSch:
NSubSch:
Level: Cleric 6, Wizard 8
Save: None
---
!!
```
## Make Manifest, Mass
Transmutation
**Level:** Cleric 6, Wizard 8
**Components:** V, S, M
**Area:** 25-ft. radius emanation centered on a point in space
**Saving Throw:** None
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.
Material Component: A handful of copper dust.
```
@@---
Spell: Make Whole
School: Transmutation
NSch:
NSubSch:
Level: Cleric 2
Save: Fortitude negates
SR: No
---
!!
```
## Make Whole
Transmutation
**Level:** Cleric 2
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One object of up to 10 cu. ft./ level
This spell functions like mending, except that make whole completely repairs an object made of any substance, even one with multiple breaks, to be as strong as new. The spell does not restore the magical abilities of a broken magic item made whole, and it cannot mend broken magic rods, staffs, or wands. The spell does not repair items that have been warped, burned, disintegrated, ground to powder, melted, or vaporized, nor does it affect creatures (including constructs).
## Malevolent Miasma
Conjuration (Creation)
**Level:** Wizard 2
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 15-ft. radius burst
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates
**Spell Resistance:** No
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.
Focus: Three polished gray stones.
```
@@---
Spell: Malevolent Whisper
School: Enchantment
Subschool: Compulsion
Descriptor: Death, Mind-Affecting
NSch:
NSubSch:
Level: Wizard 4
Save: None
SR: Yes
---
!!
```
## Malevolent Whisper
Enchantment (Compulsion) [Death, Mind-Affecting]
**Level:** Wizard 4
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature that has 10 hit points or fewer
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
The subject of the spell is reduced to - 9 hit points (no roll to check for becoming stable is necessary).
```
@@---
Spell: Mantle Of Chaos
School: Abjuration
Descriptor: Chaos
NSch:
NSubSch:
Level: Cleric 3, Limbo 3
Save: Personal
**Target:** You
---
!!
```
## Mantle Of Chaos
Abjuration [Chaos]
**Level:** Cleric 3, Limbo 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level (D)
**Saving Throw:** None
**Spell Resistance:** Yes
The power of this spell grants you spell resistance equal to 12 + your caster level against spells with the lawful descriptor.
```
@@---
Spell: Mantle Of Evil
School: Abjuration
Descriptor: Evil
NSch:
NSubSch:
Level: Blackguard 3, cleric 3, Hades 3
Save: Will negates(harmless)
SR: Yes (harmless)
---
!!
```
## Mantle Of Evil
Abjuration [Evil]
**Level:** Blackguard 3, cleric 3, Hades 3
This spell functions like mantle of chaos, except that mantle of evil grants spell resistance against spells with the good descriptor.
## Mantle Of Good
Abjuration [Good]
**Level:** Cleric 3, Elysium 3, paladin 3
This spell functions like mantle of chaos, except that mantle of good grants spell resistance against spells with the evil descriptor.
## Mantle Of The Fiery Spirit
Transmutation
**Level:** Cleric 9, druid 8
**Components:** V, S, M, XP
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** Instantaneous
**Saving Throw:** Will negates(harmless)
**Spell Resistance:** Yes (harmless)
Mantle of the fiery spirit permanently grants the target the fire subtype.
Material Component: A burning lump of coal and a fire opal worth 5,000 gp. XP Cost: 2,000 XP.
```
@@---
Spell: Mantle Of The Icy Soul
School: Transmutation
Descriptor: Cold
NSch:
NSubSch:
Level: Cleric 6, druid 5
Save: Will negates
SR: Yes
---
!!
```
## Mantle Of The Icy Soul
Transmutation [Cold]
**Level:** Cleric 6, druid 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 hour/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
The subject creature gains the cold subtype, granting it immunity to cold and vulnerability to fire (the creature takes half again as much damage from fire effects). A fire creature subjected to this spell does not gain the cold subtype, but it loses the fire subtype for the duration. Material Component: A pinch of sapphire dust worth 10 gp.
```
@@---
Spell: Mantle Of The Slime Lord
Source: Champions of Ruin
School: Abjuration
NSch:
NSubSch:
Level: Initiate of ghaunadaur 7
**Components:** V, S, DF
Save: Personal
Effect: Nimbus of divine energy
---
!!
```
## Mantle Of The Slime Lord
Source: Champions of Ruin
Abjuration
**Level:** Initiate of ghaunadaur 7
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Personal
Effect: Nimbus of divine energy
**Duration:** 10 minutes/level (D)
**Saving Throw:** None
**Spell Resistance:** No
This spell causes a glossy nimbus of energy to surround you.
This barrier looks like a gelatinous layer of thick, dirty water to observers, but it does not hinder you in the least.
While the mantle is active, nonintelligent oozes will not attack you unless you attack them.
In addition, you gain immunity to poison, sleep effects, paralysis, polymorph, and stunning effects.
Lastly, when a critical hit or sneak attack is scored on you, there is a 75% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
```
@@---
Spell: Mantle Of Law
School: Abjuration
Descriptor: Law
NSch:
NSubSch:
Level: Cleric 3, Mechanus 3, paladin 3
Save: Personal
**Target:** You
---
!!
```
## Mantle Of Law
Abjuration [Law]
**Level:** Cleric 3, Mechanus 3, paladin 3
This spell functions like mantle of chaos, except that mantle of law grants spell resistance against spells with the chaotic descriptor.
## Mantle Of Pure Spite
Necromancy
**Level:** Spite 8
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 min./level
By means of this spell, you wrap yourself in a pulsating nimbus of netherlight?the mystical aggregate of all your unresolved frustration and rage. Anyone foolish enough to attack you while this nimbus is in effect is in for a most unpleasant surprise.
Each time you are the target of an attack, you gain increasingly greater power over your attacker. First, this spell generates a cumulative +1 bonus to all attack rolls and to damage against that foe each and every time it strikes you, up to a maximum bonus equal to your level. Second, you gain the ability to overcome any damage reduction your opponent might have, as though you possessed the necessary alignment or weapon materials.
Last but not least, you gain a cumulative dam age reduction of your own, equal to 1/? each time your opponent strikes you, up to a maximum benefit of DR 15/?.
If you are fighting multiple opponents, you must keep track of how many times each one has struck you in order to determine the benefits this spell grants you against each. A mantle of pure spite provides its benefits even at range, so a wizard launching harmful spells at you from what she thinks is a safe distance will still kindle the mantle of pure spite's nimbus and experience its spiteful reprisals. Material Component: A smidgen of your spit.
```
@@---
Spell: Manyjaws
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 3
Save: See text
SR: Yes
---
!!
```
## Manyjaws
Evocation [Force]
**Level:** Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: One pair of disembodied, flying jaws per caster level (maximum ten pairs)
**Duration:** Concentration, up to 3 rounds
**Saving Throw:** See text
**Spell Resistance:** Yes
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.
Material Component: A pair of teeth.
```
@@---
Spell: Mark Of Doom
School: Necromancy
NSch:
NSubSch:
Level: Cleric 3, paladin 2
Save: None
SR: No
---
!!
```
## Mark Of Doom
Necromancy
**Level:** Cleric 3, paladin 2
Component: V, S, DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
This spell marks an opponent as an enemy of your faith, one who must pay for his transgressions. As long as the subject insists on fighting, it suffers divine punishment from your deity. The subject of this spell takes 1d6 points of damage each time it casts a spell that causes damage or disables a creature, makes a melee or ranged attack, or uses spell-like or supernatural abilities to harm other creatures.
The subject of this spell must have an alignment that opposes yours on at least one axis?evil if you are good, lawful if you are chaotic, and so on. For example, a chaotic good cleric can place a mark of doom upon a lawful good, lawful evil, or neutral evil opponent. A neutral caster can use this spell against any good, evil, lawful, or chaotic foe.
```
@@---
Spell: Mark Of Judgment
School: Necromancy
NSch:
NSubSch:
Level: Cleric 2
Save: Will negates
SR: Yes
---
!!
```
## Mark Of Judgment
Necromancy
**Level:** Cleric 2
Component: V, S, DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Targets: One creature/3 levels, no two of which are more than 30 ft. apart
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You and your allies see the mark of judgment on a creature and know to strike it in preference over other unmarked targets. Whenever a creature succeeds on a melee or ranged attack against any subject of a mark of judgment spell, that attacker heals 2 points of damage.
The targets of this spell must have an alignment that opposes yours on at least one axis?evil if you are good, lawful if you are chaotic, and so on. For example, a lawful good cleric can place a mark of judgment upon a chaotic good, chaotic neutral, lawful evil, neutral evil, or chaotic evil opponent. A neutral caster can use this spell against any good, evil, lawful, or chaotic foe.
```
@@---
Spell: Mark Of Justice
School: Necromancy
NSch:
NSubSch:
Level: Cleric 5, Paladin 4
Save: None
SR: Yes
---
!!
```
## Mark Of Justice
Necromancy
**Level:** Cleric 5, Paladin 4
**Components:** V, S, DF
**Casting Time:** 10 minutes **Range:** Touch
**Target:** Creature touched
**Duration:** Permanent; see text
**Saving Throw:** None
**Spell Resistance:** Yes
You draw an indelible mark on the subject and state some behavior on the part of the subject that will activate the mark. When activated, the mark curses the subject. Typically, you designate some sort of criminal behavior that activates the mark, but you can pick any act you please. The effect of the mark is identical with the effect of bestow curse.
Since this spell takes 10 minutes to cast and involves writing on the target, you can cast it only on a creature that is willing or restrained.
Like the effect of bestow curse, a mark of justice cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Remove curse works only if its caster level is equal to or higher than your mark of justice caster level. These restrictions apply regardless of whether the mark has activated.
```
@@---
Spell: Mark Of Sin
Source: Complete Champion
School: Enchantment
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Cleric 5
Save: Will partial
SR: Yes
---
!!
```
## Mark Of Sin
Source: Complete Champion
Enchantment [Mind-Affecting]
**Level:** Cleric 5
**Components:** V, S, DF
**Casting Time:** 1 full round
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 round/level or permanent; see text
**Saving Throw:** Will partial
**Spell Resistance:** Yes
Your successful touch attack leaves a mystical mark upon the subject. After a number of rounds equal to your divine caster level, the subject is entitled to a Will save. Success ends the spell at that point, but failure renders the mark of sin permanent.
Though the mark is invisible, all living creatures can sense its presence and are repulsed by it. Thus, they begin their initial interactions with the subject one step nearer to a hostile attitude than they normally would, unless they already know the subject personally. Furthermore, the subject takes a ?10 circumstance penalty on all
Diplomacy checks designed to change the attitudes of others. (See Diplomacy, PH 71.)
In addition, the subject takes a ?4 penalty to a specific ability score based on your deity, as given in the table for the divine retribution spell (page 119). This penalty cannot be removed in any way as long as the mark of sin remains. If you do not worship a deity, you must choose one whose alignment is within one step of your own when you cast this spell for the first time. This choice is for the purpose of this effect only, and you cannot subsequently change it unless your alignment shifts in such a way that your previous choice is no longer applicable.
A mark of sin cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Remove curse works only if its caster level is equal to or higher than that of the mark of sin.
```
@@---
Spell: Mark Of The Enlightened Soul
School: Transmutation
Descriptor: Good
NSch:
NSubSch:
Level: Cleric 4, Wizard 4
Save: Personal
**Target:** You
---
!!
```
## Mark Of The Enlightened Soul
Transmutation [Good]
**Level:** Cleric 4, Wizard 4
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 3 rounds or until ended
This spell adds a touch of good to your magic, granting you special potency against your evil-aligned enemies. Your spells gain the good descriptor. Any spell you cast of 3rd level or lower deals +50% damage to evil-aligned creatures.
As part of the casting of this spell, you can sacrifice one sorcerer spell slot of 5th to 9th level; doing this increases the maximum level of spells affected by mark of the enlightened soul to the level of the sacrificed slot minus 1. For example, if you spend a 4th-level spell slot to cast the spell and a 7th-level spell slot to augment it, you would deal extra damage to evil-aligned creatures with spells of 6th level or lower.
Special: A good-aligned caster of the dragonblood subtype can choose to end this spell's duration by activating protection from evil (as the spell, but targeting itself) as a swift action. This effect lasts for the normal duration of protection from evil.
```
@@---
Spell: Mark Of The Hunter
School: Divination
NSch:
NSubSch:
Level: Ranger 3
Save: Will negates
SR: Yes
---
!!
```
## Mark Of The Hunter
Divination
**Level:** Ranger 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature, which must be a favored enemy
**Duration:** 1 minute/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
Your favored enemy bonuses against a foe with a mark of the hunter are 4 higher than they would otherwise be. Furthermore, the rune limns your enemy, making the foe easier for you to attack. The subject of a mark of the hunter spell gains no bonus to Armor Class against your attacks from any cover less than total cover, nor does it gain a miss chance against your attacks from any concealment less than total concealment. Other effects that grant a miss chance (such as incorporeality) work normally.
Material Component: A bit of skin or bone from the relevant favored enemy type or subtype.
```
@@---
Spell: Mark Of The Outcast
School: Necromancy
NSch:
NSubSch:
Level: Blackguard 1, cleric 2, druid 2
Save: Will negates
SR: Yes
---
!!
```
## Mark Of The Outcast
Necromancy
**Level:** Blackguard 1, cleric 2, druid 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** Permanent
**Saving Throw:** Will negates
**Spell Resistance:** Yes
This spell creates an indelible mark on the subject's face (or other upper body part, if the subject doesn?t have a head). The mark is visible to normal vision, low-light vision, and darkvision. The wearer of such a mark takes a ?5 circumstance penalty on Bluff and Diplomacy checks and a ?2 penalty to Armor Class. The mark cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
```
@@---
Spell: Mark Of The Unfaithful
Source: Champions of Ruin
School: Evocation
NSch:
NSubSch:
Level: Cleric 7, Druid 7
Save: None
SR: Yes
---
!!
```
## Mark Of The Unfaithful
Source: Champions of Ruin
Evocation
**Level:** Cleric 7, Druid 7
**Components:** V, S, AF
**Casting Time:** 1 round
**Range:** Unlimited
**Target:** One creature
**Duration:** Permanent
**Saving Throw:** None
**Spell Resistance:** Yes
You permanently place a mark upon a character or creature that identifies it as an enemy of the faith. Anyone of your faith who encounters the bearer of a mark of the unfaithful, even if he is disguised, altered, or polymorphed, feels a natural hostility toward that person and gains a +6 circumstance bonus on Sense Motive checks made against the marked creature.
This hostility might not induce the viewer to attack, but he certainly will not be inclined to trust or believe anything the marked one says.
Clerics, paladins, druids and rangers of the faith can automatically detect the mark simply by looking at the subject. A mark of the unfaithful is permanent until dispelled or removed by a cleric of the same faith, of higher level than the caster, who casts an atonement spell upon the subject.
Focus: The subject's name must be inscribed in a book or scroll especially consecrated for this purpose and detailing the crimes (real or imagined) for which the subject is being marked.
```
@@---
Spell: Mark Of The Wild
Source: Dragonmarked
School: Transmutation
NSch:
NSubSch:
Level: Druid 5, ranger 4
Save: Personal
**Target:** You
---
!!
```
## Mark Of The Wild
Source: Dragonmarked
Transmutation
**Level:** Druid 5, ranger 4
**Components:** V, S, Dr
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** See text
For the duration of the spell, no animal threatens or attacks you unless you attack it first. The spell's duration depends on the strength of your dragonmark.
Dragonmark Duration
Least
1 min./level
Lesser
10 min./level
Greater or Siberys 1 hour/level
If you attack any animal, the spell ends immediately.
Dragonmark: Any true or aberrant dragonmark.
```
@@---
Spell: Marked Object
School: Divination
NSch:
NSubSch:
Level: Assassin 2, ranger 1, sorcerer/ wizard 2
Save: Personal
**Target:** You
---
!!
```
## Marked Object
Divination
**Level:** Assassin 2, ranger 1, sorcerer/ wizard 2
**Components:** V, S, F
**Casting Time:** 1 minute
**Range:** Personal
**Target:** You
**Duration:** 24 hours/level
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. Arcane
Focus: An object owned by the creature or a piece of the creature to be tracked, such as a tuft of hair or a fingernail.
```
@@---
Spell: Marked Pulse
Source: Dragonmarked
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 3
Save: Fortitude half; see text
SR: Yes
---
!!
```
## Marked Pulse
Source: Dragonmarked
Evocation [Force]
**Level:** Wizard 3
**Components:** V, S, Dr
**Casting Time:** 1 immediate action **Range:** 20 ft.
Targets: One creature/level in a 20-ft. radius burst centered on you
**Duration:** Instantaneous
**Saving Throw:** Fortitude half; see text
**Spell Resistance:** Yes
Creatures you select within the spell's area take force damage based on the strength of your dragonmark.
Dragonmark Force Damage
Least
2d6
Lesser
3d6
Greater
4d6
Siberys 5d6
If you possess a greater or Siberys dragonmark, any creature that fails its Fortitude save is also knocked prone.
Dragonmark: Any true dragonmark.
```
@@---
Spell: Mask Aberrant Dragonmark
Source: Dragonmarked
School: Transmutation
NSch:
NSubSch:
Level: Assassin 1, bard 1, Wizard 1
Save: Personal
**Target:** You
---
!!
```
## Mask Aberrant Dragonmark
Source: Dragonmarked
Transmutation
**Level:** Assassin 1, bard 1, Wizard 1
**Components:** V, S, Dr
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level (D)
This spell physically alters your aberrant dragonmark to look like one of the twelve true dragonmarks (your choice). You do not gain any of the spell-like abilities of the true dragonmark, but you are treated as having that particular dragonmark for the purpose of being able to cast spells or use magic items that require you to have a mark of that type. You can continue to use your aberrant dragonmark spell-like abilities as normal.
If you have a base aberrant dragonmark, you can reshape it into the form of any least true dragonmark. If you have a lesser or greater aberrant dragonmark, you can reshape it into a lesser or greater true dragonmark, respectively.
This spell taxes the body. At the end of the spell's duration, you are nauseated for 1d10 rounds. Dragonmark: Any aberrant dragonmark.
```
@@---
Spell: Mask Of The Ideal
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Bard 2, Wizard 3
Save: Personal
**Target:** You
---
!!
```
## Mask Of The Ideal
Illusion (Glamer)
**Level:** Bard 2, Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level (D)
Mask of the ideal shifts everything toward an ideal form. Any creature that perceives you in any fashion beholds something that it finds aesthetically pleasing.
You gain a +4 competence bonus on Bluff and Diplomacy checks, as well as on Disguise checks made to disguise yourself (but not others). You also gain a +4 competence bonus on any Charisma check you make to influence a creature that you have enchanted (such as with charm person) or conjured (such as with planar binding).
```
@@---
Spell: Masochism
School: Enchantment
Descriptor: Evil
NSch:
NSubSch:
Level: Assassin 3, Blackguard 3, Cleric 3, Wizard 2
---
!!
```
## Masochism
Enchantment [Evil]
**Level:** Assassin 3, Blackguard 3, Cleric 3, Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
For every 10 points of damage the caster takes in a given round, he gains a +1 luck bonus on attack rolls, saving throws, and skill checks made in the following round. The more damage the caster takes, the greater the luck bonus. It's possible to get a luck bonus in multiple rounds if the caster takes damage in more than one round during the spell's duration.
Material Component: A leather strap that has been soaked in the caster's blood.
```
@@---
Spell: Mass (Spell Name)
School: Any spell whose name begins with mass is alphabetized in this chapter according to the second word of the spell name. Thus, the description of a mass spell appears near the description of the spell on which it is based, unless that spell appears in the Player's Handbook.
## Master Air
Transmutation
NSch:
NSubSch:
Level: Druid 2
Save: Personal
**Target:** You
---
!!
```
## Mass (Spell Name)
Any spell whose name begins with mass is alphabetized in this chapter according to the second word of the spell name. Thus, the description of a mass spell appears near the description of the spell on which it is based, unless that spell appears in the Player's Handbook.
## Master Air
Transmutation
**Level:** Druid 2
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
You sprout a pair of insubstantial feathery or batlike (your choice) wings. You can fly at a speed of 90 feet with good maneuverability (60 feet if you?re wearing medium or heavy armor). Using master air requires as much concentration as walking, so you can attack or cast spells normally. You can charge but not run, and you cannot carry aloft more weight than your maximum load (PH 161), plus any armor you wear. Should the spell duration expire while you are still aloft, the magic fails slowly. You drop 60 feet per round for 1d6 rounds. If you reach the ground in that amount of time, you land safely. If not, you fall the rest of the distance, taking falling damage normally. Since dispelling a spell effectively ends it, you also fall in this way if the master air spell is dispelled. Focus: A wing feather from any bird or the wing bone of any bat.
```
@@---
Spell: Master Cavalier
Source: Complete Champion
School: Transmutation
NSch:
NSubSch:
Level: Blackguard 2, cleric 2, paladin 2
Save: Personal
**Target:** You
---
!!
```
## Master Cavalier
Source: Complete Champion
Transmutation
**Level:** Blackguard 2, cleric 2, paladin 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level (D)
Upon casting this spell, you gain a +10 bonus on all Ride checks. If you have special mount or similar class ability, your bonus on Ride checks increases to +20 while you are mounted on your special mount.
If you cast master cavalier along with phantom charge (see below) and war-mount (page 129), the three spells have a synergistic effect. By shunting a tiny amount of its physical form into the plane from which it normally comes, your mount gains the ability to walk on liquids or even on empty air. This adjustment grants it a fly speed equal to its normal land-based movement rate, with average maneuverability. This effect lasts until either master cavalier or war-mount expires.
```
@@---
Spell: Master Earth
School: Transmutation
NSch:
NSubSch:
Level: Druid 7
Save: Personal
**Target:** You
---
!!
```
## Master Earth
Transmutation
**Level:** Druid 7
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** Instantaneous
You travel straight through the earth itself to a destination you choose. The movement is instantaneous and has no distance limitations (though the location must be on the same world). You need only think of where you want to go. If you don?t think of an exact location, the earth carries you to the periphery of the general area you imagine. The earth never leaves you stranded inside it. It always puts you back to the surface even if it cannot deliver you to your chosen destination. It takes you as far as it can. Underangeround, creaturebuilt structures don?t hinder you as long as you can move around them. This spell functions only on the Material Plane. Focus: The fossil of any animal.
```
@@---
Spell: Master's Lament
School: Transmutation
Descriptor: Evil
NSch:
NSubSch:
Level: Corrupt 6
Save: Will negates
SR: Yes
---
!!
```
## Master's Lament
Transmutation [Evil]
**Level:** Corrupt 6
**Components:** V, S, Corrupt
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One humanoid creature with a familiar or other empathically linked animal companion
**Duration:** 1 minute/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
This spell strengthens the bond between master and familiar. For the duration of the spell, any damage or magical effect (charm, energy drain, etc.) taken by the master is also taken by the familiar, and vice versa. If the effect allows a save, both master and familiar roll their saves separately.
This spell can be cast on either the master or the familiar.
Corruption Cost: 1d6 points of Charisma damage.
```
@@---
Spell: Master's Touch
School: Divination
NSch:
NSubSch:
Level: Bard 2, cleric 2, Wizard 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Master's Touch
Divination
**Level:** Bard 2, cleric 2, Wizard 2
**Components:** V
**Casting Time:** 1 immediate action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** Instantaneous
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You cast this spell immediately before the target makes a skill check. The subject envisions how a master might accomplish the same task, gaining a +4 insight bonus on its skill check. Master's touch has no effect on skill checks that represent effort over more than 1 round of time (Craft checks, for example).
```
@@---
Spell: Mastery Of The Sky
School: Transmutation
Descriptor: Air
NSch:
NSubSch:
Level: Sky 8
Save: Personal
**Target:** You
---
!!
```
## Mastery Of The Sky
Transmutation [Air]
**Level:** Sky 8
**Components:** V
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level (D)
The air around you shapes itself to assist you and interfere with your foes? attacks. While airborne, you gain a +2 competence bonus on attack rolls and damage rolls. Your maneuverability becomes perfect, and your movement (whether airborne or not) is unaffected by winds of less than hurricane strength (see page 95 of the Dungeon Master's Guide).
The winds whipping around you (the equivalent of a windstorm) cause ranged weapon attacks made against you to automatically miss, and even siege weapons take a ?4 penalty on attack rolls. Melee attacks made against you by Huge or smaller creatures have a 50% miss chance. Medium or smaller creatures cannot enter your space (such as to bull rush you or tumble through your space).
This spell has no effect if cast underwater or in an airless environment.
```
@@---
Spell: Maw Of Chaos
School: Abjuration
Descriptor: Chaotic
NSch:
NSubSch:
Level: Wizard 9
Save: Will partial
SR: Yes
---
!!
```
## Maw Of Chaos
Abjuration [Chaotic]
**Level:** Wizard 9
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 15-ft. radius emanation centered on a point in space
**Duration:** 1 round/level
**Saving Throw:** Will partial
**Spell Resistance:** Yes
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. Material Component: A jawbone with teeth.
```
@@---
Spell: Maw Of Stone
School: Transmutation
NSch:
NSubSch:
Level: Cavern 7
Save: Reflex partial; see text
SR: No
---
!!
```
## Maw Of Stone
Transmutation
**Level:** Cavern 7
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One cave mouth or natural tunnel up to 20 ft. in diameter
**Duration:** 10 minutes/level (D)
**Saving Throw:** Reflex partial; see text
**Spell Resistance:** No
You cause a single natural opening or natural chamber to become animated. The opening or chamber cannot move, but it can attack. You can order it to attack any creature, or a specific type of creature. You also can order it to attack under a specific circumstance, such as when creatures try to leave or when they touch something. An animated opening can attack only creatures that try to move through it. An animated chamber can attack every creature inside. Only one maw of stone can be in effect on a particular opening or chamber at a time. The animated opening has an attack bonus equal to your level +10. The maw of stone deals damage equal to 2d8 points + your caster level. An animated opening can make one immediate attack against a creature passing through. If it succeeds, the target must make a Reflex save or it cannot pass through the maw. The animated stone has an Armor Class of 15 and hardness 8. Dealing 60 points of damage to it ends the spell.
```
@@---
Spell: Maze
School: Conjuration
Subschool: Teleportation
NSch:
NSubSch:
Level: Wizard 8
Save: None
SR: Yes
---
!!
```
## Maze
Conjuration (Teleportation)
**Level:** Wizard 8
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** See text
**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.
```
@@---
Spell: Mechanus Mind
School: Enchantment
Subschool: Compulsion
Descriptor: Lawful, Mind-Affecting
NSch:
NSubSch:
Level: Mechanus 2, Wizard 2
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Mechanus Mind
Enchantment (Compulsion) [Lawful, Mind-Affecting]
**Level:** Mechanus 2, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 minute/level
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
The subject gains a +4 resistance bonus on Will saving throws to resist mindaffecting 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.
```
@@---
Spell: Megalodon Empowerment
School: Transmutation
NSch:
NSubSch:
Level: Druid 8, Seafolk 7
Save: Personal
**Target:** You
---
!!
```
## Megalodon Empowerment
Transmutation
**Level:** Druid 8, Seafolk 7
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level or 1 round/level (D)
The mighty megalodon is a terror to most things that swim. However, it is also undeniably perfect in its form, made to be the ultimate hunting machine. When this spell is cast, you take on some of the essence of this greatest of sharks. You become a predator without peer, capable of finding and destroying your prey.
When the spell is initially cast, you take what is called the Form of the Hunter: your features undergo a subtle change, becoming more angular. Your skin darkens to a blue-black hue and becomes slightly rough to the touch. Your sense of smell sharpens, granting you the scent special ability and a +10 racial bonus to Survival checks for the purpose of tracking by scent. Additionally, your swim speed increases by 10 feet; if you do not already possess a swim speed then you gain a swim speed equal to your normal land movement. You also gain the ability to breathe water. You can retain this form for up to 1 hour per caster level (as noted above).
At any time during the spell's duration, you can shift into the terrible Form of the Killer as a standard action. Doing so dramatically reduces the remaining time of the spell, however, reducing it to 1 round per caster level, regardless of how much time was originally remaining. In the Form of the Killer, you swell in size, increasing by one size category (see page 291 of the Monster Manual for guidelines on changes to abilities and traits for such a change). You retain the scent and swim speed benefits of the Form of the Hunter, and the rough hide of the megalodon fully manifests?those who strike you with unarmed or natural attacks must make a Reflex save or take 1d4 points of damage.
You also gain bite and claw natural attacks and are considered to have the Multiattack feat for the purpose of using them. These natural attacks deal damage according to your new size (see page 296 of the Monster Manual for details): for a Medium caster, this gives a bite attack for 1d8 points of damage and two claw attacks for 1d6 points of damage).
Finally, your base attack bonus equals your character level, you gain a +4 natural armor bonus (in addition to that gained from the size increase), and you gain a +3 competence bonus on Fortitude and Reflex saves. You lose the ability to cast spells (but not to use spell-like abilities).
If you possess the wild shape ability, you can assume the shapes of animals one size category larger than normal. Assuming the Form of the Killer lasts for the duration of the spell? once it has been done, you cannot return to the Form of the Hunter without recasting.
Material Component: A potion of water breathing and three teeth from a shark of at least Large size.
```
@@---
Spell: Meld Into Ice
School: Transmutation
NSch:
NSubSch:
Level: Cleric 3, druid 3
Save: Personal
**Target:** You
---
!!
```
## Meld Into Ice
Transmutation
**Level:** Cleric 3, druid 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 min./level
Meld into ice enables you to meld your body and possessions into a single block of ice. The ice must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 100 pounds of nonliving gear merge with the ice. If either condition is violated, the spell fails and is wasted. While in the ice, you remain in contact, however tenuous, with the face of the ice through which you melded. You remain aware of the passage of time and can cast spells on yourself while hiding in the ice. Nothing that goes on outside the ice can be seen, but you can still hear what happens around you. Minor physical damage to the ice does not harm you, but its partial destruction (to the extent that you no longer fi t within it) expels you and deals you 5d6 points of damage. The ice's complete destruction (by damage or thawing) expels you and slays you instantly unless you make a DC 18 Fortitude save.
Any time before the duration expires, you can step out of the ice through the surface that you entered. If the spell's duration expires or the effect is dispelled before you voluntarily exit the stone, you are violently expelled and take 5d6 points of damage.
The following spells harm you if cast upon the ice that you are occupying: Ice to flesh expels you and deals you 5d6 points of damage. Ice shape deals you 3d6 points of damage but does not expel you. Thaw expels you and then slays you instantly unless you make a DC 18 Fortitude save, in which case you are merely expelled. Finally, pass through ice expels you without damage.
```
@@---
Spell: Meld Into Stone
School: Transmutation
Descriptor: Earth
NSch:
NSubSch:
Level: Cleric 3, Druid 3
Save: Personal
**Target:** You
---
!!
```
## Meld Into Stone
Transmutation [Earth]
**Level:** Cleric 3, Druid 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 min./level
Meld into stone enables you to meld your body and possessions into a single block of stone. The stone must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 100 pounds of nonliving gear merge with the stone. If either condition is violated, the spell fails and is wasted.
While in the stone, you remain in contact, however tenuous, with the face of the stone through which you melded. You remain aware of the passage of time and can cast spells on yourself while hiding in the stone. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you. Minor physical damage to the stone does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals you 5d6 points of damage. The stone's complete destruction expels you and slays you instantly unless you make a DC 18 Fortitude save.
Any time before the duration expires, you can step out of the stone through the surface that you entered. If the spell's duration expires or the effect is dispelled before you voluntarily exit the stone, you are violently expelled and take 5d6 points of damage.
The following spells harm you if cast upon the stone that you are occupying: Stone to flesh expels you and deals you 5d6 points of damage. Stone shape deals you 3d6 points of damage but does not expel you. Transmute rock to mud expels you and then slays you instantly unless you make a DC 18 Fortitude save, in which case you are merely expelled. Finally, passwall expels you without damage.
```
@@---
Spell: Melt
School: Evocation
NSch:
NSubSch:
Level: Wu Jen 1 (fire)
Save: None or Fortitude half; see text
SR: See text
---
!!
```
## Melt
Evocation
**Level:** Wu Jen 1 (fire)
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One 5-ft. cube of ice or 10-ft. cube of snow/level, or one cold creature/level
**Duration:** Instantaneous
**Saving Throw:** None or Fortitude half; see text
**Spell Resistance:** See text
This spell allows you to melt ice and snow, or to deal damage to cold creatures. The spell melts normal ice and snow automatically (no saving throw or spell resistance allowed); melted ice creates an equivalent volume of water that flows and spreads according to its location. Melted snow creates a volume of water equal to one-tenth its original volume (so that a 10th-level Wu Jen melting ten 10-foot cubes of snow would create a single 10-footcube volume of water in its place). In both cases, depending on the local temperature, melted ice or snow might begin to freeze again once the water stops flowing, possibly creating a movement hazard.
Against cold creatures, the spell deals 2 points of damage per caster level (maximum 10 points), or half damage on a successful Fortitude save. Against magically created ice or snow (like that generated by wall of ice), the spell deals the same damage (possibly smashing or breaching the ice) but does not melt it. Cold creatures apply spell resistance, if any.
Material Component: A few crystals of rock salt and a pinch of soot.
```
@@---
Spell: Memory Rot
School: Evocation
NSch:
NSubSch:
Level: Druid 5
Save: Fortitude negates
SR: Yes
---
!!
```
## Memory Rot
Evocation
**Level:** Druid 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
You create a cloud of spores that infests the brain of the subject creature, gradually destroying its mind. The spores deal 1d6 points of Intelligence damage immediately. The spores then gradually eat away at the subject's brain, dealing 1 point of Intelligence drain each round thereafter at the beginning of your turn. The subject can attempt a Fortitude save each round to combat the effect of the spores. A successful save ends the spores? advance and halts any further Intelligence drain.
```
@@---
Spell: Menacing Tentacles
School: Transmutation
NSch:
NSubSch:
Level: Druid 3, Wizard 3
Save: Personal
**Target:** You
---
!!
```
## Menacing Tentacles
Transmutation
**Level:** Druid 3, Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
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.
Material Component: A piece of octopus, squid, or carrion crawler tentacle.
```
@@---
Spell: Mending
School: Transmutation
NSch:
NSubSch:
Level: Bard 0, Cleric 0, Druid 0, Wizard 0
Save: Will negates (harmless, object)
SR: Yes (harmless, object)
---
!!
```
## Mending
Transmutation
**Level:** Bard 0, Cleric 0, Druid 0, Wizard 0
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 10 ft.
**Target:** One object of up to 1 lb.
**Duration:** Instantaneous
**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).
```
@@---
Spell: Mental Pinnacle
Source: Expanded Psionics Handbook
School: Transmutation
NSch:
NSubSch:
Level: Wizard 6
Save: Personal
**Target:** You
---
!!
```
## Mental Pinnacle
Source: Expanded Psionics Handbook
Transmutation
**Level:** Wizard 6
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
For a brief time, you achieve the mental dominance of a powerful psion, able to lash out at enemies using only the power of your mind. Your revel in your new mental powers to the point that you disdain using spells, even in the form of effects from magic items.
You gain a +4 enhancement bonus to Intelligence and Wisdom, 3 power points per caster level, and access to the following powers.
- Mind Thrust: Deal 1d10 damage.
- Ego Whip: Deal 1d4 Cha damage and daze for 1 round. ? Psionic Blast: Stun creatures in 30-ft. cone for 1 round.
- Id Insinuation: Swift tendrils of thought disrupt and confuse your target.
- Psychic Crush: Brutally crush subject's mental essence, reducing subject to -1 hit points.
You manifest the powers as a psion of your caster level does, creating displays as described in each power's description.
You lose your spellcasting ability, including your ability to use spell activation or spell completion magic items, just as if those spells were no longer on your class list.
For the duration of this spell, you use magic items and psionic items as if you were a psion with only the five powers given above on your class list.
Any unspent power points dissipate when the spell ends.
Material Component: A potion of fox's cunning, which you drink (its effect is overridden by the effect of this spell).
```
@@---
Spell: Mephit Mob
School: Conjuration
Subschool: Summoning
Descriptor: see text
NSch:
NSubSch:
Level: Bard 6, druid 6, Thirst 7
Save: None
SR: No
---
!!
```
## Mephit Mob
Conjuration (Summoning) [see text]
**Level:** Bard 6, druid 6, Thirst 7
**Components:** V, S
**Casting Time:** 1 minute
**Range:** Medium (100 ft. + 10 ft./level) Effect: Two or more summoned creatures, no two of which can be more than 30 ft. apart **Duration:** 10 min./level (D)
**Saving Throw:** None
**Spell Resistance:** No
This spell summons 2d6 mephits of a kind you designate. These are average mephits, as described in the Monster Manual and in Chapter 6 of this book. The mephits appear where you choose and act immediately, on your turn.
They attack your opponents to the best of their ability.
If you can communicate with the mephits, you can direct them not to attack, to attack particular enemies, or to perform other actions. You can dismiss them singly, or in groups, at any time.
Summoned mephits cannot summon or otherwise conjure another creature, nor can they use any teleportation or planar travel abilities. Mephits cannot be summoned into an environment that cannot support them. When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type. For example, mephit mob is an earth spell when you cast it to summon salt mephits.
```
@@---
Spell: Mesmerizing Glare
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 2, Wizard 3
Save: Will negates
SR: Yes
---
!!
```
## Mesmerizing Glare
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 2, Wizard 3
**Components:** S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One living creature/level, no two of which are more than 30 ft. apart **Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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.
```
@@---
Spell: Message
School: Transmutation
Descriptor: Language-Dependent
NSch:
NSubSch:
Level: Bard 0, Wizard 0
Save: None
SR: No
---
!!
```
## Message
Transmutation [Language-Dependent]
**Level:** Bard 0, Wizard 0
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Targets: One creature/level
**Duration:** 10 min./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.
Focus: A short piece of copper wire.
```
@@---
Spell: Metal Fang
Source: Complete Champion
School: Transmutation
NSch:
NSubSch:
Level: Druid 2, ranger 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Metal Fang
Source: Complete Champion
Transmutation
**Level:** Druid 2, ranger 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You temporarily transform one of the subject's natural weapons into either cold iron or silvered, thereby allowing it to bypass the appropriate form of damage reduction.
The affected natural weapon also counts as magical for the purpose of overcoming damage reduction, though it gains no enhancement bonuses on attack or damage rolls. You can cast the spell twice on the same weapon to make it function as both cold iron and silvered.
```
@@---
Spell: Metal Melt
School: Transmutation
Descriptor: Fire
NSch:
NSubSch:
Level: Wizard 4
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Metal Melt
Transmutation [Fire]
**Level:** Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** Nonmagical metal object weighing up to 5 lb./level
**Duration:** 1 round
**Saving Throw:** Will negates (object)
**Spell Resistance:** Yes (object)
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.
Material Component: A drop of mercury in a vial.
```
@@---
Spell: Metal Skin
School: Transmutation
NSch:
NSubSch:
Level: Wu Jen 5 (metal)
Save: None
SR: Yes
---
!!
```
## Metal Skin
Transmutation
**Level:** Wu Jen 5 (metal)
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 min./level
**Saving Throw:** None
**Spell Resistance:** Yes
When you cast this spell, the recipient's skin toughens and gleams as if metallic, and it gains a natural armor bonus of +8. The target becomes somewhat slow and stiff, taking a ?2 penalty to Dexterity. Material Component: A small piece of rhinoceros hide.
```
@@---
Spell: Metamagic Item
Source: Eberron Campaign Setting
School: Transmutation
NSch:
NSubSch:
Level: Artificer 3
Save: Will negates (harmless, object)
SR: Yes (harmless, object)
---
!!
```
## Metamagic Item
Source: Eberron Campaign Setting
Transmutation
**Level:** Artificer 3
**Components:** V, S
**Casting Time:** 1 round
**Range:** Touch
**Target:** Spell trigger magic item touched
**Duration:** 1 round/level
**Saving Throw:** Will negates (harmless, object)
**Spell Resistance:** Yes (harmless, object)
You temporarily apply a metamagic feat you know to a single spell contained within a spell trigger item. For the duration of this infusion, anyone who casts that spell from the item gains the benefit of that metamagic feat. For example, you could imbue a wand of fireballs with the Empower Spell feat or apply the Maximize Spell feat to the cone of cold spell in a staff of frost.
```
@@---
Spell: Metamagic Scroll
Source: Magic of Eberron
School: Transmutation
NSch:
NSubSch:
Level: Artificer 1
Save: Will negates (harmless, object)
SR: Yes (harmless, object)
---
!!
```
## Metamagic Scroll
Source: Magic of Eberron
Transmutation
**Level:** Artificer 1
**Components:** V, S
**Casting Time:** 1 round
**Range:** Touch
**Target:** Spell completion magic item touched
**Duration:** 1 round/level or until used
**Saving Throw:** Will negates (harmless, object)
**Spell Resistance:** Yes (harmless, object)
You apply a metamagic feat you know to a single spell written or stored on a spell completion item, such as a scroll or minor schema (see page 122). For the duration of this infusion, anyone who uses the imbued item applies the effect of that metamagic feat to the spell.
You can only apply the benefit of a metamagic feat that adjusts the spell's level by two levels or less (Silent Spell or Empower Spell, for example, but not Maximize Spell). No more than one metamagic feat can be applied to any single spell by way of metamagic scroll.
```
@@---
Spell: Meteor Swarm
School: Evocation
Descriptor: Fire
NSch:
NSubSch:
Level: Wizard 9
Save: None or Reflex half; see text
SR: Yes
---
!!
```
## Meteor Swarm
Evocation [Fire]
**Level:** Wizard 9
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** Four 40-ft. radius spreads; see text
**Duration:** Instantaneous
**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.)
```
@@---
Spell: Meteoric Strike
School: Transmutation
Descriptor: Fire
NSch:
NSubSch:
Level: Cleric 5, druid 4, paladin 4
Save: None or Reflex half; see text
SR: See text
---
!!
```
## Meteoric Strike
Transmutation [Fire]
**Level:** Cleric 5, druid 4, paladin 4
**Components:** V, S
**Casting Time:** 1 swift action **Range:** 0 ft.
**Target:** Your melee weapon
**Duration:** 1 round or until discharged
**Saving Throw:** None or Reflex half; see text
**Spell Resistance:** See text
Your next successful melee attack deals extra fire damage equal to 1d6 points + 1d6 points per four caster levels. In addition, the flames splash into all squares adjacent to the target. Any creatures standing in these squares take half damage from the explosion, with a Reflex save allowed to halve this again. If a creature has spell resistance, it applies to this splash effect. You are not harmed by your own meteoric strike.
You can cast meteoric strike before you make an unarmed attack. If you do, your unarmed attack is considered armed.
```
@@---
Spell: Miasma
School: Evocation
NSch:
NSubSch:
Level: Druid 6
Save: Fortitude negates; see text
SR: Yes
---
!!
```
## Miasma
Evocation
**Level:** Druid 6
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 3 rounds/level
**Saving Throw:** Fortitude negates; see text
**Spell Resistance:** Yes
By filling the subject's mouth and throat with unbreathable gas, you prevent it from doing much more than coughing and spitting. An affected creature cannot speak, cast spells with verbal components, use breath weapons, or utter command words to activate magic items, but it can otherwise act normally. The subject can hold its breath for 2 rounds per point of Constitution but must make a Constitution check (DC 10 +1 per previous success) each round thereafter to continue doing so. Failure on any such check (or voluntary resumption of breathing) causes the subject to fall unconscious (0 hp). On the next round, the subject drops to ?1 hit points and is dying; on the third round, it suffocates (Dmg 304).
```
@@---
Spell: Miasma Of Entropy
School: Necromancy
NSch:
NSubSch:
Level: Druid 4, Wizard 5
Save: Fortitude half or Will negates (object); see text
SR: Yes (object)
---
!!
```
## Miasma Of Entropy
Necromancy
**Level:** Druid 4, Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** 30 ft. Area or
**Target:** Cone-shaped burst or one solid object; see text
**Duration:** Instantaneous
**Saving Throw:** Fortitude half or Will negates (object); see text
**Spell Resistance:** Yes (object)
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.
```
@@---
Spell: Mighty Wallop
School: Transmutation
NSch:
NSubSch:
Level: Wizard 1
Save: None (object)
SR: No (object)
---
!!
```
## Mighty Wallop
Transmutation
**Level:** Wizard 1
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One bludgeoning melee weapon
**Duration:** 1 minute/level
**Saving Throw:** None (object)
**Spell Resistance:** No (object)
Mighty wallop increases the damage of a bludgeoning melee weapon by one size category without increasing the dimensions or weight of the weapon. For a Small weapon, find the weapon's damage value on the table below and adjust it to the value in the right-hand column for the duration of the spell.
Original Adjusted
Damage Damage
1
1d2
1d2
1d3
1d3
1d4
1d4
1d6
1d6
1d8
1d8
1d10
1d10 1d12
For a Medium or larger weapon, refer to Table 2?2: Increasing Damage by Weapon Size (Dmg 28). Focus: A melee weapon.
```
@@---
Spell: Mighty Wallop, Greater
School: Transmutation
NSch:
NSubSch:
Level: Wizard 3
Save: Personal
**Target:** You
---
!!
```
## Mighty Wallop, Greater
Transmutation
**Level:** Wizard 3
**Duration:** 1 hour/level
As mighty wallop, except that the bludgeoning melee weapon damage increases by one size category for every four caster levels you have, to a maximum of five size categories or up to an effective size of Colossal. For a Small weapon that increases by more than one size category, begin by referring to the table in the mighty wallop spell description. Once the weapon has been adjusted to an effective size of Medium, or if it was already a Medium or larger weapon, refer to Table 2?2: Increasing Damage by Weapon Size (Dmg 28).
## Mimicry
Transmutation
**Level:** Assassin 1, bard 1
**Components:** V
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level
You can perfectly mimic familiar sounds, voices, and accents. These sounds can be any that you?ve heard before, and must be within the range of noises your voice is capable of creating.
For example, a normal human voice could recreate the roar of a lion?being roughly equivalent to a scream?or approximate the sound of shattering glass. It could not reproduce the rumble of a collapsing building or a highpitched noise audible only to bats.
This spell does not allow you to speak languages you can?t normally speak.
You can duplicate a specific individual's voice by making a Bluff check; a listener familiar with the voice being imitated must succeed on an opposed Sense Motive check to discern that the voice is not genuine.
```
@@---
Spell: Mind Blank
School: Abjuration
NSch:
NSubSch:
Level: Protection 8, Wizard 8
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Mind Blank
Abjuration
**Level:** Protection 8, Wizard 8
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 24 hours
**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.
```
@@---
Spell: Mind Bond
School: Divination
NSch:
NSubSch:
Level: Paladin 3
Save: None
SR: No
---
!!
```
## Mind Bond
Divination
**Level:** Paladin 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** Special mount
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** No
You temporarily strengthen the mental bond with your special mount, allowing you and your special mount to predict each other's movements and gain a significant edge in combat. You and your mount gain a +4 flanking bonus on attack rolls (instead of +2) when the two of you are flanking the same opponent.
Furthermore, your mount gains a +1 competence bonus on attack rolls for every three paladin levels you possess (maximum +5) for the duration of the spell as long as it remains within the spell's range.
```
@@---
Spell: Mind Fog
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 5, Wizard 5
Save: Will negates
SR: Yes
---
!!
```
## Mind Fog
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 5, Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Fog spreads in 20-ft. radius, 20 ft. high
**Duration:** 30 minutes and 2d6 rounds; see text
**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.
```
@@---
Spell: Mind Of The Labyrinth
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Wizard 8
Save: Personal
**Target:** You
---
!!
```
## Mind Of The Labyrinth
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Wizard 8
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level or until expended
You twist your mind to become a magical labyrinth, bewildering unsuspecting spellcasters. If an enemy casts a mind-affecting spell or ability that targets you, the enemy becomes confused for 1 round, disoriented by the mazelike confines of your consciousness. (This confusion occurs whether or not the spell successfully affects you.) A successful Will save (DC 18 + your Int modifier) negates this effect and renders that foe immune to this casting of the spell.
Furthermore, while mind of the labyrinth is active, you can use an immediate action to activate a dominate person effect (as the spell, except that the duration is 1 hour) on one humanoid who casts a mind-affecting spell on you.
Doing so ends the duration of mind of the labyrinth, though the dominate person effect lasts for 1 hour thereafter. Special: A character who learns this spell gains a +1 competence bonus on Bluff checks.
```
@@---
Spell: Mind Poison
School: Necromancy
NSch:
NSubSch:
Level: Wizard 3
Save: Fortitude negates; see text
SR: Yes
---
!!
```
## Mind Poison
Necromancy
**Level:** Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** Instantaneous; see text
**Saving Throw:** Fortitude negates; see text
**Spell Resistance:** Yes
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). Material Component: A piece of a toadstool.
```
@@---
Spell: Mindburn
Source: Magic of Eberron
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Wizard 2
Save: Will negates; see text
SR: Yes
---
!!
```
## Mindburn
Source: Magic of Eberron
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 round/3 levels
**Saving Throw:** Will negates; see text
**Spell Resistance:** Yes
This spell attacks a creature's mind, causing the target to lose its highest-level remaining spell, spell slot, or infusion slot each round.
The target gets a save to avoid this effect each round. On its first successful save, the spell ends. Material Component: An empty crystal vial.
```
@@---
Spell: Mindfrost
School: Necromancy
Descriptor: Cold
NSch:
NSubSch:
Level: Wizard 4
Save: Fortitude half
SR: Yes
---
!!
```
## Mindfrost
Necromancy [Cold]
**Level:** Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** Instantaneous
**Saving Throw:** Fortitude half
**Spell Resistance:** Yes
This spell freezes the mental pathways of living creatures, dealing 5d6 points of cold damage and 1d4 points of Intelligence damage.
Material Component: A small stone covered in frost.
```
@@---
Spell: Mindless Rage
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 2, Wizard 2
Save: Will negates
SR: Yes
---
!!
```
## Mindless Rage
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 2, Wizard 2
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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).
Focus: A scarlet handkerchief or similar piece of cloth, waved in the target's direction while you vocalize the verbal component.
```
@@---
Spell: Mindrape
School: Enchantment
Descriptor: Evil, Mind-Affecting
NSch:
NSubSch:
Level: Wizard 9
Save: Will negates
SR: Yes
---
!!
```
## Mindrape
Enchantment [Evil, Mind-Affecting]
**Level:** Wizard 9
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** Instantaneous
**Saving Throw:** Will negates
**Spell Resistance:** Yes
The caster enters the mind of a creature, learning everything that creature knows. The caster can erase or add memories as she sees fit and alter emotions, opinions, and even alignment.
When the caster is done, she can leave the creature insane (as described in the insanity spell) or seemingly unaffected, without any memory of the intrusion.
Severe changes to personality and changes to alignment can be corrected by a break enchantment spell (although an atonement spell might be needed as well, depending on circumstances).
Alterations to memories and subtler thoughts can be restored only through use of a miracle or wish.
```
@@---
Spell: Mineralize Warrior
Source: Underdark
School: Transmutation
Descriptor: Earth
NSch:
NSubSch:
Level: Wizard 6
Save: None
SR: No
---
!!
```
## Mineralize Warrior
Source: Underdark
Transmutation [Earth]
**Level:** Wizard 6
**Components:** V, S, M, V
**Casting Time:** 1 hour
**Range:** Touch
**Target:** One humanoid
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
You infuse a willing humanoid with minerals and an elemental spirit of earth.
The subject may have no more Hit Dice than you do, and it must be restrained in a coffinlike enclosure of stone for the duration of the casting.
(Thus, you cannot be the subject of your own spell).
Upon completion of the spell, the subject is shot through with minerals and gains the mineral warrior template (see Chapter 6).
The minerals give its body the look of a petrified creature, though it retains its normal freedom of movement. The newly created mineral warrior is under compulsion to serve you for a year and a day, after which time it is free to go its own way.
No matter how many times you use this spell or other spells that grant you control of creatures with the earth subtype, you can control only 2 Hit Dice worth of mineral warriors per caster level.
If you try to control mineral warriors in excess of your limit, you gain control of the new creatures normally, but some of the ones from previous castings are released from their compulsion until your total controlled mineral warriors is equal to or below your limit.
(You choose the specific creatures that are released).
Material Component: Gemstones and other expensive minerals worth at least 500 gp per HD of the mineral warrior created.
XP Cost: 250 XP per HD of the mineral warrior created.
```
@@---
Spell: Minor Creation
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Wizard 4
Save: None
SR: No
---
!!
```
## Minor Creation
Conjuration (Creation)
**Level:** Wizard 4
**Components:** V, S, M **Casting Time:** 1 minute **Range:** 0 ft.
Effect: Unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level
**Duration:** 1 hour/level (D)
**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.
Material Component: A tiny piece of matter of the same sort of item you plan to create with minor creation.
```
@@---
Spell: Minor Disguise
School: Transmutation
NSch:
NSubSch:
Level: Bard 0
Save: Personal
**Target:** You
---
!!
```
## Minor Disguise
Transmutation
**Level:** Bard 0
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour
You use magic to make minor, cosmetic changes in your appearance. The spell does not change the actual structure of either your features or body. It can add color to hair, paint wrinkles upon your face, give you a scar, or darken your teeth. This spell gives you a +2 competence bonus on the next Disguise check you make during its duration.
```
@@---
Spell: Minor Image
School: Illusion
Subschool: Figment
NSch:
NSubSch:
Level: Bard 2, Wizard 2
Save: Personal
**Target:** You
---
!!
```
## Minor Image
Illusion (Figment)
**Level:** Bard 2, Wizard 2
**Duration:** Concentration +2 rounds
This spell functions like silent image, except that minor image includes some minor sounds but not understandable speech.
## Minute Form
Transmutation
**Level:** Wu Jen 8
**Components:** V, S, M
**Casting Time:** 1 round
**Range:** Personal
**Target:** You
**Duration:** 1 minute
When you cast this spell, you shrink to Tiny, Diminutive, or Fine size, depending on your caster level). Your Strength, Dexterity, Constitution, size modifier to Armor Class and attack rolls, and space and reach all change as shown on the accompanying table. (You need not assume the smallest size you are capable of; you can choose to shrink only to a larger size if you wish.)
None of your ability scores can be reduced below 1 by this spell. All your equipment changes size with you, allowing you to use weapons or magic items effectively in your smaller form. See Table 2?3: Decreasing Weapon Damage by Size, page 28 of the Dungeon Master's Guide, to determine the damage dealt by any weapons carried when you cast minute form. Material Component: A flea.
```
@@---
Spell: Miser's Envy
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 2, Wizard 3
Save: Will negates
SR: Yes
---
!!
```
## Miser's Envy
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 2, Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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. Material Component: A copper piece.
```
@@---
Spell: Miracle
School: Evocation
NSch:
NSubSch:
Level: Cleric 9, Luck 9
Save: See text
SR: Yes
---
!!
```
## Miracle
Evocation
**Level:** Cleric 9, Luck 9
**Components:** V, S, XP; see text
**Casting Time:** 1 standard action
**Range:** See text
Target, Effect, or **Area:** See text
**Duration:** See text
**Saving Throw:** See text
**Spell Resistance:** Yes
You don?t so much cast a miracle as request one. You state what you would like to have happen and request that your deity (or the power you pray to for spells) intercede.
A miracle can do any of the following things.
- Duplicate any cleric spell of 8th level or lower (including spells to which you have access because of your domains).
- Duplicate any other spell of 7th level or lower.
- Undo the harmful effects of certain spells, such as feeblemind or insanity.
- Have any effect whose power level is in line with the above effects.
- If the miracle has any of the above effects, casting it has no experience point cost.
- Alternatively, a cleric can make a very powerful request. Casting such a miracle costs the cleric 5,000 XP because of the powerful divine energies involved. Examples of especially powerful miracles of this sort could include the following.
- Swinging the tide of a battle in your favor by raising fallen allies to continue fighting.
- Moving you and your allies, with all your and their gear, from one plane to another through planar barriers to a specific locale with no chance of error.
- Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster.
In any event, a request that is out of line with the deity's (or alignment's) nature is refused.
A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are as for a 9th-level spell. When a miracle duplicates a spell that has an XP cost, you must pay that cost. When a miracle spell duplicates a spell with a material component that costs more than 100 gp, you must provide that component. XP Cost: 5,000 XP (for some uses of the miracle spell; see above).
```
@@---
Spell: Mirage Arcana
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Bard 5, Wizard 5
Save: None
SR: Yes
---
!!
```
## Mirage Arcana
Illusion (Glamer)
**Level:** Bard 5, Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Area:** One 20-ft. cube/level (S)
**Duration:** Concentration +1 hour/ level (D)
This spell functions like hallucinatory terrain, except that it enables you to make any area appear to be something other than it is. The illusion includes audible, visual, tactile, and olfactory elements. Unlike hallucinatory terrain, the spell can alter the appearance of structures (or add them where none are present). Still, it can?t disguise, conceal, or add creatures (though creatures within the area might hide themselves within the illusion just as they can hide themselves within a real location).
## Mirror Image
Illusion (Figment)
**Level:** Bard 2, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal; see text
**Target:** You
**Duration:** 1 min./level (D)
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.)
## Mirror Image, Greater
Illusion (Figment)
**Level:** Bard 4, beguiler 4, Wizard 4
**Components:** V, S
**Casting Time:** 1 immediate action
**Range:** Personal; see text for mirror image (PH 254)
**Target:** You
**Duration:** 1 minute/level (D)
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.
## Mirror Sending
Evocation
**Level:** Mortal Hunter 3, Wizard 4
**Components:** V, S, F
**Casting Time:** See text
**Range:** See text
**Target:** One living creature
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
The caster sends her image through a mirror into another mirror or mirrored surface that the chosen target looks into. The caster casts the spell, then stares into her mirror until the target sees his reflection in another mirror, or until the caster tires and gives up. The caster can see the subject and his surroundings in her mirror whenever the subject looks at his mirror. From the subject's perspective, the caster appears to be staring out of the mirror, replacing the subject's own reflection or appearing right behind him (caster's choice).
The caster can have her image say up to one word per caster level before it disappears, if she chooses. The image remains for only 1 round. Subjects not expecting a mirror sending can be greatly unnerved by this spell. 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.
```
@@---
Spell: Misdirection
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Bard 2, Wizard 2
Save: None or Will negates; see text
SR: No
---
!!
```
## Misdirection
Illusion (Glamer)
**Level:** Bard 2, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature or object, up to a 10-ft. cube in size
**Duration:** 1 hour/level
**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).
```
@@---
Spell: Mislead
School: Illusion
Subschool: Figment, Glamer
NSch:
NSubSch:
Level: Bard 5, Luck 6, Wizard 6, Trickery 6
Save: None or Will disbelief (if interacted with); see text
SR: No
---
!!
```
## Mislead
Illusion (Figment, Glamer)
**Level:** Bard 5, Luck 6, Wizard 6, Trickery 6
**Components:** S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Target/Effect: You/one illusory double
**Duration:** 1 round/level (D) and concentration + 3 rounds; see text
**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 can pretend to do so.
The illusory double lasts as long as you concentrate upon it, plus 3 additional rounds. After you cease concentration, the illusory double continues to carry out the same activity until the duration expires. The improved invisibility lasts for 1 round per level, regardless of concentration.
```
@@---
Spell: Misrepresent Alignment
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Bard 2, cleric 3, Wizard 2
Save: Will negates(object)
SR: Yes (object)
---
!!
```
## Misrepresent Alignment
Illusion (Glamer)
**Level:** Bard 2, cleric 3, Wizard 2
**Components:** V, S, F/DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature or object
**Duration:** 1 hour/level (D)
**Saving Throw:** Will negates(object)
**Spell Resistance:** Yes (object)
A misrepresent alignment spell conceals the true alignment of an object or creature from all forms of divination, rendering a misleading result determined by the caster. For example, a spellcaster could cast misrepresent alignment on a chaotic evil creature or magic item, making that creature or item appear to be lawful good (or any other alignment of the caster's choice) when subject to spells such as detect evil and detect good. Arcane Focus: A miniature, wavy mirror worth 25 gp that reflects a distorted image.
```
@@---
Spell: Mnemonic Enhancer
School: Transmutation
NSch:
NSubSch:
Level: Wiz 4
Save: Personal
**Target:** You
---
!!
```
## Mnemonic Enhancer
Transmutation
**Level:** Wiz 4
**Components:** V, S, M, F
**Casting Time:** 10 minutes
**Range:** Personal
**Target:** You
**Duration:** Instantaneous
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).
Material Component: A piece of string, and ink consisting of squid secretion with black dragon's blood. Focus: An ivory plaque of at least 50 gp value
```
@@---
Spell: Modify Memory
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 4
Save: Will negates
SR: Yes
---
!!
```
## Modify Memory
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 4
**Components:** V, S
**Casting Time:** 1 round; see text
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** Permanent
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You reach into the subject's mind and modify as many as 5 minutes of its memories in one of the following ways.
- Eliminate all memory of an event the subject actually experienced. This spell cannot negate charm, geas/quest, suggestion, or similar spells.
- Allow the subject to recall with perfect clarity an event it actually experienced.
- Change the details of an event the subject actually experienced.
- Implant a memory of an event the subject never experienced.
Casting the spell takes 1 round. If the subject fails to save, you proceed with the spell by spending as much as 5 minutes (a period of time equal to the amount of memory time you want to modify) visualizing the memory you wish to modify in the subject. If your concentration is disturbed before the visualization is complete, or if the subject is ever beyond the spell's range during this time, the spell is lost.
A modified memory does not necessarily affect the subject's actions, particularly if it contradicts the creature's natural inclinations. An illogical modified memory is dismissed by the creature as a bad dream or a memory muddied by too much wine.
```
@@---
Spell: Mold Touch
Source: Player's Guide to Faerûn
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Initiate of nature 3
Save: None
SR: No
---
!!
```
## Mold Touch
Source: Player's Guide to Faerûn
Conjuration (Creation)
**Level:** Initiate of nature 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
Effect: Patch of brown mold
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
You cause a 5-foot-diameter patch of brown mold to appear, centered on the point you touch.
You can cause it to appear on a living target by making a successful melee touch attack against that creature. As described on page 76 of the Dungeon Master's Guide, every living creature within 5 feet of the brown mold takes 3d6 points of nonlethal cold damage each round.
Fire brought within 5 feet of the patch instantly doubles its size, and cold damage instantly destroys it.
```
@@---
Spell: Molten Strike
School: Evocation
Descriptor: Fire
NSch:
NSubSch:
Level: Wizard 2
Save: Reflex negates
SR: Yes
---
!!
```
## Molten Strike
Evocation [Fire]
**Level:** Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** 5-ft. radius burst
**Duration:** Instantaneous
**Saving Throw:** Reflex negates
**Spell Resistance:** Yes
You launch a ball of molten rock that detonates, showering nearby creatures with red-hot stone and flames. The explosion deals 2d6 points of fire damage to every creature within the area. In addition, any creature that fails its Reflex save catches fire (see page 304 of the Dungeon Master's Guide) and takes an additional 1d6 points of fire damage each round until it douses the fire by succeeding on a DC 15 Reflex save. Material Component: A stone marble.
```
@@---
Spell: Moment Of Clarity
School: Abjuration
NSch:
NSubSch:
Level: Paladin 1
Save: None
SR: No
---
!!
```
## Moment Of Clarity
Abjuration
**Level:** Paladin 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
When you cast this spell and touch a creature that is under the influence of a mind-affecting spell or ability, that creature immediately receives another saving throw against the effect's original DC to break free of the effect. If the spell or ability did not originally permit a saving throw, this spell has no effect.
```
@@---
Spell: Moment Of Prescience
School: Divination
NSch:
NSubSch:
Level: Luck 8, Wizard 8
Save: Personal
**Target:** You
---
!!
```
## Moment Of Prescience
Divination
**Level:** Luck 8, Wizard 8
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level or until discharged
This spell grants you a powerful sixth sense in relation to yourself. Once during the spell's duration, you may choose to use its effect. This spell grants you an insight bonus equal to your caster level (maximum +25) on any single attack roll, opposed ability or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack (even if 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.
```
@@---
Spell: Monstrous Thrall
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Domination 9
Save: Will negates
SR: Yes
---
!!
```
## Monstrous Thrall
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Domination 9
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** 24 hours/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
This spell functions like true domination (page 224), except that the subject can be any creature and is permanently dominated if it fails its initial Will save. A subject ordered to take an action against its nature receives a saving throw with a ?4 penalty to resist taking that particular action. If the save succeeds, the subject still remains your thrall despite its minor mutiny. Once a subject makes a successful saving throw to resist a specific order, it makes all future saving throws to resist taking that specific action without a penalty.
```
@@---
Spell: Moonfire
Source: Champions of Valor
School: Evocation
Descriptor: Light
NSch:
NSubSch:
Level: Initiate of eilistraee 1
Save: None
SR: Yes
---
!!
```
## Moonfire
Source: Champions of Valor
Evocation [Light]
**Level:** Initiate of eilistraee 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 minute/level or until discharged; see text
**Saving Throw:** None
**Spell Resistance:** Yes
You surround your hand or some other part of your body with light resembling moonlight.
You can change the intensity from a faint glow equivalent to a candle to a clear, bright light equivalent to a torch.
It varies in color as you desire, whether blue-white, soft green, white, or silver.
You can use this moonfire as a melee touch attack that deals 2d6 points of cold damage +1 point per caster level (maximum +5).
Whether or not the attack hits, the spell effect is discharged.
You can cause the moonlight to leave your body and move about as a single light similar to dancing lights.
Once it leaves your body, the effect's duration is 1 minute per level, and the effect can no longer be used to attack.
```
@@---
Spell: Moon Blade
School: Evocation
NSch:
NSubSch:
Level: Moon 3
Save: None
SR: Yes
---
!!
```
## Moon Blade
Evocation
**Level:** Moon 3
**Components:** V, S, M/DF **Casting Time:** 1 standard action **Range:** 0 ft.
Effect: A swordlike beam
**Duration:** 1 minute/level (D)
**Saving Throw:** None
**Spell Resistance:** Yes
You call a swordlike beam of moonlight into your hand. Anyone who can cast moon blade can wield the beam with proficiency. However, if you are proficient with any type of sword, you can wield the beam as if it were any type of sword and thus gain the benefits of any special sword skill you might have, such as Weapon Focus.
Attacks with a moon blade are melee touch attacks. Its strike saps vitality or life force, causing no visible wounds but dealing 1d8 points of damage +1 point per two caster levels (to a maximum of +10) to any type of creature except undead. Undead are visibly wounded by a moon blade. Their substance boils away from its touch, and they take 2d8 points of damage +1 point per caster level (to a maximum of +20) per blow.
The blade is immaterial, and your Strength modifier does not apply to the damage. A successful moon blade strike temporarily scrambles magic. On the target's next turn after a hit from a moon blade, the creature must make a Concentration check to use any spell or spell-like ability. The DC is equal to 10 + damage dealt + spell level. (An opponent hit by a moon blade while casting a spell must make the usual Concentration check to avoid losing the spell in addition to the check on its next turn.)
Arcane Material Component: A small candy made with winterangereen oil.
```
@@---
Spell: Moon Bolt
School: Evocation
NSch:
NSubSch:
Level: Cleric 4, druid 4
Save: Fortitude half (living target) or Will negates (undead target) **Spell Resistance:** Yes
---
!!
```
## Moon Bolt
Evocation
**Level:** Cleric 4, druid 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Target:** One living or undead creature, or two living or undead creatures that are no more than 15 ft. apart; see text
**Duration:** Instantaneous
**Saving Throw:** Fortitude half (living target) or Will negates (undead target) **Spell Resistance:** Yes
A moon bolt strikes unerringly against any living or undead creature in range. A living creature struck by a moon bolt takes 1d4 points of Strength damage per three caster levels (maximum 5d4). If the subject makes a successful Fortitude saving throw, the Strength damage is halved. An undead creature struck by a moon bolt must make a Will save or fall helpless for 1d4 rounds, after which time it is no longer helpless and can stand upright, but it takes a ?2 penalty on attack rolls and Will saving throws for the next minute.
```
@@---
Spell: Moon Lust
School: Illusion
Subschool: Pattern
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Cleric 1
Save: Will partial
SR: Yes
---
!!
```
## Moon Lust
Illusion (Pattern) [Mind-Affecting]
**Level:** Cleric 1
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One living creature
**Duration:** 1 round/level
**Saving Throw:** Will partial
**Spell Resistance:** Yes
This spell instills in the target an obsessive fascination with the moon. If the target fails its save, it fixates on the moon, staring at the moon or imagining it in its mind, and is considered fascinated for the duration of the spell. If the saving throw is successful, the subject is instead dazzled for the duration of the spell. Sightless creatures are not affected by this spell. Focus: A silver ingot worth 5 gp.
```
@@---
Spell: Moon Path
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Moon 5
Save: None; see text
SR: No
---
!!
```
## Moon Path
Evocation [Force]
**Level:** Moon 5
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: A variable-width, glowing white stair or bridge of translucent force up to 15 ft./level long; see text **Duration:** 1 minute/level (D)
**Saving Throw:** None; see text
**Spell Resistance:** No
Moon path allows you to create a stair or bridge from one spot to another. The effect is a railless ribbon of glowing white translucent force like a glass strip. The strip can be from 3 to 20 feet wide as you decide. (You can vary the width over the ribbon's length if you want.) It sticks to its endpoints unshakably, even if these endpoints are in midair. At the time of casting, you designate up to one creature per caster level to receive extra protection while standing on or moving along the moon path. Protected creatures gain the benefit of a sanctuary effect. This functions like the 1st-level spell sanctuary except that the save DC is 15 + your Wis modifier, and any subject of the spell who attacks breaks the sanctuary effect for all subjects. Protected creatures also stick to the top of the moon path as though they have received spider climb spells. A creature loses both benefits immediately when it leaves the path. Unlike a wall of force, a moon path can be dispelled. It is otherwise similar to a wall of force in that it needs no supports and it is immune to damage of all kinds. A disintegrate spell blasts a hole in the path 10 feet square, leaving the rest of the path intact. (If the moon path is 10 feet wide or less, this merely creates a 10-foot gap.) A hit from a rod of cancellation, a sphere of annihilation, or disjunction destroys a moon path. Spells and breath weapons cannot pass through a moon path, although dimension door, teleport, and similar effects can bypass the barrier. It blocks ethereal creatures as well as material creatures. Gaze attacks cannot operate through a moon path. A moon path must be straight, continuous, and unbroken when formed. If its surface would be interrupted by any object or creature, the spell fails. The bridge version of the spell must be created flat. The stair version cannot rise or descend any more sharply than 45 degrees. Arcane Material Component: A white handkerchief.
```
@@---
Spell: Moonbeam
School: Evocation
Descriptor: Light
NSch:
NSubSch:
Level: Moon 2
Save: None or Will negates; see text
SR: No
---
!!
```
## Moonbeam
Evocation [Light]
**Level:** Moon 2
**Components:** V, S, M/DF **Casting Time:** 1 standard action **Range:** 30 ft.
**Area:** Cone-shaped emanation
**Duration:** 1 minute/level (D)
**Saving Throw:** None or Will negates; see text
**Spell Resistance:** No
On your turn each round, you can change the direction the cone of light points. Light from a moonbeam spell does not adversely affect creatures that are sensitive to light, but lycanthropes in humanoid form caught in the cone must make a Will save to avoid involuntarily assuming their animal forms. A lycanthrope in animal form can change out of it on the creature's next turn (spending a round in animal form). However, if it is still in the area of the spell, it must succeed on a Will save to do so. Once a lycanthrope successfully saves against moonbeam, it is not affected by any more of your moonbeam spells for 24 hours. Moonbeam penetrates any darkness spell of equal or lower level, but does not counter or dispel it. Darkness spells of higher level block a moonbeam. Arcane Material Component: A pinch of white powder.
```
@@---
Spell: Moonbow
School: Evocation
Descriptor: Electricity
NSch:
NSubSch:
Level: Wizard 5
Save: None
SR: Yes
---
!!
```
## Moonbow
Evocation [Electricity]
**Level:** Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: 1d4 motes of electricity
**Duration:** Instantaneous or up to 4 rounds; see text
**Saving Throw:** None
**Spell Resistance:** Yes
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 action during 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.
Material Component: A small piece of moonstone.
```
@@---
Spell: Moonfire
School: Evocation
Descriptor: Light
NSch:
NSubSch:
Level: Moon 9
Save: Reflex half and Will negates; see text
SR: Yes
---
!!
```
## Moonfire
Evocation [Light]
**Level:** Moon 9
**Components:** V, S, DF
**Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** Cone-shaped burst and coneshaped emanation; see text
**Duration:** Instantaneous and 1 round/level; see text
**Saving Throw:** Reflex half and Will negates; see text
**Spell Resistance:** Yes
Living creatures in the area of a moonfire spell feel an unnatural chill and take 1d8 points of damage per two caster levels (maximum 10d8). Undead and shapechangers take 1d8 points of damage per caster level (maximum 20d8).
This application of the spell allows a Reflex save for half damage.
All magical auras within the cone glow with a faint blue light for 1 round per caster level. Disguised, shapechanged, or polymorphed creatures and objects in the spell's area at the time the spell is cast must make Will saves or immediately return to their normal forms. Even if the save succeeds, they remain covered in ghostly white outlines that show their true forms for 1 round per caster level. The entire area covered by the cone glows silver-white for 1 round per caster level. This radiance is as bright as the light of a full moon and negates electricity damage for 1 round per caster level unless the item or creature generating the electricity effect makes a caster level check (1d20 + item's caster level or creature's caster level) against a DC equal to 10 + your caster level.
If an electricity effect is generated outside the glowing cone, the cone blocks the electricity effect unless the creature generating the effect succeeds on a caster level check. If an electricity effect is generated inside the glowing cone, the cone negates the electricity effect unless the creature generating the effect succeeds on a caster level check.
```
@@---
Spell: Moonweb
Source: Player's Guide to Faerûn
School: Abjuration
NSch:
NSubSch:
Level: Initiate of sel–ne 5
Save: None
SR: Yes
---
!!
```
## Moonweb
Source: Player's Guide to Faerûn
Abjuration
**Level:** Initiate of sel–ne 5
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
Effect: 10-ft.-high barrier of force in a 5-ft.-diameter circle or 10-ft.-long line
**Duration:** 10 min./level
**Saving Throw:** None
**Spell Resistance:** Yes
You create an immobile barrier of force that glows as though with moonlight.
You can form the barrier either as a circular shield 5 feet in diameter and 10 feet high around a willing creature, or as a flat, 10-foot-square plane placed either horizontally (across a doorway, for example) or vertically (covering a pit or trap door), as long as it is anchored along at least one edge.
The barrier has an inside and an outside.
From the inside, it is transparent and passable; any creature can move through it.
From the outside, it is opaque and virtually impassable?no creature or attack can pass through from this direction.
Creatures inside the moonweb have cover and total concealment against attacks that originate on the outside.
```
@@---
Spell: Moral Fa€Ade
Source: Complete Champion
School: Abjuration
NSch:
NSubSch:
Level: Bard 3, cleric 4, paladin 4
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Moral Fa€Ade
Source: Complete Champion
Abjuration
**Level:** Bard 3, cleric 4, paladin 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature or object
**Duration:** 24 hours
**Saving Throw:** Will negates (object)
**Spell Resistance:** Yes (object)
By casting this spell, you cloak the target in an effect that gives a false alignment reading to all divination spells. At the time of casting, you must designate the alignment that you wish the spell to reveal.
```
@@---
Spell: Morality Undone
School: Enchantment
Descriptor: Evil, Mind-Affecting
NSch:
NSubSch:
Level: Bard 5, cleric 5, Corruption 4
Save: Will negates
SR: Yes
---
!!
```
## Morality Undone
Enchantment [Evil, Mind-Affecting]
**Level:** Bard 5, cleric 5, Corruption 4
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One nonevil creature
**Duration:** 10 minutes/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
The caster turns one creature evil. The chaotic/neutral/lawful component of the subject's alignment is unchanged. The subject retains whatever outlook, allegiances, and relationships it had before, as long as they do not conflict with the new alignment. Otherwise, it acts with its new selfish, bloodthirsty, and cruel outlook on all things. For example, a wizard might not immediately turn on her fighter companion for no apparent reason, particularly in the middle of a combat when they?re fighting on the same side.
But she might allow her friend to be hurt or killed if her friend is carrying something valuable she could recover later, or she might use spells to control or deceive her friend to get what she wants. She might even eventually decide to betray or attack her friend if there is some potential gain involved. Arcane Material Component: A powdered holy symbol.
```
@@---
Spell: Mount
School: Conjuration
Subschool: Summoning
NSch:
NSubSch:
Level: Wizard 1
Save: None
SR: No
---
!!
```
## Mount
Conjuration (Summoning)
**Level:** Wizard 1
**Components:** V, S, M
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One mount
**Duration:** 2 hours/level (D)
**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.
Material Component: A bit of horse hair.
```
@@---
Spell: Mountain Stance
School: Transmutation
NSch:
NSubSch:
Level: Druid 2, Wizard 2
Save: Will negates (harmless)
SR: No
---
!!
```
## Mountain Stance
Transmutation
**Level:** Druid 2, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One creature
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** No
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, overrun, 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.
```
@@---
Spell: Move Earth
School: Transmutation
Descriptor: Earth
NSch:
NSubSch:
Level: Druid 6, Wizard 6
Save: None
SR: No
---
!!
```
## Move Earth
Transmutation [Earth]
**Level:** Druid 6, Wizard 6
**Components:** V, S, M
**Casting Time:** See text
**Range:** Long (400 ft. + 40 ft./level)
**Area:** Dirt in an area up to 750 ft. square and up to 10 ft. deep (S)
**Duration:** Instantaneous
**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.
Material Component: A mixture of soils (clay, loam, and sand) in a small bag, and an iron blade.
```
@@---
Spell: Move Snow And Ice
School: Transmutation
Descriptor: Cold, Ice
NSch:
NSubSch:
Level: Druid 6, Wizard 6
Save: None
SR: No
---
!!
```
## Move Snow And Ice
Transmutation [Cold, Ice]
**Level:** Druid 6, Wizard 6
**Components:** V, S, M
**Casting Time:** See text
**Range:** Long (400 ft. + 40 ft./level)
**Area:** Snow or ice in an area up to 750 ft. square and up to 10 ft. deep (S)
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
This spell moves snow and ice. 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 snow or ice. Instead, it creates wavelike crests and troughs, 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 adjusting terrain contours before a battle.
This spell has no effect on ice creatures.
Material Component: A mixture of snow and ice in a small bag, and an iron blade.
```
@@---
Spell: Mudslide
School: Conjuration
Subschool: Creation
Descriptor: Earth, Water
NSch:
NSubSch:
Level: Druid 6, Wizard 6
Save: Reflex half; see text
SR: No
---
!!
```
## Mudslide
Conjuration (Creation) [Earth, Water]
**Level:** Druid 6, Wizard 6
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10. ft./level)
Effect: 40-ft. radius spread
**Duration:** Instantaneous
**Saving Throw:** Reflex half; see text
**Spell Resistance:** No
You create a landslide of mud and water, which crushes, buries, and mires those caught in its path. The mud covers the area of the spell to a depth of about 10 feet (although it might fill low-lying areas or fail to cover high points in the area, at the Dm's discretion).
Creatures within the spell's effect must make a Reflex save. Those who fail take 8d6 points of damage and are buried (see Avalanches on page 90 of the Dungeon Master's Guide). Those who succeed take 3d6 points of damage and are not buried. Creatures of the fire subtype who are actually aflame (such as salamanders, azers, and fire elementals) instead take 8d8 or 3d8 points of damage, respectively.
A creature who escapes burial ends up on top of the mudslide, mired in deep mud.
After the initial slide, the mudslide persists indefinitely, producing an area of deep bog (average depth 10 feet) until the water in it evaporates. It requires 4 squares of movement to enter 1 square of deep bog, and running or charging are impossible in the area. Underwater, the mudslide remains indefinitely, producing an area of deep muck. It costs 2 squares of movement to enter a square containing deep muck, the DC of Balance and Tumble checks increases by 5, and the DC of Move Silently checks increases by 2.
Aboveground, the mud normally dries out in 2 to 3 days. A transmute mud to rock spell hardens the slide into stone, trapping any creatures still within.
```
@@---
Spell: Mummify
School: Necromancy
NSch:
NSubSch:
Level: Cleric 6, druid 6, Wizard 6
Save: Fortitude partial; see text
SR: Yes
---
!!
```
## Mummify
Necromancy
**Level:** Cleric 6, druid 6, Wizard 6
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One living creature
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial; see text
**Spell Resistance:** Yes
You flash-dry a creature, killing it and preserving it in an instantaneous mummification process. A creature that makes a successful Fortitude saving throw instead takes 6d6 points of desiccation damage and is dehydrated. If the damage kills the target, it is still mummified. Arcane Material Component: A strip of salted cloth.
```
@@---
Spell: Murderous Mist
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Druid 4
Save: Reflex partial; see text
SR: No
---
!!
```
## Murderous Mist
Conjuration (Creation)
**Level:** Druid 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Cloud spreads in a 30-ft. radius, 20 ft. high
**Duration:** 1 round/level
**Saving Throw:** Reflex partial; see text
**Spell Resistance:** No
You create a cloud of scalding hot steam that moves in a straight line, away from you, at a speed of 10 feet per round. Anyone within the cloud takes 2d6 points of damage and is permanently blinded. If a creature within the area makes a successful Reflex saving throw, it takes only half damage and is not blinded. Any creature within the cloud has concealment. Winds do not affect the cloud's direction or speed. However, a moderate wind (11+ mph) disperses the cloud in 4 rounds, and a strong wind (21+ mph) disperses it in 1 round.
```
@@---
Spell: Mysterious Redirection
School: Abjuration
NSch:
NSubSch:
Level: Wizard 8, Wu Jen 8
Save: Personal
**Target:** You
---
!!
```
## Mysterious Redirection
Abjuration
**Level:** Wizard 8, Wu Jen 8
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 5 rounds or until expended
This spell creates a field around you that deflects physical blows. The field affects melee and ranged attacks made with natural or manufactured weapons, but not spells or magical attacks unless they are delivered with a physical touch attack.
Anyone who aims a melee or ranged attack against you must make a Will save to overcome the spell's effect. If the save fails, all attacks that individual makes against you while the spell lasts have a 50% chance to be deflected to another target instead. Spell resistance applies to this effect.
If a melee attack is deflected, the new target must be a creature both adjacent to you and within your attacker's melee reach. If a ranged attack is deflected, the new target must be both adjacent to you and within your attacker's range. If more than one target is available, determine which creature is attacked randomly. Any combat modifiers (such as cover) apply to the attack. A creature that has total cover against the attacker can't be selected as a target, nor can the attacker. If no eligible target exists, the attack misses.
As an immediate action while the spell lasts, you can choose to redirect a deflected attack back at the attacker. You can wait to make this decision until after you know an attack has been deflected, but you must do so before you know which creature is the target of the deflected attack. Using this ability ends the spell's duration.
```
@@---
Spell: Mystic Aegis
School: Abjuration
NSch:
NSubSch:
Level: Cleric 4
Save: Personal
**Target:** You
---
!!
```
## Mystic Aegis
Abjuration
**Level:** Cleric 4
**Components:** V, DF
**Casting Time:** 1 immediate action
**Range:** Personal
**Target:** You
**Duration:** Instantaneous
You cast mystic aegis immediately when you are targeted by a hostile spell. You gain spell resistance equal to 12 + your caster level against that spell.
```
@@---
Spell: Mystic Lash
Source: Player's Guide to Faerûn
School: Evocation
Descriptor: Electricity, Evil
NSch:
NSubSch:
Level: Initiate of bane 3
Save: Fortitude partial
SR: Yes
---
!!
```
## Mystic Lash
Source: Player's Guide to Faerûn
Evocation [Electricity, Evil]
**Level:** Initiate of bane 3
**Components:** V, S, DF, **Casting Time:** 1 standard action **Range:** 15 ft.
Effect: Electric whip
**Duration:** 1 round/level
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
You create a long whip of ghostly red energy that emanates from your hand and never harms you.
You can wield this weapon as if it were an actual whip and you were proficient with it.
You must succeed on a ranged touch attack with the mystic lash to strike a target.
Any creature struck by it takes 1d6 points of electricity damage per three caster levels (maximum 4d6) and must succeed on a Fortitude save or be stunned for 1 round.
You gain a bonus on damage rolls equal to your Charisma modifier, but your Strength modifier does not apply, since the lash is immaterial.
If you release the lash from your hand after it hits a target, it continues to attack that target automatically, leaving your hand free.
If the lash's target falls unconscious, dies, or is destroyed, the lash returns to you on its next action.
If you do not grasp it on the round it returns, it dissipates; otherwise, you can use the lash on another creature and begin the cycle again.
As with a normal whip, you can use the mystic lash to make trip or disarm attacks, but only if you are actually wielding it.
It cannot make such attacks on its own.
```
@@---
Spell: Mystic Surge
School: Universal
NSch:
NSubSch:
Level: Wizard 4
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Mystic Surge
Universal
**Level:** Wizard 4
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 round
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
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.
```
@@---
Spell: Nar Fiendbond
Source: Lost Empires of Faerun
School: Transmutation
NSch:
NSubSch:
Level: Cleric 7, Wizard 7
Save: Will negates
SR: Yes
---
!!
```
## Nar Fiendbond
Source: Lost Empires of Faerun
Transmutation
**Level:** Cleric 7, Wizard 7
**Components:** V, S, M, DF, V
**Casting Time:** 1 hour
**Range:** Touch
**Target:** One humanoid with Int 4 or higher
**Duration:** Instantaneous
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You turn the subject into a half-fiend by imbuing it with the essence of the infernal planes.
The subject can have no more character levels than you do, and it must either be willing to undergo the transformation or be restrained in some manner.
Upon completion of the spell, the subject can attempt a Will save to avoid gaining the half-fiend template (see page 147 of the Monster Manual).
In addition, the subject's type changes to outsider, and the moral component of its alignment changes to evil.
For the purpose of this spell, treat the half-fiend template as an acquired template rather than an inherited one. The newly created half-fiend also gains a +4 level adjustment, raising the XP required for it to achieve its next character level.
For example, a 5th-level sorcerer who becomes a half-fiend by means of this spell becomes a 9th-level character who needs 45,000 XP to gain his sixth class level.
You cannot cast Nar fiendbond on yourself.
Arcane Material Component: Precious gems with a total value equal to the XP cost of the spell. XP Cost: 500 XP per character level of the half-fiend created.
```
@@---
Spell: Natural Weapon Augmentation
School: Transmutation
NSch:
NSubSch:
Level: Artificer 4
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Natural Weapon Augmentation
Transmutation
**Level:** Artificer 4
As lesser natural weapon augmentation, but you can choose any special ability whose market price is equivalent to a bonus of up to +3 or up to 70,000 gp, such as speed.
Material Component: An ointment made from rare spices and minerals, costing 100 gp. Special: Warforged spellcasters cast this spell at +1 caster level.
## Natural Weapon Augmentation, Greater
Transmutation
**Level:** Artificer 6
As lesser natural weapon augmentation, but you can choose any special ability whose market price is equivalent to a bonus of up to +5 or up to 200,000 gp, such as vorpal.
Material Component: An ointment made from rare spices and minerals, costing 200 gp. Special: Warforged spellcasters cast this spell at +1 caster level.
## Natural Weapon Augmentation, Lesser
Transmutation
**Level:** Artificer 2
**Duration:** 10 minutes/level
**Range:** Touch
**Target:** Creature touched
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
As personal natural weapon augmentation, but the spell can be cast on one natural weapon of any creature.
Material Component: An ointment made from rare spices and minerals, costing 20 gp. Special: Warforged spellcasters cast this spell at +1 caster level.
```
@@---
Spell: Natural Weapon Augmentation, Personal
School: Transmutation
NSch:
NSubSch:
Level: Artificer 1
Save: Personal
**Target:** You
---
!!
```
## Natural Weapon Augmentation, Personal
Transmutation
**Level:** Artificer 1
**Components:** S, M
**Casting Time:** 1 minute
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level
One of your natural weapons temporarily gains a special ability commonly found on magic weapons. You can choose any special ability whose market price is equivalent to a +1 bonus or up to 10,000 gp, such as flaming or keen (see Table 7?14, page 223 of the Dungeon Master's Guide). The natural weapon does not have to have an existing enhancement bonus, nor does it gain one when you imbue it with this infusion.
Material Component: A cinder from a fire put out by rain.
Special: Warforged spellcasters cast this spell at +1 caster level.
```
@@---
Spell: Nature's Avatar
School: Transmutation
NSch:
NSubSch:
Level: Druid 9
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Nature's Avatar
Transmutation
**Level:** Druid 9
**Components:** V, S, DF
**Casting Time:** 1 swift action
**Range:** Touch
**Target:** Animal touched
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The affected animal gains a +10 morale bonus on attack rolls and damage rolls and 1d8 temporary hit points per caster level, plus the effect of a haste spell (PH 239).
```
@@---
Spell: Nature's Balance
School: Transmutation
NSch:
NSubSch:
Level: Druid 3
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Nature's Balance
Transmutation
**Level:** Druid 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 10 minutes/level
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
You take a ?4 penalty to your choice of Strength, Dexterity, or Constitution, and your subject gains an equivalent bonus to the same ability score. You get no saving throw to avoid the loss, but your subject can attempt a Fortitude save to avoid the gain, if desired.
```
@@---
Spell: Nature's Favor
School: Evocation
NSch:
NSubSch:
Level: Druid 2, ranger 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Nature's Favor
Evocation
**Level:** Druid 2, ranger 2
**Components:** V, S, DF
**Casting Time:** 1 swift action
**Range:** Touch
**Target:** Animal touched
**Duration:** 1 minute
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You grant the subject animal a +1 luck bonus on attack rolls and damage rolls for every three caster levels you possess (maximum +5).
```
@@---
Spell: Nature's Purity
School: Evocation
NSch:
NSubSch:
Level: Druid 3
Save: None
SR: Yes
---
!!
```
## Nature's Purity
Evocation
**Level:** Druid 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: One or more rays
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
A shimmering green beam of light springs forth from your outstretched hand. You can direct this ray at any target in range. If you hit the target, the ray deals 1d6 points of force damage. Against undead and constructs, the ray deals 2d8 points of force damage.
Against aberrations, the ray deals 5d6 points of force damage and threatens a critical hit on a roll of 19?20. An aberration slain by this damage is immediately transformed into pungentsmelling inert plant matter.
You can generate one additional ray for every four levels above 5th (to a maximum of four rays at 17th level). The rays can be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.
```
@@---
Spell: Nature's Rampart
School: Transmutation
NSch:
NSubSch:
Level: Druid 3, ranger 3
Save: None
SR: No
---
!!
```
## Nature's Rampart
Transmutation
**Level:** Druid 3, ranger 3
**Components:** V, S, F
**Casting Time:** 10 minutes
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** Structure up to 40 ft. square
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
You shape a natural setting into a formidable defensive position. Usually this spell is used to prepare an open outdoor area such as a hillside or a forest, but a large natural cavern could be shaped into a divine rampart. Artificial structures or features are not affected, although nature's rampart could be positioned to fill a gap between two buildings or barricade an unpaved road. The effect of the spell depends on the terrain: Open Outdoor Site: A rampart or dike of earth 5 feet high and 5 feet thick at its base rises immediately behind a shallow ditch 5 feet wide and 5 feet deep along the perimeter of the site. Creatures behind the dike receive cover. Attackers approaching on foot must scramble down into the ditch and then climbing 10 feet to reach the top of the dike (Climb DC 10). Rough Outdoor Site or Cavern: Loose stones and boulders, dead wood, and patches of dense briars are arranged to form a defensible wall 5 feet high and 2 feet thick at the base around the perimeter of the site. Creatures behind the wall receive cover. Marshy or Low-Lying Site: In areas such as marsh, bog, swamp, or tundra, nature's rampart cannot raise a wall, but instead creates a water-filled ditch 10 feet wide and 5 feet deep. Creatures forced to wade the ditch are reduced to 1/4 their normal speed (minimum 5 feet) and cannot charge or run.
Focus: A small quartz gem engraved with the image of an exquisite tiny castle, worth at least 100 gp.
```
@@---
Spell: Nature's Wrath
Source: Eberron Campaign Setting
School: Evocation
NSch:
NSubSch:
Level: Druid 4 (Gatekeeper)
Save: Will partial or Will half; see text
SR: Yes
---
!!
```
## Nature's Wrath
Source: Eberron Campaign Setting
Evocation
**Level:** Druid 4 (Gatekeeper)
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** Unnatural creatures in a 20-ft. radius burst
**Duration:** Instantaneous and 1 round; see text
**Saving Throw:** Will partial or Will half; see text
**Spell Resistance:** Yes
You call up the power of nature to smite your enemies.
Creatures that are a part of the natural world are unaffected; aberrations, undead, and similar corruptions of nature are harmed by the spell.
The spell deals damage to creatures of certain types within its area. Animals, constructs, elementals, fey, outsiders with an elemental subtype (air, earth, fire, or water), oozes, plants, vermin, and inanimate objects are unharmed by the spell.
Aberrations take 1d6 points of damage per caster level (maximum 10d6) and are dazed for 1 round. A successful Will saving throw reduces the damage to half and negates the daze effect.
Creatures of other types (dragons, giants, humanoids, magical beasts, monstrous humanoids, and outsiders with no elemental subtype) take 1d8 points of damage per two caster levels (maximum 5d8). A successful Will save reduces the damage to half.
```
@@---
Spell: Naturewatch
School: Necromancy
NSch:
NSubSch:
Level: Druid 0, ranger 1
Save: None
SR: No
---
!!
```
## Naturewatch
Necromancy
**Level:** Druid 0, ranger 1
**Components:** S
**Casting Time:** 1 standard action **Range:** 30 ft.
**Area:** Cone-shaped emanation
**Duration:** 10 minutes/level
**Saving Throw:** None
**Spell Resistance:** No
This spell is similar to deathwatch (PH 217), but it functions only on animals and plants. In addition, it also allows you to determine a variety of other mundane information about the animals and plants (whether or not the plants are dehydrated, the animals are malnourished, and so forth).
```
@@---
Spell: Nauseating Breath
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Cleric 3, Wizard 3
Save: Fortitude negates
SR: No
---
!!
```
## Nauseating Breath
Conjuration (Creation)
**Level:** Cleric 3, Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action **Range:** 30 ft.
**Area:** Cone-shaped burst
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates
**Spell Resistance:** No
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.
Material Component: A piece of fish at least one day old.
```
@@---
Spell: Near Horizon
School: Divination
NSch:
NSubSch:
Level: Assassin 2, ranger 2
Save: Personal
**Target:** You
---
!!
```
## Near Horizon
Divination
**Level:** Assassin 2, ranger 2
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 3 rounds
You gain a mystical insight into targets most people can barely see. For the duration of the spell, you take no range penalties when using ranged weapons, though they are still limited to their normal maximum distance.
```
@@---
Spell: Necrotic Curse
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 7, Wizard 7
Save: None
SR: Yes
---
!!
```
## Necrotic Curse
Necromancy [Evil]
**Level:** Cleric 7, Wizard 7
**Components:** V, S, M
**Casting Time:** 1 full round
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 20-ft. radius emanation
**Duration:** 1 hour/level
**Saving Throw:** None
**Spell Resistance:** Yes
You imbue the area with negative energy so powerful it transforms positive energy into its opposite. Anyone in the area who casts a healing spell must succeed on a caster level check (DC 11 + your caster level); if the check fails, the healing spell deals damage to each of its subjects equal to the caster's caster level instead of its normal effect. Living creatures that rest in this area do not regain hit points or lost ability score points. Undead in the area heal damage at the rate of 1 point per Hit Die every 24 hours.
In addition to the normal means of ending a spell's duration, this effect can be ended by a remove curse (or similar spell) cast within its area for that purpose.
Material Component: Grave dust.
```
@@---
Spell: Necrotic Skull Bomb
Source: Champions of Ruin
School: Necromancy
NSch:
NSubSch:
Level: Cleric 5, Wizard 5
Save: Fortitude negates
SR: Yes
---
!!
```
## Necrotic Skull Bomb
Source: Champions of Ruin
Necromancy
**Level:** Cleric 5, Wizard 5
**Components:** V, S, M
**Casting Time:** 1 swift action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 20-ft. radius spread
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
You imbue a humanoid skull with negative energy and hurl it.
The skull detonates on impact, releasing the negative energy contained within.
All creatures in the spell's area, except for undead, gain 1d4 negative levels (see Energy Drain, page 308 of the Monster Manual, for details about negative levels).
Assuming a creature survives the effect of the spell, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours).
Usually, negative levels have a chance of draining a creature's levels, but the negative levels from necrotic skull bomb don't last long enough to do so.
An undead creature in the spell's area gains 1d4?5 temporary hit points for 1 hour. Material Component: A humanoid skull.
```
@@---
Spell: Negative Energy Aura
School: Necromancy
NSch:
NSubSch:
Level: Cleric 4
Save: Personal
**Area:** 10-ft. radius emanation centered on you
---
!!
```
## Negative Energy Aura
Necromancy
**Level:** Cleric 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Area:** 10-ft. radius emanation centered on you
**Duration:** 1 round/level
Each round on your turn, every living creature within 10 feet of you loses 1 hit point per three caster levels (maximum 5). Undead creatures instead gain 2 hit points per round (though they can?t exceed their full normal hit point total from this effect). Characters with immunity to negative energy effects are not affected by this aura. The aura does not affect you.
```
@@---
Spell: Nerveskitter
School: Transmutation
NSch:
NSubSch:
Level: Wizard 1
Save: None (harmless)
SR: Yes
---
!!
```
## Nerveskitter
Transmutation
**Level:** Wizard 1
**Components:** V, S
**Casting Time:** 1 immediate action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 round
**Saving Throw:** None (harmless)
**Spell Resistance:** Yes
You cast this spell when you and your party roll for initiative. 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.
```
@@---
Spell: Nether Trail
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Wizard 1
Save: Will negates
SR: No
---
!!
```
## Nether Trail
Conjuration (Creation)
**Level:** Wizard 1
**Components:** S, M
**Casting Time:** 1 standard action
**Range:** Touch
Effect: A trail 20 ft. long/level
**Duration:** 10 minutes/level
**Saving Throw:** Will negates
**Spell Resistance:** No
The caster creates a handful of invisible, nigh-intangible powder that attracts creatures from the Lower Planes. The caster can sprinkle this powder in a trail on the ground. Evil outsiders who come within 10 feet of any portion of this trail and fail their saving throws follow the trail as if affected by a compulsion effect.
Compelled fiends will follow a nether trail even into danger. For example, the trail could lead to a trap, a holy spell effect, or even a prison cell. If the danger is obvious, such as a blade barrier, the compelled creatures get another saving throw to resist.
A compelled creature only follows the trail to its end. So, if the trail leads to the edge of a cliff, the fiend goes to the edge of the cliff and no farther. If a creature encounters the trail in the middle, it instinctively senses which direction is forward and which is backward. When the evil outsider reaches the end of the trail, the compulsion effect ends, and the creature cannot be affected by this particular nether trail again.
The trail can be obscured and destroyed by anyone who can see invisible objects. It takes a standard action to destroy 10 feet of trail, but an evil outsider must make its saving throw first.
Material Component: A urine-soaked holy symbol, which crumbles into the powder that creates the nether trail.
```
@@---
Spell: Net Of Shadows
School: Illusion
Subschool: Shadow
Descriptor: Darkness
NSch:
NSubSch:
Level: Wizard 1
Save: Will negates
SR: Yes
---
!!
```
## Net Of Shadows
Illusion (Shadow) [Darkness]
**Level:** Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 25 ft. apart
**Duration:** 1d6 rounds
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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.
```
@@---
Spell: Neutralize Poison
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Bard 4, Cleric 4, Druid 3, Paladin 4, Ranger 3
Save: Will negates (harmless, object)
SR: Yes (harmless, object)
---
!!
```
## Neutralize Poison
Conjuration (Healing)
**Level:** Bard 4, Cleric 4, Druid 3, Paladin 4, Ranger 3
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature or object of up to 1 cu. ft./level touched
**Duration:** 10 min./level
**Saving Throw:** Will negates (harmless, object)
**Spell Resistance:** Yes (harmless, object)
You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don?t go away on their own.
The creature is immune to any poison it is exposed to during the duration of the spell. Unlike with delay poison, such effects aren?t postponed until after the duration ?the creature need not make any saves against poison effects applied to it during the length of the spell.
This spell can instead neutralize the poison in a poisonous creature or object for the duration of the spell, at the caster's option.
Arcane Material Component: A bit of charcoal.
```
@@---
Spell: Nightmare
School: Illusion
Subschool: Phantasm
Descriptor: Mind-Affecting, Evil
NSch:
NSubSch:
Level: Bard 5, Wizard 5
Save: Will negates; see text
SR: Yes
---
!!
```
## Nightmare
Illusion (Phantasm) [Mind-Affecting, Evil]
**Level:** Bard 5, Wizard 5
**Components:** V, S
**Casting Time:** 10 minutes
**Range:** Unlimited
**Target:** One living creature
**Duration:** Instantaneous
**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.
Connection Will Save Modifier
Likeness or picture
?2
Possession or garment
?4
Body part, lock of hair, bit of nail, etc. ?10
Dispel evil cast on the subject while you are casting the spell dispels the nightmare and causes you to be stunned for 10 minutes per caster level of the dispel evil.
If the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a spell or the spell ends.
If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance.
You are defenseless, both physically and mentally, while in the trance. (You always fail any saving throw, for example.)
Creatures who don?t sleep (such as elves, but not half-elves) or dream are immune to this spell.
```
@@---
Spell: Nightmare Lullaby
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting, Sonic
NSch:
NSubSch:
Level: Bard 2
Save: Will negates
SR: Yes
---
!!
```
## Nightmare Lullaby
Enchantment (Compulsion) [Mind-Affecting, Sonic]
**Level:** Bard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
This spell can put a target into a surreal, sleepwalking state. The target must make a Will saving throw or become confused, thinking it has entered a nightmare.
```
@@---
Spell: Nightmare Terrain
School: Illusion
Subschool: Shadow
NSch:
NSubSch:
Level: Assassin 3, bard 3, hexblade 3, Wizard 4
Save: Will disbelief (if interacted with)
SR: No
---
!!
```
## Nightmare Terrain
Illusion (Shadow)
**Level:** Assassin 3, bard 3, hexblade 3, Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** Five 10-ft. cubes + one 10-ft. cube/level (S)
**Duration:** 1 round/level
**Saving Throw:** Will disbelief (if interacted with)
**Spell Resistance:** No
You make any terrain look, sound, and smell like something out of a nightmare. Writhing vegetation, disembodied limbs, animated corpses, and smoking pits cover every surface. Miasmic vapors fill the air, along with various foul stenches.
The nightmare terrain you create is mostly illusory, but the obstacles are partially real. Creatures within, entering, or viewing the area are entitled to Will saves to discern the illusion. Creatures that fail their saves become entangled.
Regardless of the outcome of the save, creatures within 5 feet have concealment, while those 10 feet or farther away have total concealment. Furthermore, as long as you are within the area of this spell, you can attempt Hide checks even while being observed. (Other creatures don't gain this benefit.)
```
@@---
Spell: Night's Caress
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Wizard 5
Save: Fortitude partial; see text
SR: Yes
---
!!
```
## Night's Caress
Necromancy [Evil]
**Level:** Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial; see text
**Spell Resistance:** Yes
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.
```
@@---
Spell: Nightshield
School: Abjuration
NSch:
NSubSch:
Level: Cleric 1, Wizard 1
Save: Personal
**Target:** You
---
!!
```
## Nightshield
Abjuration
**Level:** Cleric 1, Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level (D)
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.
```
@@---
Spell: Nightstalker's Transformation
School: Transmutation
NSch:
NSubSch:
Level: Wizard 5
Save: Personal
**Target:** You
---
!!
```
## Nightstalker's Transformation
Transmutation
**Level:** Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
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.
Material Component: A potion of cat's grace, which you drink (and whose effect is subsumed by this spell's effect).
```
@@---
Spell: Nimbus Of Light
School: Evocation
Descriptor: Light
NSch:
NSubSch:
Level: Cleric 1, Purification 1
Save: Personal
**Target:** You
---
!!
```
## Nimbus Of Light
Evocation [Light]
**Level:** Cleric 1, Purification 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level or until discharged (D)
The nimbus of light around you glows like a lantern, providing bright illumination in a 30-foot radius (and shadowy illumination for an additional 30 feet) from you. As a move action, you can coalesce the energy from a nimbus of light around your outstretched arm, and then as a standard action fling it toward a foe within 30 feet. You must succeed on a ranged touch attack with the energy to strike a target. A nimbus of light deals 1d8 points of damage +1 point per round that has elapsed since you cast the spell (maximum 1d8 + caster level). Attacking with a nimbus of light ends the spell, whether your ranged touch attack is successful or not.
```
@@---
Spell: Nixie's Grace
School: Transmutation
Descriptor: Water
NSch:
NSubSch:
Level: Bard 6
Save: Personal
**Target:** You
---
!!
```
## Nixie's Grace
Transmutation [Water]
**Level:** Bard 6
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level
**Saving Throw:** None
**Spell Resistance:** No
This potent spell infuses you with powerful fey magic, granting you many of the traits and abilities of a nixie (MM 235). Upon casting this spell, you gain a swim speed of 30 feet. You can breathe underwater, and you gain low-light vision and damage reduction 5/cold iron. You also gain a +6 enhancement bonus to Dexterity, a +2 enhancement bonus to Wisdom, and a +8 enhancement bonus to Charisma. Focus: A lock of nixie's hair, freely given to you by a nixie.
```
@@---
Spell: No Light
School: Transmutation
NSch:
NSubSch:
Level: Bard 1, Cleric 0, Wizard 0
Save: None
SR: No
---
!!
```
## No Light
Transmutation
**Level:** Bard 1, Cleric 0, Wizard 0
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 20-ft. radius spread
**Duration:** 1 minute/level
**Saving Throw:** None
**Spell Resistance:** No
The caster creates an area of darkness. Normal light sources cannot illuminate the area, but darkvision allows a creature to see within the area. Light counters no light (and vice versa), leaving whatever light conditions normally prevail in the overlapping areas of the spells. Higher-level light spells counter and dispel no light.
```
@@---
Spell: Node Door
Source: Champions of Ruin
School: Conjuration
Subschool: Teleportation
NSch:
NSubSch:
Level: Druid 3, Wizard 3
Save: None and Will negates (object)
SR: No and Yes (object)
---
!!
```
## Node Door
Source: Champions of Ruin
Conjuration (Teleportation)
**Level:** Druid 3, Wizard 3
**Components:** V
**Casting Time:** 1 standard action
**Range:** Varies; see text
**Target:** You and touched objects or other touched willing creatures
**Duration:** Instantaneous
**Saving Throw:** None and Will negates (object)
**Spell Resistance:** No and Yes (object)
You instantly transfer yourself from your current node to any other node of the same type that you have visited. You always arrive at the exact spot desired?whether by simply visualizing the area or by describing your destination (for example, "the Shadow Weave node in the garden at the Temple of Old Night").
After using this spell, you can't take any other actions until your next turn.
If you arrive in a node that is already partially occupied by a newly added object, you arrive in the closest clear space in that node.
If the node is completely filled or has been destroyed by any means, you bounce to the next closest node of the same type (determined randomly or by the DM).
Each such "bounce" deals 2d6 points of damage to you and any who accompany you.
You can bring along objects as long as their weight doesn't exceed your maximum load.
You can 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.
As with all spells for which 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.
Special: You must have the Node Spellcasting feat to cast this spell. Design downloaded from free website templates.
```
@@---
Spell: Node Genesis
Source: Champions of Ruin
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Wizard 9
Save: None
SR: No
---
!!
```
## Node Genesis
Source: Champions of Ruin
Conjuration (Creation)
**Level:** Wizard 9
**Components:** V, S, V
**Casting Time:** 1 tenday (8 hours/day)
**Range:** Touch
Effect: One Class 1 node with a 10-ft. radius
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
When you cast this spell, the arcane energies reroute local ley lines and telluric currents, precipitating the creation of a Class 1 node (you determine the type when you cast the spell).
The new node is centered on and emanates from a point on the ground you touch.
The rough boundary of the new node can cross any type of terrain or empty space, and can cross different types of materials.
You have some leeway in determining the initial shape of your node's outer boundary?it doesn't have to be a perfect sphere.
The newly generated node retains its Class 1 status for one year.
Thereafter, its diameter increases at rate of 20 feet per year, until it eventually reaches a diameter equal to 20 feet per the caster level you possessed at the time of casting.
When the node's diameter reaches the low end of the range for the next higher class (see Table 5-1 on page 96), its class increases by +1.
For example, a Class 1 node becomes Class 2 when its diameter reaches 40 feet, and Class 3 when its diameter reaches 120 feet.
Nodes you create with this spell are automatically considered node locked by you.
They are otherwise just like natural nodes and subject to destruction in the same ways.
XP Cost: 5,000 XP.
Special: You must have the Node Spellcasting feat to cast this spell.
```
@@---
Spell: Node Lock
Source: Champions of Ruin
School: Abjuration
NSch:
NSubSch:
Level: Wizard 2
Save: None
SR: No
---
!!
```
## Node Lock
Source: Champions of Ruin
Abjuration
**Level:** Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One node
**Duration:** Permanent
**Saving Throw:** None
**Spell Resistance:** No
A node lock spell cast upon a node magically "locks" it against others who might wish to use its power. You can affect a node whose class is equal to one-half your caster level or less.
For any caster except you, a node lock adds +15 to each Spellcraft DC associated with the use of the node's standard powers.
In addition, the node cannot be detected by a locate node spell.
A successful dispel magic breaks a node lock.
Special: You must have the Node Spellcasting feat to cast this spell.
```
@@---
Spell: Nondetection
School: Abjuration
NSch:
NSubSch:
Level: Ranger 4, Wizard 3, Trickery 3
Save: Will negates (harmless, object)
SR: Yes (harmless, object)
---
!!
```
## Nondetection
Abjuration
**Level:** Ranger 4, Wizard 3, Trickery 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature or object touched
**Duration:** 1 hour/level
**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. Material Component: A pinch of diamond dust worth 50 gp.
```
@@---
Spell: Numbing Sphere
School: Evocation
Descriptor: Cold
NSch:
NSubSch:
Level: Druid 2, Wizard 2
Save: Reflex negates
SR: Yes
---
!!
```
## Numbing Sphere
Evocation [Cold]
**Level:** Druid 2, Wizard 2
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: 5-ft.-diameter sphere
**Duration:** 1 round/level
**Saving Throw:** Reflex negates
**Spell Resistance:** Yes
A sphere of intense cold energy rolls in whichever direction you point and damages 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 1d6 points of cold damage as well as 1d4 points of dexterity damage to that creature, though a successful Reflex save negates both the cold damage and Dexterity damage. A numbing sphere rolls over barriers less than 4 feet tall, such as furniture and low walls. It instantly freezes water it encounters in 5-foot-cube sections, creating chunks of ice in large bodies of water.
The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely remains at rest. The sphere can be destroyed by attacks directed against it. It has 10 hit points and damage reduction 5/?. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by extreme cold. It cannot push aside unwilling creatures or batter down large obstacles. A numbing sphere winks out if it exceeds the spell's range.
Arcane Material Component: A bit of sponge and a drop of water.
```
@@---
Spell: Oath Of Blood
School: Necromancy
NSch:
NSubSch:
Level: Cleric 5, Wizard 5
Save: None
SR: Yes
---
!!
```
## Oath Of Blood
Necromancy
**Level:** Cleric 5, Wizard 5
**Components:** V, S, M, DF
**Casting Time:** 1 minute
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** See below
**Saving Throw:** None
**Spell Resistance:** Yes
Oath of blood functions only when cast on a creature that has recently been subject to a geas or similar spell. It extends the reach of the geas beyond death. If the individual subject to the geas dies before completing the task, oath of blood animates him as an undead creature in order that he might continue his quest. The nature of the undead creature is determined by the caster level of this spell, as per create undead (see page 215 of the Player's Handbook). Once the task is complete or the original geas (or similar spell) expires, the magic animating the subject ends and he returns to death.
Material Component: Grave dirt mixed with powdered onyx worth at least 40 gp per HD of the target.
```
@@---
Spell: Obedient Avalanche
School: Conjuration
Subschool: Creation
Descriptor: Cold
NSch:
NSubSch:
Level: Cold 9, Wizard 9 **Components:** V, S
Save: Reflex half or Reflex negates; see text
SR: No
---
!!
```
## Obedient Avalanche
Conjuration (Creation) [Cold]
**Level:** Cold 9, Wizard 9 **Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: 20-ft. radius avalanche of snow centered on a point in space; see text
**Duration:** Instantaneous
**Saving Throw:** Reflex half or Reflex negates; see text
**Spell Resistance:** No
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 bull rush 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.
```
@@---
Spell: Obscure Object
School: Abjuration
NSch:
NSubSch:
Level: Bard 1, Cleric 3, Wizard 2
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Obscure Object
Abjuration
**Level:** Bard 1, Cleric 3, Wizard 2
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One object touched of up to 100 lb./level
**Duration:** 8 hours (D)
**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). Arcane Material Component: A piece of chameleon skin.
```
@@---
Spell: Obscuring Mist
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Air 1, Cleric 1, Druid 1, Wizard 1, Water 1
Save: None
SR: No
---
!!
```
## Obscuring Mist
Conjuration (Creation)
**Level:** Air 1, Cleric 1, Druid 1, Wizard 1, Water 1
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 20 ft.
Effect: Cloud spreads in 20-ft. radius from you, 20 ft. high
**Duration:** 1 min./level
**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.
```
@@---
Spell: Obscuring Snow
School: Conjuration
Subschool: Creation
Descriptor: Air, Cold
NSch:
NSubSch:
Level: Cleric 2, druid 2, Wizard 2
Save: None
SR: No
---
!!
```
## Obscuring Snow
Conjuration (Creation) [Air, Cold]
**Level:** Cleric 2, druid 2, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 30 ft.
Effect: Cloud spreads in 30-ft. radius from you, 30 ft. high
**Duration:** 1 hour/level
**Saving Throw:** None
**Spell Resistance:** No
A swirling snow vapor arises around you, and follows you from that point on. The snow 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 strong wind (21+ mph) disperses the snow in 4 rounds. A very strong wind (31+ mph) disperses the snow in 1 round. A fireball, f lame strike, or similar spell burns away the snow in the explosive or fiery spell's area. A wall of fire burns away the snow in the area into which it deals damage. This spell does not function underwater.
Creatures with snowsight are immune to the effects of this spell.
```
@@---
Spell: Omen Of Peril
School: Divination
NSch:
NSubSch:
Level: Cleric 1, Destiny 1, druid 1
Save: Personal
**Target:** You
---
!!
```
## Omen Of Peril
Divination
**Level:** Cleric 1, Destiny 1, druid 1
**Components:** V, F
**Casting Time:** 1 round
**Range:** Personal
**Target:** You
**Duration:** Instantaneous
A brief supplication grants you a vision that hints at how dangerous the immediate future is likely to be. Based on an assessment of the caster's immediate surroundings and likely path of travel, the caster receives one of three visions: safety, peril, or great danger. The base chance for receiving an accurate reply is 70% + 1% per caster level, to a maximum of 90%; the DM makes the roll secretly.
If the omen of peril is successful, you receive one of three fleeting visions:
- Safety: The caster isn?t in any immediate danger. If he continues on his present course (or remains where he is if he's been stationary for some time before casting the spell), he?ll face no significant monsters, traps, or challenges for the next hour or so.
- Peril: The caster will face challenges typical of an adventure: challenging but not overwhelming monsters, dangerous traps, and other hazards for the next hour or so.
- Great danger: The caster's very life is at grave risk. He will likely face powerful Npcs or deadly traps in the next hour.
If the roll fails, you receive one of the other two results, determined randomly by the DM, and you don?t necessarily know you failed because the DM rolls secretly.
Choosing which vision is ?correct? takes some educated guesswork on the part of the DM, who should assess the party's likely courses of action and what dangers they?re likely to face.
The form that an omen of peril takes depends on whether the caster worships a specific deity, venerates nature as a druid, or simply upholds abstract principles. A druid might see a white dove for safety, a dark cloud obscuring the sun for peril, and a forest fire for great danger. A cleric of Fharlanghn might see a vision of a straight road for safety, a crossroads for peril, and a washed-out bridge for great danger.
Unlike the more powerful augury, an omen of peril doesn?t respond to a specific question. It only indicates the level of danger likely for the next hour, not what form the danger will take. Focus: A set of marked sticks, bones, or similar tokens of at least 25 gp value.
```
@@---
Spell: One With The Land
School: Transmutation
NSch:
NSubSch:
Level: Druid 2, ranger 2
Save: Personal
**Target:** You
---
!!
```
## One With The Land
Transmutation
**Level:** Druid 2, ranger 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level
You forge a strong link with nature that gives you greater insight into your environment. You gain a +2 competence bonus on Handle Animal, Hide, Move Silently, Search, Survival, and wild empathy checks.
```
@@---
Spell: One Mind
School: Divination
NSch:
NSubSch:
Level: Paladin 2
Save: Personal
**Target:** You
---
!!
```
## One Mind
Divination
**Level:** Paladin 2
This spell functions like lesser one mind, except as noted here, and in addition it allows you and your special mount to predict each other's movements, giving you a significant edge in combat. You and your mount both gain a +2 bonus on attack rolls as long as you are mounted.
## One Mind, Greater
Divination
**Level:** Paladin 3
This spell functions like one mind, except as noted here, and in addition you and your mount gain a +2 bonus on melee damage rolls as long as you are mounted.
## One Mind, Lesser
Divination
**Level:** Paladin 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level
You temporarily strengthen the mental bond with your special mount when you cast this spell. When you are mounted on your special mount, the link with your mount sharpens your senses, giving you a +4 insight bonus on Spot and Listen checks and the scent ability (MM 314) for the duration of the spell. If your mount ever moves more than 10 feet from you, the spell ends.
```
@@---
Spell: Oozepuppet
School: Transmutation
NSch:
NSubSch:
Level: Ooze 5, Wizard 6
Save: Fortitude negates
SR: Yes
---
!!
```
## Oozepuppet
Transmutation
**Level:** Ooze 5, Wizard 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One ooze
**Duration:** 1 hour/level
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
You telekinetically take control of the targeted ooze if it fails its saving throw. 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). Thus, you can manipulate the ooze while scrying upon it, for example.
You can force the ooze to move, attack, and otherwise perform as you desire, within the limits of its abilities. Controlling an ooze's actions for an entire round is a move action for you. When not directed to move, attack, or undertake any actions by you, the ooze is held immobile by telekinetic forces.
Although most oozes have no minds, they still instinctively resist this telekinetic control. Thus, if forced to take a self-destructive action, the ooze gains a new Fortitude saving throw to negate the effect of the spell.
```
@@---
Spell: Opalescent Glare
School: Necromancy
Descriptor: Death, Good
NSch:
NSubSch:
Level: Arborea 4, Cleric 6, sorcerer/ wizard 6
Save: Personal
**Target:** You
---
!!
```
## Opalescent Glare
Necromancy [Death, Good]
**Level:** Arborea 4, Cleric 6, sorcerer/ wizard 6
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** Instantaneous
**Saving Throw:** Will partial; see text
**Spell Resistance:** Yes
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. Nonevil 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.
```
@@---
Spell: Open/Close
School: Transmutation
NSch:
NSubSch:
Level: Bard 0, Wizard 0
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Open/Close
Transmutation
**Level:** Bard 0, Wizard 0
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** Object weighing up to 30 lb. or portal that can be opened or closed
**Duration:** Instantaneous
**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.
Focus: A brass key.
```
@@---
Spell: Open Greater Chakra
School: Transmutation
NSch:
NSubSch:
Level: Cleric 9, Wizard 9
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Open Greater Chakra
Transmutation
**Level:** Cleric 9, Wizard 9
As open least chakra, except this allows you to open the subject's arms, brow, crown, feet, hands, shoulders, throat, or waist chakra.
## Open Least Chakra
Transmutation
**Level:** Cleric 4, Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 24 hours
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You use magical energies to pry open one chakra, allowing a creature to form a chakra bind that it otherwise could not. (The spell has no effect on chakras to which soulmelds or magic items are already bound; in other words, it does not allow you to double bind to a chakra.) You can open a creature's crown, feet, or hands chakra with this spell. A creature benefiting from this spell can bind a soulmeld or magic item to his opened chakra just as if he had gained the ability to form a chakra bind from a feat or class feature.
```
@@---
Spell: Open Lesser Chakra
School: Transmutation
NSch:
NSubSch:
Level: Cleric 7, Wizard 7
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Open Lesser Chakra
Transmutation
**Level:** Cleric 7, Wizard 7
As open least chakra, except this allows you to open the subject's arms, brow, crown, feet, hands, or shoulders chakra.
## Opportune Dodge
Abjuration
**Level:** Bard 2
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 round/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
Any time the subject of this spell might provoke attacks of opportunity, he can choose to activate this spell's effect (this does not require an action). Upon doing so, he contorts or moves so swiftly as to deny one opponent one attack of opportunity. Because the opponent never makes its attack of opportunity, its total number of attacks of opportunity per round is not reduced.
Once the subject negates an attack of opportunity in this way, the spell ends. It is possible for the subject to provoke an attack of opportunity, activate this spell's effect to cancel it, and then provoke and be susceptible to another attack of opportunity in the same round.
The subject does not have to activate the spell's effect to negate the first attack of opportunity he provokes but can save the effect until he chooses to use it or the duration ends.
```
@@---
Spell: Orb Of Acid
School: Conjuration
Subschool: Creation
Descriptor: Acid
NSch:
NSubSch:
Level: Wizard 4
Save: Fortitude partial; see text
SR: No
---
!!
```
## Orb Of Acid
Conjuration (Creation) [Acid]
**Level:** Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One orb of acid
**Duration:** Instantaneous
**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.
```
@@---
Spell: Orb Of Acid, Lesser
School: Conjuration
Subschool: Creation
Descriptor: Acid
NSch:
NSubSch:
Level: Wizard 1
Save: None
SR: No
---
!!
```
## Orb Of Acid, Lesser
Conjuration (Creation) [Acid]
**Level:** Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One orb of acid
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
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.
```
@@---
Spell: Orb Of Cold
School: Conjuration
Subschool: Creation
Descriptor: Cold
NSch:
NSubSch:
Level: Wizard 4
Save: None
SR: Yes
---
!!
```
## Orb Of Cold
Conjuration (Creation) [Cold]
**Level:** Wizard 4
Effect: One orb of cold
This spell functions like orb of acid, except that it deals cold damage. 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.
## Orb Of Cold, Lesser
Conjuration (Creation) [Cold]
**Level:** Wizard 1
Effect: One orb of
This spell functions like lesser orb of acid, except that it deals cold damage.
## Orb Of Dancing Death
Source: Magic of Eberron
Necromancy
**Level:** Cleric 5, Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Orb of negative energy
**Duration:** 1 round/3 levels
**Saving Throw:** None
**Spell Resistance:** Yes
You call upon dark necromantic energy to drain the life force of your foes. You create a small orb of pulsing black energy (about 6 inches across) that flies toward a chosen creature, striking as a ranged touch attack. If it hits, the creature gains 1 negative level.
Each round as a move action, you can direct the orb of dancing death to attack another creature within range (including the previous target, if desired). If not directed, the orb returns to your side.
If a creature 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 the orb of dancing death don?t last long enough to do so.
An undead creature struck by the orb gains 5 temporary hit points for 1 hour.
Material Component: A piece of a zombie's skull.
```
@@---
Spell: Orb Of Electricity
School: Conjuration
Subschool: Creation
Descriptor: Electricity
NSch:
NSubSch:
Level: Wizard 4
Save: None
SR: No
---
!!
```
## Orb Of Electricity
Conjuration (Creation) [Electricity]
**Level:** Wizard 4
Effect: One orb of electricity
This spell functions like orb of acid, except that it deals electricity damage. 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.
## Orb Of Electricity, Lesser
Conjuration (Creation) [Electricity]
**Level:** Wizard 1
Effect: One orb of electricity
This spell functions like lesser orb of acid, except that it deals electricity damage.
## Orb Of Fire
Conjuration (Creation) [Fire]
**Level:** Wizard 4
Effect: One orb of fire
This spell functions like orb of acid, except that it deals fire damage. 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.
## Orb Of Fire, Lesser
Conjuration (Creation) [Fire]
**Level:** Wizard 1
Effect: One orb of fire
This spell functions like lesser orb of acid, except that it deals fire damage.
## Orb Of Force
Conjuration (Creation) [Force]
**Level:** Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: One orb of force
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
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).
```
@@---
Spell: Orb Of Sound
School: Conjuration
Subschool: Creation
Descriptor: Sonic
NSch:
NSubSch:
Level: Wizard 4
Save: Will partial; see text
SR: Yes
---
!!
```
## Orb Of Sound
Conjuration (Creation) [Sonic]
**Level:** Wizard 4
Effect: One orb of sonic energy
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.
## Orb Of Sound, Lesser
Conjuration (Creation) [Sonic]
**Level:** Wizard 1
Effect: One orb of sonic energy
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.
## Order's Wrath
Evocation [Lawful]
**Level:** Law 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** Nonlawful creatures within a burst that fills a 30-ft. cube
**Duration:** Instantaneous (1 round); see text
**Saving Throw:** Will partial; see text
**Spell Resistance:** Yes
You channel lawful power to smite enemies. The power takes the form of a three-dimensional grid of energy. Only chaotic and neutral (not lawful) creatures are harmed by the spell.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to chaotic creatures (or 1d6 points of damage per caster level, maximum 10d6, to chaotic outsiders) and causes them to be dazed for 1 round. A successful Will save reduces the damage to half and negates the daze effect.
The spell deals only half damage to creatures who are neither chaotic nor lawful, and they are not dazed. They can reduce the damage in half again (down to one-quarter of the roll) with a successful Will save.
```
@@---
Spell: Otyugh Swarm
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Pestilence 9
Save: None
SR: No
---
!!
```
## Otyugh Swarm
Conjuration (Creation)
**Level:** Pestilence 9
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Three or more otyughs, no two of which are more than 30 ft. apart
**Duration:** Seven days or seven months (D)
**Saving Throw:** None
**Spell Resistance:** No
Otyugh swarm creates otyughs from a large collection of refuse and filth, such as a sewer or cesspool. You can choose to create 3d4 ordinary otyughs (MM 204) or 1d3+1 Huge otyughs with 15 HD (MM 292). The otyughs willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards. They remain with you for seven days unless you dismiss them. If the otyughs are created only for guard duty, the duration of the spell is seven months. In this case, the otyughs must be ordered to guard only a specific site or location. Otyughs summoned to guard duty cannot move outside the spell's range. You must create the otyughs in an area containing at least 6,000 pounds of sewage, refuse, or offal. After you cast the spell, otyughs not summoned for guard duty can leave the area of offal at your command.
```
@@---
Spell: Overland Flight
School: Transmutation
NSch:
NSubSch:
Level: Wizard 5
Save: Personal
**Target:** You
---
!!
```
## Overland Flight
Transmutation
**Level:** Wizard 5
**Components:** V, S
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level
This spell functions like a fly spell, except you can fly at a speed of 40 feet (30 feet if wearing medium or heavy armor, or if carrying a medium or heavy load) with average maneuverability. When using this spell for longdistance 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).
```
@@---
Spell: Overwhelm
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Beguiler 6, Wizard 6
Save: Will negates
SR: Yes
---
!!
```
## Overwhelm
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Beguiler 6, Wizard 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One creature
**Duration:** Instantaneous
**Saving Throw:** Will negates
**Spell Resistance:** Yes
With a touch, you deal nonlethal damage to the subject equal to the creature's current hit point total.
```
@@---
Spell: Overwhelming Revelations
Source: Magic of Eberron
School: Evocation
NSch:
NSubSch:
Level: Wizard 6
Save: Will partial
SR: Yes
---
!!
```
## Overwhelming Revelations
Source: Magic of Eberron
Evocation
**Level:** Wizard 6
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 20-ft. radius burst
**Duration:** Instantaneous
**Saving Throw:** Will partial
**Spell Resistance:** Yes
You tap the incredible complexity of the draconic Prophecy, granting creatures in the area a burst of insight powerful enough to threaten their sanity. Creatures in the area take a ?2d6 penalty to Wisdom and are confused for 1 round. A successful Will save reduces the penalty by half and negates the confusion.
Special: Characters with the Dragon Prophesier feat (see page 46) have immunity to the effect of this spell. Furthermore, if within the area of the spell, such a character can choose to enter prophetic favor as an immediate action. This counts as one of the character's daily uses of prophetic favor.
Characters with a dragonmark take a ?2 penalty on their saving throw against this spell. Material Component: A scale from an adult or older dragon.
```
@@---
Spell: Owl's Insight
School: Transmutation
NSch:
NSubSch:
Level: Druid 5
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Owl's Insight
Transmutation
**Level:** Druid 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 hour
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
The subject gains an insight bonus to Wisdom equal to 1/2 your caster level.
```
@@---
Spell: Owl's Wisdom
School: Transmutation
NSch:
NSubSch:
Level: Cleric 2, Druid 2, Paladin 2, Ranger 2, Wizard 2
Save: Will negates (harmless)
SR: Yes
---
!!
```
## Owl's Wisdom
Transmutation
**Level:** Cleric 2, Druid 2, Paladin 2, Ranger 2, Wizard 2
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 min./level
**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.
Arcane Material Component: A few feathers, or a pinch of droppings, from an owl.
```
@@---
Spell: Owl's Wisdom, Mass
School: Transmutation
NSch:
NSubSch:
Level: Cleric 6, Druid 6, Wizard 6
Save: None
SR: Yes
---
!!
```
## Owl's Wisdom, Mass
Transmutation
**Level:** Cleric 6, Druid 6, Wizard 6
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature/level, no two of which can be more than 30 ft. apart
This spell functions like owl's wisdom, except that it affects multiple creatures.
## Pacification
Source: Dragons of Faerun
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 4, Cleric 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** Concentration, up to 1 min./level
**Saving Throw:** None
**Spell Resistance:** Yes
You calm your target by exhaling a peaceful breeze.
This spell allows you to exhale a calming breeze, soothing one creature of your choice.
The creature is affected as if by a calm emotions spell for as long as you concentrate, up to a maximum of 1 minute per caster level.
You cannot affect creatures with more Hit Dice than you have caster levels.
Special Material: If you blow dust of blue spinel (worth at least 50 gp) in the breeze when you cast the spell, its duration increases to 2 minutes per level.
```
@@---
Spell: Pact Of Martyrdom
Source: Player's Guide to Faerûn
School: Necromancy
Descriptor: Good
NSch:
NSubSch:
Level: Initiate of ilmater 4
Save: None
SR: Yes (harmless)
---
!!
```
## Pact Of Martyrdom
Source: Player's Guide to Faerûn
Necromancy [Good]
**Level:** Initiate of ilmater 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One willing creature
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes (harmless)
You exchange hit point totals with a target that has fewer hit points than you do.
If the target was unconscious and dying, you become unconscious and dying.
If the target was unconscious but stabilized, you become unconscious but stabilized.
The spell transfers only actual hit points, not temporary hit points.
Pact of martyrdom does not function if you have fewer hit points than the target when you cast the spell.
```
@@---
Spell: Pact Of Return
School: Necromancy
NSch:
NSubSch:
Level: Cleric 7, Spite 7
Save: Personal
**Target:** You
---
!!
```
## Pact Of Return
Necromancy
**Level:** Cleric 7, Spite 7
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level
This spell allows you to establish the conditions whereby you will be brought back to life upon your death. When you cast pact of return, you must state either a specific creature or a set of specific circumstances that you expect will be responsible for your death at some point within the spell's duration. If you name a creature, that creature does not have to deal the deathblow to trigger the release of the spell, but it must play an active part in your demise. If you name a set of circumstances, those circumstances must be reasonably specific or the spell will fail, leaving you well and truly dead.
An acceptable set of circumstances would be, ?I expect energy draining to play a pivotal role in my demise,? whereas an unacceptable set would be, ?I expect to die from loss of hit points.? The DM decides whether the terms are acceptable.
Whether the subject of your demise is a specific person or a specific source, you must die (that is, reach ?10 hit points or lower) for the spell to take effect. If you do, and the circumstances of your demise are similar enough to those described when you cast the spell (Dm's discretion), you are instantly resurrected (see page 272 of the Player's Handbook) with no level loss.
You can have more than one pact of return active at the same time, each one to be triggered by a different foe or set of circumstances, but you must keep track of the total time that has elapsed for each. A pact of return that has not yet taken effect is still a magical effect (and a powerful necromantic one, at that), which can be dispelled by one who detects its presence.
```
@@---
Spell: Painful Echoes
School: Evocation
Descriptor: Sonic
NSch:
NSubSch:
Level: Bard 2
Save: Fortitude partial
SR: Yes
---
!!
```
## Painful Echoes
Evocation [Sonic]
**Level:** Bard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature/4 levels, no two of which are more than 30 ft. apart
**Duration:** 1 round/level
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
You set up painful vibrations within your subjects. Each round, the spell deals 1d4 points of sonic damage and sickens each subject for 1 round. A successful Fortitude save negates the damage and the sickening effect for that round, but the subject must continue to save every round until the duration expires. Creatures that are immune to extra damage from critical hits are immune to the sickening effect.
If a subject under the effect of painful echoes is affected by deafening blast (see page 101) or resonating agony (see page 115), the two spells interact to create a greater effect. See the deafening blast and resonating agony spells for details.
```
@@---
Spell: Pall Of Twilight
School: Illusion
Subschool: Pattern
Descriptor: Darkness, Mind-Affecting
NSch:
NSubSch:
Level: Assassin 3, Wizard 3
Save: Will negates
SR: Yes
---
!!
```
## Pall Of Twilight
Illusion (Pattern) [Darkness, Mind-Affecting]
**Level:** Assassin 3, Wizard 3
**Components:** S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 20-ft. radius spread
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
This spell reduces illumination in the area to shadowy; these shadows are mental as well as physical. All creatures in the area take a -10 penalty on Listen, Search, Sense Motive, and Spot checks. A successful Will save negates these penalties, but not the effect of the darkness.
```
@@---
Spell: Panacea
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Cleric 4, druid 5
Save: Will half (harmless); see text
SR: Yes (harmless)
---
!!
```
## Panacea
Conjuration (Healing)
**Level:** Cleric 4, druid 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** Instantaneous
**Saving Throw:** Will half (harmless); see text
**Spell Resistance:** Yes (harmless)
This spell channels positive energy into a creature to wipe away its afflictions. It immediately ends any of the following conditions affecting the subject: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, and stunned. It negates sleep effects and the effect of the feeblemind spell, and ends any additional effects from poison, as the neutralize poison spell. It also cures 1d8 points of damage + 1 point per caster level (maximum +20). Panacea does not remove ability damage, negative levels, or drained levels. Used against an undead creature, panacea deals damage instead of curing the creature (which takes half damage if it makes a Will saving throw), but it has no other effect.
```
@@---
Spell: Parboil
School: Evocation
Descriptor: Fire
NSch:
NSubSch:
Level: Cleric 5, Wizard 4
Save: Fortitude partial; see text
SR: Yes
---
!!
```
## Parboil
Evocation [Fire]
**Level:** Cleric 5, Wizard 4
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 20-ft. radius spread
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial; see text
**Spell Resistance:** Yes
You flash-heat the air in an area, boiling the blood and baking the brains of creatures caught inside. The hot air deals 6d6 points of fire damage and 2d4 points of Intelligence damage. Creatures that make successful Fortitude saves take half fire damage and no Intelligence damage. Arcane Material Component: Water and a pinch of sulfur.
```
@@---
Spell: Parching Touch
School: Necromancy
NSch:
NSubSch:
Level: Wizard 1, Thirst 1
Save: Fortitude partial; see text
SR: Yes
---
!!
```
## Parching Touch
Necromancy
**Level:** Wizard 1, Thirst 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature or creatures touched (up to one/level)
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial; see text
**Spell Resistance:** Yes
Your hand glows with a dull, ruby light, and your touch drains moisture from the body of a living creature, dealing 1d6 points of desiccation damage. A plant or elemental of the water subtype instead takes 1d8 points of desiccation damage. A touched creature also takes 1 point of Constitution damage and is dehydrated unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to once per caster level.
```
@@---
Spell: Pass Through Ice
School: Transmutation
NSch:
NSubSch:
Level: Cleric 5, druid 5
Save: Yes (harmless)
SR: Yes (harmless)
---
!!
```
## Pass Through Ice
Transmutation
**Level:** Cleric 5, druid 5
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 round/level (D)
**Saving Throw:** Yes (harmless)
**Spell Resistance:** Yes (harmless)
The transmuted creature is able to pass through ice or snow as easily as water, but not through stone or frozen mud. The creature moves at a speed of 15 feet and can rise or sink into ice at a rate of 5 feet per round. When a pass through ice spell ends, the affected creature is ejected out to the nearest ice surface. If someone dispels pass through ice or you dismiss it while a creature is still in the ice, the creatures may be trapped in the ice unless they can reach the nearest surface within a single round of movement. Creatures trapped act as if caught in an entomb spell.
```
@@---
Spell: Pass Without Trace
School: Transmutation
NSch:
NSubSch:
Level: Druid 1, Ranger 1
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Pass Without Trace
Transmutation
**Level:** Druid 1, Ranger 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
Targets: One creature/level touched
**Duration:** 1 hour/level (D)
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The subject or subjects can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is impossible by nonmagical means.
```
@@---
Spell: Passage Of The Shifting Sands
School: Transmutation/Evocation
Descriptor: Air
NSch:
NSubSch:
Level: Druid 4, Wizard 4
Save: Personal
**Target:** You
---
!!
```
## Passage Of The Shifting Sands
Transmutation/Evocation [Air]
**Level:** Druid 4, Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level (D) or until expended
You and all your belongings become a flying cloud of sand, swirling and formless yet retaining your consciousness. You lose your normal shape and become a sand cloud, taking up the same space you do in your normal form. You can fly at a speed of 40 feet (perfect maneuverability), but you lose any other movement rates you had in your normal form. Treat this otherwise as gaseous form (PH 234).
If you end your movement in the same space as another creature, that creature is blinded for 1 round (Fortitude negates). Spell resistance does not apply against this effect.
Furthermore, while this spell is active, you can activate a gust of wind effect (as the spell) as a swift action. Doing so ends the duration of passage of the shifting sands.
Special: A blue dragon capable of casting 6th-level sorcerer spells can cast this spell as a swift action.
```
@@---
Spell: Passwall
School: Transmutation
NSch:
NSubSch:
Level: Wizard 5
Save: None
SR: No
---
!!
```
## Passwall
Transmutation
**Level:** Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
Effect: 5 ft. by 8 ft. opening, 10 ft. deep plus 5 ft. deep per three additional levels
**Duration:** 1 hour/level (D)
**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.
Material Component: A pinch of sesame seeds.
```
@@---
Spell: Path Of Frost
School: Transmutation
Descriptor: Cold
NSch:
NSubSch:
Level: Druid 1, Wizard 1
Save: Reflex negates
SR: No
---
!!
```
## Path Of Frost
Transmutation [Cold]
**Level:** Druid 1, Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action; see text **Range:** 30 ft.
**Area:** One 5-foot square per level (maximum 5), beginning adjacent to your space(s)
**Duration:** 1 round/level
**Saving Throw:** Reflex negates
**Spell Resistance:** No
This spell creates a pathway or area of slippery ice on the ground. Entering an affected square costs 2 squares of movement; a creature can avoid this hindrance by succeeding on a DC 10 Balance check. If the creature fails the save by 5 or more, it not only spends 2 squares of movement to enter the affected square, but it also falls prone in that square.
In addition, any creature that starts its turn in an affected square or that enters an affected square takes 1 point of cold damage. If a creature enters more than one affected square on its turn, it takes damage for each square. This spell can be cast only on solid ground and has no effect when cast on the surface of water or other liquids. If you cast path of frost again before the duration of the first spell ends, any squares within the area of both castings deal 2 points of cold damage.
More than two overlapping areas don't stack.
Special: A white dragon capable of casting 3rd-level sorcerer spells can cast this spell as a swift action.
```
@@---
Spell: Path Of The Exalted
School: Divination
NSch:
NSubSch:
Level: Sanctified 3
Save: Personal
**Duration:** 1 decision; see text
---
!!
```
## Path Of The Exalted
Divination
**Level:** Sanctified 3
**Components:** V, Abstinence
**Casting Time:** 1 standard action
**Range:** Personal
**Duration:** 1 decision; see text
Path of the exalted allows the caster to consult her deity (or an agent of her deity) to help make a difficult decision. This decision is usually more complex than a simple morality question. It may involve strategizing, choosing a particular lead to follow in an investigation, deciding who to help, or other difficult choices.
The deity or agent simply helps the character examine a known situation from a number of different angles and makes a recommendation about the correct path to take. This spell does not reveal unknown factors, but merely helps the caster analyze known elements. The spell ends when the deity or agent has provided sufficient guidance for the caster to arrive at a decision.
If the caster is out of favor with her deity, this spell may not work until the caster atones.
Abstinence Component: The caster must abstain from casting Divination spells for 24 hours prior to the casting of this spell.
```
@@---
Spell: Pavilion Of Grandeur
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Creation 9
Save: None
SR: No
---
!!
```
## Pavilion Of Grandeur
Conjuration (Creation)
**Level:** Creation 9
**Components:** V, S, DF
**Casting Time:** 10 minutes
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Extradimensional pavilion, up to five 10-ft. cubes/level (S), plus feast for 12 creatures/level **Duration:** 24 hours/level (D) plus 12 hours; see text
**Saving Throw:** None
**Spell Resistance:** No
You conjure up a grand pavilion-sized tent 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 10 feet wide by 15 feet high. Only those you designate can enter the pavilion, and the entrance is shut and made invisible behind you when you enter. You can open it again from your own side at will. Once observers have passed beyond the entrance, they are in a spacious tent decorated in the colors of your faith. The lighting can vary between darkness and daylight, and the temperature between 40 and 90 degrees Fahrenheit, at your discretion when casting the spell. The pavilion is sumptuously furnished, including a full meal for a dozen creatures per caster level. Anyone who spends 1 hour dining here gains benefits identical to those of a heroes? feast spell (PH 240). While in the pavilion, creatures heal naturally at double the normal rate (not including fast healing or regeneration).
```
@@---
Spell: Peacebond
School: Transmutation
NSch:
NSubSch:
Level: Cleric 1, paladin 1, hexblade 1, Wizard 1
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Peacebond
Transmutation
**Level:** Cleric 1, paladin 1, hexblade 1, Wizard 1
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One weapon
**Duration:** 10 min./level (D)
**Saving Throw:** Will negates (object)
**Spell Resistance:** Yes (object)
The weapon targeted by this spell remains stuck in its sheath, holder, quiver, or whatever object is used to hold it when not in use. A ?weapon? is defined as any manufactured weapon.
No amount of physical effort can draw it forth before the spell expires or is dispelled. The precise nature of the holder doesn?t matter; it can be an ornate sheath, or simply a belt through which the weapon has been stuck. The weapon glows faintly for the duration of the spell.
This spell has no effect on weapons currently held in the hand or otherwise not contained in some sort of holder. If the bearer of the targeted weapon is attacked, he is immediately entitled to a second save to overcome the effect and draw the weapon. The bearer can repeat this save in every round that the assault continues. Material Component: A small strip of cloth or a leather thong.
```
@@---
Spell: Peaceful Serenity Of Io
School: Abjuration
NSch:
NSubSch:
Level: Bard 2, cleric 2, druid 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Peaceful Serenity Of Io
Abjuration
**Level:** Bard 2, cleric 2, druid 2
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature plus one additional creature/four levels, no two of which are more than 30 ft. apart **Duration:** 10 minutes
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You fill the subject with the peacefulness and balance of Io's great Song, granting it a +4 morale bonus on Concentration checks, and saves against compulsions and fear effects for 10 minutes. If the subject is under the influence of compulsion or fear effects when receiving the spell, those effects are suppressed for the duration of the spell.
```
@@---
Spell: Pebble Wind
Source: Dragons of Faerun
School: Evocation
Descriptor: Air
NSch:
NSubSch:
Level: Wizard 3
Save: See text
SR: No; see text
---
!!
```
## Pebble Wind
Source: Dragons of Faerun
Evocation [Air]
**Level:** Wizard 3
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: 20-ft. radius spread
**Duration:** 1 round
**Saving Throw:** See text
**Spell Resistance:** No; see text
At your verbal command, the air nearby whirls and rises, carrying loose dirt and small objects into the air to pelt your foes.
This spell functions as gust of wind (PH 238), except as noted herein.
Instead of a path of wind, you create a whirling mass of air.
The whirlwind carries sand, dirt, and other small objects (nothing heavier than a chicken egg) into the air, creating an opaque cloud of debris.
Creatures must succeed on Fortitude saves as described in the gust of wind spell to avoid being checked or moved by the spell.
Creatures blown over or moved by the wind are pushed in a random direction.
The flying debris causes 1d4 points of bludgeoning damage per caster level (maximum 10d4); this damage is subject to damage reduction, and creatures are allowed a Reflex save for half damage.
If the debris is primarily composed of soft or very small objects, such as loose soil, the spell deals 1d4 points of damage per two caster levels (maximum 5d4).
The spell deals damage to objects within the spread, though hardness will usually negate this damage.
```
@@---
Spell: Pending Potion
Source: Magic of Eberron
School: Transmutation
NSch:
NSubSch:
Level: Artificer 1
Save: None (object)
SR: No (object)
---
!!
```
## Pending Potion
Source: Magic of Eberron
Transmutation
**Level:** Artificer 1
**Components:** S, M
**Casting Time:** 1 minute
**Range:** Touch
**Target:** Vial of potion or oil touched
**Duration:** 10 minutes/level
**Saving Throw:** None (object)
**Spell Resistance:** No (object)
You magically delay the effects of a potion or oil. Once imbued with this infusion, a potion can be consumed or an oil applied, but the effects of the potion or oil do not take place immediately. Instead, the creature that consumed the potion or had the oil applied to it can activate its effects as a swift action at any time before the end of the infusion's duration. If the consumed potion or oil is not activated before the duration expires, it takes effect at that point.
An oil that is applied to an object is normally activated by the wielder of the object, rather than the character who applied the oil. However, if an oil imbued with this infusion is applied to an intelligent construct (such as a warforged or homunculus), only the construct can activate the effects of the oil. If an oil imbued with this infusion is applied to a nonintelligent construct (such as a golem), only the character who applied the oil can activate it.
No creature or object can have more than one delayed effect potion or oil in effect at the same time. If a second delayed-effect potion or oil is consumed by the same creature or applied to the same object, the duration of the first pending potion infusion ends, and the potion or oil takes effect immediately. Material Component: A handful of needles from an evergreen tree.
```
@@---
Spell: Perfect Summons
School: Trasmutation
Descriptor: Good
NSch:
NSubSch:
Level: Wizard 4
Save: None
SR: No
---
!!
```
## Perfect Summons
Trasmutation [Good]
**Level:** Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 40-ft. radius spread
**Duration:** 1 hour/level
**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 ispelled normally.
Perfect summons counters and dispels distort summons (which appears in Book of Vile Darkness), and vice versa.
```
@@---
Spell: Perinarch
School: Transmutation
NSch:
NSubSch:
Level: Druid 4, Limbo 4, sorcerer/ wizard 4
Save: None (object) and Reflex negates; see text
SR: No
---
!!
```
## Perinarch
Transmutation
**Level:** Druid 4, Limbo 4, sorcerer/ wizard 4
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Duration:** 1 round/level; see text
**Saving Throw:** None (object) and Reflex negates; see text
**Spell Resistance:** No
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.
```
@@---
Spell: Perinarch, Planar
School: Transmutation
NSch:
NSubSch:
Level: Druid 9, Limbo 9, sorcerer/ wizard 9
Save: None
SR: No
---
!!
```
## Perinarch, Planar
Transmutation
**Level:** Druid 9, Limbo 9, sorcerer/ wizard 9
This spell functions like perinarch, except that you can cast this spell on any highly morphic or divinely morphic plane (Dmg 148).
## Permanency
Universal
**Level:** Wizard 5
**Components:** V, S, XP
**Casting Time:** 2 rounds
**Range:** See text
Target, Effect, or **Area:** See text
**Duration:** Permanent; 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).
Minimum Caster
Spell 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.
Minimum Caster
Spell 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.
```
@@---
Spell: Permanent Image
School: Illusion
Subschool: Figment
NSch:
NSubSch:
Level: Bard 6, Wizard 6
Save: Personal
**Target:** You
---
!!
```
## Permanent Image
Illusion (Figment)
**Level:** Bard 6, Wizard 6
Effect: Figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S) **Duration:** Permanent (D)
This spell functions like silent image, except that the figment includes visual, auditory, olfactory, and thermal elements, and the spell is permanent. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating.
Material Component: A bit of fleece plus powdered jade worth 100 gp.
## Permeable Form
Source: Lords of Madness
Transmutation
**Level:** Sorcerer 3, Wizard 3
**Components:** V
**Casting Time:** 1 immediate action
**Range:** Personal
**Target:** You
**Duration:** 1 round
By altering the essential nature of the matter composing your body, you make yourself incorporeal for a brief time. While incorporeal, you can be harmed only by other incorporeal creatures, magic weapons, and spells, spell-like abilities, or supernatural abilities.
Even when hit by spells or magic weapons, you have a 50% chance to ignore damage from a corporeal source (except for positive energy, negative energy, force effects, or attacks made with ghost touch weapons). You can enter or pass through solid objects as described under the incorporeal subtype on page 310 of the Monster Manual.
Tsochar spellcasters sometimes use this spell to quickly exit an inhabited creature without causing damage to the victim.
You cannot attack while in this state, but you can perform other actions as your incorporeal nature allows. Casting this spell is an immediate action.
You can cast it even when it's not your turn.
You can only take one swift, immediate, or quickened action per turn.
```
@@---
Spell: Persistent Blade
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 1
Save: None
SR: Yes
---
!!
```
## Persistent Blade
Evocation [Force]
**Level:** Wizard 1
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One dagger made of force
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** Yes
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 bonus 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.
Focus: A silvered dagger.
```
@@---
Spell: Persistent Image
School: Illusion
Subschool: Figment
NSch:
NSubSch:
Level: Bard 5, Wizard 5
Save: Fortitude negates
SR: Yes
---
!!
```
## Persistent Image
Illusion (Figment)
**Level:** Bard 5, Wizard 5
**Duration:** 1 min./level (D)
This spell functions like silent image, except that the figment includes visual, auditory, olfactory, and thermal components, and the figment follows a script determined by you. The figment follows that script without your having to concentrate on it. The illusion can include intelligible speech if you wish. Material Component: A bit of fleece and several grains of sand.
## Pestilence
Necromancy [Evil]
**Level:** Cleric 8, Druid 7
**Components:** V, S, Disease
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
The subject contracts a particularly terrible and contagious disease, which strikes immediately with no incubation period. The caster infects the subject with a sickness that deals 1d4 points of Constitution drain each day until the subject dies. The subject may attempt a new saving throw each day, but she must succeed at two saves in a row to rid herself of the disease (as with most diseases).
However, the disease, once unleashed, continues to spread. For the first day of the sickness, anyone touching the subject must succeed at a Fortitude saving throw or fall victim to the same malady. That victim in turn becomes contagious on the first day of her own affliction.
Disease Component: Any disease.
```
@@---
Spell: Phantasmal Assailants
School: Illusion
Subschool: Phantasm
Descriptor: Fear, Mind-Affecting
NSch:
NSubSch:
Level: Wizard 2
Save: Will disbelief (if interacted with), then Fortitude half; see text
SR: Yes
---
!!
```
## Phantasmal Assailants
Illusion (Phantasm) [Fear, Mind-Affecting]
**Level:** Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** Instantaneous
**Saving Throw:** Will disbelief (if interacted with), then Fortitude half; see text
**Spell Resistance:** Yes
You create phantasmal images of nightmare 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.
```
@@---
Spell: Phantasmal Decoy
School: Illusion
Subschool: Phantasm
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Ranger 3
Save: Will negates, and Will disbelief (if interacted with)
SR: Yes
---
!!
```
## Phantasmal Decoy
Illusion (Phantasm) [Mind-Affecting]
**Level:** Ranger 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One living creature
**Duration:** 1 round/level
**Saving Throw:** Will negates, and Will disbelief (if interacted with)
**Spell Resistance:** Yes
You create a phantasmal image of the subject's most hated enemy by sifting through the subconscious mind of the subject. Only you and the spell's subject can see the phantasmal creature, and the phantasm seems blurry and indistinct to you. If the target fails its Will saving throw, you designate a space that the phantasm appears to occupy. The subject must attack the phantasm, or move to be adjacent to it. A creature that attacks the phantasm is allowed an additional saving throw to disbelieve the illusion. If moving up to the phantasm would cause the subject to cross dangerous terrain (such as a pool of lava), it does not move to be adjacent to the phantasm. It merely moves as close as it can and takes no further actions unless the phantasm moves to a space it can reach. As a move action, you can move a phantasmal decoy up to 60 feet in any direction. Because it's not real, a phantasmal decoy isn?t affected by terrain that slows movement (although you can slow its progress voluntarily if you like to help maintain the facade of realism).
```
@@---
Spell: Phantasmal Disorientation
School: Illusion
Subschool: Phantasm
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Druid 6
Save: Will negates; see text
SR: Yes
---
!!
```
## Phantasmal Disorientation
Illusion (Phantasm) [Mind-Affecting]
**Level:** Druid 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One living creature
**Duration:** 1 minute/level (D)
**Saving Throw:** Will negates; see text
**Spell Resistance:** Yes
The target of a phantasmal disorientation spell must make a Will save after this spell is cast to discern true landmarks from phantasmal ones. If the save succeeds, the creature moves and acts normally. If the save fails, it instead moves in a direction 90 degrees to either side (equal chance of going left or right), and cannot target any creature with ranged attacks or ranged spells. Because of the disorientation, the subject doesn?t realize it's headed in the wrong direction until it meaningfully interacts with its environment (by making an attack or manipulating an object such as a door, for example). For the duration of the spell, an affected creature must succeed on a Will save each round to move normally. A phantasmal disorientation spell affects only the direction of movement and attacks made at range. Creatures subject to it can still make melee attacks, cast personal or touch spells, or otherwise act normally.
```
@@---
Spell: Phantasmal Injury
Source: Exemplars of Evil
School: Illusion
Subschool: Phantasm
Descriptor: Fear, Mind-Affecting
NSch:
NSubSch:
Level: Bard 3, Wizard 3
Save: Will disbelief
SR: Yes
---
!!
```
## Phantasmal Injury
Source: Exemplars of Evil
Illusion (Phantasm) [Fear, Mind-Affecting]
**Level:** Bard 3, Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One living creature
**Duration:** 1 round/level (D)
**Saving Throw:** Will disbelief
**Spell Resistance:** Yes
You cast out your senses to fill your foe's mind, causing him to believe that he has suffered a mortal wound. You create the sensation in the target's mind that he has been disabled (reduced to 0 hit points), restricting him to a single move action or standard action each turn. If the target takes a standard action (or any kind of strenuous action), he takes 1 point of damage from phantasmal injury. The target remains conscious unless the damage would actually reduce his hit points below 0. This damage is real and remains after the spell's duration has expired.
```
@@---
Spell: Phantasmal Killer
School: Illusion
Subschool: Phantasm
Descriptor: Fear, Mind-Affecting
NSch:
NSubSch:
Level: Wizard 4
Save: Will disbelief (if interacted with), then Fortitude partial; see text **Spell Resistance:** Yes
---
!!
```
## Phantasmal Killer
Illusion (Phantasm) [Fear, Mind-Affecting]
**Level:** Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One living creature
**Duration:** Instantaneous
**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.
```
@@---
Spell: Phantasmal Strangler
School: Illusion
Subschool: Phantasm
Descriptor: Fear, Mind-Affecting
NSch:
NSubSch:
Level: Hexblade 3, Wizard 3
Save: Will disbelief
SR: Yes
---
!!
```
## Phantasmal Strangler
Illusion (Phantasm) [Fear, Mind-Affecting]
**Level:** Hexblade 3, Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100ft. + 10 ft./level)
**Target:** One living creature
**Duration:** 5 rounds
**Saving Throw:** Will disbelief
**Spell Resistance:** Yes
You fashion a nightmare creature from the subject's mind. Only the subject can sense the assailant, which exists only in the subject's mind. When you cast the spell, the subject gets an immediate Will save to recognize the attacker as unreal, which ends the spell.
If that save fails, the subject is treated as if it were grappling the phantasmal stranglers. Each round on your turn, a phantasmal strangler deals 2d6 points of damage to the subject. If the subject is reduced to -1 or fewer hit points, the spell ends. Each round on the subject's turn, it can attempt any of the actions normally allowed to a grappling character. Treat a phantasmal strangler's grapple modifier as equal to that of the subject (including modifiers for Strength, size, and all other factors). A phantasmal strangler can't be damaged, nor can it be pinned. If the subject escapes from the phantasmal strangler's grasp, the spell ends.
```
@@---
Spell: Phantasmal Thief
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Greed 8, Wizard 5
Save: None
SR: No
---
!!
```
## Phantasmal Thief
Conjuration (Creation)
**Level:** Greed 8, Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One invisible, mindless, shapeless thief
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
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.
Material Component: A spool of green thread.
```
@@---
Spell: Phantasmal Wasting
Source: Exemplars of Evil
School: Illusion
Subschool: Phantasm
Descriptor: Fear, Mind-Affecting
NSch:
NSubSch:
Level: Bard 4, druid 4, Wizard 5
Save: Will disbelief
SR: Yes
---
!!
```
## Phantasmal Wasting
Source: Exemplars of Evil
Illusion (Phantasm) [Fear, Mind-Affecting]
**Level:** Bard 4, druid 4, Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One living creature touched
**Duration:** 1 round/level (D)
**Saving Throw:** Will disbelief
**Spell Resistance:** Yes
Your touch infects your foe's senses, leading him to believe that he has grown feeble and ancient.
With a touch, you cause a target to believe that he has lost his vitality and vigor. For the duration of the spell, the target takes a ?6 penalty to Strength, Dexterity, and Constitution.
```
@@---
Spell: Phantom Battle
School: Illusion
Subschool: Figment
NSch:
NSubSch:
Level: Bard 3, beguiler 4, Wizard 4
Save: Will negates
SR: Yes
---
!!
```
## Phantom Battle
Illusion (Figment)
**Level:** Bard 3, beguiler 4, Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 20-ft. radius spread
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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.
```
@@---
Spell: Phantom Bear
School: Conjuration
Subschool: Summoning
NSch:
NSubSch:
Level: Druid 9
Save: None
SR: No
---
!!
```
## Phantom Bear
Conjuration (Summoning)
**Level:** Druid 9
**Components:** V, S, DF
**Casting Time:** 1 round
**Range:** Medium (100 ft. + 10 ft./level)
Effect: One summoned phantom bear
**Duration:** Concentration, up to 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
This spell functions like phantom wolf (page 157), except that you conjure an incorporeal bear with a fearsome roar.
```
@@---
Spell: Phantom Bear Cr 14
School: N Huge Magical Beast
Subschool: incorporeal
Init +9
Senses darkvision 60 ft.; Listen +20, Spot +20
AC 25, touch 25, flat-footed 16; Dodge, Mobility
Hp 147 (14 HD)
Fort +13, Ref +17, Will +7
Speed fly 60 ft. (good)
Melee 2 claws +23 incorporeal touch
(2d6 plus 3d6 cold) and bite +22 incorporeal touch (2d8 plus 3d6 cold) Space 15 ft.
Reach 15 ft.
Base Atk +14;
Grp ?
Atk Options Combat Reflexes
Special Actions fearsome roar
Abilities Str ?, Dex 29, Con 20, Int 11, Wis 17, Cha 28
Sq Incorporeal Traits
Feats Combat Reflexes, Dodge, Mobility, Multiattack, Weapon Focus (bite)
Skills Listen +20, Spot +20
Fearsome Roar (Su) 120-ft. radius, once every 1d4 rounds, Will DC 26 negates. Creatures within 30 feet become panicked, others within the area become frightened for 3d6 rounds if they fail their saves.
## Phantom Charge
Source: Complete Champion
Conjuration (Teleportation)
NSch:
NSubSch:
Level: Blackguard 4, paladin 4
Save: Personaland touch
**Target:** You and your special mount or fiendish companion
---
!!
```
## Phantom Bear Cr 14
N Huge Magical Beast (incorporeal)
Init +9
Senses darkvision 60 ft.; Listen +20, Spot +20
AC 25, touch 25, flat-footed 16; Dodge, Mobility
Hp 147 (14 HD)
Fort +13, Ref +17, Will +7
Speed fly 60 ft. (good)
Melee 2 claws +23 incorporeal touch
(2d6 plus 3d6 cold) and bite +22 incorporeal touch (2d8 plus 3d6 cold) Space 15 ft.
Reach 15 ft.
Base Atk +14;
Grp ?
Atk Options Combat Reflexes
Special Actions fearsome roar
Abilities Str ?, Dex 29, Con 20, Int 11, Wis 17, Cha 28
Sq Incorporeal Traits
Feats Combat Reflexes, Dodge, Mobility, Multiattack, Weapon Focus (bite)
Skills Listen +20, Spot +20
Fearsome Roar (Su) 120-ft. radius, once every 1d4 rounds, Will DC 26 negates. Creatures within 30 feet become panicked, others within the area become frightened for 3d6 rounds if they fail their saves.
## Phantom Charge
Source: Complete Champion
Conjuration (Teleportation)
**Level:** Blackguard 4, paladin 4
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Personaland touch
**Target:** You and your special mount or fiendish companion
**Duration:** Instantaneous
If you cast this spell while mounted on your special mount or mount-sized fiendish companion, you tap into the energies normally released only when you summon or dismiss that creature, creating a short-range teleportation effect. Between a single pair of steps, you and your mount can teleport directly forward once, moving up to 5 feet per two caster levels. Many paladins use this spell to attack over rough terrain that would normally prevent a charge.
Because this spell can be cast while your mount is moving, the creature can move part of its speed both before and after the spell takes effect.
If you cast this spell in conjunction with master cavalier (page 124) and war-mount (page 129), the three spells have a synergistic effect. See the master cavalier spell description for details.
```
@@---
Spell: Phantom Foe
School: Illusion
Subschool: Phantasm
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Assassin 2, Wizard 2
Save: Will disbelief
SR: No
---
!!
```
## Phantom Foe
Illusion (Phantasm) [Mind-Affecting]
**Level:** Assassin 2, Wizard 2
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 round/level
**Saving Throw:** Will disbelief
**Spell Resistance:** No
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. Focus: A tiny pewter figure of a warrior that is worth 10 gp.
```
@@---
Spell: Phantom Guardians
School: Illusion
Subschool: Figment
NSch:
NSubSch:
Level: Wizard 3
Save: Will disbelief (if interacted with)
SR: No
---
!!
```
## Phantom Guardians
Illusion (Figment)
**Level:** Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: One illusory figure/level
**Duration:** 1 hour/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). Material Component: A piece of charcoal.
```
@@---
Spell: Phantom Stag
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Druid 5
Save: None; see text
SR: No
---
!!
```
## Phantom Stag
Conjuration (Creation)
**Level:** Druid 5
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 0 ft.
Effect: One quasi-real, staglike creature
**Duration:** 1 hour/level (D)
**Saving Throw:** None; see text
**Spell Resistance:** No
You conjure a Large, corporeal staglike creature that bears you or a person you designate into combat or overland at great speed. A phantom stag has a black body and head with sharp, silvery antlers, and smoke-colored, insubstantial hooves that make no sound. It has no saddle, bridle, or bit, but it is exceptionally alert to the nudges and balance changes of its rider. The phantom stag has an AC of 20 (?1 size, +6 natural armor, +5 Dex) and 40 hit points +5 hit points per caster level. It attacks with its antlers at a +10 bonus, dealing 1d8+9 points of damage (doubled on a successful charge). It can also trample Medium or smaller foes, who must succeed on a Reflex save (18 + 1/2 your caster level) or take 1d6+9 points of damage as the stag moves through their space. A phantom stag has a speed of 20 feet per caster level, to a maximum of 300 feet. It can bear its rider's weight plus up to 10 pounds per caster level in other gear. It ignores terrain elements such as underangerowth, rubble, or mud that would slow its movement. Phantom stags gain certain powers according to caster level. A mount's abilities include those associated with any lower caster levels. 12th
**Level:** The phantom stag can use air walk at will (as the spell, PH 196, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground. The phantom stag gains a +2 deflection bonus to AC. 14th **Level:** The phantom stag can fly at its speed (average maneuverability). The phantom stag gains a +4 deflection bonus to AC.
16th **Level:** The phantom stag's antlers have the ghost touch (Dmg 224) and wounding (Dmg 226) weapon special abilities. The phantom stag gains a +6 deflection bonus to AC.
18th **Level:** The phantom stag can use etherealness on behalf of its rider (as the spell, PH 228, caster level 18th). The phantom stag gains a +8 deflection bonus to AC.
```
@@---
Spell: Phantom Steed
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Bard 3, Wizard 3
Save: None
SR: No
---
!!
```
## Phantom Steed
Conjuration (Creation)
**Level:** Bard 3, Wizard 3
**Components:** V, S **Casting Time:** 10 minutes **Range:** 0 ft.
Effect: One quasi-real, horselike creature
**Duration:** 1 hour/level (D)
**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).
```
@@---
Spell: Phantom Threat
School: Illusion
Subschool: Phantasm
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 1
Save: Will negates
SR: Yes
---
!!
```
## Phantom Threat
Illusion (Phantasm) [Mind-Affecting]
**Level:** Bard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You create the sensation in the subject's mind that it is threatened by more foes than it actually faces. Though the subject doesn?t actually perceive any additional enemies (and thus doesn?t waste any attacks on the phantasm), a creature affected by this spell is considered flanked, even if not threatened by other creatures. No amount of convincing by others can help the subject of this spell avoid its effect?only a successful saving throw against the spell when initially cast can help the target. A creature that can?t be flanked is immune to this spell.
```
@@---
Spell: Phantom Trap
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Wizard 2
Save: None
SR: No
---
!!
```
## Phantom Trap
Illusion (Glamer)
**Level:** Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Object touched
**Duration:** Permanent (D)
**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 phantom trap is active within 50 feet when the spell is cast, the casting fails.
Material Component: A piece of iron pyrite touched to the object to be trapped while the object is sprinkled with a special dust requiring 50 gp to prepare.
```
@@---
Spell: Phantom Wolf
School: Conjuration
Subschool: Summoning
NSch:
NSubSch:
Level: Druid 8
Save: None
SR: No
---
!!
```
## Phantom Wolf
Conjuration (Summoning)
**Level:** Druid 8
**Components:** V, S, DF
**Casting Time:** 1 round
**Range:** Medium (100 ft. + 10 ft./level)
Effect: One summoned phantom wolf
**Duration:** Concentration, up to 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
You conjure forth an incorporeal white wolf with abnormally large, frosty jaws. This phantom wolf follows your mental commands, acting on your behalf as long as it remains within range and you continue to concentrate on it. A phantom wolf appears where you designate and acts as you direct on your turn. You don?t need to maintain line of effect once the spell is cast, but the spell ends if the phantom wolf is ever outside the spell's range.
Phantom Wolf Cr 12
N Large Magical Beast (incorporeal)
Init +9;
Senses darkvision 60 ft.; Listen +20, Spot +20
Aura frightful presence
AC 25, touch 25, flat-footed 16; Dodge, Mobility hp 113 (12 HD)
Fort +12, Ref +17, Will +7
Speed fly 60 ft. (good)
Melee bite +22 incorporeal touch (2d6 plus 3d6 cold) Space 15 ft.
Reach 15 ft.
Base Atk +14; Grp ? Atk Options Combat Reflexes
Abilities Str ?, Dex 29, Con 18, Int 11, Wis 17, Cha 26
SQ Incorporeal Traits
Feats Alertness, Combat Reflexes, Dodge, Mobility, Weapon Focus (bite)
Skills Listen +20, Spot +20
Frightful Presence (Su) 30-ft. radius, Will DC 24 negates. Creatures with less than 12 HD become frightened for 3d6 rounds if they fail their saves. An opponent that succeeds on the save is immune to that same phantom wolf's frightful presence for 24 hours.
```
@@---
Spell: Phase Door
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Wizard 7, Travel 8
Save: None
SR: No
---
!!
```
## Phase Door
Conjuration (Creation)
**Level:** Wizard 7, Travel 8
**Components:** V
**Casting Time:** 1 standard action **Range:** 0 ft.
Effect: Ethereal 5 ft. by 8 ft. opening, 10 ft. deep + 5 ft. deep per three levels
**Duration:** One usage per two 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.
```
@@---
Spell: Phieran's Resolve
School: Abjuration
Descriptor: Good
NSch:
NSubSch:
Level: Sanctified 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Phieran's Resolve
Abjuration [Good]
**Level:** Sanctified 3
**Components:** V, S, DF
**Casting Time:** 1 standard action **Range:** 20 ft.
Targets: One good creature/level in a
20-ft. radius burst centered on you
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
Phieran's resolve (named after the exalted god of suffering, endurance, and perseverance) was devised to combat wielders of vile magic. This spell grants targets a +4 sacred bonus on saving throws against spells with the evil descriptor.
Sacrifice: 1d3 points of Strength damage.
```
@@---
Spell: Phoenix Fire
School: Necromancy
Descriptor: Fire, Good
NSch:
NSubSch:
Level: Sanctified 7
Save: Reflex half (see text)
SR: Yes (see text)
---
!!
```
## Phoenix Fire
Necromancy [Fire, Good]
**Level:** Sanctified 7
**Components:** V, S, F, Sacrifice **Casting Time:** 1 standard action **Range:** 15 ft.
**Area:** 15-ft. radius spread, centered on you
**Duration:** Instantaneous (see text)
**Saving Throw:** Reflex half (see text)
**Spell Resistance:** Yes (see text)
You immolate yourself, consuming your flesh in a cloud of flame 20 feet high and 30 feet in diameter. You die (no saving throw, and spell resistance does not apply). Every evil creature within the cloud takes 2d6 points of damage per caster level (maximum 40d6). Neutral characters take half damage (and a successful Reflex save reduces that further in half ), while good characters take no damage at all. Half of the damage dealt by the spell against any creature is fire; the rest results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks, such as that granted by protection from energy (fire), fire shield (chill shield), and similar magic.
After 10 minutes, you rise from the ashes as if restored to life by a resurrection spell.
Focus: A tail feather from a phoenix, worth 40 gp.
Sacrifice: Your death and the level you lose when you return to life are the sacrifice cost for this spell.
```
@@---
Spell: Plague
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 7, druid 7, Wizard 8
Save: Fortitude negates
SR: Yes
---
!!
```
## Plague
Necromancy [Evil]
**Level:** Cleric 7, druid 7, Wizard 8
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One living creature/level, no two of which are more than 30 ft. apart
**Duration:** 1 round/level
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
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 Dungeon Master's Guide for more information on these diseases.
Disease Damage
Blinding sickness
1d4 Str*
Cackle fever
1d6 Wis
Filth fever
1d3 Dex, 1d3 Con
Mindfire
1d4 Int
Red ache
1d6 Str
Shakes
1d8 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.
```
@@---
Spell: Plague Of Nightmares
School: Enchantment
Descriptor: Evil, Mind-Affecting
NSch:
NSubSch:
Level: Corrupt 8
Save: Fortitude negates
SR: Yes
---
!!
```
## Plague Of Nightmares
Enchantment [Evil, Mind-Affecting]
**Level:** Corrupt 8
**Components:** V, S, F, Corrupt
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One living creature
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
The caster can give the subject demon-haunted dreams so vivid and frightening that sleep provides no rest and the subject eventually turns to suicide. The caster must have a chunk of flesh from the target and succeed at a touch attack when she casts plague of nightmares. If the target fails the Fortitude save, the spell begins to take effect. Thereafter, the caster must chant for 12 hours per week and pay the corruption cost each week to maintain the spell.
The subject begins to feel the effect of this spell the next time he sleeps, as nightmares of evil gods and demons plague him. These nightmares continue each night, and each night the subject takes 1d4 points of Charisma damage and gains no natural healing for that day. When the subject reaches 0 Charisma, he enters a trance in which he mentally offers his soul to a demon to be devoured. That night the subject dies and is beyond even a true resurrection spell.
The subject gets a new saving throw each day to resist the spell, and one success is enough to end the nightmares.
If the spell ultimately succeeds, the focus disappears, alerting the caster that the subject is dead.
Focus: A fresh or preserved (still bloody) 1-ounce portion of another creature's flesh.
Corruption Cost: 1d6 points of Strength damage, taken all at once at the end of each week.
```
@@---
Spell: Plague Of Rats
School: Conjuration
Subschool: Summoning
NSch:
NSubSch:
Level: Pestilence 5
Save: None
SR: No
---
!!
```
## Plague Of Rats
Conjuration (Summoning)
**Level:** Pestilence 5
**Components:** V, S, DF
**Casting Time:** 1 round
**Range:** Medium (100 ft. + 10 ft./level)
Effect: One swarm of rats/2 levels, each of which is adjacent to at least one other swarm **Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
You summon a number of rat swarms (MM 239)?one per two caster levels?to a maximum of six swarms at 12th level. The swarms must be summoned so that each one is adjacent to at least one other swarm (that is, the swarms must fill one contiguous area). You can summon the rat swarms so that they share the spaces of other creatures. Each swarm attacks any creatures occupying its space. If no living creatures are within its space, a swarm attacks or pursues the nearest creature as best it can. You have no control over its target or direction of travel.
```
@@---
Spell: Plague Of Undead
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 9, sorcerer/ wizard 9
Save: None
SR: No
---
!!
```
## Plague Of Undead
Necromancy [Evil]
**Level:** Cleric 9, sorcerer/ wizard 9
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One or more corpses within range
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
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 your 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 undead 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.
Material Component: A black sapphire worth 100 gp or several black sapphires with a total value of 100 gp.
```
@@---
Spell: Planar Ally
School: Conjuration
Subschool: Calling
Descriptor: see text for lesser planar ally
NSch:
NSubSch:
Level: Cleric 6
Save: None
SR: No
---
!!
```
## Planar Ally
Conjuration (Calling) [see text for lesser planar ally]
**Level:** Cleric 6
Effect: One or two called elementals or outsiders, totaling no more than 12 HD, which cannot be more than 30 ft.
apart when they appear
This spell functions like lesser planar ally, except you may call a single creature of 12 HD or less, or two creatures of the same kind whose Hit Dice total no more than 12. The creatures agree to help you and request your return payment together.
XP Cost: 250 XP.
## Planar Ally, Greater
Conjuration (Calling) [see text for lesser planar ally]
**Level:** Cleric 8
Effect: Up to three called elementals or outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear.
This spell functions like lesser planar ally, 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. The creatures agree to help you and request your return payment together.
XP Cost: 500 XP.
## Planar Ally, Lesser
Conjuration (Calling) [see text]
**Level:** Cleric 4
**Components:** V, S, DF, XP
**Casting Time:** 10 minutes
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One called elemental or outsider of 6 HD or less
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
By casting this spell, you request your deity to send you an elemental or outsider (of 6 HD or less) of the deity's choice. If you serve no particular deity, the spell is a general plea answered by a creature sharing your philosophical alignment. If you know an individual creature's name, you may request that individual by speaking the name during the spell (though you might get a different creature anyway).
You may ask the creature to perform one task in exchange for a payment from you. Tasks might range from the simple to the complex. You must be able to communicate with the creature called in order to bargain for its services.
The creature called requires a payment for its services. This payment can take a variety of forms, from donating gold or magic items to an allied temple, to a gift given directly to the creature, to some other action on your part that matches the creature's alignment and goals. Regardless, this payment must be made before the creature 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.
A task taking up to 1 minute per caster level requires a payment of 100 gp per HD of the creature called. For a task taking up to 1 hour per caster level, the creature requires a payment of 500 gp per HD. A long-term task, one requiring up to one day per caster level, requires a payment of 1,000 gp per HD.
A nonhazardous task requires only half the indicated payment, while an especially hazardous task might require a greater gift. Few if any creatures will accept a task that seems suicidal (remember, a called creature actually dies when it is killed, unlike a summoned creature). However, if the task is strongly aligned with the creature's ethos, it may halve or even waive the payment.
At the end of its task, or when the duration bargained for expires, the creature returns to its home plane (after reporting back to you, if appropriate and possible).
Note: When you use a calling spell that calls an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
XP Cost: 100 XP.
```
@@---
Spell: Planar Binding
School: Conjuration
Subschool: Calling
Descriptor: see text for lesser planar binding
NSch:
NSubSch:
Level: Wizard 6
Save: Will negates
SR: No and Yes; see text
---
!!
```
## Planar Binding
Conjuration (Calling) [see text for lesser planar binding]
**Level:** Wizard 6
**Components:** V, S
Targets: 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
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.
## Planar Binding, Greater
Conjuration (Calling) [see text for lesser planar binding]
**Level:** Wizard 8
**Components:** V, S
Targets: 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.
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.
## Planar Binding, Lesser
Conjuration (Calling) [see text]
**Level:** Wizard 5
**Components:** V, S
**Casting Time:** 10 minutes
**Range:** Close (25 ft. + 5 ft./2 levels); see text
**Target:** One elemental or outsider with 6 HD or less
**Duration:** Instantaneous
**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.
```
@@---
Spell: Planar Bubble
School: Abjuration NSch:
NSubSch:
Level: Cleric 7, sorcerer/ wizard 7
Save: Will negates (harmless)
SR: No; see text
---
!!
```
## Planar Bubble
Abjuration **Level:** Cleric 7, sorcerer/ wizard 7
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Touch
**Area:** 10-ft. radius emanation from touched creature
**Duration:** 10 minutes/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** No; see text
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. Arcane Material Component: A sprinkling of silver dust.
```
@@---
Spell: Planar Exchange
School: Conjuration
Subschool: Calling
Descriptor: see text for lesser planar exchange
NSch:
NSubSch:
Level: Cleric 6
Save: None
SR: No
---
!!
```
## Planar Exchange
Conjuration (Calling) [see text for lesser planar exchange]
**Level:** Cleric 6
This spell functions like lesser planar exchange, except as noted here. You trade places with an avoral guardinal (MM 141), bone devil (MM 52), or babau demon (MM 40). The called creature has full access to all its abilities, with one exception: A demon or devil you conjure can?t summon other creatures. If the creature is slain, you take 3d6 points of damage and the spell ends.
## Planar Exchange, Greater
Conjuration (Calling) [see text for lesser planar exchange]
**Level:** Cleric 8
This spell functions like lesser planar exchange, except as noted here. You trade places with a leonal guardinal (MM 142), barbed devil (MM 51), or hezrou demon (MM 44). The called creature has full access to all its abilities, with one exception: A demon or devil you conjure can?t summon other creatures. If the creature is slain, you take 4d6 points of damage and the spell ends.
## Planar Exchange, Lesser
Conjuration (Calling)
**Level:** Cleric 4
**Components:** V, S, DF **Casting Time:** 1 round **Range:** 0 ft.
Effect: One called creature
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** No
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.
```
@@---
Spell: Planar Navigation
School: Conjuration
Subschool: Teleportation
NSch:
NSubSch:
Level: Wizard 9
Save: Will negates
SR: Yes
---
!!
```
## Planar Navigation
Conjuration (Teleportation)
**Level:** Wizard 9
**Components:** V, S, F/DF
**Casting Time:** 1 minute
**Range:** Touch
**Target:** One ship
**Duration:** Instantaneous
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You move yourself and the contents of an entire ship to another plane of existence. When you begin casting the spell, a fog descends about the vessel, and clears within a minute. The ship always appears on a body of water large enough for the ship to sit in safely, unless the destination plane has no body of water large enough to hold the ship, in which case the ship simply materializes right side up, lying on the ground. If the destination plane is one that possesses an ocean, the ship automatically appears there.
Note that this spell does not grant the ship or its inhabitants any ability to survive on the destination plane?the ship simply appears in the plane upon a body of water (or, in the case of planes that are made up of nothing but water, in the water).
Any characters or creatures aboard unwilling to move to the new plane are entitled to a Will saving throw to resist the effect, but might find themselves floating in the water when the ship vanishes from around them. Arcane Focus: A sextant (see page 108).
```
@@---
Spell: Planar Tolerance
School: NSch:
NSubSch:
Level: Cleric 4, druid 4, Elysium 2, ranger 4, Wizard 5
Save: Will negates
SR: Yes
---
!!
```
## Planar Tolerance
**Level:** Cleric 4, druid 4, Elysium 2, ranger 4, Wizard 5
**Duration:** 1 hour/level
This spell functions like avoid planar effects (page 19), except as noted above.
## Plane Shift
Conjuration (Teleportation)
**Level:** Cleric 5, Wizard 7
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched, or up to eight willing creatures joining hands
**Duration:** Instantaneous
**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.
Focus: A small, forked metal rod. The size and metal type dictates to which plane of existence or alternate dimension the spell sends the affected creatures.
```
@@---
Spell: Plane Shift, Greater
School: Conjuration
Subschool: Teleportation
NSch:
NSubSch:
Level: Cleric 7, Wizard 8
Save: Personal
**Target:** You
---
!!
```
## Plane Shift, Greater
Conjuration (Teleportation)
**Level:** Cleric 7, Wizard 8
This spell functions like plane shift (PH 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).
## Plant Body
Transmutation
**Level:** Druid 5
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level
You imbue yourself with powerful transformative magic, gaining some of the characteristics of the plant type. Any spell or effect that would affect plant creatures also affects you, for the duration of plant body. When subject to this spell, you are immune to extra damage from critical hits, mind-affecting spells and abilities, poison, sleep, paralysis, stunning, and polymorphing. Your ability scores, skills, and feats are unaffected (although your new form might make it difficult or impossible for you to use certain skills or feats).
```
@@---
Spell: Plant Growth
School: Transmutation
NSch:
NSubSch:
Level: Druid 3, Plant 3, Ranger 3
Save: None
SR: No
---
!!
```
## Plant Growth
Transmutation
**Level:** Druid 3, Plant 3, Ranger 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** See text
Target or **Area:** See text
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
Plant growth has different effects depending on the version chosen.
Overangerowth: This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines) within long range (400 feet + 40 feet per caster level) to become thick and overangerown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. Speed drops to 5 feet, or 10 feet for Large or larger creatures. The area must have brush and trees in it for this spell to take effect.
At your option, the area can be a 100-foot radius circle, a 150-foot radius semicircle, or a 200-foot radius quarter circle.
You may designate places within the area that are not affected.
Enrichment: This effect targets plants within a range of one-half mile, raising their potential productivity over the course of the next year to one-third above normal.
Plant growth counters diminish plants.
This spell has no effect on plant creatures.
```
@@---
Spell: Platinum Ray
Source: Dragons of Faerun
School: Evocation
Descriptor: Good
NSch:
NSubSch:
Level: Cleric 5
Save: Will negates
SR: Yes (object)
---
!!
```
## Platinum Ray
Source: Dragons of Faerun
Evocation [Good]
**Level:** Cleric 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Ray
**Target:** One evil dragon or dragonblood creature
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes (object)
With a gesture and a word, you fire a brilliant platinum ray at your target.
This spell calls upon the might of good dragonkind to suppress the powers of an evil dragon or dragonblood creature.
You must make a ranged touch attack to hit the target.
If the attack is successful, the dragon must make a successful Will save or become unable to use all racial supernatural and spell-like abilities.
This does not include the spells a dragon casts from its sorcerer spell progression.
Special: If you receive your divine spells from Xymor (Bahamut), you receive a +1 sacred bonus on the ranged touch attack.
```
@@---
Spell: Pocket Cave
Source: Champions of Ruin
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Initiate of gruumsh 5
Save: None
SR: No
---
!!
```
## Pocket Cave
Source: Champions of Ruin
Conjuration (Creation)
**Level:** Initiate of gruumsh 5
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Extradimensional cave, up to two 10-ft. cubes/level (S)
**Duration:** 1 hour/level (D)
**Saving Throw:** None
**Spell Resistance:** No
You conjure up an extradimensional cave that has a single entrance on the plane from which the spell was cast.
You can only cast this spell on a surface made of rock or some form of earth.
The entry point looks like a dark cave entrance that is 4 feet wide and 8 feet high.
Only those you designate can enter the cave, and the portal is shut and made invisible behind you when you enter.
You can open it again from your side at will.
Creatures entering the cave will find themselves in a dark, wet cavern.
The place contains enough oxygen to sustain as many creatures as can fit in the area for the duration of the spell. Edible fungus grows along the walls, and condensation drips down one wall into a pool of fresh, clean water that never seems to run dry.
External conditions such as weather do not affect the pleasant atmosphere of the cave, and nothing except the designated creatures can pass through the portal in either direction.
At the end of the spell's duration, all within the pocket cave return to the spot where they entered the cave or else to the nearest open space, if that spot is occupied.
```
@@---
Spell: Poison
School: Necromancy
NSch:
NSubSch:
Level: Cleric 4, Druid 3
Save: Fortitude negates; see text
SR: Yes
---
!!
```
## Poison
Necromancy
**Level:** Cleric 4, Druid 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** Instantaneous; see text
**Saving Throw:** Fortitude negates; see text
**Spell Resistance:** Yes
Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. The poison deals 1d10 points of temporary Constitution damage immediately and another 1d10 points of temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + 1/2 your caster level + your Wis modifier).
```
@@---
Spell: Poison Needles
School: Transmutation
NSch:
NSubSch:
Level: Wu Jen 4 (metal)
Save: None and Fortitude negates; see text
SR: Yes
---
!!
```
## Poison Needles
Transmutation
**Level:** Wu Jen 4 (metal)
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** Instantaneous
**Saving Throw:** None and Fortitude negates; see text
**Spell Resistance:** Yes
A needle flicked from your fingers multiplies into a hail of needles that drip poison, striking a single target. If you hit with a normal ranged attack, the target takes 1d4 points of damage per caster level (maximum 5d4) and experiences an effect of your choice from the following.
- The target takes 1d8 points of Constitution damage immediately and another 1d8 points of Constitution damage 1 minute later. Each instance of damage can be negated with a separate Fortitude save.
- The target is paralyzed for 2d6 minutes. A successful Fortitude save negates the effect.
- The target takes 1d10 points of Dexterity damage immediately and another 1d10 points of Dexterity damage 1 minute later.
Each instance of damage can be negated with a separate Fortitude save. Material Component: A long metal needle.
```
@@---
Spell: Poison Thorns
School: Transmutation
NSch:
NSubSch:
Level: Druid 5
Save: Fortitude negates; see text
SR: Yes
---
!!
```
## Poison Thorns
Transmutation
**Level:** Druid 5
This spell functions like thornskin (page 219), except as noted above, and a scratch from the thorns is sufficient to deliver a dose of poison to your attacker. Any creature grappling you is exposed to the poison each round at the start of your turn. The poison from the thorns deals 1d4 points of Strength damage immediately and another 1d4 points of Strength damage 1 minute later. Each instance of damage can be negated by a successful Fortitude save (DC 10 + 1/2 your caster level + your Wis modifier).
Material Component: A dried black rose.
## Poison Vines
Conjuration (Creation)
**Level:** Druid 4
**Saving Throw:** Fortitude negates; see text
**Spell Resistance:** Yes
This spell functions like vine mine (page 230), except that the vines you create are poisonous (contact, 1d6 Dex/2d6 Dex). A successful Fortitude save is required only upon the first entry into the spell's area (and again 1 minute later); creatures don?t have to save each time they enter (or each round they remain within). You are immune to the poison of the vines you create, and you can select a number of other targets equal to your caster level to share this immunity.
```
@@---
Spell: Polar Ray
School: Evocation
Descriptor: Cold
NSch:
NSubSch:
Level: Wizard 8
Save: None
SR: Yes
---
!!
```
## Polar Ray
Evocation [Cold]
**Level:** Wizard 8
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Ray
**Duration:** Instantaneous
**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). Focus: A small, white ceramic cone or prism.
```
@@---
Spell: Polymorph
School: Transmutation
NSch:
NSubSch:
Level: Wizard 4
Save: None
SR: No
---
!!
```
## Polymorph
Transmutation
**Level:** Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Willing living creature touched
**Duration:** 1 min./level (D)
**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.
Material Component: An empty cocoon.
```
@@---
Spell: Polymorph Any Object
School: Transmutation
NSch:
NSubSch:
Level: Wizard 8, Trickery 8
Save: Fortitude negates (object); see text
SR: Yes (object)
---
!!
```
## Polymorph Any Object
Transmutation
**Level:** Wizard 8, Trickery 8
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature, or one nonmagical object of up to 100 cu. ft./level
**Duration:** See text
**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.
Increase to
Changed Subject Is: 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.
Duration
Factor
Duration
Example
0
20 minutes
Pebble to human
2
1 hour
Marionette to human
4
3 hours
Human to marionette
5
12 hours
Lizard to manticore
6
2 days
Sheep to wool coat
7
1 week
Shrew to manticore
9+ Permanent Manticore to shrew
Unlike polymorph, polymorph any object does grant the creature the Intelligence score of its new form. If the original form didn?t have a Wisdom or Charisma score, it gains those scores as appropriate for the new form. Damage taken by the new form can result in the injury or death of the polymorphed creature. In general, damage occurs when the new form is changed through physical force.
A nonmagical object cannot be made into a magic item with this spell. Magic items aren?t affected by this spell. This spell cannot create material of great intrinsic value, such as copper, silver, gems, silk, gold, platinum, mithral, or adamantine. It also cannot reproduce the special properties of cold iron in order to overcome the damage reduction of certain creatures.
This spell can also be used to duplicate the effects of baleful polymorph, polymorph, flesh to stone, stone to flesh, transmute mud to rock, transmute metal to wood, or transmute rock to mud. Arcane Material Component: Mercury, gum arabic, and smoke.
```
@@---
Spell: Portal Well
Source: Champions of Valor
School: Transmutation
NSch:
NSubSch:
Level: Bard 2, Cleric 2, Druid 2, Wizard 2
Save: None
SR: No
---
!!
```
## Portal Well
Source: Champions of Valor
Transmutation
**Level:** Bard 2, Cleric 2, Druid 2, Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Active portal touched
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** No
When you step into a portal affected by this spell, you can wait for a short time within an extradimensional space between the portal's entrance and exit.
This spell only works on a portal you are able to activate; for example, if you are an elf and the target portal doesn't work for elves, you can't use this spell on the portal.
The extradimensional space created by this spell is similar to that created by a rope trick spell but can only hold you and your gear (up to your maximum heavy load).
When the spell ends, you exit the portal at either your point of entry or the portal's destination.
While within this extradimensional space, you can see the origin and destination locations, though the images are blurry (much like viewing the Material Plane from the Ethereal Plane).
Dispel magic or gate seal traps you within the extradimensional space for as long as the portal is negated or sealed (as would surrounding both ends with a dead magic area).
Mage's disjunction or some other effect that destroys a portal outright forcibly ejects you from one random end of the portal and deals 5d6 points of damage to you.
This spell originated in Shaundakul's church and is hard to find elsewhere. Arcane Material Component: A silver wire tied in a knot.
```
@@---
Spell: Portal Alarm
School: Abjuration
NSch:
NSubSch:
Level: Bard 2, Wizard 2
Save: None
SR: No
---
!!
```
## Portal Alarm
Abjuration
**Level:** Bard 2, Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One interplanar gate or portal
**Duration:** 2 hours/level (D)
**Saving Throw:** None
**Spell Resistance:** No
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. Material Component: A tiny bell.
```
@@---
Spell: Portal Alarm, Greater
School: Abjuration
NSch:
NSubSch:
Level: Bard 4, Wizard 4
Save: None
SR: No
---
!!
```
## Portal Alarm, Greater
Abjuration
**Level:** Bard 4, Wizard 4
**Components:** V, S, F
**Duration:** 8 hours/level (D)
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. Focus: A small leather pouch containing three brass bells.
## Portal Barricade
Source: Underdark
Transmutation
**Level:** Portal (Alternative) 5
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft + 5 ft./2 levels)
**Target:** One portal
**Duration:** 1 hour/level (D)
**Saving Throw:** None
**Spell Resistance:** No
Portal barricade temporarily closes a portal and prevents it from functioning for the duration of the spell.
Knock spells, chimes of opening, and similar effects cannot end or suppress a portal barricade, though dispel magic can negate it.
```
@@---
Spell: Portal Beacon
School: Transmutation
NSch:
NSubSch:
Level: Cleric 1, Wizard 1
Save: None
SR: No
---
!!
```
## Portal Beacon
Transmutation
**Level:** Cleric 1, Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One interplanar gate or portal
**Duration:** 1 hour/level
**Saving Throw:** None
**Spell Resistance:** No
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.
```
@@---
Spell: Portal Reformat
Source: Underdark
School: Transmutation
NSch:
NSubSch:
Level: Portal (Alternative) 8
Save: None
SR: No
---
!!
```
## Portal Reformat
Source: Underdark
Transmutation
**Level:** Portal (Alternative) 8
**Components:** V, S, DF, V
**Casting Time:** 10 minutes
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One portal
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
A portal reformat spell permanently removes or adds one or more keys to a portal (see Portals in Chapter 2 of the Forgotten Realms Campaign Setting).
The caster must have studied the portal with the analyze portal spell (or some similar means) and must know its properties before he can add or remove any keys.
Removing a Key: Removing a key from a portal changes it from a portal activated only by that specific key to either a portal that cannot be activated at all or a portal that can be activated by any creature (caster's choice).
If the key controlled the behavior of the portal, the caster can decide which behavior to remove.
For example, in the case of a variable portal that leads to one destination if activated by a drow and another destination if activated by any other creature, the caster could remove either destination, making it a portal that sends any other creature to one destination or a drow to one destination.
Adding a Key: You can add a key to an existing portal to prevent it from being activated unless the creature attempting to activate it has the key.
If you designate a specific object or type of object as the key, you must have that object on hand for the casting of the spell.
You can also add a key that changes the behavior of a variable portal, if you so choose.
For example, if a variable portal formerly operated one way for drow and another way for all other creatures, you could add a key that is nearly impossible to obtain for the "all other creatures" function, effectively changing the portal into a drow-only portal.
XP Cost: 250 XP.
```
@@---
Spell: Portal Stabilization
Source: Underdark
School: Transmutation
NSch:
NSubSch:
Level: Portal (Alternative) 1
Save: None
SR: No
---
!!
```
## Portal Stabilization
Source: Underdark
Transmutation
**Level:** Portal (Alternative) 1
**Components:** V, S, DF
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels).
**Target:** One portal
**Duration:** 1 minute/level
**Saving Throw:** None
**Spell Resistance:** No
You temporarily stabilize a malfunctioning portal,making it safer for use.
Any time the portal is activated during the duration of this spell (or immediately, if it is continuously active), add +30% to the required roll on Table 2-2: Portal Malfunction in the Forgotten Realms Campaign Setting.
```
@@---
Spell: Portal View
Source: Underdark
School: Divination
Subschool: Scrying
NSch:
NSubSch:
Level: Bard 4, Wizard 4, Portal (Alternative) 3
Save: None
SR: No
---
!!
```
## Portal View
Source: Underdark
Divination (Scrying)
**Level:** Bard 4, Wizard 4, Portal (Alternative) 3
**Components:** V, S, AF, DF
**Casting Time:** 10 minutes
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One portal
**Duration:** 1 minute/level
**Saving Throw:** None
**Spell Resistance:** No
Portal view makes a portal transparent from your side only for the duration of the spell.
It does not actually open the portal, so no line of effect is established, but it does enable line of sight.
Portal view does not reveal any of the portal's special properties (such as one-way or creature-only); it only allows creature on your side to view the portal's destination.
Arcane Focus: A glass eye.
```
@@---
Spell: Portal Well
Source: Champions of Valor
School: Transmutation
NSch:
NSubSch:
Level: Bard 2, Cleric 2, Druid 2, Wizard 2
Save: None
SR: No
---
!!
```
## Portal Well
Source: Champions of Valor
Transmutation
**Level:** Bard 2, Cleric 2, Druid 2, Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Active portal touched
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** No
When you step into a portal affected by this spell, you can wait for a short time within an extradimensional space between the portal's entrance and exit.
This spell only works on a portal you are able to activate; for example, if you are an elf and the target portal doesn't work for elves, you can't use this spell on the portal.
The extradimensional space created by this spell is similar to that created by a rope trick spell but can only hold you and your gear (up to your maximum heavy load).
When the spell ends, you exit the portal at either your point of entry or the portal's destination.
While within this extradimensional space, you can see the origin and destination locations, though the images are blurry (much like viewing the Material Plane from the Ethereal Plane).
Dispel magic or gate seal traps you within the extradimensional space for as long as the portal is negated or sealed (as would surrounding both ends with a dead magic area).
Mordenkainen's disjunction or some other effect that destroys a portal outright forcibly ejects you from one random end of the portal and deals 5d6 points of damage to you. This spell originated in Shaundakul's church and is hard to find elsewhere.
Arcane Material Component: A silver wire tied in a knot.
```
@@---
Spell: Portal-TO-Portal Redirect
Source: Underdark
School: Transmutation
NSch:
NSubSch:
Level: Portal (Alternative) 6
Save: None
SR: No
---
!!
```
## Portal-TO-Portal Redirect
Source: Underdark
Transmutation
**Level:** Portal (Alternative) 6
**Components:** V, S, DF
**Casting Time:** 10 minutes
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One portal
**Duration:** 1 hour/level
**Saving Throw:** None
**Spell Resistance:** No
A portal-to-portal redirect spell changes the destination of the portal on which it is cast for the duration of the spell.
The caster may choose any existing portal through which she has traveled as the new, temporary destination. This spell does not change any of the portal's special properties (such as one-way or creature-only).
```
@@---
Spell: Positive Energy Aura
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Cleric 4
Save: Personal
**Area:** 10-ft. radius emanation centered on you
---
!!
```
## Positive Energy Aura
Conjuration (Healing)
**Level:** Cleric 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Area:** 10-ft. radius emanation centered on you
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
Each round on your turn, every living creature within 10 feet of you gains 1 hit point per three caster levels (maximum 5). Creatures can?t exceed their full normal hit point totals as a result of this effect. Undead creatures take 2 points of damage per round. Characters with immunity to positive energy effects are not affected by this aura. A positive energy aura does not affect you.
```
@@---
Spell: Possess Animal
Source: Player's Guide to Faerûn
School: Necromancy
NSch:
NSubSch:
Level: Initiate of malar 3
Save: Will negates
SR: Yes
---
!!
```
## Possess Animal
Source: Player's Guide to Faerûn
Necromancy
**Level:** Initiate of malar 3
**Components:** V, S, M
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One animal
**Duration:** 1 round/level (D)
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You project your spirit into the body of an animal, forcing it to behave as you direct.
The target must be a normal animal (not a magical beast, vermin, or other monster type), and your caster level must exceed its Hit Dice.
The animal's soul remains in its body but has no control over it while your spirit is there.
Your own body lies comatose for the duration of the spell.
While in the animal's body, you keep your Intelligence, Wisdom, Charisma, level, classes, base attack bonus, base save bonuses, alignment, and mental abilities.
You can cast spells while you possess the animal only if you have the Natural Spell feat or an equivalent ability, and you can't activate the body's extraordinary or supernatural abilities.
Furthermore, for every 2 points of damage taken by the animal body while you are possessing it, you take 1 point of damage.
If the animal body is killed while you are possessing it, you must make a DC 10 Fortitude save or die as well.
If your body is destroyed while your spirit is in the animal's body, you die at the end of the spell's duration. Material Component: A bowl of incense and a morsel of food appealing to the target animal.
```
@@---
Spell: Power Leech
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Corrupt 5
Save: Will negates
SR: Yes
---
!!
```
## Power Leech
Necromancy [Evil]
**Level:** Corrupt 5
**Components:** V, S, Corrupt
**Casting Time:** 1 standard action
Range:Medium (100 ft. + 10 ft./level)
**Target:** One living creature
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
The caster creates a conduit of evil energy between himself and another creature. Through the conduit, the caster can leech off ability score points at the rate of 1 point per round. The other creature takes 1 point of drain from an ability score of the caster's choosing, and the caster gains a +1 enhancement bonus to the same ability score per point drained during the casting of this spell. In other words, all points drained during this spell stack with each other to determine the enhancement bonus, but they don?t stack with other castings of power leech or with other enhancement bonuses.
The enhancement bonus lasts for 10 minutes per caster level. Corruption Cost: 1 point of Wisdom drain.
```
@@---
Spell: Power Surge
Source: Eberron Campaign Setting
School: Transmutation
NSch:
NSubSch:
Level: Artificer 3
Save: None
SR: No
---
!!
```
## Power Surge
Source: Eberron Campaign Setting
Transmutation
**Level:** Artificer 3
**Components:** S, XP
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Wand or staff touched
**Duration:** 1 min./level
**Saving Throw:** None
**Spell Resistance:** No
By touching a wand or staff that has at least 1 charge, you imbue it with 1 temporary charge per five caster levels. These charges work like temporary hit points: When a character uses the item, deduct the charges spent from the temporary charges first. When the power surge expires, any remaining temporary charges are lost. XP Cost: 5 XP ? the level of the highest-level spell stored in the item.
```
@@---
Spell: Power Word Blind
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Wizard 7, War 7
Save: None
SR: Yes
---
!!
```
## Power Word Blind
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Wizard 7, War 7
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature with 200 hp or less
**Duration:** See text
**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
```
@@---
Spell: Power Word Deafen
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Wizard 3
Save: None
SR: Yes
---
!!
```
## Power Word Deafen
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Wizard 3
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature with 100 hp or less
**Duration:** See text
**Saving Throw:** None
**Spell Resistance:** Yes
You utter a single word of power that instantly causes one creature of your choice to become deafened, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total, as shown below. Any creature that currently has 101 or more hit points is unaffected by power word deafen.
Hit Points Duration
25 or less
Permanent
26?50
1d4+1 minutes
51?100
1d4+1 rounds
```
@@---
Spell: Power Word Disable
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Wizard 5
Save: None
SR: Yes
---
!!
```
## Power Word Disable
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Wizard 5
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature with 50 hp or less
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
You utter a single word of power that instantly reduces the hit points of one creature of your choice to 0. Any creature that currently has 51 or more hit points is unaffected by power word disable.
```
@@---
Spell: Power Word Distract
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Wizard 4
Save: None
SR: Yes
---
!!
```
## Power Word Distract
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Wizard 4
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature with 150 hp or less
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
You utter a single word of power that instantly causes one creature of your choice to become briefly distracted, whether the creature can hear the word or not. The creature is treated as flat-footed until its next turn. Any creature that currently has 151 or more hit points is unaffected by power word distract.
```
@@---
Spell: Power Word Fatigue
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Wizard 1
Save: None
SR: Yes
---
!!
```
## Power Word Fatigue
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Wizard 1
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature with 100 hp or less
**Duration:** See text
**Saving Throw:** None
**Spell Resistance:** Yes
You utter a single word of power that instantly causes one creature of your choice to become fatigued, whether the creature can hear the word or not. (A fatigued creature instead becomes exhausted for the spell's duration, then reverts to being fatigued.) The duration of the spell depends on the target's current hit point total, as shown below. Any creature that currently has 101 or more hit points is unaffected by power word fatigue.
Hit Points Duration
25 or less
1d4+1 hours
26?50
1d4+1 minutes
51?100 1d4+1 rounds
```
@@---
Spell: Power Word Kill
School: Enchantment
Subschool: Compulsion
Descriptor: Death, Mind-Affecting
NSch:
NSubSch:
Level: Wizard 9, War 9
Save: None
SR: Yes
---
!!
```
## Power Word Kill
Enchantment (Compulsion) [Death, Mind-Affecting]
**Level:** Wizard 9, War 9
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature with 100 hp or less
**Duration:** Instantaneous
**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.
```
@@---
Spell: Power Word Maladroit
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Wizard 3
Save: None
SR: Yes
---
!!
```
## Power Word Maladroit
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Wizard 3
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature with 75 hp or less
**Duration:** See text
**Saving Throw:** None
**Spell Resistance:** Yes
You utter a single word of power that instantly causes one creature of your choice to become clumsier, dealing 2 points of damage to its Dexterity, whether the creature can hear the word or not. The specific effect and duration of the spell depend on the target's current hit point total, as shown below. Any creature that currently has 75 or more hit points is unaffected by power word maladroit.
Hit Points Effect/Duration
25 or less The Dexterity damage is ability drain instead
26?50 Dexterity damage lasts 1d4+1 minutes
51?75 Dexterity damage lasts 1d4+1 rounds
```
@@---
Spell: Power Word Nauseate
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Wizard 6
Save: None
SR: Yes
---
!!
```
## Power Word Nauseate
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Wizard 6
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature with 150 hp or less
**Duration:** See text
**Saving Throw:** None
**Spell Resistance:** Yes
You utter a single word of power that instantly causes one creature of your choice to become nauseated, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total, as shown below. Any creature that currently has 151 or more hit points is unaffected by power word nauseate.
Hit Points Duration
50 or less 2d4+2 rounds
51?100 1d4+1 rounds
101?150 1 round
```
@@---
Spell: Power Word Pain
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Wizard 1
Save: None
SR: Yes
---
!!
```
## Power Word Pain
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Wizard 1
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature with 100 hp or less
**Duration:** See text
**Saving Throw:** None
**Spell Resistance:** Yes
You utter a single word of power that instantly deals 1d6 points of damage to one creature of your choice, and another 1d6 points in every round thereafter for as long as the spell lasts. The duration of the spell depends on the target's current hit point total, as shown below. Any creature that currently has 101 or more hit points is unaffected by power word pain.
Hit Points Duration
50 or less
4d4 rounds
51?75
2d4 rounds
76?100 1d4 rounds
```
@@---
Spell: Power Word Petrify
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Wizard 8
Save: None
SR: Yes
---
!!
```
## Power Word Petrify
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Wizard 8
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature with 100 hp or less
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
You utter a single word of power that instantly causes one creature of your choice to become petrified, whether the creature can hear the word or not. Any creature that currently has 101 or more hit points is unaffected by power word petrify.
```
@@---
Spell: Power Word Sicken
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Wizard 2
Save: None
SR: Yes
---
!!
```
## Power Word Sicken
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Wizard 2
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature with 100 hp or less
**Duration:** See text
**Saving Throw:** None
**Spell Resistance:** Yes
You utter a single word of power that instantly causes one creature of your choice to become sickened, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total, as shown below. Any creature that currently has 101 or more hit points is unaffected by power word sicken.
Hit Points Duration
25 or less
1d4+1 hours
26?50
1d4+1 minutes
51?100 1d4+1 rounds
```
@@---
Spell: Power Word Stun
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Wizard 8, War 8
Save: None
SR: Yes
---
!!
```
## Power Word Stun
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Wizard 8, War 8
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature with 150 hp or less
**Duration:** See text
**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
```
@@---
Spell: Power Word Weaken
School: Enchantment
Subschool: Compulsion
[Mind-Affecting]
NSch:
NSubSch:
Level: Wizard 3
Save: None
SR: Yes
---
!!
```
## Power Word Weaken
Enchantment (Compulsion)
[Mind-Affecting]
**Level:** Wizard 3
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature with 75 hp or less
**Duration:** See text
**Saving Throw:** None
**Spell Resistance:** Yes
You utter a single word of power that instantly causes one creature of your choice to become weaker, dealing 2 points of damage to its Strength, whether the creature can hear the word or not. The specific effect and duration of the spell depend on the target's current hit point total, as shown below. Any creature that currently has 75 or more hit points is unaffected by power word weaken.
Hit Points Effect/Duration
25 or less
The Strength damage is ability drain instead
26?50
Strength damage lasts 1d4+1 minutes
51?75 Strength damage lasts 1d4+1 rounds
```
@@---
Spell: Pox
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Corruption 6, druid 6
Save: Fortitude negates
SR: Yes
---
!!
```
## Pox
Necromancy [Evil]
**Level:** Corruption 6, druid 6
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: Up to one living creature/level, no two of which can be morethan 10 ft. apart.
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
Each affected creature takes 1d4 points of Constitution drain.
```
@@---
Spell: Prayer
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Cleric 3, Paladin 3
Save: None
SR: Yes
---
!!
```
## Prayer
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Cleric 3, Paladin 3
**Components:** V, S, DF
**Casting Time:** 1 standard action **Range:** 40 ft.
**Area:** All allies and foes within a 40-ft. radius burst centered on you
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** Yes
You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and your each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a ?1 penalty on such rolls.
```
@@---
Spell: Preserve Organ
School: Necromancy
NSch:
NSubSch:
Level: Cleric 0, Druid 0, Wizard 0
Save: Fortitude negates (harmless)
SR: Yes
---
!!
```
## Preserve Organ
Necromancy
**Level:** Cleric 0, Druid 0, Wizard 0
**Components:** V, S, DF
**Casting Time:** 10 minutes
**Range:** Touch
Effect: One organ
**Duration:** 24 hours
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes
The caster preserves a single severed organ from a living creature so that it does not decay or rot. Evil casters use preserved organs as material spell components. There are ritual uses for body parts as well.
The organ is kept in the exact state it was in when the spell was cast. If a heart is still beating and bloody, for example, then it remains that way.
```
@@---
Spell: Pressure Sphere
School: Evocation
Descriptor: Water
NSch:
NSubSch:
Level: Blackwater 2, druid 2, Wizard 2
Save: Fortitude half
SR: Yes
---
!!
```
## Pressure Sphere
Evocation [Water]
**Level:** Blackwater 2, druid 2, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 20-ft. radius spread
**Duration:** Instantaneous
**Saving Throw:** Fortitude half
**Spell Resistance:** Yes
This spell suddenly causes the water around a target to take on the terrible, bone-crushing pressure of the deepest ocean trenches. This pressure deals 4d6 points of damage (Fortitude save for half).
The area of the spell can be constrained by the available water; it has no effect on creatures or objects that are within the radius but not in the water, or on squares of water that are not at least 5 feet deep. The spell must be centered at or below the surface of the water.
```
@@---
Spell: Prestidigitation
School: Universal
NSch:
NSubSch:
Level: Bard 0, Wizard 0
Save: See text
SR: No
---
!!
```
## Prestidigitation
Universal
**Level:** Bard 0, Wizard 0
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 10 ft.
Target, Effect, or **Area:** See text
**Duration:** 1 hour
**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.
```
@@---
Spell: Price Of Loyalty
Source: Player's Guide to Eberron
School: Enchantment
Subschool: Charm
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Wizard 2
Save: Will negates
SR: Yes
---
!!
```
## Price Of Loyalty
Source: Player's Guide to Eberron
Enchantment (Charm) [Mind-Affecting]
**Level:** Wizard 2
**Components:** F
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One humanoid
**Duration:** One hour/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
Gold and greed are the two tools of the Aurum, and this subtle charm uses one to harness the other. The effects of price of loyalty are identical to charm person. The drawbacks are the limited range and the fact that the target must accept your offer of a platinum piece (the spell's focus) for the spell to take effect. The advantage is the subtle nature of the enchantment. Price of loyalty requires no gestures or incantations, and there are no signs of magic; whether or not the target succeeds on his saving throw, he will never know that a spell was cast. However, the effect can still be discerned by detect magic and similar spells. Focus: One platinum piece.
```
@@---
Spell: Prickling Torment
School: Necromancy
NSch:
NSubSch:
Level: Druid 3, Wizard 3
Save: Fortitude negates
SR: Yes
---
!!
```
## Prickling Torment
Necromancy
**Level:** Druid 3, Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One living creature
**Duration:** 5 rounds
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
This spell causes the subject's skin to erupt in a blistering rash accompanied by a maddening itch. An affected creature is sickened while the spell lasts. In addition, if the creature takes any actions on its turn other than free, swift, or immediate actions, it takes 1d8 points of damage at the end of its turn.
While affected by this spell, a creature takes a -2 penalty on saves to resist the distraction effect of any creature of the swarm subtype (in addition to the save penalty from the spell's sickening effect). If a subject under the effect of prickling torment is targeted by fever dream (see page 104), the two spells interact to create a greater effect. See the fever dream spell for details.
```
@@---
Spell: Primal Form
School: Transmutation
NSch:
NSubSch:
Level: Druid 3, Wizard 3
Save: Personal
**Target:** You
---
!!
```
## Primal Form
Transmutation
**Level:** Druid 3, Wizard 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level (D)
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 form also grants you the elemental subtype appropriate to 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.
```
@@---
Spell: Primal Hunter
School: Transmutation
NSch:
NSubSch:
Level: Druid 2, ranger 1, sorcerer 2
Save: Personal
**Target:** You
---
!!
```
## Primal Hunter
Transmutation
**Level:** Druid 2, ranger 1, sorcerer 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 24 hours
This spell causes your body to recall the strength of your forebears, hearkening back to a time when your ancestors constantly struggled (or survival. You gain a +5 competence bonus on Climb, Jump, and Swim checks. If primal hunter is active on you at the same time as primal instinct, primal senses, or primal speed, you gain uncanny dodge (as the barbarian class feature). If all four of these spells are active on you at the same time, you gain improved uncanny dodge (as the barbarian class feature; your barbarian level for the purpose of being flanked equals your caster level).
Special: If you are of the dragonblood subtype (see page 4), you can cast this spell as a swift action.
```
@@---
Spell: Primal Instinct
School: Transmutation
NSch:
NSubSch:
Level: Druid 3. ranger 2, sorcerer 3
Save: Personal
**Target:** You
---
!!
```
## Primal Instinct
Transmutation
**Level:** Druid 3. ranger 2, sorcerer 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 24 hours
This spell calls upon the raw natural forces within you to grant the basic instincts possessed by your ancestors. You gain a +5 competence bonus on initiative and Survival checks. If primal instinct is active on you at the same time as primal hunter, primal senses, or primal speed, you gain uncanny dodge (as the barbarian class feature). It all four of these spells are active on you at the same time, you gain improved uncanny dodge (as the barbarian class feature; your barbarian level for the purpose of being flanked equals your caster level).
Special: If you are of the dragonblood subtype (see page 4), you also gain a +5 competence bonus on any one kind of Knowledge check, chosen when you cast primal instinct, and you are treated as trained in that skill.
```
@@---
Spell: Primal Senses
School: Transmutation
NSch:
NSubSch:
Level: Druid 4, ranger 3, sorcerer 4
Save: Personal
**Target:** You
---
!!
```
## Primal Senses
Transmutation
**Level:** Druid 4, ranger 3, sorcerer 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 24 hours
This spell calls upon the primal forces of creation to grant you the senses of your primitive ancestors. You gain lowlight vision and a +5 competence bonus on Listen and Spot checks. If primal senses is active on you at the same time as primal hunter, primal instinct, or primal speed, you gain uncanny dodge (as the barbarian class feature). If all four of these spells are active on you at the same time, you gain improved uncanny dodge (as the barbarian class feature; your barbarian level for the purpose of being flanked equals your caster level). Special: If you are of the dragonblood subtype (see page 4), you also gain blindsense out to 10 feet.
```
@@---
Spell: Primal Speed
School: Transmutation
NSch:
NSubSch:
Level: Druid 6, ranger 4, sorcerer 6
Save: Personal
**Target:** You
---
!!
```
## Primal Speed
Transmutation
**Level:** Druid 6, ranger 4, sorcerer 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 24 hours
This spell draws upon the natural reflexes of hunters and prey, giving you the ability to react to danger as more primitive beings might. You gain a +5 resistance bonus on Reflex saves and a +10-foot enhancement bonus to all your speeds.
If primal speed is active on you at the same time as primal hunter, primal instinct, or primal senses, you gain uncanny dodge (as the barbarian class feature). If all four of these spells are active on you at the same time, you gain improved uncanny dodge (as the barbarian class feature; your barbarian level for the purpose of being flanked equals your caster level).
Special: If you are of the dragonblood subtype (see page 4), you can cast this spell as an immediate action.
```
@@---
Spell: Prismatic Aura
School: Abjuration
NSch:
NSubSch:
Level: Wizard 6
Save: Personal
**Target:** You
---
!!
```
## Prismatic Aura
Abjuration
**Level:** Wizard 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level or until discharged (D)
The prismatic aura spell obscures your image, offering you concealment. In addition, any creature that hits you with a nonreach melee weapon is subject to a random prismatic effect. Roll 1d8 and consult the table under prismatic spray (PH 264); reroll any result of 8, since a prismatic aura can't generate two effects at once. Each time an effect is expended, that color disappears from the aura (reroll if it comes up again on the table). Thus a prismatic aura can affect a maximum of seven attackers before it disappears, and the spell ends. An attacker is entitled to any applicable saves, and spell resistance applies to this effect.
```
@@---
Spell: Prismatic Bow
School: Evocation
NSch:
NSubSch:
Level: Wizard 8
Save: See text
SR: Yes
---
!!
```
## Prismatic Bow
Evocation
**Level:** Wizard 8
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 0 ft.
Effect: A longbow made up of swirling, prismatic colors
**Duration:** 1 minute/level or until discharged
**Saving Throw:** See text
**Spell Resistance:** Yes
A prismatic bow functions as a +1 longbow; in addition, once per round you can choose to imbue an arrow shot from it with one of the seven colors of the bow, chosen from the list of colors created by prismatic spray (PH 264). In addition to its normal effect, the arrow has the same effect as the corresponding beam from prismatic spray (including blindness for 2d4 rounds if the target has 8 HD or fewer). Saves and spell resistance apply to this effect as normal for prismatic spray.
Once you fire an arrow, the corresponding color disappears from the bow, and you can't select that color again during this particular casting of the spell. When the duration ends or when you have used the effects of all seven colors, the bow vanishes.
You are automatically considered proficient with a prismatic bow. No one else can use your prismatic bow, though you need not carry it at all times (you can stow it, drop it, or even hand it to another character to hold). If you cast this spell a second time while a previous version is still in effect, the first prismatic bows duration ends.
```
@@---
Spell: Prismatic Deluge
School: Evocation
NSch:
NSubSch:
Level: Wizard 9
Save: See text
SR: Yes
---
!!
```
## Prismatic Deluge
Evocation
**Level:** Wizard 9
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** Cylinder (40-ft. radius, 80-ft. high)
**Duration:** Instantaneous
**Saving Throw:** See text
**Spell Resistance:** Yes
This spell produces a column of colors resembling the end of a rainbow. Every creature in the area is affected as though by the prismatic spray spell (PH 264): blinded for 2d4 rounds if 8 HD or fewer, and you roll 1d8 on the prismatic spray table to see what color affects which target.
```
@@---
Spell: Prismatic Eye
School: Evocation
NSch:
NSubSch:
Level: Wizard 7
Save: See text
SR: Yes
---
!!
```
## Prismatic Eye
Evocation
**Level:** Wizard 7
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Magical eye
**Duration:** 1 round/level
**Saving Throw:** See text
**Spell Resistance:** Yes
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.
Focus: A polished, rainbow-hued abalone shell.
```
@@---
Spell: Prismatic Ray
School: Evocation
NSch:
NSubSch:
Level: Wizard 5
Save: See text
SR: Yes
---
!!
```
## Prismatic Ray
Evocation
**Level:** Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Ray
**Duration:** Instantaneous
**Saving Throw:** See text
**Spell Resistance:** Yes
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
Color of Beam
Effect
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
```
@@---
Spell: Prismatic Sphere
School: Abjuration
NSch:
NSubSch:
Level: Protection 9, Wizard 9, Sun 9
Save: See text
SR: Yes
---
!!
```
## Prismatic Sphere
Abjuration
**Level:** Protection 9, Wizard 9, Sun 9
**Components:** V **Range:** 10 ft.
Effect: 10-ft. radius sphere centered on you
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.
## Prismatic Spray
Evocation
**Level:** Wizard 7
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** Cone-shaped burst
**Duration:** Instantaneous
**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.
Color of Beam
Effect
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.
```
@@---
Spell: Prismatic Mist
School: Evocation
NSch:
NSubSch:
Level: Wizard 3
Save: See text
SR: No
---
!!
```
## Prismatic Mist
Evocation
**Level:** Wizard 3
**Components:** V
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 30-ft. radius spread
**Duration:** 1 minute/level
**Saving Throw:** See text
**Spell Resistance:** No
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
```
@@---
Spell: Prismatic Wall
School: Abjuration
NSch:
NSubSch:
Level: Wizard 8
Save: See text
SR: See text
---
!!
```
## Prismatic Wall
Abjuration
**Level:** Wizard 8
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect:Wall 4 ft./level wide, 2 ft./level high
**Duration:** 10 min./level (D)
**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).
```
@@---
Spell: Probe Thoughts
School: Divination
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Mind 6, Wizard 6
Save: Will negates; see text
SR: Yes
---
!!
```
## Probe Thoughts
Divination [Mind-Affecting]
**Level:** Mind 6, Wizard 6
**Components:** V, S
**Casting Time:** 1 minute
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** Concentration
**Saving Throw:** Will negates; see text
**Spell Resistance:** Yes
All the subject's memories and knowledge are accessible to you, ranging from memories deep below the surface to those still easily called to mind. You can learn the answer to one question per round, to the best of the subject's knowledge. You can also probe a sleeping subject, though the subject can make a Will save against the DC of the probe thoughts spell to wake after each question. Subjects who do not wish to be probed can attempt to move beyond the power's range, unless somehow hindered.
You pose the questions telepathically, and the answers to those questions are imparted directly to your mind. You and the target do not need to speak the same language, although less intelligent creatures might yield up only appropriate visual images in answer to your questions.
```
@@---
Spell: Produce Flame
School: Evocation
Descriptor: Fire
NSch:
NSubSch:
Level: Druid 1, Fire 2
Save: None
SR: Yes
---
!!
```
## Produce Flame
Evocation [Fire]
**Level:** Druid 1, Fire 2
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 0 ft.
Effect: Flame in your palm
**Duration:** 1 min./level (D)
**Saving Throw:** None
**Spell Resistance:** Yes
Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment. In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 +1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves. This spell does not function underwater.
```
@@---
Spell: Profane Item
Source: Complete Champion
School: Transmutation
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 4, blackguard 4
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Profane Item
Source: Complete Champion
Transmutation [Evil]
**Level:** Cleric 4, blackguard 4
**Components:** V, S, DF
**Casting Time:** 1 full round
**Range:** Touch
**Target:** Object touched
**Duration:** Permanent until discharged
**Saving Throw:** Will negates (object)
**Spell Resistance:** Yes (object)
You imbue a touched object with latent negative energy. If the item thereafter touches or is touched by an animal or plant of any alignment, or by an outsider or shapechanger of good alignment, the negative energy discharges with a loud snap, dealing 1d4 points of negative energy damage per caster level (maximum 10d4) to that creature. If the creature discharging the item is an animal or plant, it must save against fear or flee in terror (or cower, if it cannot move) for 1d4 minutes. On a successful save, the creature is merely shaken for the same length of time. If the creature discharging the item is a shapechanger, an image of its natural form or most common alternate form appears for 1d4 rounds, superimposed over its body, revealing its true nature to all witnesses. Profane item counters and dispels sacred item (see below).
```
@@---
Spell: Programmed Amnesia
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Wizard 9
Save: Will negates
SR: Yes
---
!!
```
## Programmed Amnesia
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Wizard 9
**Components:** V, S, M
**Casting Time:** 10 minutes
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** Permanent
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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.
Material Component: A set of small crystal lenses set in gold loops worth 500 gp.
```
@@---
Spell: Programmed Image
School: Illusion
Subschool: Figment
NSch:
NSubSch:
Level: Bard 6, Wizard 6
Save: Will disbelief (if interacted with)
SR: No
---
!!
```
## Programmed Image
Illusion (Figment)
**Level:** Bard 6, Wizard 6
Effect: Visual figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S)
**Duration:** Permanent until triggered, then 1 round/level
This spell functions like silent image, except that this spell's figment activates when a specific condition occurs. The figment includes visual, auditory, olfactory, and thermal elements, including intelligible speech.
You set the triggering condition (which may be a special word) when casting the spell. The event that triggers the illusion can be as general or as specific and detailed as desired but must be based on an audible, tactile, olfactory, or visual trigger. The trigger cannot be based on some quality not normally obvious to the senses, such as alignment. (See magic mouth for more details about such triggers.) Material Component: A bit of fleece and jade dust worth 25 gp.
## Project Image
Illusion (Shadow)
**Level:** Bard 6, Wizard 7
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: One shadow duplicate
**Duration:** 1 round/level (D)
**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.
Material Component: A small replica of you (a doll), which costs 5 gp to create.
```
@@---
Spell: Pronouncement Of Fate
School: Necromancy
NSch:
NSubSch:
Level: Cleric 4, Spite 4
Save: Will negates or Will partial; see text
SR: Special
---
!!
```
## Pronouncement Of Fate
Necromancy
**Level:** Cleric 4, Spite 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 round/level
**Saving Throw:** Will negates or Will partial; see text
**Spell Resistance:** Special
To invoke this spell, you speak the name of an offense that your target has committed. Then you speak the inevitable doom that will fall upon her as a result of her transgression. (The target need neither understand nor even hear this pronouncement.) An affected target takes a ?4 penalty on attack rolls, damage rolls, saving throws, and checks for the duration of the spell. If the offense you named was committed against you personally (although not necessarily against you alone), the target also has a 50% chance of losing all actions on her turn for the duration of the spell.
The spell's power can be more difficult to resist, depending on who suffered from the offense specified by the casting. If you were personally affected by the offense (in the Dm's judgment), then the target can only hope to reduce the deleterious effects of the spell by half on a successful Will save. You receive a +4 bonus on your caster level check to overcome the spell resistance of any creature whose crime affected you personally.
A successful save in these circumstances results in the target taking a ?2 penalty on attack rolls, damage rolls, saving throws, and checks. In addition, she has a 25% chance to lose all her actions for the duration of the spell. Any target whose offense did not affect you personally gets her full spell resistance, and a successful Will save negates the effects of the pronouncement of fate.
```
@@---
Spell: Protection From Arrows
School: Abjuration
NSch:
NSubSch:
Level: Wizard 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Protection From Arrows
Abjuration
**Level:** Wizard 2
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 hour/level or until discharged
**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.
Focus: A piece of shell from a tortoise or a turtle.
```
@@---
Spell: Protection From Chaos
School: Abjuration
Descriptor: Lawful
NSch:
NSubSch:
Level: Cleric 1, Law 1, Paladin 1, Wizard 1
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Protection From Chaos
Abjuration [Lawful]
**Level:** Cleric 1, Law 1, Paladin 1, Wizard 1
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.
## Protection From Charm
Abjuration
**Level:** Wu Jen 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 round/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The recipient of this spell gains a resistance bonus of +1 per three caster levels (maximum +5) on any Will save against charm or compulsion spells or effects.
Material Component: Hair or some other small part of the body of a creature with an innate charm or dominate ability (such as a succubus or a vampire).
```
@@---
Spell: Protection From Desiccation
School: Abjuration
NSch:
NSubSch:
Level: Cleric 3, druid 2, ranger 2, Wizard 3, Summer 3
Save: Fortitude negates(harmless)
SR: Yes (harmless)
---
!!
```
## Protection From Desiccation
Abjuration
**Level:** Cleric 3, druid 2, ranger 2, Wizard 3, Summer 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** 10 min./level or until discharged
**Saving Throw:** Fortitude negates(harmless)
**Spell Resistance:** Yes (harmless)
The warded creature gains temporary immunity to dehydration of any kind. While protected by the spell, the subject cannot become dehydrated even if it takes desiccation damage. Once the spell has prevented a total of 10 points of damage from dehydration per caster level (maximum 100 points), whether that damage is desiccation damage or nonlethal damage, it is discharged.
```
@@---
Spell: Protection From Energy
School: Abjuration
NSch:
NSubSch:
Level: Cleric 3, Druid 3, Luck 3, Protection 3, Ranger 2, Wizard 3
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Protection From Energy
Abjuration
**Level:** Cleric 3, Druid 3, Luck 3, Protection 3, Ranger 2, Wizard 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 10 min./level or until discharged
**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.
```
@@---
Spell: Protection From Evil
School: Abjuration
Descriptor: Good
NSch:
NSubSch:
Level: Cleric 1, Good 1, Paladin 1, Wizard 1
Save: Will negates (harmless)
SR: No; see text
---
!!
```
## Protection From Evil
Abjuration [Good]
**Level:** Cleric 1, Good 1, Paladin 1, Wizard 1
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 min./level (D)
**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.
Arcane Material Component: A little powdered silver with which you trace a 3-foot -diameter circle on the floor (or ground) around the creature to be warded.
```
@@---
Spell: Protection From Good
School: Abjuration
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 1, Evil 1, Wizard 1
Save: Will negates (harmless)
SR: No; see text
---
!!
```
## Protection From Good
Abjuration [Evil]
**Level:** Cleric 1, Evil 1, Wizard 1
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.
## Protection From Incarnum
Abjuration
**Level:** Blackguard 1, cleric 1, paladin 1, Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One creature
**Duration:** 1 minute/level (D)
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** No; see text
You ward a creature from attacks by soulmelds and incarnum creatures.
The spell forms a barrier at a distance of 1 foot around the warded creature. The barrier is normally invisible, but it flashes electric blue when struck by an incarnum creature's natural weapon attack or an effect generated by a soulmeld. While protected, the subject gains a +2 deflection bonus to Armor Class and a +2 resistance bonus on saves. Both of these bonuses apply only against natural weapon attacks made by incarnum creatures or effects created by soulmelds.
A side effect of this spell is that it prevents the subject from gaining essentia, even if such an effect would be considered beneficial. Such effects automatically fail if targeted on the protected subject.
```
@@---
Spell: Protection From Law
School: Abjuration
Descriptor: Chaotic
NSch:
NSubSch:
Level: Chaos 1, Cleric 1, Wizard 1
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Protection From Law
Abjuration [Chaotic]
**Level:** Chaos 1, Cleric 1, Wizard 1
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.
## Protection From Negative Energy
Abjuration
**Level:** Cleric 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 10 minutes/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The warded creature gains partial protection against negative energy effects. For as long as the spell lasts, it subtracts 10 from the hit point damage dealt by any negative energy effect (such as an inflict spell) that adversely affects it. Negative energy effects that don?t deal hit point damage to the subject, such as an energy drain spell, affect the subject normally.
```
@@---
Spell: Protection From Positive Energy
School: Abjuration
NSch:
NSubSch:
Level: Cleric 2
Save: Will negates
SR: Yes
---
!!
```
## Protection From Positive Energy
Abjuration
**Level:** Cleric 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 10 minutes/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
The warded creature gains partial protection against positive energy effects. For as long as the spell lasts, it subtracts 10 from the hit point damage dealt by any positive energy effect (such as a cure spell) that adversely affects it. Positive energy effects that don?t deal hit point damage to the subject, such as turning attempts, affect the subject normally.
```
@@---
Spell: Protection From Spells
School: Abjuration
NSch:
NSubSch:
Level: Magic 8, Wizard 8
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Protection From Spells
Abjuration
**Level:** Magic 8, Wizard 8
**Components:** V, S, M, F
**Casting Time:** 1 standard action
**Range:** Touch
Targets: Up to one creature touched per four levels
**Duration:** 10 min./level
**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).
Material Component: A diamond of at least 500 gp value, which must be crushed and sprinkled over the targets. Focus: One 1,000 gp diamond per creature to be granted the protection. 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.
```
@@---
Spell: Protege
School: Transmutation
NSch:
NSubSch:
Level: Bard 4
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Protege
Transmutation
**Level:** Bard 4
**Components:** V, S
**Casting Time:** 1 round
**Range:** Touch
**Target:** One creature with Intelligence 3 or higher
**Duration:** 1 minute/level (D)
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You briefly grant some bard abilities to a creature of your choice. The subject of the spell can then function as a bard of one-half your current bard level with respect to bardic music and bardic knowledge. However, prot‚g‚ imparts no spellcasting ability and does not grant access to spells not normally available to the subject. For Perform checks and bardic music prerequisites, the creature uses its own ranks in Perform or one-half of your ranks (modified by its own Charisma modifier), whichever is better.
```
@@---
Spell: Proud Arrogance
School: Enchantment
Subschool: Charm
NSch:
NSubSch:
Level: Bard 2, Wizard 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Proud Arrogance
Enchantment (Charm)
**Level:** Bard 2, Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./ level)
**Target:** One creature/level, no two of which can be more than 30 ft. apart
**Duration:** 1 min./level
**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.
Material Component: A piece of polished brass.
```
@@---
Spell: Prying Eyes
School: Divination
NSch:
NSubSch:
Level: Wizard 5
Save: None
SR: No
---
!!
```
## Prying Eyes
Divination
**Level:** Wizard 5
**Components:** V, S, M
**Casting Time:** 1 minute
**Range:** One mile
Effect: Ten or more levitating eyes
**Duration:** 1 hour/level; see text (D)
**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.
Material Component: A handful of crystal marbles.
```
@@---
Spell: Prying Eyes, Greater
School: Divination
NSch:
NSubSch:
Level: Wizard 8
Save: Will partial; see text
SR: Yes
---
!!
```
## Prying Eyes, Greater
Divination
**Level:** Wizard 8
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.
## Psychic Poison
Abjuration [Evil]
**Level:** Cleric 4, Wizard 4
**Components:** V, S, M/DF
**Casting Time:** 10 minutes
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 50-ft. radius spread, or one single object or creature that can fit in that area **Duration:** 1 hour/level
The caster taints an area, creature, or object so that anyone casting a mindaffecting or divination spell at the creature or object or within the area is subject to a psychic poison (see Table 3?6). The caster may choose any psychic poison for which he meets the minimum level requirement. Arcane Material Component: A bit of humanoid brain tissue.
## Psychic Turmoil
Source: Expanded Psionics Handbook
Abjuration
**Level:** Cleric 5, Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 40-ft. radius emanation centered on a point in space
**Duration:** 1 round/level
**Saving Throw:** Will partial; see text
**Spell Resistance:** Yes
With this spell, you create an invisible field that leeches away the power points of psionic characters standing within the emanation.
Nonpsionic characters are unaffected.
When the spell is cast and at the beginning of each of your subsequent turns, psionic creatures within the area of the psychic turmoil lose 1 power point per manifester level they have.
Characters who succeed on a Will save when they first come into contact with the emanation lose only half as many power points (round down) each round.
Characters get only one save attempt against any particular psychic turmoil effect, even if they leave the spell's area and later return.
Material Component: Five playing cards, which are torn in half when the spell is cast.
```
@@---
Spell: Psychic Turmoil, Greater
Source: Expanded Psionics Handbook
School: Abjuration
NSch:
NSubSch:
Level: Cleric 7, Wizard 7
Save: Will half
SR: Yes
---
!!
```
## Psychic Turmoil, Greater
Source: Expanded Psionics Handbook
Abjuration
**Level:** Cleric 7, Wizard 7
**Components:**
**Duration:** 1 round/level
As psychic turmoil, except you gain 1 temporary hit point for each power point the spell takes from a psionic creature.
The temporary hit points last for 1 hour.
## Pulse Of Hate
Necromancy [Evil]
**Level:** Cleric 7, Wizard 7
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** 20 ft.
**Area:** 20-ft. radius emanation centered on you
**Duration:** 1 round/level
**Saving Throw:** Will half
**Spell Resistance:** Yes
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.
Arcane Material Component: A heartshaped locket and a pin.
```
@@---
Spell: Puppeteer
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 3
Save: Will negates
SR: Yes
---
!!
```
## Puppeteer
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** 1 round/level (D)
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You force the subject to mimic your actions. The subject matches your motions exactly, though it takes a ?4 penalty to Dexterity and Strength. Its movements look awkward, and its actions aren?t as effective as if it were actually doing them itself. You can try to make the subject commit a suicidal act, but it receives another Will save to break the spell. If that save is successful, the subject collapses, helpless and in a comatose state, for 1d4 rounds. Anyone observing the subject of this spell can determine that the subject's actions are being controlled by making a DC 15 Sense Motive check (or DC 10 if the controlling bard is also visible). This spell doesn?t grant the subject extraordinary, supernatural, spell-like abilities, or spellcasting abilities, even if you have and use such abilities during the spell's duration.
```
@@---
Spell: Purify Food And Drink
School: Transmutation
NSch:
NSubSch:
Level: Cleric 0, Druid 0
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Purify Food And Drink
Transmutation
**Level:** Cleric 0, Druid 0
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 10 ft.
**Target:** 1 cu. ft./level of contaminated food and water
**Duration:** Instantaneous
**Saving Throw:** Will negates (object)
**Spell Resistance:** Yes (object)
This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions.
Note: Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
```
@@---
Spell: Pyrotechnics
School: Transmutation
NSch:
NSubSch:
Level: Bard 2, Wizard 2
Save: Will negates or Fortitude negates; see text
SR: Yes or No; see text
---
!!
```
## Pyrotechnics
Transmutation
**Level:** Bard 2, Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Target:** One fire source, up to a 20-ft. cube
**Duration:** 1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud; see text
**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.
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.
Material Component: The spell uses one fire source, which is immediately extinguished. 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.
```
@@---
Spell: Quench
School: Transmutation
NSch:
NSubSch:
Level: Druid 3
Save: None or Will negates (object)
SR: No or Yes (object)
---
!!
```
## Quench
Transmutation
**Level:** Druid 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Area or
**Target:** One 20-ft. cube/level (S) or one fire-based magic item
**Duration:** Instantaneous
**Saving Throw:** None or Will negates (object)
**Spell Resistance:** No or Yes (object)
Quench is often used to put out forest fires and other conflagrations. It extinguishes all nonmagical fires in its area. The spell also dispels any fire spells in its area, though you must succeed on a dispel check (1d20 +1 per caster level, maximum +15) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell.
Each elemental (fire) creature within the area of a quench spell takes 1d6 points of damage per caster level (maximum 15d6, no save allowed).
Alternatively, you can target the spell on a single magic item that creates or controls flame. The item loses all its fire-based magical abilities for 1d4 hours unless it succeeds on a Will save. (Artifacts are immune to this effect.)
```
@@---
Spell: Quick March
School: Transmutation
NSch:
NSubSch:
Level: Cleric 2, paladin 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Quick March
Transmutation
**Level:** Cleric 2, paladin 2
**Components:** V, S, DF
**Casting Time:** 1 swift action
**Range:** Medium (100 ft. + 10 ft./level) Targets: Allies in a 20-ft. radius burst
**Duration:** 1 round
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
Quick march increases your allies? base land speed by 30 feet. (This adjustment is considered 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 a creature's speed, this spell affects maximum jumping distance.
```
@@---
Spell: Quick Potion
School: Transmutation
NSch:
NSubSch:
Level: Wizard 2
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Quick Potion
Transmutation
**Level:** Wizard 2
**Components:** V, S
**Casting Time:** 1 minute
**Range:** Touch
**Target:** Flask of water touched
**Duration:** 1 hour/level
**Saving Throw:** Will negates (object)
**Spell Resistance:** Yes (object)
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.
```
@@---
Spell: Quickshift
School: Trasmutation
Descriptor: Good
NSch:
NSubSch:
Level: Cleric 6, Wizard 6
Save: Personal
**Target:** You
---
!!
```
## Quickshift
Trasmutation [Good]
**Level:** Cleric 6, Wizard 6
**Components:** V, S, Celestial
**Casting Time:** 1 round
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
For the duration of this spell, the caster's teleport or greater teleport spelllike ability is quickened (as if enhanced with the Quicken Spell feat). This spell has no effect on other spells or spell-like abilities.
```
@@---
Spell: Quickswim
School: Transmutation
NSch:
NSubSch:
Level: Bard 1, druid 1, ranger 1
Save: Personal
**Target:** You
---
!!
```
## Quickswim
Transmutation
**Level:** Bard 1, druid 1, ranger 1
Seafolk 1, Wizard 1
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level (D)
This spell increases your base swim speed by 10 feet; this adjustment counts as an enhancement bonus. It has no effect on other modes of movement, such as land speed, burrow, climb, or fly. If you do not have a swim speed, you gain no benefit from this spell.
Arcane Material Component: A scale from any fish.
```
@@---
Spell: Quill Blast
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Druid 5
Save: Reflex half; see text
SR: Yes
---
!!
```
## Quill Blast
Conjuration (Creation)
**Level:** Druid 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** 20 ft.
**Area:** 20-ft. radius spread centered on you
**Duration:** Instantaneous
**Saving Throw:** Reflex half; see text
**Spell Resistance:** Yes
Creatures within the spread of a quill blast are hit by one or more quills, depending on their size: Tiny or smaller, 4 quills; Small, 6 quills; Medium, 8 quills; Large, 10 quills; and Huge or larger, 12 quills. Small or larger creatures that make their saves are struck by half as many quills; Tiny or smaller creatures that make their saves avoid the quills completely. Each quill deals 1d6 points of damage and lodges itself into the creature it hits. Lodged quills impose a noncumulative ?1 penalty on attack rolls, saves, and checks. All quills can be removed safely as a standard action with a DC 20 Heal check. Otherwise, removing the quills deals an extra 1d6 points of damage. Material Component: A porcupine quill.
```
@@---
Spell: Quillfire
School: Transmutation
NSch:
NSubSch:
Level: Druid 3
Save: Personal
**Target:** You
---
!!
```
## Quillfire
Transmutation
**Level:** Druid 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
Your hand sprouts poisonous quills that you can use in melee or as a ranged attack. The quills deal 1d8 points of damage. They can be thrown (range increment 10 feet). The quills are poisonous (injury DC equal DC of quillfire, 1d6 Str/1d6 Str).
```
@@---
Spell: Radiance
School: Evocation
Descriptor: Good, Light
NSch:
NSubSch:
Level: Cleric 5, druid 5, Wizard 5
Save: None
SR: No
---
!!
```
## Radiance
Evocation [Good, Light]
**Level:** Cleric 5, druid 5, Wizard 5
**Components:** V, S, DF
**Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** 60-ft. radius emanation centered on you
**Duration:** 1 round/level (D); see text
**Saving Throw:** None
**Spell Resistance:** No
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.
```
@@---
Spell: Radiant Assault
School: Evocation
Descriptor: Light
NSch:
NSubSch:
Level: Cleric 7, Wizard 7
Save: Will partial
SR: Yes
---
!!
```
## Radiant Assault
Evocation [Light]
**Level:** Cleric 7, Wizard 7
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** 20-ft.- radius burst
**Duration:** Instantaneous
**Saving Throw:** Will partial
**Spell Resistance:** Yes
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.
Focus: An eye from any outsider that has 4 or more Hit Dice.
```
@@---
Spell: Radiant Fog
School: Conjuration
Subschool: Creation, Good
NSch:
NSubSch:
Level: Wizard 4
Save: Fortitude partial (see text)
SR: Yes (see text)
---
!!
```
## Radiant Fog
Conjuration (Creation, Good)
**Level:** Wizard 4
**Components:** V, S, Abstinence
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Fog that spreads in a 20-ft. radius, 20 ft. high
**Duration:** 1 minute/level
**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.
Abstinence Component: You must not have cast a darkness or Necromancy spell within the past 24 hours before casting this spell.
```
@@---
Spell: Radiant Shield
School: Evocation
Descriptor: Electricity, Good
NSch:
NSubSch:
Level: Wizard 4, Wrath 4
Save: Personal
**Target:** You
---
!!
```
## Radiant Shield
Evocation [Electricity, Good]
**Level:** Wizard 4, Wrath 4
**Components:** V, S, Abstinence
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
A scintillating aura of white radiance wreathes you and causes damage to each creature that attacks you in melee.
The radiance also protects you from electricity 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.
Abstinence Component: You must not have cast a darkness or Necromancy spell within the last 24 hours before casting this spell.
```
@@---
Spell: Rage
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 2, Wizard 3
Save: None
SR: Yes
---
!!
```
## Rage
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 2, Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Targets: One willing living creature per three levels, no two of which may be more than 30 ft. apart **Duration:** Concentration + 1 round/level (D)
**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.
```
@@---
Spell: Raging Flame
School: Transmutation
Descriptor: Fire
NSch:
NSubSch:
Level: Druid 1, Wizard 1
Save: None
SR: No
---
!!
```
## Raging Flame
Transmutation [Fire]
**Level:** Druid 1, Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level) **Area:** 30-ft. radius spread
**Duration:** 1 minute
**Saving Throw:** None
**Spell Resistance:** No
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).
```
@@---
Spell: Rain Of Black Tulips
School: Evocation
Descriptor: Good
NSch:
NSubSch:
Level: Druid 9
Save: None (damage) and Fortitude negates (nausea)
SR: Yes
---
!!
```
## Rain Of Black Tulips
Evocation [Good]
**Level:** Druid 9
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** Cylinder (80-ft. radius, 80 ft. high)
**Duration:** 1 round/level (D)
**Saving Throw:** None (damage) and Fortitude negates (nausea)
**Spell Resistance:** Yes
Tulips as black as midnight fall from the sky. The tulips explode with divine energy upon striking evil creatures, each of which takes 5d6 points of damage. In addition, evil creatures that fail a Fortitude save are nauseated (unable to attack, cast spells, concentrate on spells, perform any task requiring concentration, or take anything other than a single move action per turn) until they leave the spell's area. A successful Fortitude save renders a creature immune to the nauseating effect of the tulips, but not the damage. Material Component: A black tulip.
```
@@---
Spell: Rain Of Embers
School: Evocation
Descriptor: Fire, Good
NSch:
NSubSch:
Level: Sanctified 7
Save: Reflex half; see text
SR: Yes
---
!!
```
## Rain Of Embers
Evocation [Fire, Good]
**Level:** Sanctified 7
**Components:** V, S, Sacrifice
**Casting Time:** 1 standard action
Range:Medium (100 ft. + 10 ft./level)
**Area:** Cylinder (40-ft. radius, 120 ft. high)
**Duration:** 1 round/level (D)
**Saving Throw:** Reflex half; see text
**Spell Resistance:** Yes
This spell causes orange, starlike embers to rain steadily from above. Each round, the falling embers deal 10d6 points of damage to evil creatures within the spell's area. Half of the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks, such as that granted by protection from energy (fire), fire shield (chill shield), and similar magic. Creatures may leave the area to avoid taking additional damage, but a new saving throw is required each round a creature is caught in the fiery downpour.
A shield provides a cover bonus on the Reflex save, depending on its size: small +2, large +4, tower +7. A shield spell oriented upward provides a +4 cover bonus on the Reflex save. A creature using its shield (or shield spell) to block the rain of embers cannot use it for defense in combat. Sacrifice: 1d2 points of Strength drain.
```
@@---
Spell: Rain Of Needles
School: Transmutation
NSch:
NSubSch:
Level: Wu Jen 2 (metal)
Save: None
SR: Yes
---
!!
```
## Rain Of Needles
Transmutation
**Level:** Wu Jen 2 (metal)
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: Up to one creature/level
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
A needle flicked from your fingers multiplies into a hail of needles, raining down on all the targets you select. You make a normal ranged attack against each target separately, and the needles deal 1d4 points of damage per caster level (maximum 5d4) divided up among the targets. Thus, a 4th-level Wu Jen can target a single creature with 4d4 points of damage, or two creatures with 2d4 points of damage each, and so forth. Material Component: A long metal needle.
```
@@---
Spell: Rain Of Roses
School: Evocation
Descriptor: Good
NSch:
NSubSch:
Level: Druid 7
Save: None (ability damage) and Fortitude negates (sickening) **Spell Resistance:** Yes
---
!!
```
## Rain Of Roses
Evocation [Good]
**Level:** Druid 7
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** Cylinder (80-ft. radius, 80 ft. high)
**Duration:** 1 round/level (D)
**Saving Throw:** None (ability damage) and Fortitude negates (sickening) **Spell Resistance:** Yes
Red roses fall from the sky. Their sharp thorns graze the flesh of evil creatures, dealing 1d4 points of temporary Wisdom damage per round. A creature reduced to 0 Wisdom falls unconscious as its mind succumbs to horrible nightmares.
In addition, the beautiful rose petals sicken evil creatures touched by them; those that fail a Fortitude save are sickened (?2 penalty on attack rolls, weapon damage rolls, saving throws, ability checks, and skill checks) until they leave the spell's area. A successful Fortitude save renders a creature immune to the sickening effect of the roses, but not the ability damage caused by their thorns.
Material Component: A red rose.
```
@@---
Spell: Rain Of Spines
School: Conjuration
Subschool: Creation
Descriptor: Earth
NSch:
NSubSch:
Level: Wu Jen 4 (metal)
Save: Reflex partial
SR: No
---
!!
```
## Rain Of Spines
Conjuration (Creation) [Earth]
**Level:** Wu Jen 4 (metal)
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** Cylinder (5-ft. radius, 20 ft. high)
**Duration:** Instantaneous
**Saving Throw:** Reflex partial
**Spell Resistance:** No
You cause a veritable storm of small, piercing metallic projectiles to rain from the air. This spell deals 6d6 points of damage to each creature in the area. In addition, each creature in the area is knocked prone and immobilized by spines pinning it to the floor. A successful Reflex save halves the damage and negates the secondary effect. Few weapons are as potent as a prismatic bow (see page 117) A creature immobilized by spines is considered entangled and can't move from its space for 1 round per caster level; a DC 20 grapple check or Escape Artist check allows it to break free and end the secondary effect.
```
@@---
Spell: Rainbow Beam
School: Evocation
Descriptor: Light
NSch:
NSubSch:
Level: Wizard 2
Save: None
SR: Yes
---
!!
```
## Rainbow Beam
Evocation [Light]
**Level:** Wizard 2
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Ray
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
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 caster levels (maximum 5d12). A rainbow beam deals a random type of damage as determined by the following 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)
Focus: A small clear gem or crystal prism worth at least 10 gp.
```
@@---
Spell: Rainbow Blast
School: Evocation
Descriptor: Light
NSch:
NSubSch:
Level: Wizard 3
Save: Reflex half
SR: Yes
---
!!
```
## Rainbow Blast
Evocation [Light]
**Level:** Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action **Range:** 120 ft.
**Area:** 120-ft. line
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
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. Focus: A small clear gem or crystal prism worth at least 50 gp.
```
@@---
Spell: Raise Dead
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Cleric 5
Save: None; see text
SR: Yes (harmless)
---
!!
```
## Raise Dead
Conjuration (Healing)
**Level:** Cleric 5
**Components:** V, S, M, DF
**Casting Time:** 1 minute
**Range:** Touch
**Target:** Dead creature touched
**Duration:** Instantaneous
**Saving Throw:** None; see text
**Spell Resistance:** Yes (harmless)
You restore life to a deceased creature. You can raise a creature that has been dead for no longer than one day per caster level. In addition, the subject's soul must be free and willing to return. If the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.
Coming back from the dead is an ordeal. The subject of the spell loses one level (or 1 Hit Die) when it is raised, just as if it had lost a level or a Hit Die to an energy-draining creature. If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can?t be raised). This level/HD loss or Constitution loss cannot be repaired by any means. A character who died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level. A spellcasting 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.
A raised creature has a number of hit points equal to its current Hit Dice. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature's equipment or possessions are affected in any way by this spell. A creature who has been turned into an undead creature or killed by a death effect can?t be raised by this spell. Constructs, elementals, outsiders, and undead creatures can?t be raised. The spell cannot bring back a creature that has died of old age.
Material Component: Diamonds worth a total of least 5,000 gp.
```
@@---
Spell: Raise From The Deep
School: Transmutation
Descriptor: Water
NSch:
NSubSch:
Level: Wizard 4
Save: Fortitude negates (object)
SR: Yes (object)
---
!!
```
## Raise From The Deep
Transmutation [Water]
**Level:** Wizard 4
**Components:** V
**Casting Time:** 1 minute
**Range:** Long (400 ft. + 40 ft./level); see text
**Target:** One creature or object
**Duration:** 1 hour/level
**Saving Throw:** Fortitude negates (object)
**Spell Resistance:** Yes (object)
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 all 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.)
```
@@---
Spell: Raise Ice Forest
School: Conjuration
Subschool: Creation
Descriptor: Cold
NSch:
NSubSch:
Level: Druid 7
Save: None
SR: No
---
!!
```
## Raise Ice Forest
Conjuration (Creation) [Cold]
**Level:** Druid 7
**Components:** V, S, DF, Frostfell
**Casting Time:** 1 round
**Range:** Long (400 ft. + 40 ft./level)
**Area:** 20-ft. square of snow/level
**Duration:** Permanent
**Saving Throw:** None
**Spell Resistance:** No
Immediately after casting this spell, ice trees erupt from frostfell regions within the spell's area. The ice trees resemble any type of tree designated by the caster (deciduous, everangereen, oak, or others). Trees have 5-foot diameter trunks and rise to a height of 15 feet. Three trees appear in each 20-foot-square frostfell region in the area.
Ice Tree: 5 feet thick; hardness 8; hp 80; break DC 45; Climb DC 20.
```
@@---
Spell: Ram's Might
School: Transmutation
NSch:
NSubSch:
Level: Druid 1, ranger 1
Save: Personal
**Target:** You
---
!!
```
## Ram's Might
Transmutation
**Level:** Druid 1, ranger 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level
You gain a +2 enhancement bonus to Strength, and your unarmed attacks deal lethal instead of nonlethal damage. You are considered armed. The spell has no other effect; you can cast spells and manipulate objects normally.
```
@@---
Spell: Rapid Burrowing
School: Transmutation
NSch:
NSubSch:
Level: Druid 1, ranger 1
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Rapid Burrowing
Transmutation
**Level:** Druid 1, ranger 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 10 minutes/level
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
This spell increases the touched creature's burrow speed by 20 feet. It has no effect on other modes of movement, nor does it grant the subject a burrow speed or the ability to burrow through stone if the creature cannot already do so.
```
@@---
Spell: Raptor Cloud
Source: Secrets of Sarlona
School: Conjuration
NSch:
NSubSch:
Level: Druid 4, Wizard 4
Save: Reflex half; see text
SR: Yes
---
!!
```
## Raptor Cloud
Source: Secrets of Sarlona
Conjuration
**Level:** Druid 4, Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action **Range:** 0 ft.
Effect: Swirling cloud of hawklike shadows
**Duration:** 1 round/level (D)
**Saving Throw:** Reflex half; see text
**Spell Resistance:** Yes
When you cast this spell, a mass of avian shadows surrounds you, protecting you from attacks even as it grants you buoyant dexterity. The swirling shadows grant you concealment and soft cover (+4 to AC, but you gain no bonus on Reflex saves and cannot use your cover to make Hide checks). Furthermore, any creatures attempting melee attacks against you take 1d8 points of slashing damage from the raptor cloud. Creatures get no save against this damage, but spell resistance (if any) applies.
Creatures wielding reach weapons can attack you without taking damage, but creatures that have natural reach take damage as above.
Though a raptor cloud moves with you, you cannot deal damage with it by pushing it against creatures or objects. Only creatures that make melee attacks against you are subject to the cloud's defensive damage. However, you can elect to expend the spell's energy at any point by targeting the raptor cloud against a single adjacent creature or object as a standard action. This attack deals 6d8 points of damage (Reflex half) and ends the spell. A raptor cloud gives you a certain amount of lift as it swirls around you, granting you a +5 bonus on Jump and Tumble checks as you roll and weave through melee.
Material Component: The shed claw of a falcon or hawk.
```
@@---
Spell: Raptor's Sight
School: Transmutation
NSch:
NSubSch:
Level: Druid 1, ranger 1, Sky 1
Save: Personal
**Target:** You
---
!!
```
## Raptor's Sight
Transmutation
**Level:** Druid 1, ranger 1, Sky 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level (D)
Your visual acuity improves dramatically.
You gain a +5 competence bonus on Spot checks. If you have 5 or more ranks in Spot, you take only half the normal range increment penalty for ranged attacks (?1 per range increment instead of ?2).
```
@@---
Spell: Rapture Of Rupture
School: Transmutation
Descriptor: Evil
NSch:
NSubSch:
Level: Corrupt 7
Save: Fortitude half
SR: Yes
---
!!
```
## Rapture Of Rupture
Transmutation [Evil]
**Level:** Corrupt 7
**Components:** V, S, Corrupt
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One living creature touched per level
**Duration:** Instantaneous
**Saving Throw:** Fortitude half
**Spell Resistance:** Yes
With this spell, the caster's touch deals grievous wounds to multiple targets. After rapture of rupture is cast, the caster can touch one target per round until she has touched a number of targets equal to her caster level. The same creature cannot be affected twice by the same rapture of rupture. A creature with no discernible anatomy is unaffected by this spell.
When the caster touches a subject, his flesh bursts open suddenly in multiple places. Each subject takes 6d6 points of damage and is stunned for 1 round; a successful Fortitude save reduces damage by half and negates the stun effect. Subjects who fail their Fortitude save continue to take 1d6 points of damage per round until they receive magical healing, succeed at a Heal check (DC 20), or die. If a subject takes 6 points of damage from rapture of rupture in a single round, he is stunned in the following round. Corruption Cost: 1 point of Strength damage per target touched.
```
@@---
Spell: Rapture Of The Deep
School: Enchantment
Subschool: Charm
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 6
Save: Will negates
SR: Yes
---
!!
```
## Rapture Of The Deep
Enchantment (Charm) [Mind-Affecting]
**Level:** Bard 6
**Components:** V, F
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10. ft./level)
**Area:** One living creature
**Duration:** Permanent (D)
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You fill the target creature's thoughts and ears with the sublime music of the deep waters. The creature is completely immersed in this sensation and does nothing but experience it fully. It enters a comatose state and cannot be awakened by any means short of dispelling the effect. This is not a sleep effect, so elves and dragons are not immune to it. Dispel magic and break enchantment cannot remove this effect, but a heal, limited wish, miracle, or wish spell restores the creature to consciousness.
An air-breathing creature in the water affected by this spell begins to sink and will drown if not rescued. A flying creature immediately falls and might take falling damage. Damage does not awaken the charmed creatures. Focus: A conch shell.
```
@@---
Spell: Ravage
Source: Champions of Ruin
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 7
Save: Fortitude negates
SR: Yes
---
!!
```
## Ravage
Source: Champions of Ruin
Necromancy [Evil]
**Level:** Cleric 7
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 10-ft. radius cylinder, 40 ft. high
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
A terrible column of swirling black energy engulfs creatures and rips at their bodies and souls.
All living creatures within the spell's area take 1d6 points of vile damage per two caster levels (maximum 10d6). Unlike regular damage, vile damage can only be healed by magic cast within the area of a consecrate or hallow spell.
```
@@---
Spell: Ravenous Darkness
Source: Complete Champion
School: Necromancy
Descriptor: Darkness
NSch:
NSubSch:
Level: Cleric 7
Save: None or Fortitude negates; see text
SR: No or yes; see text
---
!!
```
## Ravenous Darkness
Source: Complete Champion
Necromancy [Darkness]
**Level:** Cleric 7
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Object touched
**Duration:** 1 minute/level (D)
**Saving Throw:** None or Fortitude negates; see text
**Spell Resistance:** No or yes; see text
The object touched sheds darkness as a deeper darkness spell (PH 217). In addition, every living creature within the area of the resulting darkness (a 60-foot radius) takes 1d6 points of negative energy damage per round. Any creature under the influence of an ongoing negative energy effect (such as negative levels or necromantic-based ability damage) instead takes 2d6 points of damage per round. This effect ends for a given creature if it moves out of the area of darkness but resumes should it reenter. A successful Fortitude save negates the damage, but the affected creature must repeat the save every round, whether it succeeds or fails. If a creature has spell resistance, the spell must overcome it to deal damage.
Any undead creature within the darkness instead gains fast healing 1.
Ravenous darkness counters and dispels any light spell of equal or lower level.
```
@@---
Spell: Ray Deflection
School: Abjuration
NSch:
NSubSch:
Level: Bard 4, Wizard 4
Save: Personal
**Target:** You
---
!!
```
## Ray Deflection
Abjuration
**Level:** Bard 4, Wizard 4
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level
**Saving Throw:** None
**Spell Resistance:** No
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. Focus: A glass prism.
```
@@---
Spell: Ray Of Clumsiness
School: Transmutation
NSch:
NSubSch:
Level: Wizard 1
Save: None
SR: Yes
---
!!
```
## Ray Of Clumsiness
Transmutation
**Level:** Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Ray
**Duration:** 1 minute/level
**Saving Throw:** None
**Spell Resistance:** Yes
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).
```
@@---
Spell: Ray Of Deanimation
School: Abjuration
NSch:
NSubSch:
Level: Wizard 4
Save: None
SR: No
---
!!
```
## Ray Of Deanimation
Abjuration
**Level:** Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Ray
**Target:** One construct
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
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).
```
@@---
Spell: Ray Of Dizziness
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 3, Wizard 3
Save: None
SR: Yes
---
!!
```
## Ray Of Dizziness
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 3, Wizard 3
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Ray
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** Yes
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). Focus: A small top.
```
@@---
Spell: Ray Of Enfeeblement
School: Necromancy
NSch:
NSubSch:
Level: Wizard 1
Save: None
SR: Yes
---
!!
```
## Ray Of Enfeeblement
Necromancy
**Level:** Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Ray
**Duration:** 1 min./level
**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.
```
@@---
Spell: Ray Of Entropy
School: Necromancy
NSch:
NSubSch:
Level: Wizard 6
Save: None
SR: Yes
---
!!
```
## Ray Of Entropy
Necromancy
**Level:** Wizard 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Ray
**Duration:** 1 minute/level
**Saving Throw:** None
**Spell Resistance:** Yes
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.
```
@@---
Spell: Ray Of Exhaustion
School: Necromancy
NSch:
NSubSch:
Level: Wizard 3
Save: Fortitude partial; see text
SR: Yes
---
!!
```
## Ray Of Exhaustion
Necromancy
**Level:** Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Ray
**Duration:** 1 min./level
**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.
Material Component: A drop of sweat.
```
@@---
Spell: Ray Of Flame
School: Evocation
Descriptor: Flame
NSch:
NSubSch:
Level: Wizard 1
Save: See text
SR: Yes
---
!!
```
## Ray Of Flame
Evocation [Flame]
**Level:** Wizard 1
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Ray
**Duration:** Instantaneous
**Saving Throw:** See text
**Spell Resistance:** Yes
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).
Focus: A small, polished glass lens.
```
@@---
Spell: Ray Of Frost
School: Evocation
Descriptor: Cold
NSch:
NSubSch:
Level: Wizard 0
Save: None
SR: Yes
---
!!
```
## Ray Of Frost
Evocation [Cold]
**Level:** Wizard 0
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Ray
**Duration:** Instantaneous
**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.
```
@@---
Spell: Ray Of Hope
School: Enchantment
Subschool: Compulsion
Descriptor: Good, Mind-Affecting
NSch:
NSubSch:
Level: Apostle of peace 1, bard 1, cleric 1, emissary of Barachiel 1
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Ray Of Hope
Enchantment (Compulsion) [Good, Mind-Affecting]
**Level:** Apostle of peace 1, bard 1, cleric 1, emissary of Barachiel 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 round/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
Powerful hope wells up in the subject, who gains a +2 morale bonus on saving throws, attack rolls, ability checks, and skill checks.
Ray of hope counters and dispels sorrow (detailed in the Book of Vile Darkness).
```
@@---
Spell: Ray Of Ice
School: Evocation
Descriptor: Cold
NSch:
NSubSch:
Level: Wizard 2
Save: See text
SR: Yes
---
!!
```
## Ray Of Ice
Evocation [Cold]
**Level:** Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Ray
**Duration:** Instantaneous
**Saving Throw:** See text
**Spell Resistance:** Yes
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. Material Component: Ice or a vial of melted mountain snow.
```
@@---
Spell: Ray Of Light
School: Evocation
Descriptor: Light
NSch:
NSubSch:
Level: Bard 6, Wizard 6
Save: None
SR: Yes
---
!!
```
## Ray Of Light
Evocation [Light]
**Level:** Bard 6, Wizard 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Ray
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
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.
```
@@---
Spell: Ray Of Resurgence
Source: Lost Empires of Faerun
School: Evocation
NSch:
NSubSch:
Level: Cleric 1, Wizard 2
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Ray Of Resurgence
Source: Lost Empires of Faerun
Evocation
**Level:** Cleric 1, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
A glowing beam of rejuvenating yellow light springs from your fingers, unerringly striking your target.
A ray of resurgence has the following three effects on the target.
- Restores up to 1 point per caster level (maximum 5 points) of Strength damage.
- Negates any Strength penalties affecting the target, to a total of 1d6 +1 per caster level (maximum 1d6+5).
- Makes an exhausted target fatigued, or removes the fatigued condition from a target affected by it.
```
@@---
Spell: Ray Of Retaliation
Source: Dragonmarked
School: Abjuration
Descriptor: Force
NSch:
NSubSch:
Level: Artificer 2, bard 2, Wizard 2
Save: None
SR: Yes
---
!!
```
## Ray Of Retaliation
Source: Dragonmarked
Abjuration [Force]
**Level:** Artificer 2, bard 2, Wizard 2
**Components:** S, Dr
**Casting Time:** 1 immediate action
**Range:** See text
**Target:** See text
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
When you are hit with a ray attack, you can cast this spell to negate the ray's effect and turn its energy back against its caster. You must be aware of the ray attack and not flatfooted.
Casting this spell is an immediate action that does not provoke attacks of opportunity. You must succeed on a ranged touch attack. If the ray hits and penetrates the target's spell resistance (if any), you deal an amount of force damage determined by the strength of your dragonmark.
Dragonmark Force Damage
Least
1d6 per 2 caster levels (max. 5d6)
Lesser
1d8 per 2 caster levels (max. 5d8)
Greater or Siberys 1d6 per caster level (max. 10d6)
Your ray is a force effect with the same range as the original ray. You cannot use the ray to attack any target other than the caster of the original ray.
Dragonmark: Any true or aberrant dragonmark.
```
@@---
Spell: Ray Of Sickness
School: Necromancy
NSch:
NSubSch:
Level: Wizard 2
Save: None
SR: Yes
---
!!
```
## Ray Of Sickness
Necromancy
**Level:** Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./ 2 levels)
Effect: Ray
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** Yes
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.
```
@@---
Spell: Ray Of Stupidity
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Wizard 2
Save: None
SR: Yes
---
!!
```
## Ray Of Stupidity
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Ray
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
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. Material Component: A miniature cone-shaped hat.
```
@@---
Spell: Ray Of The Python
School: Evocation
NSch:
NSubSch:
Level: Bard 2, Wizard 3
Save: Reflex negates; see below
SR: Yes
---
!!
```
## Ray Of The Python
Evocation
**Level:** Bard 2, Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 minute
**Saving Throw:** Reflex negates; see below
**Spell Resistance:** Yes
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.
```
@@---
Spell: Ray Of Weakness
School: Necromancy
NSch:
NSubSch:
Level: Wizard 2
Save: None
SR: Yes
---
!!
```
## Ray Of Weakness
Necromancy
**Level:** Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Ray
**Duration:** 1 minute/level
**Saving Throw:** None
**Spell Resistance:** Yes
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.
```
@@---
Spell: Razorfangs
School: Transmutation
NSch:
NSubSch:
Level: Wizard 2
Save: Personal
**Target:** You
---
!!
```
## Razorfangs
Transmutation
**Level:** Wizard 2
**Components:** V
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
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.
```
@@---
Spell: Reachwalker's Wariness
School: Transmutation
NSch:
NSubSch:
Level: Druid 2, ranger 2
Save: Personal
**Target:** You
---
!!
```
## Reachwalker's Wariness
Transmutation
**Level:** Druid 2, ranger 2
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 30 ft.
**Area:** 30-ft. radius spherical emanation, centered on you
**Duration:** 10 minutes/level
When this spell is in effect, you are instantly aware of the exact position of any aberration within the spell's area, as if you had blindsense with respect to aberrations only. See page 306 of the Monster Manual for details on the blindsense ability.
Special: Shifter spellcasters cast this spell at +1 caster level.
## Read Magic
Divination
**Level:** Bard 0, Cleric 0, Druid 0, Paladin 1, Ranger 1, Wizard 0
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 min./level
By means of read magic, you can decipher magical inscriptions on objects?books, scrolls, weapons, and the like? that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
Read magic can be made permanent with a permanency spell. Focus: A clear crystal or mineral prism.
```
@@---
Spell: Reality Blind
School: Illusion
Subschool: Phantasm
Descriptor: Evil, Mind-Affecting
NSch:
NSubSch:
Level: Wizard 3
Save: Will negates
SR: Yes
---
!!
```
## Reality Blind
Illusion (Phantasm) [Evil, Mind-Affecting]
**Level:** Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** Concentration (see below)
**Saving Throw:** Will negates
**Spell Resistance:** Yes
This spell overwhelms the target with hallucinations, causing him to be blinded and stunned if he fails the save.
The subject can attempt a new saving throw each round to end the spell.
Even after the subject succeeds at the save or the caster stops concentrating, the subject is plagued with nightmares every night. The nightmares prevent the subject from benefiting from natural healing. These nightmares continue until the caster dies or the subject succeeds at a Will saving throw, attempted once per night.
This nightmare effect is treated as a curse and thus cannot be dispelled. It is subject to remove curse, however. Material Component: A 2-inch-diameter multicolored disk of paper or ribbon.
```
@@---
Spell: Reality Maelstrom
School: Evocation
NSch:
NSubSch:
Level: Wizard 9
Save: Will negates, Reflex negates; see text
SR: Yes
---
!!
```
## Reality Maelstrom
Evocation
**Level:** Wizard 9
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 20-ft. radius emanation centered on a point in space, and 40-ft. radius emanation centered on the same point; see text
**Duration:** 1 round
**Saving Throw:** Will negates, Reflex negates; see text
**Spell Resistance:** Yes
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). Everything 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. Material Component: A golden hoop no less than 1 inch across.
```
@@---
Spell: Reanimation
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Wu Jen 7
Save: None
SR: Yes (harmless)
---
!!
```
## Reanimation
Conjuration (Healing)
**Level:** Wu Jen 7
**Components:** V, S, M, F
**Casting Time:** 1 round
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 day/level
**Saving Throw:** None
**Spell Resistance:** Yes (harmless)
You restore a semblance of life to a deceased creature, putting the reanimated subject in a state of half life but not fully binding the soul back into the body. Creatures that have been dead no more than one day per caster level can be reanimated so long as their souls are free and willing to return (see Bringing Back the Dead, page 171 of the Player's Handbook). The reanimated creature has 1 hit point and can take only a single move action each round (and so is unable to attack, use spells, or activate magic items). Its speech (if it could speak while alive) is slow and slurred, and the creature's memory is cloudy, making it difficult for the subject to remember even the basic details of its past life. If left unwatched, the creature is prone to wander off randomly.
It can gain temporary hit points but cannot increase its 1 hit point by means of a Constitution increase or any other method (though if it is wounded, healing can bring the creature back to 1 hit point again). The creature can be killed again (and reanimated again if possible), and can be restored to full life by any spell that would restore a fully dead creature to life (such as raise dead). As with gentle repose, time spent reanimated does not count against the time limit on raising the creature from the dead, and the reanimated body does not decay.
A reanimated creature is not undead, and it cannot be turned, harmed by positive energy or holy water, or healed by negative energy. A greater restoration spell fully restores the creature's memory but does not improve its physical state.
Material Component: A white shawl and incense.
Focus: A golden amulet shaped like a phoenix.
```
@@---
Spell: Reaving Aura
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Assassin 1, cleric 1, hexblade 1, Wizard 1
Save: None
SR: Yes
---
!!
```
## Reaving Aura
Necromancy [Evil]
**Level:** Assassin 1, cleric 1, hexblade 1, Wizard 1
**Components:** V
**Casting Time:** 1 swift action **Range:** 10 ft.
**Area:** 10-ft. radius emanation, centered on you
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
This spell deals 1 point of damage to every creature in the area that has 0 or fewer hit points. Stable creatures that were at -1 to - 8 hit points become dying, while creatures at -9 hit points die immediately. This spell has no effect on creatures that have 0 or more hit points.
```
@@---
Spell: Reaving Dispel
School: Abjuration
NSch:
NSubSch:
Level: Wizard 9
Save: See text
SR: No
---
!!
```
## Reaving Dispel
Abjuration
**Level:** Wizard 9
**Saving Throw:** See text
**Spell Resistance:** No
This spell functions like dispel magic (PH 223), 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.
```
@@---
Spell: Rebirth Of Iron
School: Transmutation
NSch:
NSubSch:
Level: Wizard 4, Wu Jen 3 (metal)
Save: Fortitude negates (harmless, object)
SR: Yes (harmless, object)
---
!!
```
## Rebirth Of Iron
Transmutation
**Level:** Wizard 4, Wu Jen 3 (metal)
**Components:** V, S
**Casting Time:** 1 full round
**Range:** Touch
**Target:** One former metallic item, destroyed by rust
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates (harmless, object)
**Spell Resistance:** Yes (harmless, object)
You instantly restore a single metal object that has been damaged or destroyed by rust. This works even if the object has been reduced to powder, such as by the rusting grasp spell. Even if the object is partly missing, such as one partially consumed by a rust monster, the spell functions as long as at least 1/4 of the object remains. This spell does not restore the magical properties of any magic item or construct destroyed by rust. A slain or destroyed metallic creature such as an iron golem is restored in physical form, but it remains "dead," having lost all magical qualities.
```
@@---
Spell: Rebuke
School: Enchantment
Subschool: Compulsion
Descriptor: Fear, Mind-Affecting
NSch:
NSubSch:
Level: Wizard 2, Hades 2
Save: Will negates
SR: Yes
---
!!
```
## Rebuke
Enchantment (Compulsion) [Fear, Mind-Affecting]
**Level:** Wizard 2, Hades 2
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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. Focus: A stick at least 1 foot long.
```
@@---
Spell: Rebuke, Final
School: Enchantment
Subschool: Compulsion
Descriptor: Fear, Mind-Affecting
NSch:
NSubSch:
Level: Wizard 7
Save: Will partial
---
!!
```
## Rebuke, Final
Enchantment (Compulsion) [Fear, Mind-Affecting]
**Level:** Wizard 7
**Saving Throw:** Will partial
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.
```
@@---
Spell: Rebuke, Greater
School: Enchantment
Subschool: Compulsion
Descriptor: Fear, Mind-Affecting
NSch:
NSubSch:
Level: Wizard 4
Save: Personal
**Target:** Your breath weapon
---
!!
```
## Rebuke, Greater
Enchantment (Compulsion) [Fear, Mind-Affecting]
**Level:** Wizard 4
This spell functions like rebuke, except that the subject is cowering for 1d4 rounds instead of being dazed for 1 round.
## Rebuking Breath
Necromancy
**Level:** Wizard 4
**Components:** S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** Your breath weapon
**Duration:** 1 round
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 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.
```
@@---
Spell: Reciprocal Gyre
School: Abjuration
NSch:
NSubSch:
Level: Wizard 5
Save: Will half, then Fortitude negates; see text
SR: No
---
!!
```
## Reciprocal Gyre
Abjuration
**Level:** Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature or object
**Duration:** Instantaneous
**Saving Throw:** Will half, then Fortitude negates; see text
**Spell Resistance:** No
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.
Material Component: A tiny closed loop of copper wire.
```
@@---
Spell: Recitation
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Cleric 4, Purification 3
Save: None
SR: Yes
---
!!
```
## Recitation
Conjuration (Creation)
**Level:** Cleric 4, Purification 3
**Components:** V, S, DF
**Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** All allies and foes within a 60-ft. radius burst centered on you
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** Yes
The spell affects all allies within the spell's area at the moment you cast it. Your allies gain a +2 luck bonus to AC
on attack rolls, and on saving throws, or a +3 luck bonus if they worship the same deity as you. Divine Focus: In addition to your holy symbol, this spell requires a sacred text as a divine focus.
```
@@---
Spell: Red Fester
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Corrupt 3
Save: Fortitude negates
SR: Yes
---
!!
```
## Red Fester
Necromancy [Evil]
**Level:** Corrupt 3
**Components:** V, S, Corrupt
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
The subject's skin turns red and blisters. The blisters quickly turn into oozing wounds. Furthermore, the subject's sense of self becomes strangely clouded, diminishing her self-esteem. The subject takes 1d6 points of Strength damage and 1d4 points of Charisma damage.
Corruption Cost: 1d6 points of Strength damage.
```
@@---
Spell: Red Tide
School: Evocation
Descriptor: Water
NSch:
NSubSch:
Level: Druid 8
Save: Fortitude partial; see text
SR: Yes
---
!!
```
## Red Tide
Evocation [Water]
**Level:** Druid 8
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** Burst in the shape of a circular disk, 10 ft. wide/level, 5 ft. high
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial; see text
**Spell Resistance:** Yes
This visually impressive spell causes a surging, frothing wave of thick, red seawater that washes over everything in the area. All creatures in the area of a red tide are immediately knocked prone and must make a Fortitude saving throw. Flying or swimming creatures in the area aren?t knocked prone, but they take a ?4 penalty on the Fortitude save.
A living creature who makes its Fortitude save against a red tide is sickened for 1 minute and takes a ?2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for that time. A creature who fails this saving throw feels the full effect of the red tide. Such creatures are immediately nauseated for 1 minute (unable to attack, cast spells, or concentrate), and they take 3d6 points of Strength damage. After 1 minute the nausea ends, but the creature must make a second Fortitude saving throw or take an extra 3d6 points of Strength damage. Creatures immune to poison are immune to these effects of a red tide.
The tainted water evoked by this spell vanishes after a few seconds of turbulence, and any objects or creatures in the area do not emerge wet. All open flames in the area are nevertheless extinguished if they fail a Reflex save, and all creatures with the fire subtype take 1d6 points of damage per caster level (maximum 20d6; Fort save half).
```
@@---
Spell: Reduce Animal
School: Transmutation
NSch:
NSubSch:
Level: Druid 2, Ranger 3
Save: None
SR: No
---
!!
```
## Reduce Animal
Transmutation
**Level:** Druid 2, Ranger 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One willing animal of Small, Medium, Large, or Huge size
**Duration:** 1 hour/level (D)
**Saving Throw:** None
**Spell Resistance:** No
This spell functions like reduce person, except that it affects a single willing animal. Reduce the damage dealt by the animal's natural attacks as appropriate for its new size.
```
@@---
Spell: Reduce Person
School: Transmutation
NSch:
NSubSch:
Level: Wizard 1
Save: Fortitude negates
SR: Yes
---
!!
```
## Reduce Person
Transmutation
**Level:** Wizard 1
**Components:** V, S, M
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One humanoid creature
**Duration:** 1 min./level (D)
**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. Material Component: A pinch of powdered iron.
```
@@---
Spell: Reduce Person, Greater
School: Transmutation
NSch:
NSubSch:
Level: Wizard 5
Save: Personal
**Target:** You
---
!!
```
## Reduce Person, Greater
Transmutation
**Level:** Wizard 5
**Duration:** 10 minutes/ level
This spell functions like reduce person (PH 269), except as noted above.
## Reduce Person, Mass
Transmutation
**Level:** Wizard 4
**Target:** One humanoid creature/level, no two of which can be more than 30 ft. apart
This spell functions like reduce person, except that it affects multiple creatures.
## Reflective Disguise
Illusion (Glamer)
**Level:** Bard 2, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level
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.
```
@@---
Spell: Reflective Disguise, Mass
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Bard 5, Wizard 6
Save: Will negates
SR: Yes
---
!!
```
## Reflective Disguise, Mass
Illusion (Glamer)
**Level:** Bard 5, Wizard 6
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One creature/2 levels, no two of which are more than 30 ft. apart
**Duration:** 12 hours (D)
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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.
```
@@---
Spell: Refuge
School: Conjuration
Subschool: Teleportation
NSch:
NSubSch:
Level: Cleric 7, Wizard 9
Save: None
SR: No
---
!!
```
## Refuge
Conjuration (Teleportation)
**Level:** Cleric 7, Wizard 9
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Object touched
**Duration:** Permanent until discharged
**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.
Material Component: The specially prepared object, whose construction requires gems worth 1,500 gp.
```
@@---
Spell: Refreshment
School: Conjuration
Subschool: Healing
Descriptor: Good
NSch:
NSubSch:
Level: Apostle of peace 3, bard 3, cleric
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Refreshment
Conjuration (Healing) [Good]
**Level:** Apostle of peace 3, bard 3, cleric
3, Endurance 3, vassal of Bahamut 3
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 20 ft.
**Target:** 20-ft. radius burst centered on you
**Duration:** Instantaneous
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
Refreshment channels celestial energy to remove all nonlethal damage the targets have taken, including damage from environmental conditions, starvation and thirst, and related effects as well as damage dealt by nonlethal attacks.
```
@@---
Spell: Refusal
School: Abjuration
NSch:
NSubSch:
Level: Wizard 5
Save: Will negates; see text
SR: Yes
---
!!
```
## Refusal
Abjuration
**Level:** Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect and **Area:** Invisible ward that occupies two 10-ft. squares/ level (S)
**Duration:** 1 hour/level
**Saving Throw:** Will negates; see text
**Spell Resistance:** Yes
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 highestlevel spell the creature has prepared or is capable of casting (so that a 10th-level sorcerer who hassassin?t yet depleted his 5thlevel 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 spelllike 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 spelllike 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.
Material Component: A pinch of dust from a wizard's tomb.
```
@@---
Spell: Regal Procession
School: Conjuration
Subschool: Summoning
NSch:
NSubSch:
Level: Paladin 3, Wizard 3
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Regal Procession
Conjuration (Summoning)
**Level:** Paladin 3, Wizard 3
Effect: One mount/level
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.
## Regenerate
Conjuration (Healing)
**Level:** Cleric 7, Druid 9, Healing 7
**Components:** V, S, DF
**Casting Time:** 3 full rounds
**Range:** Touch
**Target:** Living creature touched
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
The subject's severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise.
Regenerate also cures 4d8 points of damage +1 point per caster level (maximum +35), rids the subject of exhaustion and/or fatigue, and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (including undead).
```
@@---
Spell: Regroup
School: Conjuration
Subschool: Teleportation
NSch:
NSubSch:
Level: Duskblade 3, Wizard 3
Save: None
SR: No
---
!!
```
## Regroup
Conjuration (Teleportation)
**Level:** Duskblade 3, Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One willing creature/level
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
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.
```
@@---
Spell: Reincarnate
School: Transmutation
NSch:
NSubSch:
Level: Druid 4
Save: None; see text
SR: Yes (harmless)
---
!!
```
## Reincarnate
Transmutation
**Level:** Druid 4
**Components:** V, S, M, DF
**Casting Time:** 10 minutes
**Range:** Touch
**Target:** Dead creature touched
**Duration:** Instantaneous
**Saving Throw:** None; see text
**Spell Resistance:** Yes (harmless)
With this spell, you bring back a dead creature in another body, provided that its death occurred no more than one week before the casting of the spell and the subject's soul is free and willing to return. If the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw. Since the dead creature is returning in a new body, all physical ills and afflictions are repaired. The condition of the remains is not a factor. So long as some small portion of the creature's body still exists, it can be reincarnated, but the portion receiving the spell must have been part of the creature's body at the time of death. The magic of the spell creates an entirely new young adult body for the soul to inhabit from the natural elements at hand. This process takes 1 hour to complete. When the body is ready, the subject is reincarnated.
A reincarnated creature recalls the majority of its former life and form. It retains any class abilities, feats, or skill ranks it formerly possessed. Its class, base attack bonus, base save bonuses, and hit points are unchanged. Strength, Dexterity, and Constitution scores depend partly on the new body. First eliminate the subject's racial adjustments (since it is no longer of his previous race) and then apply the adjustments found below to its remaining ability scores. The subject's level (or Hit Dice) is reduced by 1. If the subject was 1st level, its new Constitution score is reduced by 2. (If this reduction would put its Con at 0 or lower, it can?t be reincarnated). This level/HD loss or Constitution loss cannot be repaired by any means.
It's possible for the change in the subject's ability scores to make it difficult for it to pursue its previous character class. If this is the case, the subject is well advised to become a multiclass character.
For a humanoid creature, the new incarnation is determined using the following table. For nonhumanoid creatures, a similar table of creatures of the same type should be created.
A creature that has been turned into an undead creature or killed by a death effect can?t be returned to life by this spell. Constructs, elementals, outsiders, and undead creatures can?t be reincarnated. The spell cannot bring back a creature who has died of old age.
d%
Incarnation
Str
Dex
Con
Bugbear
+4
+2
+2
Dwarf
+0
+0
+2
Elf
+0
+2
?2
Gnoll
+4
+0
+2
27?38
Gnome
?2
+0
+2
39?42
Goblin
?2
+2
+0
43?52
Half-elf
+0
+0
+0
53?62
Half-orc
+2
+0
+0
63?74
Halfling
?2
+2
+0
75?89
Human
+0
+0
+0
Kobold
?4
+2
?2
Lizardfolk
+2
+0
+2
Orc
+4
+0
+0
Troglodyte
+0
?2
+4
100 Other ? ? ?
The reincarnated creature gains all abilities associated with its new form, including forms of movement and speeds, natural armor, natural attacks, extraordinary abilities, and the like, but it doesn?t automatically speak the language of the new form.
A wish or a miracle spell can restore a reincarnated character to his or her original form.
Material Component: Rare oils and unguents worth a total of least 1,000 gp, spread over the remains.
```
@@---
Spell: Reinforce Construct
Source: Magic of Eberron
School: Transmutation
NSch:
NSubSch:
Level: Artificer 2
Save: Will negates (harmless)
SR: No
---
!!
```
## Reinforce Construct
Source: Magic of Eberron
Transmutation
**Level:** Artificer 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Construct touched
**Duration:** 1 hour/level or until discharged; see text
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** No
You bolster a construct's frame, making it better able to withstand blows. The construct gains temporary hit points equal to 1d6 + 1 per caster level (maximum +10). A warforged artificer who imbues himself with this infusion instead gains temporary hit points equal to 1d10 + 1 per caster level (maximum +10).
Special: A character with any Mark of Making dragonmark, or with the Favored in House feat (Cannith), casts this infusion at +1 caster level.
```
@@---
Spell: Rejection
School: Abjuration
NSch:
NSubSch:
Level: Cleric 6
Save: Fortitude negates
SR: Yes
---
!!
```
## Rejection
Abjuration
**Level:** Cleric 6
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** Cone-shaped burst
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
A creature in the area must succeed on a Fortitude saving throw or be pushed away from you to a distance of 5 feet per caster level. If the creature is pushed into a wall or similarly solid surface, it takes 1d6 points of damage for every 10 feet it was moved. Movement forced by this spell can take the creature beyond the spell's range.
```
@@---
Spell: Rejuvenating Light
Source: Complete Champion
School: Conjuration
Subschool: Healing
Descriptor: Light
NSch:
NSubSch:
Level: Cleric 7
Save: None or Fortitude negates; see text
SR: No or yes; see text
---
!!
```
## Rejuvenating Light
Source: Complete Champion
Conjuration (Healing) [Light]
**Level:** Cleric 7
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Object touched
**Duration:** 1 minute/level (D)
**Saving Throw:** None or Fortitude negates; see text
**Spell Resistance:** No or yes; see text
The object touched sheds light as a daylight spell (PH 216). In addition, every living creature within the area of bright light (a 60-foot radius) gains fast healing 1. This effect ends for a given creature if it moves out of the area of light but resumes should it reenter.
Any undead creature within the area of light takes 1d6 points of positive energy damage per round. An undead creature that is particularly vulnerable to sunlight (such as a vampire) instead takes 2d6 points of damage per round. A successful Fortitude save negates this damage, but the affected creature must repeat the save every round, whether it succeeds or fails. If the undead creature has spell resistance, the spell must overcome it to deal damage.
Rejuvenating light counters and dispels any darkness spell of equal or lower level.
```
@@---
Spell: Rejuvenation Cocoon
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Druid 5
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Rejuvenation Cocoon
Conjuration (Healing)
**Level:** Druid 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Willing creature touched
**Duration:** 2 rounds
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
When you cast the spell, the rejuvenation cocoon forms around the subject. One round after the cocoon forms, it heals the subject of 10 points of damage per caster level (maximum 150 hit points) and purges the subject of poison and disease. At the end of the second round, the rejuvenation cocoon dissipates and the subject emerges, able to move and act freely. The cocoon is made of force, but it is somewhat flexible and responds to pressure from the inside of the cocoon. The subject can?t move from the space it is in while cocooned, however. The cocoon has hardness 10 and 10 hit points per caster level. If it is destroyed, the spell ends. Material Component: A cocoon of a butterfly.
```
@@---
Spell: Rejuvenative Corpse
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 3
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Rejuvenative Corpse
Necromancy [Evil]
**Level:** Cleric 3
**Components:** V, S, DF
**Casting Time:** 1 minute
**Range:** Touch
**Target:** One humanoid that died within the past week
**Duration:** 24 hours or until discharged; see text
**Saving Throw:** Will negates (object)
**Spell Resistance:** Yes (object)
You charge a dead body with negative energy, giving it the ability to heal an undead creature that dines upon its flesh. The corpse remains charged with this energy for up to 24 hours. If an undead creature eats a full meal of the corpse's flesh within this time (a humanlike undead creature, such as a ghoul, generally taking 10 minutes), the undead gains fast healing 1 upon completing its feast, which lasts for the next 5 minutes. This effect does not stack with any fast healing the undead has from other sources. This spell does not allow the undead to regrow or attach lost body parts. Eating the flesh discharges the spell from the corpse. You can cast this spell multiple times on a corpse, allowing more than one undead to benefit from eating it, though a single undead gorging itself on multiple ?meals? does not gain any extra benefit while the first meal is in effect (the fast healing does not stack). A typical Medium corpse is usually enough for ten such meals, a Small corpse five, Tiny two, and Diminutive one. A living creature that eats a charged corpse must succeed on a Fortitude saving throw or immediately contract filth fever (Dmg 292; no incubation time). Creatures that are neither alive nor undead and eat the charged corpse are unaffected.
```
@@---
Spell: Remorseless Charm
Source: Champions of Ruin
School: Enchantment
Subschool: Compulsion
Descriptor: Evil, Mind-Affecting
NSch:
NSubSch:
Level: Bard 5, Cleric 6, Wizard 6
Save: Will negates
SR: Yes
---
!!
```
## Remorseless Charm
Source: Champions of Ruin
Enchantment (Compulsion) [Evil, Mind-Affecting]
**Level:** Bard 5, Cleric 6, Wizard 6
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft + 5ft./2 levels)
**Duration:** See text
**Saving Throw:** Will negates
**Spell Resistance:** Yes
This spell eliminates normal inhibitions and silences the subject's conscience.
Under its effects, a good creature might commit acts of extraordinary evil without any feelings of remorse. For instance, a paladin who strives to never destroy a foe that has surrendered might decide that she's better off meting out justice immediately and killing the enemy.
This spell affects the target's norms and expections; for example, once affected, a good-aligned target might be willing to attack his friends when urged to do so through a suggestion.
This would not eliminate his need to atone, according to the tenets and punishments prescribed by his faith or law. The compulsion is permanent until broken by a break enchantment spell or similar magic, or until it is removed by the spellcaster.
Material Component:One piece of masterwork artwork of at least 1,000 gp in value.
The artwork must depict acts of debauchery or evil that are titillating and fascinating, not disturbing or revolting. The spell is cast upon the artwork, which is then revealed to the subject of the spell, triggering its effects.
The enchantment on the artwork lasts for 1 day per spellcaster level, much like a symbol, until it is viewed and its magical effect is triggered.
```
@@---
Spell: Remove Addiction
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Beloved of Valarian 2, cleric 2, druid 2
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Remove Addiction
Conjuration (Healing)
**Level:** Beloved of Valarian 2, cleric 2, druid 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One creature touched
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
Remove addiction cures all addictions that the target suffers from (see Drugs in the Book of Vile Darkness for more information about addictions). Since the spell's duration is instantaneous, it does not prevent new addiction to the same drug at a later date.
```
@@---
Spell: Remove Blindness/Deafness
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Cleric 3, Paladin 3
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Remove Blindness/Deafness
Conjuration (Healing)
**Level:** Cleric 3, Paladin 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
Remove blindness/deafness cures blindness or deafness (your choice), whether the effect is normal or magical in nature. The spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged. Remove blindness/deafness counters and dispels blindness/deafness.
```
@@---
Spell: Remove Curse
School: Abjuration
NSch:
NSubSch:
Level: Bard 3, Cleric 3, Paladin 3, Wizard 4
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Remove Curse
Abjuration
**Level:** Bard 3, Cleric 3, Paladin 3, Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature or item touched
**Duration:** Instantaneous
**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.
```
@@---
Spell: Remove Disease
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Cleric 3, Druid 3, Ranger 3
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Remove Disease
Conjuration (Healing)
**Level:** Cleric 3, Druid 3, Ranger 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
Remove disease cures all diseases that the subject is suffering from. The spell also kills parasites, including green slime and others. Certain special diseases may not be countered by this spell or may be countered only by a caster of a certain level or higher.
Note: Since the spell's duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.
```
@@---
Spell: Remove Fatigue
School: Trasmutation
NSch:
NSubSch:
Level: Apostle of peace 4, cleric 4, Pleasure 4
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Remove Fatigue
Trasmutation
**Level:** Apostle of peace 4, cleric 4, Pleasure 4
**Components:** S
**Casting Time:** 10 minutes
**Range:** Touch
**Target:** Up to one living creature touched per two levels
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
The creatures you touch gain the benefits of 8 hours of restful sleep. If a subject was fatigued, the fatigue and its penalties are removed. If a subject was exhausted, the exhaustion becomes fatigue, but the subject only needs to rest for 1 more hour to eliminate the fatigue. If a subject was already well rested, it does not need to rest or sleep during the next 24 hours. Arcane spellcasters must still rest their minds for 8 hours in order to prepare or ready their spells.
```
@@---
Spell: Remove Fear
School: Abjuration
NSch:
NSubSch:
Level: Bard 1, Cleric 1
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Remove Fear
Abjuration
**Level:** Bard 1, Cleric 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One creature plus one additional creature per four levels, no two of which can be more than 30 ft. apart **Duration:** 10 minutes; see text
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell. Remove fear counters and dispels cause fear.
```
@@---
Spell: Remove Nausea
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Apostle of peace 3, cleric 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Remove Nausea
Conjuration (Healing)
**Level:** Apostle of peace 3, cleric 3
**Components:** V, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** Instantaneous
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
Remove nausea restores to health a creature who is nauseated or sickened. Remove nausea cures only the nausea or sickening effect, not disease, poison, or any other effects.
```
@@---
Spell: Remove Paralysis
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Cleric 2, Paladin 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Remove Paralysis
Conjuration (Healing)
**Level:** Cleric 2, Paladin 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: Up to four creatures, no two of which can be more than 30 ft. apart
**Duration:** Instantaneous
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You can free one or more creatures from the effects of any temporary paralysis or related magic, including a ghoul's touch or a slow spell. If the spell is cast on one creature, the paralysis is negated. If cast on two creatures, each receives another save with a +4 resistance bonus against the effect that afflicts it. If cast on three or four creatures, each receives another save with a +2 resistance bonus.
The spell does not restore ability scores reduced by penalties, damage, or drain.
```
@@---
Spell: Remove Scent
School: Transmutation
NSch:
NSubSch:
Level: Bard 1, druid 1, ranger 1, Wizard 1
Save: Will negates
SR: Yes
---
!!
```
## Remove Scent
Transmutation
**Level:** Bard 1, druid 1, ranger 1, Wizard 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 10 minutes/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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. Material Component: A pinch of unscented candle wax.
```
@@---
Spell: Rend Essentia
School: Necromancy
Descriptor: Evil, Incarnum
NSch:
NSubSch:
Level: Assassin 3, hexblade 3, Wizard 4
Save: Will negates
SR: Yes
---
!!
```
## Rend Essentia
Necromancy [Evil, Incarnum]
**Level:** Assassin 3, hexblade 3, Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** Instantaneous
**Saving Throw:** Will negates
**Spell Resistance:** Yes
When you cast this spell, you consume a small portion of your enemy's soul to strengthen your own personal essence and become stronger. You deal 1d4 points of Charisma damage plus 1 additional point for every three caster levels, to a maximum of 1d4+5 points at caster level 15th. If the target has an essentia pool, he instead loses essentia equal to the Charisma damage that would be dealt (if the damage is larger than the target's essentia pool, any leftover points of damage are dealt as Charisma damage). This spell can?t reduce a target's Charisma below 1.
You gain 1 point of temporary essentia for every point of essential or Charisma damage you deal to the subject. This temporary essential remains in your pool for 1 minute, after which it dissipates. While you have it, you can use your temporary essentia just like normal essentia. Material Component: A black pearl worth at least 100 gp.
```
@@---
Spell: Rend Shadow Weave
Source: Champions of Valor
School: Abjuration
NSch:
NSubSch:
Level: Cleric 3, Wizard 3
Save: None
SR: No
---
!!
```
## Rend Shadow Weave
Source: Champions of Valor
Abjuration
**Level:** Cleric 3, Wizard 3
**Components:** V, S, M
**Casting Time:** 1 minute
**Range:** Close (25 ft. plus 5 ft./2 levels)
Effect: One 10-ft.-cube area of the Shadow Weave
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
You damage the Shadow Weave, creating an area of dead magic that only affects the Shadow Weave rather than the Weave.
While you have this spell prepared, you get a +2 competence bonus on caster level checks to dispel Shadow Weave effects.
Material Component: A moonstone worth at least 50 gp.
```
@@---
Spell: Renewal Pact
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Cleric 7, Pact 7
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Renewal Pact
Conjuration (Healing)
**Level:** Cleric 7, Pact 7
**Components:** V, S, M, DF
**Casting Time:** 10 minutes
**Range:** Touch
**Target:** Willing living creature touched
**Duration:** Permanent until triggered
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
This spell remains dormant until the subject is subjected to one or more of the following adverse conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, or poisoned. One round after the subject is affected by a condition that triggers the renewal pact, the subject receives a panacea spell (page 152) at a caster level equal to that of the caster of the renewal pact. A creature can be subject to only one renewal pact at a time. Casting renewal pact on a subject who already has an untriggered renewal pact voids the earlier pact. Material Component: A topaz worth at least 500 gp.
```
@@---
Spell: Renewed Vigor
School: Transmutation
NSch:
NSubSch:
Level: Bard 5, cleric 4, druid 4
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Renewed Vigor
Transmutation
**Level:** Bard 5, cleric 4, druid 4
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 30 ft.
Effect: 30-ft. radius burst centered on you
**Duration:** Instantaneous; see text
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
When you cast this spell, you remove the fatigued condition from any creature in the area and cause exhausted creatures to become fatigued. In addition, affected creatures gain a +2 bonus to Constitution for 1 round per caster level.
```
@@---
Spell: Repair Critical Damage
School: Transmutation
NSch:
NSubSch:
Level: Artificer 4, Wizard 4
Save: None
SR: No
---
!!
```
## Repair Critical Damage
Transmutation
**Level:** Artificer 4, Wizard 4
This spell functions like repair light damage, except that you repair 4d8 points of damage +1 point per caster level (maximum +20).
## Repair Light Damage
Transmutation
**Level:** Artificer 1, Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Construct touched
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
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).
```
@@---
Spell: Repair Light Damage, Mass
School: Transmutation
NSch:
NSubSch:
Level: Artificer 5
Save: Will half
SR: Yes
---
!!
```
## Repair Light Damage, Mass
Transmutation
**Level:** Artificer 5
**Range:** Close (25 ft. + 5 ft./2 levels) **Target:** One construct/level, no two of which can be more than
30 ft. apart
**Saving Throw:** Will half
**Spell Resistance:** Yes
Transmuting energy spreads out around the targets, repairing 1d8 points of damage +1 point per caster level (maximum +25) to constructs.
```
@@---
Spell: Repair Minor Damage
School: Transmutation
NSch:
NSubSch:
Level: Wizard 0
Save: None
SR: No
---
!!
```
## Repair Minor Damage
Transmutation
**Level:** Wizard 0
This spell functions like repair light damage, except that you repair 1 point of damage to a construct.
## Repair Moderate Damage
Transmutation
**Level:** Artificer 2, Wizard 2
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.
## Repair Moderate Damage, Mass
Transmutation
**Level:** Artificer 6
This spell functions like mass repair light damage, except that it repairs 2d8 points of damage +1 point per caster level (maximum +30).
## Repair Serious Damage
Transmutation
**Level:** Artificer 3, Wizard 3
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.
## Repel Metal Or Stone
Abjuration [Earth]
**Level:** Druid 8
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** 60-ft. line from you
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** No
Like repel wood, this spell creates waves of invisible and intangible energy that roll forth from you. All metal or stone objects in the path of the spell are pushed away from you to the limit of the range. Fixed metal or stone objects larger than 3 inches in diameter and loose objects weighing more than 500 pounds are not affected. Anything else, including animated objects, small boulders, and creatures in metal armor, moves back. Fixed objects 3 inches in diameter or smaller bend or break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 40 feet per round.
Objects such as metal armor, swords, and the like are pushed back, dragging their bearers with them. Even magic items with metal components are repelled, although an antimagic field blocks the effects.
The waves of energy continue to sweep down the set path for the spell's duration. After you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell's power.
```
@@---
Spell: Repel Vermin
School: Abjuration
NSch:
NSubSch:
Level: Bard 4, Cleric 4, Druid 4, Ranger 3
Save: None or Will negates; see text
SR: Yes
---
!!
```
## Repel Vermin
Abjuration
**Level:** Bard 4, Cleric 4, Druid 4, Ranger 3
**Components:** V, S, DF
**Casting Time:** 1 standard action **Range:** 10 ft.
**Area:** 10-ft. radius emanation centered on you
**Duration:** 10 min./level (D)
**Saving Throw:** None or Will negates; see text
**Spell Resistance:** Yes
An invisible barrier holds back vermin. A vermin with Hit Dice of less than one-third your level cannot penetrate the barrier.
A vermin with Hit Dice of one-third your level or more can penetrate the barrier if it succeeds on a Will save. Even so, crossing the barrier deals the vermin 2d6 points of damage, and pressing against the barrier causes pain, which deters most vermin.
```
@@---
Spell: Repel Wood
School: Transmutation
NSch:
NSubSch:
Level: Druid 6, Plant 6
Save: None
SR: No
---
!!
```
## Repel Wood
Transmutation
**Level:** Druid 6, Plant 6
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** 60-ft. line-shaped emanation from you
**Duration:** 1 min./level (D)
**Saving Throw:** None
**Spell Resistance:** No
Waves of energy roll forth from you, moving in the direction that you determine, causing all wooden objects in the path of the spell to be pushed away from you to the limit of the range. Wooden objects larger than 3 inches in diameter that are fixed firmly are not affected, but loose objects are. Objects 3 inches in diameter or smaller that are fixed in place splinter and break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 40 feet per round.
Objects such as wooden shields, spears, wooden weapon shafts and hafts, and arrows and bolts are pushed back, dragging those carrying them along. (A creature being dragged by an item it is carrying can let go. A creature being dragged by a shield can loose it as a move action and drop it as a free action.) If a spear is planted (set) to prevent this forced movement, it splinters. Even magic items with wooden sections are repelled, although an antimagic field blocks the effects.
The waves of energy continue to sweep down the set path for the spell's duration. After you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell's power.
```
@@---
Spell: Repelling Shield
School: Abjuration
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 3
Save: Personal
**Target:** You
---
!!
```
## Repelling Shield
Abjuration [Force]
**Level:** Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level (D)
This spell functions like the shield spell, except that any adjacent creature that makes a melee attack against you is also pushed 5 feet away from you after the attack is resolved. A successful Reflex save negates this effect, and spell resistance applies. You can choose the direction of the creature's movement, as long as it ends up farther away from you than it began. You can't push a creature into a space that it couldn't legally occupy (such as a wall). If no legal space exists to push the creature, it is unaffected.
```
@@---
Spell: Replicate Casting
School: Transmutation
Descriptor: see text
NSch:
NSubSch:
Level: Wizard 9
Save: See text
SR: See text
---
!!
```
## Replicate Casting
Transmutation [see text]
**Level:** Wizard 9
**Components:** V, S
**Casting Time:** 1 round; see text
**Range:** See text
Effect: One spell or spell-like ability
**Duration:** See text
**Saving Throw:** See text
**Spell Resistance:** See text
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.
```
@@---
Spell: Repulsion
School: Abjuration
NSch:
NSubSch:
Level: Cleric 7, Protection 7, Wizard 6
Save: Will negates
SR: Yes
---
!!
```
## Repulsion
Abjuration
**Level:** Cleric 7, Protection 7, Wizard 6
**Components:** V, S, F/DF
**Casting Time:** 1 standard action
**Range:** Up to 10 ft./level
**Area:** Up to 10-ft. radius/level emanation centered on you
**Duration:** 1 round/level (D)
**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.
Arcane Focus: A pair of small iron bars attached to two small canine statuettes, one black and one white, the whole array worth 50 gp.
```
@@---
Spell: Resilient Sphere
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 4
Save: Reflex negates
SR: Yes
---
!!
```
## Resilient Sphere
Evocation [Force]
**Level:** Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: 1-ft.-diameter/level sphere, centered around a creature
**Duration:** 1 min./level (D)
**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.
Material Component: A hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic.
```
@@---
Spell: Resinous Tar
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Bard 1, Wizard 1
Save: See text
SR: No
---
!!
```
## Resinous Tar
Conjuration (Creation)
**Level:** Bard 1, Wizard 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Area or
**Target:** One object or 10-ft. square
**Duration:** 1 round/level (D)
**Saving Throw:** See text
**Spell Resistance:** No
The resinous tar spell makes a solid surface sticky. Movement costs across the area are doubled. Any prone creature in the area must succeed on a DC 10 Strength check to stand up. The spell can also be used to create a sticky coating on an item. Items not in use or in a creature's possession are always affected by this spell. An object wielded or held by a creature receives a Reflex saving throw to avoid the effect.
A creature holding an affected item must use a full-round action to let go of the item, drop it, put it away, pick it up from the ground, or ready it for use. A creature wielding an affected item gains a +5 circumstance bonus on opposed checks to avoid being disarmed. A creature wearing armor or clothing affected by this spell takes a -5 penalty on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.
Resinous tar counters and dispels grease (and vice versa).
Material Component: A drop of honey, molasses, or pine resin.
```
@@---
Spell: Resist Energy
School: Abjuration
NSch:
NSubSch:
Level: Cleric 2, Druid 2, Fire 3, Paladin 2, Ranger 1, Wizard 2
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Resist Energy
Abjuration
**Level:** Cleric 2, Druid 2, Fire 3, Paladin 2, Ranger 1, Wizard 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 10 min./level
**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.
```
@@---
Spell: Resist Energy, Mass
School: Abjuration
NSch:
NSubSch:
Level: Cleric 3, druid 3, sorcerer/ wizard 4
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Resist Energy, Mass
Abjuration
**Level:** Cleric 3, druid 3, sorcerer/ wizard 4
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. apart
This spell functions like resist energy (PH 272), except that it affects all targeted creatures.
## Resist Planar Alignment
Abjuration
**Level:** Cleric 1, druid 1, Hades 2, Limbo 2, paladin 1, ranger 1, Wizard 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 10 minutes/level
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
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 Intelligencebased check penalties associated with strongly aligned planes are halved while the spell's duration lasts.
```
@@---
Spell: Resist Taint
School: Abjuration
NSch:
NSubSch:
Level: Cleric 3, druid 3, paladin 3, ranger 3, Wizard 3
Save: Fortitude negates (harmless)
SR: Yes
---
!!
```
## Resist Taint
Abjuration
**Level:** Cleric 3, druid 3, paladin 3, ranger 3, Wizard 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 10 min./level
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes
This spell grants a +4 resistance bonus on saving throws made to resist acquiring taint.
```
@@---
Spell: Resistance
School: Abjuration
NSch:
NSubSch:
Level: Bard 0, Cleric 0, Druid 0, Paladin 1, Wizard 0
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Resistance
Abjuration
**Level:** Bard 0, Cleric 0, Druid 0, Paladin 1, Wizard 0
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 minute
**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.
Arcane Material Component: A miniature cloak.
```
@@---
Spell: Resistance, Greater
School: Abjuration
NSch:
NSubSch:
Level: Bard 4, cleric 4, druid 4, Wizard 4
Save: None
SR: No
---
!!
```
## Resistance, Greater
Abjuration
**Level:** Bard 4, cleric 4, druid 4, Wizard 4
**Duration:** 24 hours
This spell functions like resistance (PH 272), except as noted here. You grant the subject a +3 resistance bonus on saves.
## Resistance, Superior
Abjuration
**Level:** Bard 6, cleric 6, druid 6, Wizard 6
**Duration:** 24 hours
This spell functions like resistance (PH 272), except as noted here. You grant the subject a +6 resistance bonus on saves.
## Resistance Item
Source: Eberron Campaign Setting
Abjuration
**Level:** Artificer 1
**Components:** S, M
**Casting Time:** 1 round
**Range:** Touch
**Target:** Item touched
**Duration:** 10 min./level
**Saving Throw:** None
**Spell Resistance:** No
A nonmagical item imbued with this infusion grants a +1 resistance bonus on saving throws to a character who wears or wields it. This bonus increases by 1 for every four caster levels (to +2 at 4th level, +3 at 8th level, +4 at 12th level, and so forth).
Material Component: Oil mixed with various spices and minerals.
```
@@---
Spell: Resonating Agony
School: Evocation
Descriptor: Sonic
NSch:
NSubSch:
Level: Bard 6
Save: Fortitude partial
SR: Yes
---
!!
```
## Resonating Agony
Evocation [Sonic]
**Level:** Bard 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** 1 round/level
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
You make a touch attack to set up agonizing vibrations within the body of the target. If you hit, the target is nauseated for the duration of the spell. Each round on its turn it can attempt a Fortitude save to lessen this effect to sickened for that round.
A subject under the effect of painful echoes (page 112) takes 1 point of Constitution damage each time it fails a Fortitude save against resonating agony.
```
@@---
Spell: Resonating Bolt
School: Evocation
Descriptor: Sonic
NSch:
NSubSch:
Level: Bard 4, Wizard 3
Save: Reflex half
SR: Yes
---
!!
```
## Resonating Bolt
Evocation [Sonic]
**Level:** Bard 4, Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** 60-ft. line
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
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.
```
@@---
Spell: Resonating Resistance
School: Transmutation
NSch:
NSubSch:
Level: Cleric 5, Mortal Hunter 4, Wizard 5
---
!!
```
## Resonating Resistance
Transmutation
**Level:** Cleric 5, Mortal Hunter 4, Wizard 5
**Components:** V, Fiend
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level
The caster improves his spell resistance. Each time a foe attempts to bypass the caster's spell resistance, it must make a spell resistance check twice. If either check fails, the foe fails to bypass the spell resistance. The caster must have spell resistance as an extraordinary ability for resonating resistance to function. Spell resistance granted by a magic item or the spell resistance spell does not improve.
```
@@---
Spell: Resounding Thunder
School: Evocation
Descriptor: Sonic
NSch:
NSubSch:
Level: Bard 4, Wizard 5
Save: Fortitude partial
SR: Yes
---
!!
```
## Resounding Thunder
Evocation [Sonic]
**Level:** Bard 4, Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium
(100ft. + 10 ft/level)
**Area:** 20-ft. radius spread
**Duration:** 5 rounds (D)
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
You fill the area with discordant crashes of sonic energy that deal 4d6 points of sonic damage per round to creatures within the area. Furthermore, any creature within or entering the area becomes deafened as long as it remains within and for 1 round thereafter. A successful Fortitude save halves the damage and negates the deafened effect.
The clamorous sound in the area also interferes with all sonic spells and effects. Any such spell or effect has only a 50% chance to affect a creature within the area of resounding thunder.
```
@@---
Spell: Resounding Voice
School: Transmutation
Descriptor: Sonic
NSch:
NSubSch:
Level: Bard 2, cleric 2
Save: Will negates (harmless)
SR: Yes
---
!!
```
## Resounding Voice
Transmutation [Sonic]
**Level:** Bard 2, cleric 2
**Components:** S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 minute/level (D)
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes
The subject becomes supernaturally loud, and his voice carries over long distances. A creature speaking or singing with the aid of resounding voice can be heard clearly up to 100 feet away per caster level. Creatures within an area of magical silence cannot hear the subject, and a subject within a silence effect cannot be heard at all. Resounding voice counters and dispels silence and is also countered and dispelled by silence.
```
@@---
Spell: Restful Slumber
School: Enchantment
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Oneiromancy 1
Save: Will negates (harmless)
SR: Yes
---
!!
```
## Restful Slumber
Enchantment [Mind-Affecting]
**Level:** Oneiromancy 1
**Components:** V, S
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 hour/level (D)
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes
You allow another creature to gain a full night's sleep, uninterrupted by nightmares. If you attempt to cancel the nightmares imposed by an outside source, such as a curse or another spellcaster, you must make a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the nightmares? source.
```
@@---
Spell: Restoration
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Cleric 4, Paladin 4
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Restoration
Conjuration (Healing)
**Level:** Cleric 4, Paladin 4
**Components:** V, S, M
This spell functions like lesser restoration, except that it also dispels negative levels and restores one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than one day per caster level. A character who has a level restored by restoration has exactly the minimum number of experience points necessary to restore him or her to his or her previous level. Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target.
Restoration does not restore levels or Constitution points lost due to death.
Material Component: Diamond dust worth 100 gp that is sprinkled over the target.
## Restoration, Greater
Conjuration (Healing)
**Level:** Cleric 7
**Components:** V, S, XP
**Casting Time:** 10 minutes
This spell functions like lesser restoration, except that it dispels all negative levels afflicting the healed creature. This effect also reverses level drains by a force or creature, restoring the creature to the highest level it had previously attained. The drained levels are restored only if the time since the creature lost the level is no more than one week per caster level.
Greater restoration also dispels all magical effects penalizing the creature's abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also eliminates fatigue and exhaustion, and removes all forms of insanity, confusion, and similar mental effects. Greater restoration does not restore levels or Constitution points lost due to death.
XP Cost: 500 XP.
## Restoration, Lesser
Conjuration (Healing)
**Level:** Cleric 2, Druid 2, Paladin 1
**Components:** V, S
**Casting Time:** 3 rounds
**Range:** Touch
**Target:** Creature touched
**Duration:** Instantaneous
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.
```
@@---
Spell: Restoration, Mass
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Cleric 7
Save: None
SR: No
---
!!
```
## Restoration, Mass
Conjuration (Healing)
**Level:** Cleric 7
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. apart
This spell functions like restoration (PH 272), except as noted above.
## Restore Soul'S Treasure
Trasmutation
**Level:** Sanctified 8
**Components:** Sacrifice
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** Disintegrated remains of one item
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
If the target of this spell has lost a valuable item as the result of the spell soul's treasure lost (described in the Book of Vile Darkness), this spell restores that item. This spell must be cast within 4 hours of the destruction of the item. Upon completion of the casting, the disintegrated item returns to the possession of the original owner in the condition it was in before being disintegrated.
Sacrifice: 1d4 points of Constitution drain.
```
@@---
Spell: Resurgence
School: Abjuration
NSch:
NSubSch:
Level: Blackguard 1, cleric 1, paladin 1
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Resurgence
Abjuration
**Level:** Blackguard 1, cleric 1, paladin 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** Instantaneous
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The subject of a resurgence spell can make a second attempt to save against an ongoing spell, spell-like ability, or supernatural ability, such as dominate person. If the subject of resurgence is affected by more than one ongoing magical effect, the subject chooses one of them to retry the save against. If the subject succeeds on the saving throw on the second attempt, the effect ends immediately. Resurgence never restores hit points or ability score damage, but it does eliminate any conditions such as shaken, fatigued, or nauseated that were caused by a spell, spell-like ability, or supernatural ability. If a spell, spell-like ability, or supernatural ability doesn?t allow a save (such as power word stun), then resurgence won?t help the subject recover.
```
@@---
Spell: Resurgence, Mass
School: Abjuration
NSch:
NSubSch:
Level: Blackguard 3, cleric 3, paladin 3
Save: Personal
**Target:** You
---
!!
```
## Resurgence, Mass
Abjuration
**Level:** Blackguard 3, cleric 3, paladin 3
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. apart
This spell functions like resurgence, except as noted here. The spell grants a second save attempt against a single spell or ability chosen by you. For instance, if three of your allies have been mind blasted by mind flayers and two others have been turned into toads by baleful polymorph spells, you must choose to affect either the mind blast (granting three new save attempts) or the baleful polymorphs (granting two new save attempts).
## Resurrection
Conjuration (Healing)
**Level:** Cleric 7
**Casting Time:** 10 minutes
This spell functions like raise dead, except that you are able to restore life and complete strength to any deceased creature.
The condition of the remains is not a factor. So long as some small portion of the creature's body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature's body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.) The creature can have been dead no longer than 10 years per caster level.
Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject loses one level, or 2 points of Constitution if the subject was 1st level. (If this reduction would bring its Con to 0 or lower, it can?t be resurrected). This level loss or Constitution loss cannot be repaired by any means.
You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Constructs, elementals, outsiders, and undead creatures can?t be resurrected.
Material Component: A sprinkle of holy water and diamonds worth a total of at least 10,000 gp.
## Retributive Enervation
Necromancy
**Level:** Wizard 7
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level or until expended
This spell bestows a negative level upon any non-undead creature that makes a successful melee attack against you (regardless of whether the attack deals damage). There is no save, but spell resistance applies.
Retributive enervation can bestow a number of negative levels equal to 1/2 your caster level (maximum 10). Once this limit is reached, the spell ends, even if the duration has not yet expired.
Assuming a creature that gains negative levels survives, it regains lost levels after a number of hours equal to your caster level (maximum 20 hours). Usually, negative levels have a chance of permanently draining the victim's levels, but the negative levels from retributive enervation don't last long enough to do so.
An undead creature that makes a successful melee attack against you while this spell is active gains 5 temporary hit points that last for up to 1 hour.
```
@@---
Spell: Retributive Image
School: Illusion
Subschool: Pattern
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Wizard 5
Save: Will disbelief (if interacted with), then Will partial
SR: Yes
---
!!
```
## Retributive Image
Illusion (Pattern) [Mind-Affecting]
**Level:** Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
Effect: Visual image that can extend as far as four 10-ft. cubes + one 10-ft. cube/level (S)
**Duration:** Concentration + 3 rounds
**Saving Throw:** Will disbelief (if interacted with), then Will partial
**Spell Resistance:** Yes
You create an image or scene, which can incorporate not only sight but sound, smell, and thermal effects. This effect functions in all respects like major image, except that the illusion is a pattern rather than a figment, and thus has a mind-affecting element to it. Anyone who successfully disbelieves the illusion endures a mental backlash that deals 1d6 points of damage +1 point of damage per caster level (maximum +15) and is dazed for 1 round. A successful Will save halves the damage and negates the dazed effect.
```
@@---
Spell: Return To Nature
Source: Eberron Campaign Setting
School: Transmutation
NSch:
NSubSch:
Level: Druid 7 (Gatekeeper)
Save: Fortitude partial; see text
SR: Yes
---
!!
```
## Return To Nature
Source: Eberron Campaign Setting
Transmutation
**Level:** Druid 7 (Gatekeeper)
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** 1 living creature
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial; see text
**Spell Resistance:** Yes
The target creature draws closer to an ideal state of nature, with specific effects that depend on the creature's type and abilities.
Animals, elementals, fey, outsiders with an elemental subtype (air, earth, fire, or water), oozes, plants, and vermin are unaffected by the spell. Humanoids who are arcane spellcasters, as well as all monstrous humanoids, gain 1d4 negative levels when subjected to this spell.
Giants subjected to this spell become smaller, as though affected by a reduce person spell (see page 269 of the Player's Handbook). A successful Fortitude save negates this effect.
Dragons and magical beasts subjected to this spell take 1d6 points ofintelligence damage and lose the use of 1d4 supernatural or spell-like abilities, chosen at random. A successful Fortitude save reduces the Intelligence damage to half and negates the loss of abilities.
Outsiders with no elemental subtype take 1d8 points of damage per two caster levels (maximum 10d8) and lose the use of 2d4 supernatural or spell-like abilities, chosen at random. A successful Fortitude save reduces the damage to half and negates the loss of abilities.
Aberrations take 1d6 points of damage per caster level (maximum 20d6) and lose the use of all supernatural and spell-like abilities. A successful Fortitude save reduces the damage to half and negates the loss of abilities. Lost supernatural and spell-like abilities return after 24 hours.
```
@@---
Spell: Returning Weapon
School: Transmutation
NSch:
NSubSch:
Level: Assassin 2, Wizard 2
Save: None (harmless)
SR: No (harmless)
---
!!
```
## Returning Weapon
Transmutation
**Level:** Assassin 2, Wizard 2
**Components:** V
**Casting Time:** 1 swift action
**Range:** Touch
**Target:** One thrown weapon
**Duration:** 1 round/level (D)
**Saving Throw:** None (harmless)
**Spell Resistance:** No (harmless)
The weapon targeted by this spell gains the ability to return to the hand of its thrower (as the returning special ability described on page 225 of the Dungeon Master's Guide).
```
@@---
Spell: Reveille
School: Necromancy
Descriptor: Language-Dependent
NSch:
NSubSch:
Level: Bard 2
Save: None
SR: No
---
!!
```
## Reveille
Necromancy [Language-Dependent]
**Level:** Bard 2
**Components:** V, S
**Casting Time:** 1 round
**Range:** Touch
**Target:** One recently dead creature
**Duration:** 5 rounds
**Saving Throw:** None
**Spell Resistance:** No
You cause a creature that has been dead for up to three days to reveal information about events that led up to its death. The corpse speaks tersely in its native language, using no more than a dozen words or so in a round. In the first round, it describes the last thing it saw. In the second, it describes its dying wish. In the third, it describes the attack that killed it. In the fourth, it tells who killed it. In the fifth, it tells why it believes it was killed.
```
@@---
Spell: Revelation
Source: Dragons of Faerun
School: Divination
NSch:
NSubSch:
Level: Cleric 3, Wizard 4, Druid 5
Save: None
SR: No
---
!!
```
## Revelation
Source: Dragons of Faerun
Divination
**Level:** Cleric 3, Wizard 4, Druid 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 20-ft. radius burst
**Duration:** 1 round
**Saving Throw:** None
**Spell Resistance:** No
A burst of purple light reveals all that is hidden.
Revelation creates an area in which all things appear as they actually are.
The burst reveals objects in the same way as a true seeing spell, though it lasts for only 1 round.
Unlike with true seeing, all creatures in visual range can see the effect of the spell.
The spell does not dispel any magical effects?it only temporarily reveals them.
Should a creature pass through the burst during its duration, any hidden elements on it are revealed, though they are again hidden as soon as the creature steps out of the area. Material Component: A clump of dandelion fluff and herbs worth 50 gp.
```
@@---
Spell: Revenance
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Bard 6, blackguard 4, cleric 4, paladin 4
Save: None; see text
SR: Yes (harmless)
---
!!
```
## Revenance
Conjuration (Healing)
**Level:** Bard 6, blackguard 4, cleric 4, paladin 4
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Dead ally touched
**Duration:** 1 minute/level
**Saving Throw:** None; see text
**Spell Resistance:** Yes (harmless)
This spell brings a dead ally temporarily back to life. The subject can have been dead for up to 1 round per level. Your target functions as if a raise dead spell (PH 268) had been cast upon her, except that she does not lose a level and has half of her full normal hit points. She is alive (not undead) for the duration of the spell and can be healed normally, but dies as soon as the spell ends. While under the effect of this spell, the subject is not affected by spells that raise the dead. The subject gains a +1 morale bonus on attack rolls, damage rolls, saves, and checks against the creature that killed her.
```
@@---
Spell: Reverse Arrows
School: Abjuration
NSch:
NSubSch:
Level: Wizard 3
Save: Personal
**Target:** You
---
!!
```
## Reverse Arrows
Abjuration
**Level:** Wizard 3
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level or until discharged
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.
Focus: A piece of shell from a tortoise and a ball of tree sap.
```
@@---
Spell: Reverse Gravity
School: Transmutation
NSch:
NSubSch:
Level: Druid 8, Wizard 7
Save: None; see text
SR: No
---
!!
```
## Reverse Gravity
Transmutation
**Level:** Druid 8, Wizard 7
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** Up to one 10-ft. cube per two levels (S)
**Duration:** 1 round/level (D)
**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. Arcane Material Component: A lodestone and iron filings.
```
@@---
Spell: Revitalize Legacy, Greater
Source: Weapons of Legacy
School: Transmutation
NSch:
NSubSch:
Level: Cleric 9, Druid 9, Shugenja 9, Wizard 9, Wu Jen 9
Save: None
SR: No
---
!!
```
## Revitalize Legacy, Greater
Source: Weapons of Legacy
Transmutation
**Level:** Cleric 9, Druid 9, Shugenja 9, Wizard 9, Wu Jen 9
**Components:**
This spell functions like least revitalize legacy, except that you regain one daily use of a chosen greater legacy ability.
## Revitalize Legacy, Least
Source: Weapons of Legacy
Transmutation
**Level:** Bard 3, Cleric 3, Druid 3, Paladin 3, Ranger 3, Shugenja 3, Wizard 3, Wu Jen 3
**Components:** V, S, AF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Your legacy item; see text
**Duration:** 1 hour/level or until expended
**Saving Throw:** None
**Spell Resistance:** No
Choose one of your legacy item's least legacy abilities with a daily use limit.
You regain one daily use of the chosen ability.
This use must be expended within the spell's duration, or it is lost.
If all daily uses of all least legacy abilities of the item are still available, this spell has no effect (that is, it can't increase the number of available daily uses above the normal maximum).
No legacy item can be affected by this spell more than once in a 24-hour period. Focus: Your legacy item, which you must be holding, wearing, or wielding.
```
@@---
Spell: Revitalize Legacy, Lesser
Source: Weapons of Legacy
School: Transmutation
NSch:
NSubSch:
Level: Bard 5, Cleric 5, Druid 5, Shugenja 5, Wizard 5, Wu Jen 5
Save: None; see text
SR: Yes (harmless)
---
!!
```
## Revitalize Legacy, Lesser
Source: Weapons of Legacy
Transmutation
**Level:** Bard 5, Cleric 5, Druid 5, Shugenja 5, Wizard 5, Wu Jen 5
**Components:**
This spell functions like least revitalize legacy, except that you regain one daily use of a chosen lesser ability.
## Revive Outsider
Conjuration (Healing)
**Level:** Cleric 6
**Components:** V, S, M, DF
**Casting Time:** 1 minute
**Range:** Touch
**Target:** Dead outsider touched
**Duration:** Instantaneous
**Saving Throw:** None; see text
**Spell Resistance:** Yes (harmless)
You restore life to a dead outsider, as with the raise dead spell (PH 268). You can restore to life any creature of the outsider type of up to your level in Hit Dice, and the creature can have been dead for any length of time. Material **Components:** A bit of soil, water, or other unworked, natural material from the outsider's native plane, and a diamond worth at least 5,000 gp.
```
@@---
Spell: Revive Undead
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Deathbound 5, sorcerer/ wizard 6
Save: None
SR: No
---
!!
```
## Revive Undead
Necromancy [Evil]
**Level:** Deathbound 5, sorcerer/ wizard 6
**Components:** V, S, M
**Casting Time:** 1 minute
**Range:** Touch
**Target:** Destroyed undead creature touched
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
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 level 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.
Material Component: A black pearl worth at least 5,000 gp.
```
@@---
Spell: Revivify
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Cleric 5
Save: None; see text
SR: Yes (harmless)
---
!!
```
## Revivify
Conjuration (Healing)
**Level:** Cleric 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Dead creature touched
**Duration:** Instantaneous
**Saving Throw:** None; see text
**Spell Resistance:** Yes (harmless)
Revivify miraculously restores life to a recently deceased creature. However, the spell must be cast within 1 round of the victim's death. Before the soul of the deceased has completely left the body, this spell halts its journey while repairing somewhat the damage to the body. This spell functions like raise dead (PH 268), except that the raised creature receives no level loss, no Constitution loss, and no loss of spells. The creature has ?1 hit points (but is stable).
Material Component: Diamonds worth at least 1,000 gp.
```
@@---
Spell: Rhino's Rush
School: Transmutation
NSch:
NSubSch:
Level: Paladin 1, ranger 1, Wrath 1
Save: Personal
**Target:** You
---
!!
```
## Rhino's Rush
Transmutation
**Level:** Paladin 1, ranger 1, Wrath 1
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round
This spell allows you to propel yourself in a single deadly charge. The first charge attack you make before the end of the round deals double damage on a successful hit.
```
@@---
Spell: Ride Of The Valenar
School: Transmutation
NSch:
NSubSch:
Level: Druid 1, ranger 1
Save: Personal
**Target:** You
---
!!
```
## Ride Of The Valenar
Transmutation
**Level:** Druid 1, ranger 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level
Seeking always to improve the handling of their beloved horses, the spellcasters of Valenar have long worked with magic that strengthens the bond between rider and mount. While this spell is in effect, you gain a +5 competence bonus on Ride checks. If your mount is also your animal companion, the competence bonus improves to +10. Special: Elf spellcasters from Valenar cast this spell at +1 caster level.
```
@@---
Spell: Righteous Aura
School: Abjuration
Descriptor: Good, Light
NSch:
NSubSch:
Level: Paladin 4
Save: Personal
**Target:** You
---
!!
```
## Righteous Aura
Abjuration [Good, Light]
**Level:** Paladin 4
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level
You are bathed in an unearthly glow for the duration of the spell, as if a daylight spell (PH 216) had been cast on you. You get a +4 sacred bonus to Charisma. If you die, your body is converted into an explosive blast of energy in a 20-foot radius burst centered where you fell, dealing 2d6 points of damage per caster level (maximum 20d6) to all evil creatures in the burst's area. Good creatures in the area are healed by the same amount, and undead take double this damage. Spell resistance cannot prevent this damage, but a successful Reflex save reduces it to half. Your body is disintegrated, so you cannot be raised with a raise dead spell. Spells that do not require an intact body, such as true resurrection, can be used to bring you back to life as normal.
```
@@---
Spell: Righteous Burst
School: Evocation
Descriptor: Good
NSch:
NSubSch:
Level: Cleric 7
Save: None or Will half; see text
SR: Yes
---
!!
```
## Righteous Burst
Evocation [Good]
**Level:** Cleric 7
**Components:** V, S, M, DF **Casting Time:** 1 standard action **Range:** 30 ft.
**Area:** 30-ft. radius burst centered on you
**Duration:** Instantaneous
**Saving Throw:** None or Will half; see text
**Spell Resistance:** Yes
This spell heals every ally in the area of 1d8 points of damage +1 per caster level (maximum +35). Every enemy in the area takes 1d8 points of damage +1 per caster level (maximum +35). Enemies are allowed Will saves to halve the damage.
Material Component: A handful of silver dust (worth 15 gp).
```
@@---
Spell: Righteous Exile
School: Abjuration
Descriptor: Good
NSch:
NSubSch:
Level: Cleric 9
Save: Will partial
SR: Yes
---
!!
```
## Righteous Exile
Abjuration [Good]
**Level:** Cleric 9
**Components:** V
**Casting Time:** 1 full-round action **Range:** 20 ft.
**Area:** 20-ft. radius burst, centered on you
**Duration:** Instantaneous
**Saving Throw:** Will partial
**Spell Resistance:** Yes
All evil creatures in the area take 20d6 points of damage. In addition, evil outsiders that fail a Will saving throw (DC equal to spell's save DC ? creature's HD + your caster level) are instantly transported back to their home planes.
```
@@---
Spell: Righteous Fury
School: Transmutation
NSch:
NSubSch:
Level: Paladin 3
Save: Personal
**Target:** You
---
!!
```
## Righteous Fury
Transmutation
**Level:** Paladin 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level
Summoning the power of your deity, you charge yourself with positive energy. This gives you 5 temporary hit points per caster level (maximum 50) and a +4 sacred bonus to Strength. These temporary hit points last for up to 1 hour.
```
@@---
Spell: Righteous Glare
School: Necromancy
Descriptor: Death, Good
NSch:
NSubSch:
Level: Cleric 7, Wizard 7
Save: Personal
**Target:** You
---
!!
```
## Righteous Glare
Necromancy [Death, Good]
**Level:** Cleric 7, Wizard 7
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
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.
```
@@---
Spell: Righteous Might
School: Transmutation
NSch:
NSubSch:
Level: Cleric 5, Strength 5
Save: Personal
**Target:** You
---
!!
```
## Righteous Might
Transmutation
**Level:** Cleric 5, Strength 5
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
Your height immediately doubles, and your weight increases by a factor of eight. This increase changes your size category to the next larger one, and you gain a +8 size bonus to Strength and a +4 size bonus to Constitution. You gain a +4 enhancement bonus to your natural armor. You gain damage reduction 5/evil (if you normally channel positive energy) or damage reduction 5/good (if you normally channel negative energy). At 12th level this damage reduction becomes 10/evil or 10/good, and at 15th level it becomes 15/evil or 15/good (the maximum). Your size modifier for AC and attacks changes as appropriate to your new size category. This spell doesn?t change your speed. Determine space and reach as appropriate to your new size.
If insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you? the spell cannot crush you by increasing your size. All equipment you wear or carry is similarly enlarged by the spell. Melee and projectile weapons deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your 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 increase size do not stack.
```
@@---
Spell: Righteous Smite
School: Evocation
Descriptor: Good
NSch:
NSubSch:
Level: Cleric 7, exalted arcanist 7
Save: Will partial; see text
SR: Yes
---
!!
```
## Righteous Smite
Evocation [Good]
**Level:** Cleric 7, exalted arcanist 7
Wrath 7
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 20-ft. radius spread
**Duration:** Instantaneous
**Saving Throw:** Will partial; see text
**Spell Resistance:** Yes
You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.
The spell deals 1d6 points of damage per caster level (maximum 20d6) to evil creatures (or 1d8 points of damage per caster level, maximum 20d8, to evil outsiders) and blinds them for 1d4 rounds. A successful Will saving throw reduces damage to half and negates the blinding effect.
The spell deals only half damage against creatures that are neither good nor evil, and they are not blinded. They can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.
```
@@---
Spell: Righteous Wrath Of The Faithful
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Cleric 5, Purification 7
Save: None
SR: Yes
---
!!
```
## Righteous Wrath Of The Faithful
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Cleric 5, Purification 7
**Components:** V, S, DF
**Casting Time:** 1 standard action **Range:** 30 ft.
Targets: Allies within a 30-ft. radius burst centered on you
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** Yes
Allies gain one additional melee attack each round, at their highest attack bonus, when making a full attack. (This additional attack is not cumulative with other effects that grant extra attacks, such as a haste spell.) They also gain a +3 morale bonus on melee attack rolls and damage rolls. (This bonus on melee attack rolls does stack with the bonus provided by haste.)
```
@@---
Spell: Rigor Mortis
School: Necromancy
NSch:
NSubSch:
Level: Cleric 2, death delver 2
Save: Fortitude negates
SR: Yes
---
!!
```
## Rigor Mortis
Necromancy
**Level:** Cleric 2, death delver 2
**Components:** S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1d6+2 rounds
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
This spell allows you to wrap a single target in death's embrace, making him both feel and appear dead for the duration of the spell. You must be able to touch the target, and the target must have a Wisdom score, but otherwise the spell can affect any creature, including intelligent undead. You must succeed on a melee touch attack to affect unwilling targets, and those who fail their saving throws immediately fall to the ground as though dead. All vital functions (if any) are suspended; subjects of this spell do not breathe, pump blood, or otherwise indicate in any way that they still live. Any physical harm done to someone in this state immediately grants another saving throw to awaken from the artificial torpor.
Material Component: A pinch of ash from a cremated body of any kind.
```
@@---
Spell: Ring Of Blades
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Cleric 3
Save: Personal
**Target:** You
---
!!
```
## Ring Of Blades
Conjuration (Creation)
**Level:** Cleric 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level
This spell conjures a horizontal ring of swirling metal blades around you. The ring extends 5 feet from you, into all squares adjacent to your space, and it moves with you as you move. Each round, at the beginning of your turn, and also when you cast the spell, the blades deal 1d6 points of damage +1 point per caster level (maximum +10) to all creatures in the affected area. Spell resistance does not apply to the damage dealt, but a creature's damage reduction does apply. The blades are treated as magic, silvered, and slashing for the purpose of overcoming damage reduction.
Material Component: A small dagger.
```
@@---
Spell: Ring Of Fire
Source: Exemplars of Evil
School: Conjuration
Subschool: Creation
Descriptor: Fire
NSch:
NSubSch:
Level: Druid 9, Wizard 9
Save: Reflex partial
SR: No
---
!!
```
## Ring Of Fire
Source: Exemplars of Evil
Conjuration (Creation) [Fire]
**Level:** Druid 9, Wizard 9
**Components:** V, S, M
**Casting Time:** 1 round
**Range:** Medium (100 ft. + 10 ft./level)
Effect: 10-ft. radius area of lava; see text
**Duration:** 1 round/2 levels
**Saving Throw:** Reflex partial
**Spell Resistance:** No
You utter deep, rumbling tones as you make arcane gestures over the basalt disc, causing it to glow white hot and evaporate in your hand. When you finish, the ground tears open and hot lava wells up from the depths of the earth.
You create an area of lava. All creatures in the area that make successful Reflex saves take 1d6 points of fire damage plus 1 point per caster level. Creatures that fail their saves take 1d6 points of damage per caster level, to a maximum of 20d6 points. Creatures that take at least 1 point of damage from ring of fire take an extra 1d6 points of fire damage each round for 3 rounds.
Each round after the first, the area of lava expands by 10 feet, becoming a 20-foot radius ring on the second round, a 30-foot radius ring on the third round, and so on. As the ring of fire spreads, all creatures in its area must make new saving throws as described above.
When the spell's duration expires, the lava cools rapidly.
All creatures in the area at that time are held fast and cannot move until they make a successful Strength check or Escape Artist check against the spell's DC. Breaking free of the lava is a full-round action. Material Component: A disc of basalt (5 gp).
```
@@---
Spell: Ritual Of Renaming
Source: Tome of Magic
School: Transmutation
NSch:
NSubSch:
Level: Cleric 8, Druid 8, Wizard 8
Save: None
SR: Yes (harmless)
---
!!
```
## Ritual Of Renaming
Source: Tome of Magic
Transmutation
**Level:** Cleric 8, Druid 8, Wizard 8
**Components:** V, S, V, TN
**Casting Time:** 1 hour
**Range:** Touch
**Target:** One willing creature with an Intelligence score of 3 or higher
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes (harmless)
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 (see page 196) to learn the target's personal truename will discover that the old truename doesn't work anymore.
Truename Component: When you cast this spell, you must make a successful Truespeak check to correctly speak both the old personal truename of the creature you're renaming and the new personal truename.
If you fail the check, the spell fizzles and you lose the XP.
XP Cost: 500 XP.
```
@@---
Spell: Roar Of The Waves
School: Illusion
Subschool: Pattern
Descriptor: Fear, Mind-Affecting, Sonic
NSch:
NSubSch:
Level: Bard 3
Save: Will partial; see text
SR: Yes
---
!!
```
## Roar Of The Waves
Illusion (Pattern) [Fear, Mind-Affecting, Sonic]
**Level:** Bard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One target/2 levels, no two of which can be more than 30 ft. apart
**Duration:** 1 round/level (D)
**Saving Throw:** Will partial; see text
**Spell Resistance:** Yes
The ocean's voice is a terrible and majestic thing. Bards understand the power of the ocean's song and have harnessed that in this spell. The targets of this spell are suddenly bombarded by the sound of the roaring ocean.
The target is deafened for the duration of the spell. Additionally, each target must make a Will save or be shaken.
This sound can be heard by anyone within 30 feet of the targets, but only those actually targeted are affected. Material Component: Pieces of shell that have been battered by the surf.
```
@@---
Spell: Rooftop Strider
School: Transmutation
NSch:
NSubSch:
Level: Assassin 1, City 1
Save: Personal
**Target:** You
---
!!
```
## Rooftop Strider
Transmutation
**Level:** Assassin 1, City 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 min./level
You can run across rooftops or similar uneven surfaces much more easily than normal. You gain a +5 competence bonus on Balance and Jump checks. You automatically succeed on all Jump checks to clear a horizontal distance of 5 feet or less. You do not need to make Balance checks for running or charging across a sloped surface. Material Component: A chip of roof tile.
```
@@---
Spell: Rope Trick
School: Transmutation
NSch:
NSubSch:
Level: Wizard 2
Save: None
SR: No
---
!!
```
## Rope Trick
Transmutation
**Level:** Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One touched piece of rope from 5 ft. to 30 ft. long
**Duration:** 1 hour/level (D)
**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.
Material Component: Powdered corn extract and a twisted loop of parchment.
```
@@---
Spell: Rosemantle
Source: Player's Guide to Faerûn
School: Abjuration
NSch:
NSubSch:
Level: Initiate of lathander 1
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Rosemantle
Source: Player's Guide to Faerûn
Abjuration
**Level:** Initiate of lathander 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 round/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You cause the target to glow with a soft, faint, rosy radiance equal to candlelight.
This glow grants the subject a sacred bonus equal to +1 per caster level (maximum +10) on saving throws against effects that work by causing pain (such as Nybor's gentle reminder), effects that would cause the target to become sickened or nauseated, and fear effects.
```
@@---
Spell: Rot Of Ages
School: Conjuration
Subschool: Creation/Necromancy
NSch:
NSubSch:
Level: Druid 1, Wizard 1
Save: Fortitude partial
SR: No
---
!!
```
## Rot Of Ages
Conjuration (Creation)/Necromancy
**Level:** Druid 1, Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action; see text
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 2 rounds
**Saving Throw:** Fortitude partial
**Spell Resistance:** No
This spell encompasses your target in a cloud of rotting debris. The target is sickened for 2 rounds. Furthermore, all other creatures are treated as having concealment against the target. A successful Fortitude save negates the sickness, but not the concealment.
Nonliving creatures are unaffected by the sickness effect.
A living creature already under the effect of rot of ages that fails a save against a second casting of the spell is nauseated (rather than sickened) for as long as both effects last (and then sickened for the remainder of the second spell's duration).
Special: A black dragon capable of casting 3rd-level sorcerer spells can cast this spell as a swift action.
```
@@---
Spell: Rotting Curse
School: Transmutation
Descriptor: Evil
NSch:
NSubSch:
Level: Corrupt 3
Save: Fortitude negates
SR: Yes
---
!!
```
## Rotting Curse
Transmutation [Evil]
**Level:** Corrupt 3
**Components:** V, S, Corrupt
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
The subject's flesh and bones begin to rot. The subject takes 1d6 points of Constitution damage immediately, and a further 1d6 points of Constitution damage every hour until the subject dies or the curse is removed with a wish, miracle, or remove curse spell.
Corruption Cost: 1d6 points of Strength damage.
```
@@---
Spell: Rouse
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Beguiler 1, duskblade 1, Wizard 1
Save: None
SR: No
---
!!
```
## Rouse
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Beguiler 1, duskblade 1, Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 10-ft. radius burst
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
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.
```
@@---
Spell: Ruby Ray Of Reversal
School: Abjuration
NSch:
NSubSch:
Level: Wizard 6
Save: None
SR: No
---
!!
```
## Ruby Ray Of Reversal
Abjuration
**Level:** Wizard 6
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One natural or magical hazard; see text
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
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 the ray 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-footradius spread.
Focus: A ruby worth at least 500 gp.
```
@@---
Spell: Ruin Delver'S Fortune
School: Transmutation
NSch:
NSubSch:
Level: Bard 4, Wizard 4
Save: Personal
**Target:** You
---
!!
```
## Ruin Delver'S Fortune
Transmutation
**Level:** Bard 4, Wizard 4
**Components:** V
**Casting Time:** 1 immediate action
**Range:** Personal
**Target:** You
**Duration:** 1d4 rounds
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.
```
@@---
Spell: Runic Marker
Source: Champions of Valor
School: Conjuration
Subschool: Creation
Descriptor: Earth
NSch:
NSubSch:
Level: Cleric 4
Save: See text
SR: No
---
!!
```
## Runic Marker
Source: Champions of Valor
Conjuration (Creation) [Earth]
**Level:** Cleric 4
**Components:** V, S, M
**Casting Time:** 10 minutes
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One stone pillar
**Duration:** Permanent
**Saving Throw:** See text
**Spell Resistance:** No
You create a slender stone pillar 2 feet in diameter and 6 feet tall.
It can be square, cylindrical, hexagonal, natural-looking, or any similar shape.
It must be solid and complete (without hollow spaces or secret compartments).
When you create the runic marker, you can also have a message of up to twenty-five words inscribed upon it.
The runic marker also bears a glyph of warding (blast glyph only).
In addition to the normal trigger conditions available for a glyph of warding, you can set it to activate if the pillar ever takes damage from a magical effect.
When the glyph of warding effect activates, the runic marker is destroyed, leaving nothing behind. Material Component:One vial of holy water.
```
@@---
Spell: Rushing Waters
School: Conjuration
Subschool: Creation
Descriptor: Water
NSch:
NSubSch:
Level: Druid 4
Save: None; see text
SR: No
---
!!
```
## Rushing Waters
Conjuration (Creation) [Water]
**Level:** Druid 4
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 15-ft. radius spread
**Duration:** Instantaneous
**Saving Throw:** None; see text
**Spell Resistance:** No
Cold water gushes in a great wave outward from the point you choose, violently spreading to the limits of the area. This wave makes a bull rush attempt against each creature in the affected area without provoking attacks of opportunity. The wave has a +15 bonus on the opposed Strength check. If the wave wins the opposed Strength check, the defender is moved 5 feet directly away from the spell's point of origin, plus an additional 5 feet for every 5 points by which the wave's check result exceeds that of the defender. Any creature moved 5 or more feet by rushing waters must succeed on a Reflex save or fall prone. The wave also drenches anything in its area and extinguishes any normal fire as large as a bonfire.
```
@@---
Spell: Rust Ray
School: Transmutation
NSch:
NSubSch:
Level: Wizard 3
Save: None or Fortitude negates (object); see text
SR: No
---
!!
```
## Rust Ray
Transmutation
**Level:** Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Ray
**Target:** One nonmagical ferrous object or one ferrous creature
**Duration:** Instantaneous
**Saving Throw:** None or Fortitude negates (object); see text
**Spell Resistance:** No
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.
Material Component: Rust particles or a piece of a rust monster.
```
@@---
Spell: Rusted Blade
School: Transmutation
NSch:
NSubSch:
Level: Assassin 3, druid 3, sorcerer/ wizard 4, Wu Jen 4 (metal)
Save: Will negates (object, harmless) and Fortitude negates **Spell Resistance:** Yes (object, harmless)
---
!!
```
## Rusted Blade
Transmutation
**Level:** Assassin 3, druid 3, sorcerer/ wizard 4, Wu Jen 4 (metal)
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One weapon touched
**Duration:** 1 round/level (D)
**Saving Throw:** Will negates (object, harmless) and Fortitude negates **Spell Resistance:** Yes (object, harmless)
You cause a rustlike patina to temporarily cover the target weapon. (Despite its name, the spell can affect any kind of weapon regardless of material.) For the duration of the spell, any living creature damaged by the weapon must succeed on a Fortitude save or contract filth fever (Dmg 292). Use the spell's normal save DC for the initial saving throw, but use filth fever's normal DC 12 for later saves. Multiple applications of the disease do not stack, but even a creature that succeeds on one or more saves must continue to save each time it takes damage from the weapon. Despite the change in appearance, this spell has no ill effect on the target weapon.
```
@@---
Spell: Rusting Grasp
School: Transmutation
NSch:
NSubSch:
Level: Druid 4
Save: None
SR: No
---
!!
```
## Rusting Grasp
Transmutation
**Level:** Druid 4
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One nonmagical ferrous object (or the volume of the object within 3 ft. of the touched point) or one ferrous creature **Duration:** See text
**Saving Throw:** None
**Spell Resistance:** No
Any iron or iron alloy item you touch becomes instantaneously rusted, pitted, and worthless, effectively destroyed. If the item is so large that it cannot fit within a 3-foot radius a 3-foot radius volume of the metal is rusted and destroyed. Magic items made of metal are immune to this spell.
You may employ rusting grasp in combat with a successful melee touch attack. Rusting grasp used in this way instantaneously destroys 1d6 points of Armor Class gained from metal armor (to the maximum amount of protection the armor offered) through corrosion.
Weapons in use by an opponent targeted by the spell are more difficult to grasp. You must succeed on a melee touch attack against the weapon. A metal weapon that is hit is destroyed.
Note: Striking at an opponent's weapon provokes an attack of opportunity. Also, you must touch the weapon and not the other way around.
Against a ferrous creature, rusting grasp instantaneously deals 3d6 points of damage +1 per caster level (maximum +15) per successful attack. The spell lasts for 1 round per level, and you can make one melee touch attack per round.
```
@@---
Spell: Sacred Guardian
School: Divination
NSch:
NSubSch:
Level: Apostle of peace 5, cleric 5
Save: None (see text)
SR: Yes (harmless)
---
!!
```
## Sacred Guardian
Divination
**Level:** Apostle of peace 5, cleric 5
**Components:** V, S, Celestial
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Object or willing creature touched
**Duration:** 1 day/level
**Saving Throw:** None (see text)
**Spell Resistance:** Yes (harmless)
Celestials use sacred guardian to monitor the location and condition of a creature or object that has been placed in their care. Similar to status, this spell makes the caster constantly aware of the target creature or object's precise location and status: whether a creature is unharmed, wounded, disabled, staggered, unconscious, dying, dead, and so on, or whether an object is unharmed, damaged, or destroyed. Once the spell is cast, the distance between the caster and the subject does not affect the spell, and the spell continues to function even if the subject and caster are on different planes of existence.
If the caster wishes to teleport to the subject's presence, he can do so even if he is not familiar with the location (assuming he has access to teleportation magic). If the caster casts scrying or greater scrying on the subject, the subject does not receive a saving throw; unless the subject is warded by a spell or in a location that blocks scrying magic, the spell automatically succeeds.
This spell has no effect on unwilling creatures. If the target is an attended object, the attending creature must be willing for the object to receive the spell.
```
@@---
Spell: Sacred Haven
School: Abjuration
Descriptor: Good
NSch:
NSubSch:
Level: Paladin 4
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Sacred Haven
Abjuration [Good]
**Level:** Paladin 4
**Components:** V, S, DF
**Casting Time:** 1 standard action **Range:** 30 ft.
Targets: You and allies in a 30-ft.- radius burst centered on you
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You and affected allies gain a +2 sacred bonus to Armor Class. In addition, while protected by this spell, an affected creature retains its Dexterity bonus to Armor Class when flat-footed or when struck by an invisible attacker. For the duration of the spell, you gain awareness of the health of all affected creatures, as with the status spell (PH 284), and you need not be able to touch the affected creatures to heal them with your lay on hands ability. Use of the lay on hands ability still requires a standard action, but it can be done at any range, as long as you and your target are on the same plane.
```
@@---
Spell: Sacred Item
Source: Complete Champion
School: Transmutation
Descriptor: Good
NSch:
NSubSch:
Level: Cleric 4, paladin 4
Save: Will negates
SR: Yes (object)
---
!!
```
## Sacred Item
Source: Complete Champion
Transmutation [Good]
**Level:** Cleric 4, paladin 4
**Components:** V, S, DF
**Casting Time:** 1 full round
**Range:** Touch
**Target:** Object touched
**Duration:** Permanent until discharged
**Saving Throw:** Will negates
**Spell Resistance:** Yes (object)
You imbue a touched object with latent positive energy. If the item thereafter touches or is touched by an undead creature of any alignment, or by an outsider or shapechanger of evil alignment (other than yourself), the positive energy discharges with a f lash of light, dealing 1d4 points of positive energy damage per caster level (maximum 10d4) to that creature.
If the creature discharging the item is undead, it must save against fear or flee in terror (or cower, if it cannot move) for 1d4 minutes. On a successful save, the creature is merely shaken for the same length of time. If the creature discharging the item is a shapechanger, an image of its natural form or most common alternate form appears for 1d4 rounds, superimposed over its body, revealing its true nature to all witnesses. Sacred item counters and dispels profane item (see above).
```
@@---
Spell: Sacrificial Skill
School: Enchantment
Descriptor: Evil
NSch:
NSubSch:
Level: Assassin 2, Cleric 1, Wizard 1
---
!!
```
## Sacrificial Skill
Enchantment [Evil]
**Level:** Assassin 2, Cleric 1, Wizard 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level
The caster gains a +5 bonus on all Knowledge (religion) checks that have to do with sacrifices made to evil gods.
See Sacrifices in Chapter 2 for the Knowledge (religion) check DCs required to gain boons from evil gods. Material Component: A lock of hair taken from an unwilling humanoid.
```
@@---
Spell: Sadism
School: Enchantment
Descriptor: Evil
NSch:
NSubSch:
Level: Assassin 3, Blackguard 3, Cleric 3, Pain 2, Wizard 2
---
!!
```
## Sadism
Enchantment [Evil]
**Level:** Assassin 3, Blackguard 3, Cleric 3, Pain 2, Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
For every 10 points of damage the caster deals in a given round while under the effect of this spell, she gains a +1 luck bonus on attack rolls, saving throws, and skill checks in the next round. The more damage the caster deals, the greater the luck bonus. It's possible to get a luck bonus for multiple rounds if she deals damage in more than one round during the spell's duration.
Material Component: A leather strap that has been soaked in human blood.
```
@@---
Spell: Safe Clearing
School: Abjuration
NSch:
NSubSch:
Level: Ranger 3
Save: Will negates; see text
SR: Yes
---
!!
```
## Safe Clearing
Abjuration
**Level:** Ranger 3
**Components:** V, S **Casting Time:** 10 minutes **Range:** 30 ft.
**Area:** 30-ft. radius emanation centered on you
**Duration:** 1 hour/level
**Saving Throw:** Will negates; see text
**Spell Resistance:** Yes
You make an area safe from attacks. This spell's benefit functions much like that of the sanctuary spell (PH 274). The area of a safe clearing spell is immobile. Any creature attempting to strike or otherwise directly attack anyone within the safe clearing, or any creature attempting to enter the area, must make a Will save. Success means the creature can act normally and is not affected by this casting of the spell. Failure means it can?t attack anyone in the area or even enter the area for the duration of the spell. Those not attempting to attack creatures in the warded area remain unaffected. This spell does not prevent creatures in the warded area from being attacked or affected by area spells. A creature within the area that makes an attack is no longer protected by the spell, and can be targeted normally.
```
@@---
Spell: Safety
School: Abjuration
NSch:
NSubSch:
Level: Cleric 3
Save: Fortitude partial
SR: Yes
---
!!
```
## Safety
Abjuration
**Level:** Cleric 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 10 minutes/level
None or Will negates (harmless)
No or Yes (harmless)
The recipient of this spell can find the shortest, most direct direction to a place of safety, with safety being defined as a location where the individual is not taking immediate damage from the environment, and immediate damage is not imminent. It does not provide the means for the subject to move in that direction. A safety spell points out the shortest distance out of a poisonous cloud, or the direction one should dig to reach the surface if entombed in earth. It does not function against the maze spell, because that spell deals no physical damage. Nor does the spell provide knowledge of or protection against the creatures that inhabit those safe places. In the D&D cosmology (Dmg 150), safety has the following effects when cast on specific planes.
Plane of Shadow: Shortest route out of darklands.
Elemental Plane of Air: Nearest windproof shelter, shortest route out of smoke bank.
Elemental Plane of Earth: Nearest air pocket or open cavern.
Elemental Plane of Fire: Shortest route out of magma pools or other unusually hot places.
Elemental Plane of Water: Nearest pocket of breathable air; shortest route out of hot spot, ice pocket, or red tide.
Negative Energy Plane: Nearest doldrum area with the minor negative-dominant trait.
Positive Energy Plane: Nearest edge zone with the minor positive-dominant trait.
Limbo: Nearest area of stabilized limbo.
Pandemonium: Nearest shelter from a windstorm.
Carceri: Shortest route out of a Minethys sandstorm.
Gehenna: Nearest flat ledge, nearest shelter from Mungoth's acidic snow.
Nine Hells: Nearest shelter from fireballs on Avernus, rockslides on Malbolge, or cold on Cania. Acheron: Nearest shelter from Ocanthus bladestorms.
On planes you create yourself, safety might provide other information. This spell is mostly used in hostile environments, such as one of the Inner Planes, to locate the nearest pocket of habitable space. If safety is cast and then followed by a plane shift spell (PH 262), the plane shift sends the subject of safety to a place of relative safety on that plane. It is transported to a pocket of air on the Elemental Plane of Water, for example, or a cool spot on the Elemental Plane of Fire.
## Saltray
Evocation
**Level:** Druid 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Ray
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
You must succeed on a ranged touch attack with the ray to strike a target. A creature struck by a saltray takes 1d6 points of damage per two caster levels (maximum 5d6) and must make a Fortitude save or be stunned for 1 round.
```
@@---
Spell: Sanctify The Wicked
School: Necromancy
Descriptor: Good
NSch:
NSubSch:
Level: Sanctified 9
Save: Will negates
SR: No
---
!!
```
## Sanctify The Wicked
Necromancy [Good]
**Level:** Sanctified 9
**Components:** V, S, F, Sacrifice
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One evil creature
**Duration:** See text
Will negates Yes
This spell tears the foul, corrupted soul from the body of an evil creature and traps it in a diamond receptacle (the spell's focus). The creature's soulless body instantly withers or molders into dust.
Trapped in the gem, the evil soul undergoes a gradual Trans formation. The soul reflects on past evils and slowly finds within itself a spark of goodness. Over time, this spark grows into a burning fire. After one year, the trapped creature's soul adopts the alignment of the spell's caster (lawful good, chaotic good, or neutral good). Once the soul's penitence is complete, shattering the diamond reforms the creature's original body, returns the creature's soul to it, and Transforms the whole into a sanctified creature (see Chapter 8: Monsters).
If the diamond is shattered before the soul has found penitence, the evil creature's body and soul are fully restored; the creature's state is just as it was before the spell was cast. The creature retains the memory of having been trapped in the gem, and it regards the spell's caster as a hated enemy who must be destroyed at all costs.
The diamond receptacle has a hardness of 20 and 1 hit point.
Focus: A flawless diamond worth no less than 10,000 gp. Sacrifice: 1 character level.
## Sanctuary
Abjuration
**Level:** Cleric 1, Protection 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** No
Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can?t follow through with the attack, that part of its action is lost, and it can?t directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area or effect spells. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.
```
@@---
Spell: Sanctuary, Mass
School: Abjuration
NSch:
NSubSch:
Level: Balance 5, cleric 5
Save: Fortitude partial
SR: Yes
---
!!
```
## Sanctuary, Mass
Abjuration
**Level:** Balance 5, cleric 5
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. apart
This spell functions like sanctuary (PH 274), except that it affects multiple creatures.
## Sandblast
Evocation
**Level:** Druid 1
**Components:** V, S, DF
**Casting Time:** 1 standard action **Range:** 10 ft.
**Area:** 10-ft. radius burst centered on you
**Duration:** Instantaneous
Reflex half Yes
Creatures in the area take 1d6 points of nonlethal damage. Any creature that fails its Reflex save is also stunned for 1 round. You are not harmed by the spell.
## Sandblast (FR)
Source: Lost Empires of Faerun
Evocation [Earth]
**Level:** Wizard 6
**Components:** V, S, M, **Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** Cone-shaped burst
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
A violent burst of sand and howling wind streams forth from your hand, extending outward in a cone.
Every creature and object within the cone takes 6d8 points of damage and is subjected to winds of hurricane force that blow directly away from you.
These winds blow away Medium or smaller creatures, knock down Large creatures, and check Huge or larger creatures.
(See Table 3-24: Wind Effects, page 95 of the Dungeon Master's Guide).
Any creature that succeeds on a Fortitude save takes half damage from the sandblast and ignores the wind effect. Material Component: A handful of sand from the heart of a desert.
```
@@---
Spell: Sandform
School: Transmutation
NSch:
NSubSch:
Level: Druid 4, Wizard 4
Save: Personal
**Target:** You
---
!!
```
## Sandform
Transmutation
**Level:** Druid 4, Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 min./level (D)
This spell transforms your body, along with all equipment worn or carried, into living sand. You take the form of an ooze, and you gain immunity to poison, sleep effects, paralysis, polymorphing, and stunning for the duration of the spell. You are not subject to extra damage from critical hits or flanking. Since, unlike an ooze, you are not mindless and retain your Intelligence, Wisdom, and Charisma scores, you can still be affected by mind-affecting spells and abilities.
While in sandform, you don?t experience the environmental effects of heat or dehydration, but you can still take fire or desiccation damage. You become blind, but you gain blindsight out to 60 feet. Your base attack bonus, base saves, alignment, level, class, hit points, type (and subtype), extraordinary abilities, spells, and spell-like abilities remain unchanged, but your supernatural abilities are suppressed in sandform. You can cast spells for which you have components.
The new form can be disorienting. Any time you are in a demanding situation (such as combat), you must succeed on a DC 19 Will save or take a ?2 penalty on all attack rolls, saves, skill checks, and ability checks until the situation passes. While in sandform, you have a base land speed of 20 feet. You can pass through openings as small as a quarter of an inch in diameter, although passing through a space two or more size categories smaller than yours
takes a full-round action. You also gain a natural attack?an abrasive slam with a gritty pseudopod that grants 5 additional feet of reach. A successful hit deals bludgeoning damage according to your size:
Caster Size Slam Damage
Fine ?
Diminutive
1
Tiny
1d4
Small
1d6
Medium
1d8
Large
2d6
Huge
3d6
Gargantuan
4d6
Colossal 5d6
The number of times you can attack with this pseudopod each round is determined by your base attack bonus, and you apply 1-1/2 times your Strength bonus on damage as though attacking with a two-handed weapon. However, you cannot wield weapons while in sandform. In sandy terrain, you gain a burrow speed equal to your base land speed.
You also gain a +10 circumstance bonus on all Hide checks and you have concealment. Upon death, you revert to your original form.
Material Component: A handful of sand taken from an elemental with the earth subtype.
```
@@---
Spell: Sandstorm
School: Conjuration
Subschool: Creation
Descriptor: Air, Earth
NSch:
NSubSch:
Level: Druid 6
Save: Fortitude negates
SR: No
---
!!
```
## Sandstorm
Conjuration (Creation) [Air, Earth]
**Level:** Druid 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** 40 ft./level
**Area:** 40 ft./level radius cylinder 40 ft. high
**Duration:** 10 min./level
**Saving Throw:** Fortitude negates
**Spell Resistance:** No
You create a duststorm or sandstorm. Sandstorm uses the parameters of control winds (see page 214 of the Player's Handbook), differing from that spell as shown above and as follows. A spellcaster who knows sandstorm need not be in an area of exposed, sandy soil to create the effects described below?this spell conjures both sand and wind.
Duststorm Strength: For every three caster levels, you can increase or decrease wind strength by one level. Wind speeds of less than severe are insufficient to carry suspended sand. (Wind strength and related duststorm effects are briefly summarized below, with more detail found on page 16.) Each round on your turn, creatures in the area must make Fortitude saves or suffer the effects of being in the wind, as well as the effects of suspended grit. A severe wind (31+ mph) causes minor ship and building damage, and creates a duststorm with fine grains of sand that reduces visibility, smothers unprotected flames, and even chokes protected flames.
A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships. Wind of this speed creates a sandstorm that badly reduces visibility and deals 1d3 points of nonlethal damage each round to anyone caught out in the open.
Hurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder. Wind of this speed creates a flensing sandstorm that severely reduces visibility and deals 1d3 points of lethal damage each round to anyone caught out in the open.
A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees. Tornado-force sandstorms are of the flensing variety.
```
@@---
Spell: Sap Strength
School: Enchantment
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 2, Wizard 2
Save: Fortitude negates
SR: Yes
---
!!
```
## Sap Strength
Enchantment [Evil]
**Level:** Cleric 2, Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One living creature
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
The caster drains the personal wellbeing from the subject, who becomes exhausted. After 1 hour of complete rest, characters become fatigued rather than exhausted. A fatigued character becomes exhausted again if she does something else that would normally cause fatigue. After 8 hours of complete rest, fatigued characters are no longer fatigued.
Material Component: A long needle and a tiny glass bottle.
```
@@---
Spell: Sapphire Screen Of Shielding
Source: Lost Empires of Faerun
School: Abjuration
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 5
Save: Personal
**Target:** You
---
!!
```
## Sapphire Screen Of Shielding
Source: Lost Empires of Faerun
Abjuration [Force]
**Level:** Wizard 5
**Components:** V, S, AF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
You create a levitating, square screen of fluid blue force approximately 5 feet on a side and 1 inch thick. This screen responds immediately to spells and physical attacks that target you, moving with you and flowing freely around your body to protect you from specific attacks.
In addition to providing the effect of a shield spell, Nezram's sapphire screen of shielding also gives you damage reduction 10/magic.
Arcane Focus: A sapphire worth at least 250 gp.
```
@@---
Spell: Sarcophagus Of Stone
School: Conjuration
Subschool: Creation
**Duration:** Instantaneous
**Saving Throw:** Reflex negates
**Spell Resistance:** No
This spell creates an airtight stone coffin that forms around the target. The stone is 1 inch thick, has hardness 8, and requires 15 points of damage to break through. Decreasing its size does not change the thickness of the walls; the coffin is always just large enough to hold the subject. This coffin is sealed upon formation and completely impervious to air and gas. A creature trapped within a sarcophagus of stone has 1 hour worth of air, and after that time must hold its breath or begin to suffocate (Dmg 304). A creature that has no need to breathe (such as a construct, elemental, or undead) needs not fear suffocation, but it remains trapped within the sarcophagus until it breaks free or is freed. A creature within the coffin can attack the stone with a natural weapon or light melee weapon. A creature can attempt a DC 26 Strength check to break free of the stone, and allies can also help to break the trapped creature free.
Material Component: A fragment of a sarcophagus.
## Scalding Mud
Transmutation [Earth, Fire]
NSch:
NSubSch:
Level: Druid 6, Wizard 6
Save: See text
SR: No
---
!!
```
## Sarcophagus Of Stone
Conjuration (Creation)
**Duration:** Instantaneous
**Saving Throw:** Reflex negates
**Spell Resistance:** No
This spell creates an airtight stone coffin that forms around the target. The stone is 1 inch thick, has hardness 8, and requires 15 points of damage to break through. Decreasing its size does not change the thickness of the walls; the coffin is always just large enough to hold the subject. This coffin is sealed upon formation and completely impervious to air and gas. A creature trapped within a sarcophagus of stone has 1 hour worth of air, and after that time must hold its breath or begin to suffocate (Dmg 304). A creature that has no need to breathe (such as a construct, elemental, or undead) needs not fear suffocation, but it remains trapped within the sarcophagus until it breaks free or is freed. A creature within the coffin can attack the stone with a natural weapon or light melee weapon. A creature can attempt a DC 26 Strength check to break free of the stone, and allies can also help to break the trapped creature free.
Material Component: A fragment of a sarcophagus.
## Scalding Mud
Transmutation [Earth, Fire]
**Level:** Druid 6, Wizard 6
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Duration:** Permanent; see text
**Saving Throw:** See text
**Spell Resistance:** No
This spell functions as transmute rock to mud (see page 295 of the Player's Handbook), except that it can be cast on sand, earth, and unworked, nonmagical rock (within the normal restrictions for transmute rock to mud), and the mud created is boiling hot. Creatures mired in the hot mud take 5d6 points of fire damage per round, while those completely submerged in the sludge take 10d6 points of fire damage per round. Creatures atop the mud (such as those standing on straw) take 1d6 points of fire damage each round from hot steam. Damage from boiling mud continues for 1d3 rounds after exposure ceases, but this additional damage is only 1d6 points of fire damage per round.
The transmuted material cools after a period of 1 round per caster level. The number of dice of damage the mud deals is halved each round after this duration expires. The transmuted rock remains as mud even after it cools. It eventually dries into soil, as per transmute rock to mud.
Arcane Material Component: A pinch of a mixture of clay, sulfur, and water.
```
@@---
Spell: Scalding Touch
Source: Magic of Eberron
School: Evocation
Descriptor: Fire
NSch:
NSubSch:
Level: Wizard 7
Save: Fortitude partial; see text
SR: Yes
---
!!
```
## Scalding Touch
Source: Magic of Eberron
Evocation [Fire]
**Level:** Wizard 7
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
Targets: Up to one creature/level touched
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial; see text
**Spell Resistance:** Yes
Your hand ignites with the white-hot fury of the sun, dealing 13d6 points of fire damage with a successful melee touch attack. Touched creatures are also dazed for 1 round by the burning pain unless they make a successful Fortitude saving throw. You can use this melee touch attack up to once per caster level.
```
@@---
Spell: Scale Weakening
School: Transmutation
NSch:
NSubSch:
Level: Wizard 2
Save: None
SR: Yes
---
!!
```
## Scale Weakening
Transmutation
**Level:** Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Ray
**Duration:** 1 minute/level (D)
**Saving Throw:** None
**Spell Resistance:** Yes
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).
Material Component: A shed snakeskin.
```
@@---
Spell: Scales Of The Lizard
School: Transmutation
NSch:
NSubSch:
Level: Wu Jen 1
Save: Personal
**Target:** You
---
!!
```
## Scales Of The Lizard
Transmutation
**Level:** Wu Jen 1
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute
When you cast this spell, your skin toughens and shimmers as if covered with scales. You gain a +2 enhancement bonus to your natural armor bonus, increasing to +3 at 6th level, +4 at 9th level, and +5 at 12th level or higher. The enhancement bonus provided by scales of the lizard stacks with your own natural armor bonus (if any), 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. Focus: A tattoo of a lizard on your skin.
```
@@---
Spell: Scales Of The Sealord
School: Transformation
NSch:
NSubSch:
Level: Druid 3, ranger 3, Seafolk 3
Save: Personal
**Target:** You
---
!!
```
## Scales Of The Sealord
Transformation
**Level:** Druid 3, ranger 3, Seafolk 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level (D)
You transform yourself into a form better suited to the watery environment, growing shimmering scales and gaining webbed hands and feet. For the duration of the spell, your swim speed increases by 10 feet. If you had no swim speed, you gain a swim speed of 15 feet, gaining a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. You can always choose to take 10 on a Swim check, even if distracted or endangered. You can use the run action while swimming, provided you swim in a straight line.
Finally, you gain a natural armor bonus +1/three caster levels, maximum of +5. However, because of your strange appearance, you gain a penalty to Charisma-based checks equal to the natural armor bonus when dealing with nonaquatic creatures.
Material Component: Handful of thick scales.
```
@@---
Spell: Scare
School: Necromancy
Descriptor: Fear, Mind-Affecting
NSch:
NSubSch:
Level: Bard 2, Wizard 2
Save: Will partial
SR: Yes
---
!!
```
## Scare
Necromancy [Fear, Mind-Affecting]
**Level:** Bard 2, Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Targets: One living creature per three levels, no two of which can be more than 30 ft. apart
**Duration:** 1 round/level or 1 round; see text for cause fear
**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.
Material Component: A bit of bone from an undead skeleton, zombie, ghoul, ghast, or mummy.
```
@@---
Spell: Scattering Trap
School: Conjuration
Subschool: Teleportation
NSch:
NSubSch:
Level: Wizard 3
Save: Reflex negates
SR: Yes
---
!!
```
## Scattering Trap
Conjuration (Teleportation)
**Level:** Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** One 5-ft. square/2 levels
**Duration:** 1 round/level
**Saving Throw:** Reflex negates
**Spell Resistance:** Yes
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.
Material Component: A pinch of dandelion seeds.
```
@@---
Spell: Scattergloom
Source: Dragons of Faerun
School: Evocation
Descriptor: Darkness
NSch:
NSubSch:
Level: Wizard 3
Save: Will negates
SR: No
---
!!
```
## Scattergloom
Source: Dragons of Faerun
Evocation [Darkness]
**Level:** Wizard 3
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 100-ft. radius burst
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** No
When you speak the triggering phrase, six puffs of shadow burst forth from your location, flying out to cover the six areas you target in your mind.
You create four cylinders of magical darkness within the area, which randomly and rapidly move around at ground level, giving concealment to nearby creatures. The cylinders of shadow (called "glooms") occupy space as Medium creatures (a 5-foot square), are 10 feet tall, and cannot leave the area of the spell.
A creature fully engulfed by one or more of these glooms has concealment. This concealment applies to attacks made against or by creatures in these glooms.
The glooms are under your limited control. While the spell is in effect, you can use a free action on your turn to direct a controlled gloom to attach itself to and envelop a particular target and follow it. The target can attempt a Will saving throw to avoid being enveloped. Success indicates the gloom dissipates; failure means the target is surrounded by magical darkness. Once it is attached to a target, a gloom stays with that target until the spell's duration expires.
Origin: This spell was created centuries ago by a steel dragon who eschewed human contact and masqueraded as a cruel necromancer who dwelt in an isolated tower.
```
@@---
Spell: Scatterspray
School: Transmutation
NSch:
NSubSch:
Level: Wizard 1
Save: See text
SR: No
---
!!
```
## Scatterspray
Transmutation
**Level:** Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: Six or more Diminutive or Fine objects, all within 1 ft. of each other, whose total weight does not exceed 25 lb.
**Duration:** Instantaneous
**Saving Throw:** See text
**Spell Resistance:** No
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, coins, or the like), 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 then dealt is nonlethal damage.
```
@@---
Spell: Scent
School: Transmutation
NSch:
NSubSch:
Level: Druid 2, ranger 1
Save: None
SR: Yes (harmless)
---
!!
```
## Scent
Transmutation
**Level:** Druid 2, ranger 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 10 minutes/level
**Saving Throw:** None
**Spell Resistance:** Yes (harmless)
You give the creature touched the scent ability (MM 314).
Material Component: A sprinkle of mustard and pepper.
```
@@---
Spell: Scholar's Touch
School: Divination
NSch:
NSubSch:
Level: Bard 1, cleric 1, Wizard 1
Save: Personal
**Target:** One book/round
---
!!
```
## Scholar's Touch
Divination
**Level:** Bard 1, cleric 1, Wizard 1
**Components:** V, S, M, F
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** One book/round
**Duration:** Concentration, up to 1 round/level
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).
Material Component: A scrap of parchment and a pinch of tinder. Focus: A thin crystal disc.
```
@@---
Spell: Scimitar Of Sand
School: Evocation
Descriptor: Earth
NSch:
NSubSch:
Level: Druid 2, Wizard 2
Save: Fortitude partial
SR: Yes
---
!!
```
## Scimitar Of Sand
Evocation [Earth]
**Level:** Druid 2, Wizard 2
**Components:** V, S, M/DF **Casting Time:** 1 standard action **Range:** 0 ft.
Effect: Scimitar of grinding sand
**Duration:** 1 min./level (D)
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
A curved, 3-foot-long blade of sand springs forth from your hand, screaming and churning like a caged sandstorm. Attacks with a scimitar of sand are melee touch attacks. The blade deals 1d6 points of damage, +1 point per two caster levels (maximum +10). The blade is not solid, so your Strength modifier does not apply to the damage. You can use a scimitar of sand without penalty even if you lack proficiency with a normal scimitar. In addition to being dealt damage, a creature struck by your weapon must succeed on a Fortitude save or become dehydrated. Arcane Material Component: A pinch of sand, salt, and iron filings.
```
@@---
Spell: Scintillating Pattern
School: Illusion
Subschool: Pattern
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Wizard 8
Save: None
SR: Yes
---
!!
```
## Scintillating Pattern
Illusion (Pattern) [Mind-Affecting]
**Level:** Wizard 8
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Colorful lights in a 20-ft. radius spread
**Duration:** Concentration + 2 rounds
**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.
Material Component: A small crystal prism.
```
@@---
Spell: Scintillating Scales
School: Abjuration
NSch:
NSubSch:
Level: Wizard 2
Save: Personal
**Target:** You
---
!!
```
## Scintillating Scales
Abjuration
**Level:** Wizard 2
**Components:** V
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level
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.
```
@@---
Spell: Scintillating Sphere
School: Evocation
Descriptor: Electricity
NSch:
NSubSch:
Level: Wizard 3
Save: Reflex half
SR: Yes
---
!!
```
## Scintillating Sphere
Evocation [Electricity]
**Level:** Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** 20-ft. radius burst
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
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. Material Component: A glass marble.
```
@@---
Spell: Scorch
School: Evocation
Descriptor: Fire
NSch:
NSubSch:
Level: Wizard 2
Save: Reflex half
SR: Yes
---
!!
```
## Scorch
Evocation [Fire]
**Level:** Wizard 2
**Components:** V, S, F
**Casting Time:** 1 standard action **Range:** 30 ft.
**Area:** 30-ft. line
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
Scorch deals 1d8 points of damage per two caster levels, to a maximum of 5d8 points of damage, to each target it hits.
Focus: A red dragon's scale.
```
@@---
Spell: Scorching Ray
School: Evocation
Descriptor: Fire
NSch:
NSubSch:
Level: Wizard 2
Save: None
SR: Yes
---
!!
```
## Scorching Ray
Evocation [Fire]
**Level:** Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One or more rays
**Duration:** Instantaneous
**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.
```
@@---
Spell: Scorpion Tail
School: Transmutation
NSch:
NSubSch:
Level: Wizard 3
Save: Fortitude partial; see text
SR: No
---
!!
```
## Scorpion Tail
Transmutation
**Level:** Wizard 3
**Components:** V, S, drow
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Willing creature touched
**Duration:** 1 round/level
**Saving Throw:** Fortitude partial; see text
**Spell Resistance:** No
The affected creature sprouts a black, scorpionlike tail. As a free action each round, the target creature may attack any adjacent foe with the tail's stinger, using its full melee attack bonus and dealing 2d6 points of piercing damage (plus Strength modifier) on a successful hit. The tail is treated as a magic weapon for the purpose of overcoming damage reduction; any creature wounded by the stinger must succeed on a Fortitude save or be stunned for 1 round.
```
@@---
Spell: Scourge
School: Necromancy
NSch:
NSubSch:
Level: Pestilence 7
Save: Fortitude negates
SR: Yes
---
!!
```
## Scourge
Necromancy
**Level:** Pestilence 7
**Components:** V, S, F, DF
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
Targets: One living creature/level, no two of which are more than 50 ft. apart
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
The target creatures are infected with a vile disease unless they succeed on a Fortitude save. Once it has infected a creature, the disease immediately deals 1d6 points of Strength and Dexterity damage, and it deals the same damage each subsequent day. A creature is allowed an additional saving throw each day to avoid that day's damage. As with mummy rot (Dmg 292), successful saves do not allow the creature to recover. The symptoms persist until the creature finds some magical means to remove the disease. The disease can be removed by first casting break enchantment or remove curse on the subject (requiring a DC 20 caster level check for either spell), after which a remove disease, heal, or similar spell will cure the victim.
Focus: A black whip or riding crop, which is cracked in the direction of the intended victims during the casting of the spell.
```
@@---
Spell: Scourge Of Force
Source: Champions of Ruin
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 2
Save: None
SR: Yes
---
!!
```
## Scourge Of Force
Source: Champions of Ruin
Evocation [Force]
**Level:** Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One tendril of force plus one additional tendril per three caster levels (maximum four)
**Target:** One or more targets, no two of which can be more than 30 ft. apart
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
One or more whiplike tendrils of force spring from your hand and lash targets within range.
Make a melee touch attack for each tendril using your highest attack bonus.
If a tendril hits, it deals 1d8 points of force damage plus 1 point of force damage per two caster levels (maximum 1d8+5).
You can lash a target with multiple tendrils.
```
@@---
Spell: Scramble Portal
School: Transmutation
Descriptor: Chaotic
NSch:
NSubSch:
Level: Wizard 4
Save: None (for portal)
SR: No
---
!!
```
## Scramble Portal
Transmutation [Chaotic]
**Level:** Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One interplanar gate or portal
**Duration:** 1 round/level
**Saving Throw:** None (for portal)
**Spell Resistance:** No
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. All those who fail the save on the same round go to the same location on the same plane. Material Component: A cracked mirror.
```
@@---
Spell: Scramble True Position
Source: Tome of Magic
School: Conjuration
Subschool: Teleportation
NSch:
NSubSch:
Level: Bard 1, Cleric 1, Wizard 1
Save: Reflex partial; see text
SR: Yes
---
!!
```
## Scramble True Position
Source: Tome of Magic
Conjuration (Teleportation)
**Level:** Bard 1, Cleric 1, Wizard 1
**Components:** V, S, TN
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 10-ft. radius spread
**Duration:** Instantaneous
**Saving Throw:** Reflex partial; see text
**Spell Resistance:** Yes
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 Player's Handbook.
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.
Truename Component: When you cast this spell, you must correctly speak the truenames for cardinal directions and movement, which you learn with the spell.
This check has no set DC, but if your Truespeak check result is lower than 15 + (2 x creature's CR) for the lowest CR creature in the area, then scramble true position has no effect.
```
@@---
Spell: Screen
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Wizard 8, Trickery 7
Save: None or Will disbelief (if interacted with); see text
SR: No
---
!!
```
## Screen
Illusion (Glamer)
**Level:** Wizard 8, Trickery 7
**Components:** V, S
**Casting Time:** 10 minutes
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 30-ft. cube/level (S)
**Duration:** 24 hours
**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.
```
@@---
Spell: Scry Locati On
School: Divination
Subschool: Scrying
NSch:
NSubSch:
Level: Bard 5, cleric 7, druid 7, Wizard 6
Save: No
SR: No
---
!!
```
## Scry Locati On
Divination (Scrying)
**Level:** Bard 5, cleric 7, druid 7, Wizard 6
**Components:** V, S, M/DF, F
**Casting Time:** 1 hour
**Range:** See text
Effect: Magical sensor
**Duration:** 1 minute/level
**Saving Throw:** No
**Spell Resistance:** No
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 underangeround, 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. 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.
Wizard, Sorcerer, or Bard 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.
Knowledge Caster Level Check DC Modifier
None1
+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
1
You must have some sort of connection to a location you have no knowledge of.
Location Caster Level Check
DC Modifier
Per 1,000 miles away
+2
Indoors or underangeround
+2
On another plane
+10
Connection Caster Level Check
DC Modifier
Likeness or picture
?2
An object that has been in the location for a week or more2
?4
A plant, mineral, or other object taken from the area2 ?10
2 The object must have been in the location within the past year.
```
@@---
Spell: Scry Trap
Source: Magic of Eberron
School: Abjuration
NSch:
NSubSch:
Level: Cleric 5, Wizard 5
Save: See text
SR: See text
---
!!
```
## Scry Trap
Source: Magic of Eberron
Abjuration
**Level:** Cleric 5, Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 hour/level
**Saving Throw:** See text
**Spell Resistance:** See text
You ward a creature against scrying, granting it defenses capable of terribly wounding any would-be scryer. If the subject of this spell comes within 10 feet of a sensor created by a divination (scrying) spell, the scry trap
automatically activates. The caster of the scrying spell takes 1d6 points of damage per your caster level (maximum 15d6) and is blinded for 1 minute. A successful Will save halves the damage and negates the blindness; spell resistance also applies against this effect.
In addition, the caster of the scrying spell must succeed on a caster level check (DC 10 + your caster level) or the scrying spell is dispelled immediately (spell resistance does not apply against this effect). The subject of scry trap becomes automatically aware when the spell triggers, although the subject gains no knowledge as to the nature of the scrying spell or its caster.
Special: A character with any Mark of Detection dragonmark, or with the Favored in House feat (Medani), casts this spell at +1 caster level.
Material Component: Powdered glass from a broken mirror.
```
@@---
Spell: Scrying
School: Divination
Subschool: Scrying
NSch:
NSubSch:
Level: Bard 3, Cleric 5, Druid 4, Wizard 4
Save: Will negates
SR: Yes
---
!!
```
## Scrying
Divination (Scrying)
**Level:** Bard 3, Cleric 5, Druid 4, Wizard 4
**Components:** V, S, M/DF, F
**Casting Time:** 1 hour
**Range:** See text
Effect Magical sensor
**Duration:** 1 min./level
**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.
Connection Will Save Modifier
Likeness or picture
?2
Possession or garment
?4
Body part, lock of hair, bit of nail, etc. ?10
If the save fails, you can see and hear the subject and the subject's immediate surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet. As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, and message.
If the save succeeds, you can?t attempt to scry on that subject again for at least 24 hours.
Arcane Material Component: The eye of a hawk, an eagle, or a roc, plus nitric acid, copper, and zinc.
Wizard, Sorcerer, or Bard 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.
```
@@---
Spell: Scrying, Greater
School: Divination
Subschool: Scrying
NSch:
NSubSch:
Level: Bard 6, Cleric 7, Druid 7, Wizard 7
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Scrying, Greater
Divination (Scrying)
**Level:** Bard 6, Cleric 7, Druid 7, Wizard 7
**Components:** V, S
**Casting Time:** 1 standard action
**Duration:** 1 hour/level
This spell functions like scrying, except as noted above. Additionally, all of the following spells function reliably through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, message, read magic, and tongues.
## Sculpt Sound
Transmutation
**Level:** Bard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One creature or object/level, no two of which can be more than 30 ft. apart
**Duration:** 1 hour/level (D)
**Saving Throw:** Will negates (object)
**Spell Resistance:** Yes (object)
You change the sounds that creatures or objects make. You can create sounds where none exist, deaden sounds, or transform sounds into other sounds. All affected creatures or objects must be transmuted in the same way.
Once the transmutation is made, you cannot change it.
You can change the qualities of sounds but cannot create words with which you are unfamiliar yourself. A spellcaster whose voice is changed dramatically is unable to cast spells with verbal components.
```
@@---
Spell: Seal Portal
School: Abjuration
NSch:
NSubSch:
Level: Wizard 6
Save: None
SR: No
---
!!
```
## Seal Portal
Abjuration
**Level:** Wizard 6
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One interplanar gate or portal
**Duration:** Permanent (D)
**Saving Throw:** None
**Spell Resistance:** No
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. Material Component: A silver bar worth 50 gp.
```
@@---
Spell: Searing Exposure
School: Evocation
Descriptor: Fire, Light
NSch:
NSubSch:
Level: Druid 4, Wizard 4
Save: Fortitude partial; see text
SR: Yes
---
!!
```
## Searing Exposure
Evocation [Fire, Light]
**Level:** Druid 4, Wizard 4
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One living creature
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial; see text
**Spell Resistance:** Yes
You expose the target to the effect of hours of exposure to severe heat and the desert sun in only a moment. The subject must make a Fortitude saving throw or take 1d4 points of nonlethal damage per caster level (maximum 15d4). Nonlethal damage that exceeds the subject's hit points is considered lethal damage. In addition, the subject is dazzled (as if by sun glare), dehydrated, and sunburned (see Chapter 1). Protection from heat and exposure (such as keepcool salve or a hydration suit; see Chapter 4) helps mitigate these effects, providing the target with a +4 bonus on the Fortitude save. A creature wearing heavy clothing or armor takes a ?4 penalty on the Fortitude saving throw, but is not sunburned. Those that succeed on their Fortitude saves take half damage, are dehydrated, and are dazzled for 1d4+1 rounds.
Arcane Material Component: A shard of thick glass.
```
@@---
Spell: Searing Light
School: Evocation
NSch:
NSubSch:
Level: Cleric 3, Sun 3
Save: None
SR: Yes
---
!!
```
## Searing Light
Evocation
**Level:** Cleric 3, Sun 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Ray
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature takes 1d6 points of damage per caster level (maximum 10d6), and an undead creature particularly vulnerable to bright light takes 1d8 points of damage per caster level (maximum 10d8). A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 5d6).
```
@@---
Spell: Second Wind
School: Trasmutation
NSch:
NSubSch:
Level: Paladin 1
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Second Wind
Trasmutation
**Level:** Paladin 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 hour/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
For the duration of the spell, the target can perform long-term strenuous activity as though it had the Endurance feat.
```
@@---
Spell: Secret Chest
School: Conjuration
Subschool: Summoning
NSch:
NSubSch:
Level: Wizard 5
Save: None
SR: No
---
!!
```
## Secret Chest
Conjuration (Summoning)
**Level:** Wizard 5
**Components:** V, S, F
**Casting Time:** 10 minutes
**Range:** See text
**Target:** One chest and up to 1 cu. ft. of goods/caster level
**Duration:** Sixty days or until discharged
**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.
Focus: The chest and its replica.
```
@@---
Spell: Secret Page
School: Transmutation
NSch:
NSubSch:
Level: Bard 3, Wizard 3
Save: None
SR: No
---
!!
```
## Secret Page
Transmutation
**Level:** Bard 3, Wizard 3
**Components:** V, S, M
**Casting Time:** 10 minutes
**Range:** Touch
**Target:** Page touched, up to 3 sq. ft. in size
**Duration:** Permanent
**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. Material Component: Powdered herring scales and will-o?-wisp essence.
```
@@---
Spell: Secret Weapon
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Assassin 1, bard 1, blackguard 1, Ebonmar infiltrator* 1, Wizard 1
Save: Will negates (harmless, object)
SR: Yes (harmless, object)
---
!!
```
## Secret Weapon
Illusion (Glamer)
**Level:** Assassin 1, bard 1, blackguard 1, Ebonmar infiltrator* 1, Wizard 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Weapon touched
**Duration:** 10 min./level (D)
**Saving Throw:** Will negates (harmless, object)
**Spell Resistance:** Yes (harmless, object)
You enable someone to hide a weapon on his person. The weapon does not become truly invisible so much as easily overlooked. Secret weapon adds +20 to the Sleight of Hand check to conceal a light weapon, and +10 to the check to conceal a larger weapon (even one normally too large to conceal).
A ?weapon? is defined as any manufactured weapon. With the aid of this spell, you can attempt to hide a weapon even if you do not possess the Sleight of Hand skill. Additionally, you can hide the presence of a weapon from detection spells, although true seeing penetrates the glamer. Material Component: A thin black cloth.
```
@@---
Spell: Second Wind
School: Transmutation
NSch:
NSubSch:
Level: Paladin 1
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Second Wind
Transmutation
**Level:** Paladin 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** Instantaneous and 1 hour/level; see text
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
This spell removes fatigue from a subject and provides a +4 bonus on Constitution checks for the duration of the spell. If the subject creature is exhausted when you cast this spell, its condition is improved to fatigued.
```
@@---
Spell: Secret Signs
School: Enchantment
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Wu Jen 1
Save: None
SR: Yes (harmless)
---
!!
```
## Secret Signs
Enchantment [Mind-Affecting]
**Level:** Wu Jen 1
**Components:** F
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One intelligent creature
**Duration:** 1 round
**Saving Throw:** None
**Spell Resistance:** Yes (harmless)
Using nonverbal means, you can communicate a simple message to one other intelligent creature within range. By simply waving a hand, placing a scroll on a table, raising an eyebrow, or making any other sign, the spell allows the target to understand any complete thought of twenty-five words or less, so long as you and the target could normally communicate.
You can?t send a verbal message if you don?t speak the target's language, but can transmit a simple emotional appeal (such as ?help? or ?danger?) that the recipient knows is from you. You can use this spell even if you are bound and gagged, so long as the focus is on your person. Focus: A small glass cone.
```
@@---
Spell: Secure Corpse
School: Necromancy
NSch:
NSubSch:
Level: Cleric 6
Save: None
SR: No
---
!!
```
## Secure Corpse
Necromancy
**Level:** Cleric 6
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Stores one creature's corpse in your holy symbol
**Duration:** 1 day/level (D)
**Saving Throw:** None
**Spell Resistance:** No
This spell turns your holy symbol into a magical receptacle capable of holding one creature's corpse. The corpse must be within range of the spell, in which case it is Transformed into divine energy. The energy is then drawn into the holy symbol, and the corpse is placed in stasis (as the gentle repose spell) for the duration of the spell.
The caster can release the corpse from the holy symbol by dismissing the spell.
If the spell ends or is dismissed, or if the holy symbol is destroyed, the contained corpse materializes in a square adjacent to the holy symbol's present or last location.
```
@@---
Spell: Secure Shelter
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Bard 4, Wizard 4
Save: None
SR: No
---
!!
```
## Secure Shelter
Conjuration (Creation)
**Level:** Bard 4, Wizard 4
**Components:** V, S, M, F; see text
**Casting Time:** 10 minutes
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: 20-ft.-square structure
**Duration:** 2 hours/level (D)
**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. Material Component: A square chip of stone, crushed lime, a few grains of sand, a sprinkling of water, and several splinters of wood. 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.
Focus: The focus of the alarm spell (silver wire and a tiny bell) if this benefit is to be included.
```
@@---
Spell: See Invisibility
School: Divination
NSch:
NSubSch:
Level: Bard 3, Wizard 2
Save: Personal
**Target:** You
---
!!
```
## See Invisibility
Divination
**Level:** Bard 3, Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 min./level (D)
You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.
The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.
See invisibility can be made permanent with a permanency spell.
Material Component: A pinch of talc and a small sprinkling of powdered silver.
```
@@---
Spell: Seed Of Life
Source: Complete Champion
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Cleric 4, druid 5, paladin 4
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Seed Of Life
Source: Complete Champion
Conjuration (Healing)
**Level:** Cleric 4, druid 5, paladin 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** 10 rounds + 1 round/level (maximum 30 rounds) or until discharged
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You implant a tiny seed of positive energy into the subject's soul. This seed of life grants the subject fast healing 2 for the duration of the spell, in much the same way as vigor.
At any point before the duration expires, the subject can exhaust the remaining positive energy in a sudden burst of healing as a standard action. When this option is exercised, roll a number of d4s equal to one-half the spell's remaining duration, rounded down (for example, 5d4 if the spell has 11 rounds remaining). The result is the number of hit points of damage instantly healed. Using this option ends the spell immediately.
```
@@---
Spell: Seed Of Undeath
School: Necromancy
NSch:
NSubSch:
Level: Cleric 4, Wizard 4
Save: Fortitude negates
SR: Yes
---
!!
```
## Seed Of Undeath
Necromancy
**Level:** Cleric 4, Wizard 4
**Components:** V, S, M
**Casting Time:** 1 full round
**Range:** Touch
**Target:** Living humanoid or animal touched
**Duration:** 1 day/level (D)
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
You plant a kernel of negative energy in a subject, which is held in check by the positive energy inherent to the subject's own life force. Seed of undeath does not, in and of itself, harm the subject. Should the subject die before the spell expires, however, it rises as a zombie 1 round later (as per the animate dead spell), as long as a sufficient corpse remains.
Any undead created in this manner are automatically under your control. At any given time, you can have a number of HD worth of undead animated through seed of undeath equal to your own HD, and they count against the maximum number of HD worth of undead you can control at any time (as described under animate dead). Material Component: A black onyx gem worth 25 gp per HD of the subject.
```
@@---
Spell: Seed Of Undeath, Greater
School: Necromancy
NSch:
NSubSch:
Level: Cleric 7, Wizard 7
Save: Personal
**Target:** You
---
!!
```
## Seed Of Undeath, Greater
Necromancy
**Level:** Cleric 7, Wizard 7
**Components:** V, S, M
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 40-ft. radius emanation
This spell functions like seed of undeath, except it applies to any humanoid or animal that dies in the area while the spell is in effect.
Corpses of creatures that died before you cast the spell, or that died outside the area and were then carried within, are unaffected.
Material Component: A black onyx worth at least 5,000 gp.
## Seek Eternal Rest
Conjuration (Healing)
**Level:** Paladin 3
**Components:** V, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level
You improve your ability to turn undead. For the purpose of turning or destroying undead, you are treated as a cleric of your paladin level.
```
@@---
Spell: Seeking Ray
School: Evocation
NSch:
NSubSch:
Level: Duskblade 2, Wizard 2
Save: None
SR: Yes
---
!!
```
## Seeking Ray
Evocation
**Level:** Duskblade 2, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Ray
**Duration:** Instantaneous; see text
**Saving Throw:** None
**Spell Resistance:** Yes
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.
```
@@---
Spell: Seeming
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Bard 5, Wizard 5
Save: Will negates or Will disbelief (if interacted with)
SR: Yes or No; see text
---
!!
```
## Seeming
Illusion (Glamer)
**Level:** Bard 5, Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One creature per two levels, no two of which can be more than 30 ft. apart
**Duration:** 12 hours (D)
**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.
```
@@---
Spell: Seething Eyebane
School: Transmutation
Descriptor: Evil, Acid
NSch:
NSubSch:
Level: Corrupt 1
Save: Fortitude negates (see text)
SR: Yes
---
!!
```
## Seething Eyebane
Transmutation [Evil, Acid]
**Level:** Corrupt 1
**Components:** V, S, Corrupt
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates (see text)
**Spell Resistance:** Yes
The subject's eyes burst, spraying acid upon everyone within 5 feet. The subject is blinded and takes 1d6 points of acid damage. Those sprayed take 1d6 points of acid damage (Reflex save for half ). Creatures without eyes can?t be blinded, but they might take acid damage if someone nearby is the subject of seething eyebane. Corruption Cost: 1d6 points of Constitution damage.
```
@@---
Spell: Semblance Of Life
Source: Magic of Eberron
School: Necromancy
NSch:
NSubSch:
Level: Cleric 6
Save: Will partial; see text
SR: Yes
---
!!
```
## Semblance Of Life
Source: Magic of Eberron
Necromancy
**Level:** Cleric 6
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Targets: One or more undead creatures, no two of which can be more than 30 ft. apart
**Duration:** 1 round/3 levels and 1 round; see text
**Saving Throw:** Will partial; see text
**Spell Resistance:** Yes
When this spell is cast, a solemn gray energy quickly settles on all undead creatures you target. This energy rapidly breaks apart the necromantic power that holds the undead together, dealing 3d6 points of damage to each target each round (no save).
In addition, intelligent undead creatures affected by the spell become briefly aware of the mockery of life they represent, and they might become temporarily overwhelmed by grief and pain over their condition. Such creatures are dazed for 1 round, but are allowed a Will save to negate this effect.
```
@@---
Spell: Sending
School: Evocation
NSch:
NSubSch:
Level: Cleric 4, Wizard 5
Save: None
SR: No
---
!!
```
## Sending
Evocation
**Level:** Cleric 4, Wizard 5
**Components:** V, S, M/DF
**Casting Time:** 10 minutes
**Range:** See text
**Target:** One creature
**Duration:** 1 round; see text
**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.) Arcane Material Component: A short piece of fine copper wire.
```
@@---
Spell: Sense Heretic
School: Divination
NSch:
NSubSch:
Level: Paladin 1
Save: None
SR: No
---
!!
```
## Sense Heretic
Divination
**Level:** Paladin 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Object touched
**Duration:** 10 minutes/level (D)
**Saving Throw:** None
**Spell Resistance:** No
This spell is usually cast on a weapon or a holy symbol. If an evil creature that has the ability to cast divine spells comes within 100 feet of the item, the item begins to glow with a faint blue radiance. You cannot tell where, or in which direction, the detected creature is, only that such a creature is within range. 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.
```
@@---
Spell: Sense Of The Dragon
School: Transmutation
NSch:
NSubSch:
Level: Wizard 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Sense Of The Dragon
Transmutation
**Level:** Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The subject gains augmented nonvisual senses out to a distance of 30 feet. The subject does not need to make Spot or Listen checks to pinpoint the location of a creature within 30 feet, provided that it has line of effect to that creature.
Any opponent the subject cannot see still has total concealment against the recipient of this spell, and the subject still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of the subject, and the recipient of this spell is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.
Sense of the dragon can be made permanent with a permanency spell in regard to yourself for a cost of 1,500 XP. Material Component: A worn dragon scale.
```
@@---
Spell: Sense Weakness
Source: Magic of Eberron
School: Divination
NSch:
NSubSch:
Level: Cleric 2, Wizard 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Sense Weakness
Source: Magic of Eberron
Divination
**Level:** Cleric 2, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 24 hours
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You grant the subject of the spell insight into the vulnerability of a single opponent. Once over the next 24 hours, the subject can automatically confirm a single critical threat. The subject must declare the use of the spell after the threat is rolled but before rolling to confirm the critical hit (so the spell cannot be used to reroll a failed critical confirmation roll).
```
@@---
Spell: Sensory Deprivation
School: Illusion
Subschool: Phantasm
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Wizard 4
Save: Will disbelief
SR: Yes
---
!!
```
## Sensory Deprivation
Illusion (Phantasm) [Mind-Affecting]
**Level:** Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** 1 round/level
**Saving Throw:** Will disbelief
**Spell Resistance:** Yes
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.
Material Component: Black silk cloth tied like a blindfold.
```
@@---
Spell: Sentinel's Watch
Source: Player's Guide to Eberron
School: Divination
NSch:
NSubSch:
Level: Wizard 2
Save: Will negates (harmless)
SR: Yes
---
!!
```
## Sentinel's Watch
Source: Player's Guide to Eberron
Divination
**Level:** Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One humanoid
**Duration:** One hour/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes
Sentinel's watch wards the subject against deception, allowing him to pierce falsehoods of all forms. While protected by sentinel 'swatch, the subject receives a + 5 competence bonus on the following chrlecks and saves.
- Spot checks to penetrate any form of disguise or illusion.
- Sense Motive checks made to oppose Bluff checks.
- Will saves to resist enchantment or illusion effects.
If the subject bears the Mark of Sentinel or the Mark of Detection, these bonuses are increased to +6. Material Component: A piece of quartz, which is touched to the eyes of the subject.
```
@@---
Spell: Sequester
School: Abjuration
NSch:
NSubSch:
Level: Wizard 7
Save: None or Will negates (object)
SR: No or Yes (object)
---
!!
```
## Sequester
Abjuration
**Level:** Wizard 7
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One willing creature or object (up to a 2-ft. cube/level) touched
**Duration:** One day/level (D)
**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.
Material Component: A basilisk eyelash, gum arabic, and a dram of whitewash.
```
@@---
Spell: Serene Visage
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Bard 1, Wizard 1
Save: Personal
**Target:** You
---
!!
```
## Serene Visage
Illusion (Glamer)
**Level:** Bard 1, Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level
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.
```
@@---
Spell: Serpent Arrow
Source: Champions of Ruin
School: Transmutation
NSch:
NSubSch:
Level: Justice of Weald and Woe 3, Wizard 4
Save: None
SR: No
---
!!
```
## Serpent Arrow
Source: Champions of Ruin
Transmutation
**Level:** Justice of Weald and Woe 3, Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** Up to eight projectiles, all of which must be within 40 ft. of each other at the time of casting; see text **Duration:** Up to 10 min./level; see text
**Saving Throw:** None
**Spell Resistance:** No
You transform wooden arrows, darts, or twigs into Tiny vipers (see Monster Manual page 200).
These missiles remain rigid and harmless until fired or hurled.
They automatically bite any creature they hit, each dealing 1 point of damage plus poison (injury, Fortitude DC 11, initial and secondary damage 1d6 Con).
The missiles remain in snake form for the duration of the spell, fighting the creatures they initially struck using their normal attack bonus.
If a missile misses its target, or the target originally struck moves out of reach, the snake moves to attack the nearest creature other than you.
If a target falls dead and no others are in range, the spell ends even if its duration has not run out.
When the spell expires, the vipers melt away, leaving nothing behind.
Material Components:Up to eight wooden arrows, darts, or straight twigs, plus a scale from any sort of snake.
```
@@---
Spell: Serpents Of Theggeron
School: Transmutation
Descriptor: Evil
NSch:
NSubSch:
Level: Corrupt 3
---
!!
```
## Serpents Of Theggeron
Transmutation [Evil]
**Level:** Corrupt 3
**Components:** S, Corrupt
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level
The caster's arms turn into serpents that can be used as natural weapons. The serpents provide the caster with 10foot reach. They have an attack bonus of +10 (plus caster's Strength modifier) and they deal 1d8 points of damage (plus her Strength modifier).
If the caster hits with a serpent, she has poisoned her foe. 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 successful Fortitude save (DC 16).
As a full attack action, the caster can strike with both serpents at her full attack bonus. Corruption Cost: 1d6 points of Intelligence damage.
```
@@---
Spell: Servant Horde
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Wizard 3
Save: None
SR: No
---
!!
```
## Servant Horde
Conjuration (Creation)
**Level:** Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Invisible, mindless, shapeless servants
**Duration:** 1 hour/level
**Saving Throw:** None
**Spell Resistance:** No
This spell creates a number of unseen servants (PH 297) equal to 2d6 +1 per level (maximum +15). Material Component: A small stick to which many lengths of knotted thread are attached.
```
@@---
Spell: Sever Legacy
Source: Weapons of Legacy
School: Necromancy
NSch:
NSubSch:
Level: Wizard 8, Wu Jen 8
Save: Will negates
SR: Yes
---
!!
```
## Sever Legacy
Source: Weapons of Legacy
Necromancy
**Level:** Wizard 8, Wu Jen 8
**Components:** V, S
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** Permanent
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You permanently disrupt the bond between the target creature and its legacy item (or items).
The target is treated as if it had not performed any of the legacy rituals for its item or items.
It loses all of the following feats it has gained for all of its legacy items: Greater Legacy, Least Legacy, Lesser Legacy. If the target's Hit Dice total exceeds your caster level, the target adds the difference as a bonus on its Will save to negate the effect.
Any creature that successfully saves against this spell cannot be affected by it again for 24 hours.
The target does not regain any of the personal costs paid to gain access to legacy abilities.
It can regain access to its item's legacy abilities by performing the requisite rituals again.
In this case, it does not pay again any personal costs that it has already paid.
Other than by again performing the legacy rituals to regain lost feats, the effect of this spell can be negated only by miracle or wish.
```
@@---
Spell: Shades
School: Illusion
Subschool: Shadow
NSch:
NSubSch:
Level: Wizard 9
Save: None
SR: Yes
---
!!
```
## Shades
Illusion (Shadow)
**Level:** Wizard 9
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.
## Shadow Arrow
Source: Champions of Ruin
Necromancy
**Level:** Assassin 4, Justice of Weald and Woe 4, Ranger 4
**Components:** V, M
**Casting Time:** 1 swift action
**Range:** Touch
**Target:** One masterwork arrow or bolt
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
This spell is cast upon a masterwork arrow or bolt, transforming it into pure black shadow.
Make a ranged touch attack with the missile instead of a normal ranged attack.
Instead of dealing normal damage, a shadow arrow deals 1d6 points of Strength damage.
The arrow or bolt must be fired during the same round the spell is cast, or the magic dissipates and is lost. The projectile is destroyed even if it misses its target.
Material Component:Masterwork arrow or bolt.
```
@@---
Spell: Shadow Binding
School: Illusion
Subschool: Shadow
NSch:
NSubSch:
Level: Wizard 3
Save: Will negates
SR: Yes
---
!!
```
## Shadow Binding
Illusion (Shadow)
**Level:** Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 10-ft. radius burst
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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. Material Component: A few links of iron chain.
```
@@---
Spell: Shadow Cache
School: Illusion
Subschool: Shadow
NSch:
NSubSch:
Level: Bard 3, Wizard 3
Save: No
SR: No
---
!!
```
## Shadow Cache
Illusion (Shadow)
**Level:** Bard 3, Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch **Area:** 1-ft.-diameter circle
**Duration:** 1 minute/level (D)
**Saving Throw:** No
**Spell Resistance:** No
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.
```
@@---
Spell: Shadow Conjuration
School: Illusion
Subschool: Shadow
NSch:
NSubSch:
Level: Bard 4, Wizard 4
Save: Will disbelief (if interacted with); varies; see text
SR: Yes; see text
---
!!
```
## Shadow Conjuration
Illusion (Shadow)
**Level:** Bard 4, Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** See text
Effect: See text
**Duration:** 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 (4th) 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.
```
@@---
Spell: Shadow Conjuration, Greater
School: Illusion
Subschool: Shadow
NSch:
NSubSch:
Level: Wizard 7
Save: Will disbelief
SR: No
---
!!
```
## Shadow Conjuration, Greater
Illusion (Shadow)
**Level:** Wizard 7
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.
## Shadow Double
Source: Drow of the Underdark
Illusion (Shadow)
**Level:** Assassin 1, Hexblade 2, Wizard 2
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One shadowy duplicate
**Duration:** 1 round/level
**Saving Throw:** Will disbelief
**Spell Resistance:** No
You create a shadowy duplicate of yourself at a place you indicate within range. The shadow double attacks any adjacent target (regardless of the weapon it appears to wield), as you desire, starting in the round when you cast the spell. It attacks on your turn once each round, striking with an attack bonus equal to your base attack bonus + the modifier for your spell save DCs. Each hit deals 1 point of Strength damage to the target. The first time a target is hit, it can attempt a Will save to disbelieve the effect; this negates the damage and renders it immune to further attacks by the shadow double.
The shadow double occupies a space identical to yours. It is not incorporeal, and thus can?t share a space with another creature or object. It can provide a flanking bonus against any creature that hassassin?t yet saved successfully against it.
The shadow double can strike incorporeal creatures, but not ethereal creatures. Each round after the first, you can use a standard action to direct the shadow double to attack any other target. To attack this new target, the shadow double can move to any new legal space within 30 feet (it moves by instantaneous teleportation). If it is not commanded to switch targets, it continues to attack the same target.
A shadow double can be attacked. It has an Armor Class equal to 10 + your size modifier + a deflection bonus equal to the modifier for your spell save DCs, and has one-fifth of your full normal hit points. If the shadow double is reduced to 0 hit points, or if you create a second shadow double when the first still exists, the spell ends.
```
@@---
Spell: Shadow Evocation
School: Illusion
Subschool: Shadow
NSch:
NSubSch:
Level: Bard 5, Wizard 5
Save: Will disbelief (if interacted with)
SR: Yes
---
!!
```
## Shadow Evocation
Illusion (Shadow)
**Level:** Bard 5, Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** See text
Effect: See text
**Duration:** 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.
```
@@---
Spell: Shadow Evocation, Greater
School: Illusion
Subschool: Shadow
NSch:
NSubSch:
Level: Wizard 8
Save: Will disbelief (if interacted with)
---
!!
```
## Shadow Evocation, Greater
Illusion (Shadow)
**Level:** Wizard 8
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.
## Shadow Guardians
Illusion (Shadow)
**Level:** Wizard 5
**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, f lat-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.
```
@@---
Spell: Shadow Form
School: Illusion
Subschool: Shadow
NSch:
NSubSch:
Level: Assassin 4, Wizard 5
Save: Personal
**Target:** You
---
!!
```
## Shadow Form
Illusion (Shadow)
**Level:** Assassin 4, Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level (D)
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 checks. Your shadowy form also provides you with concealment. This shadowy concealment is not negated by a see invisibility spell, but 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). Material Component: A small piece of black cloth taken from a funeral shroud.
```
@@---
Spell: Shadow Hand
School: Illusion
Subschool: Shadow
NSch:
NSubSch:
Level: Wizard 5
Save: None
SR: Yes
---
!!
```
## Shadow Hand
Illusion (Shadow)
**Level:** Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Medium shadowy hand
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** Yes
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 hand goes.
```
@@---
Spell: Shadow Landscape
School: Illusion
Subschool: Shadow
NSch:
NSubSch:
Level: Druid 9
Save: Reflex partial; see text
SR: Yes
---
!!
```
## Shadow Landscape
Illusion (Shadow)
**Level:** Druid 9
**Components:** V, S, DF
**Casting Time:** 1 hour
**Range:** Long (400 ft. + 40 ft./level)
**Area:** One-mile radius spread centered on a point in space
**Duration:** 24 hours/level (D)
**Saving Throw:** Reflex partial; see text
**Spell Resistance:** Yes
The spell's exact effects vary with the terrain upon which it is cast.
Desert: The spell transforms a desert into a place where no one goes willingly. The average temperature increases by 30 degrees, or decreases by 30 degrees if the desert is actually a tundra (see Cold Dangers and Heat Dangers, Dmg 302?303). Sandstorms (or snowstorms if in a tundra) blow through a shadow landscape desert on an hourly basis.
Forest: Forests augmented with a shadow landscape spell become frightening places where a canopy of rotting leaves blocks the sun and all the trees are strangely twisted. Spaces with light underangerowth have heavy underangerowth instead, and spaces covered with heavy underangerowth grasp at passersby as if an entangle spell (PH 227) had been cast on them (save DC equal to the shadow landscape's DC).
Hill: Even gentle hills become more treacherous under the effect of a shadow landscape spell. Light underangerowth becomes heavy underangerowth in hill terrain, and slopes seem steeper than their elevation would indicate. It takes 2 squares of movement to move uphill on a gradual slope, and 4 squares to move uphill on a steep slope. Cliffs have frequent overhangs and are made of crumbling rock, requiring a DC 25 Climb check to ascend or descend. Marsh: Marshes seem swampier and more forbidding. Half the underangerowth spaces in the marsh become quicksand (Dmg 88).
Mountain: The mountains become places of jagged peaks, slippery slopes, and howling winds. Cliffs and chasms require a DC 25 Climb check to scale. Creatures who fail Climb checks or make loud noises have a 10% chance of starting an avalanche (Dmg 90). Altitude effects are one category worse: areas lower than 5,000 feet are treated as the 5,000- to 15,000-foot category, and anything above 5,000 feet is treated as being above 15,000 feet. Plain: Only natural grasslands change as a result of shadow landscape, but they become wide-open spaces with stands of thick bushes where thunderstorms and tornados are frequent. Half the spaces with underangerowth (light or heavy) grasp at passersby as if an entangle spell (PH 227) had been cast on them (save DC equal to the shadow landscape's DC).
Underangeround: Ordinary dungeons aren?t affected by shadow landscape, but naturally occurring caverns are. Natural stone floors take 4 squares of movement per space to enter. Stalagmites cover 10% of the available floor space. In addition to terrain-specific effects, a shadow landscape spell worsens the weather within the spell's area. When rolling random weather (Dmg 94), roll twice and take the higher result. In plains terrain, roll three times and take the highest result. This effect does not apply underangeround. You don?t suffer the terrain-specific effects (entangling terrain, hindrances to movement, altitude effects, higher Climb DCs, and so on) of a shadow landscape you created.
When you cast shadow landscape, you can designate one creature per four caster levels as a designated traveler. Creatures so designated don?t suffer the terrain-specific effects of the spell, but they?re still subject to the bad weather. You can also designate one or more animals, plants, or magical beasts native to the spell's area as shadow guardians of the landscape. You can designate 1 HD of creature per caster level, split up however you like. For example, a 20th-level druid could designate two treants (7 HD each) and a dire wolf (6 HD) as shadow guardians. As long as the designated guardians remain within the spell's area, they have a friendly attitude toward you and the travelers you have designated, and they also gain the following special qualities: resistance to cold 10, darkvision out to 60 feet, damage reduction 5/magic, evasion, and lowlight vision. If the creature already has one or more of these special qualities, use the better value.
```
@@---
Spell: Shadow Mask
School: Illusion
Subschool: Shadow
NSch:
NSubSch:
Level: Wizard 2
Save: Personal
**Target:** You
---
!!
```
## Shadow Mask
Illusion (Shadow)
**Level:** Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level (D)
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. Material Component: A mask of black cloth.
```
@@---
Spell: Shadow Of The Dark Queen
Source: Dragons of Faerun
School: Evocation
Descriptor: Evil
NSch:
NSubSch:
Level: Blackguard 4, Cleric 5
Save: Will partial; see text
SR: Yes
---
!!
```
## Shadow Of The Dark Queen
Source: Dragons of Faerun
Evocation [Evil]
**Level:** Blackguard 4, Cleric 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One touched object
**Duration:** 2 rounds/level
**Saving Throw:** Will partial; see text
**Spell Resistance:** Yes
The touched object radiates darkness with all the properties of a deeper darkness spell, except that evil dragons and dragonblood creatures can see normally.
The darkness from this spell also has a number of additional qualities:
First, the darkened area acts as a desecrate spell.
Second, a good dragon or dragonblood creature cannot enter the area of darkness unless it makes a Will save. If it makes the saving throw, it can enter the area, but each round that it remains in the area of darkness, it takes 2d6 points of damage and is dazed.
A successful Will save halves the damage and negates the daze effect.
Third, shadow of the Dark Queen counters and dispels light of Xymor, and it also counters and dispels any light spell of equal or lower level, including daylight and light.
Special: Divine spellcasters who derive their power from Tiamat cast this spell at +1 caster level.
```
@@---
Spell: Shadow Phase
School: Transmutation
NSch:
NSubSch:
Level: Assassin 4, Wizard 3
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Shadow Phase
Transmutation
**Level:** Assassin 4, Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 round/level (D)
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
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.
```
@@---
Spell: Shadow Radiance
School: Illusion
Subschool: Shadow
NSch:
NSubSch:
Level: Wizard 2
Save: Will disbelief (if interacted with)
SR: Yes
---
!!
```
## Shadow Radiance
Illusion (Shadow)
**Level:** Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 20-ft. radius burst centered on a point in space
**Duration:** 1 round/level
**Saving Throw:** Will disbelief (if interacted with)
**Spell Resistance:** Yes
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. Material Component: A flame at least the size of a torch.
```
@@---
Spell:
School: ## Shadow Shroud
Source: Drow of the Underdark
Evocation [Darkness]
NSch:
NSubSch:
Level: Cleric 2, Wizard 2
Save: Personal
**Target:** You
---
!!
```
##
## Shadow Shroud
Source: Drow of the Underdark
Evocation [Darkness]
**Level:** Cleric 2, Wizard 2
**Components:** V
**Casting Time:** 1 immediate action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
This spell negates any penalties or other harmful effects imposed by your light blindness or light vulnerability. You also gain a +5 competence bonus on Hide checks made in areas of shadow or darkness.
As with any darkness spell, the effect is suppressed if you enter the area of a light spell of 3rd level or higher.
```
@@---
Spell: Shadow Spray
School: Illusion
Subschool: Shadow
NSch:
NSubSch:
Level: Wizard 2
Save: Fortitude negates
SR: Yes
---
!!
```
## Shadow Spray
Illusion (Shadow)
**Level:** Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 5-ft. radius burst
**Duration:** 1 round/level
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
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. Material Component: A handful of black ribbons.
```
@@---
Spell: Shadow Trap
Source: Champions of Ruin
School: Conjuration
Subschool: Summoning
Descriptor: Shadow
NSch:
NSubSch:
Level: Cleric 7, Wizard 7
Save: Reflex half
SR: Yes
---
!!
```
## Shadow Trap
Source: Champions of Ruin
Conjuration (Summoning) [Shadow]
**Level:** Cleric 7, Wizard 7
**Components:** V, S, M
**Casting Time:** 10 minutes
**Range:** Touch
**Duration:** 1 hour/level (D)
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
With this spell, you place a magic trap on any object that casts a shadow.
If the object is disturbed in any way that causes its shadow to shift (for instance, if it or a nearby light source is moved), a bound greater shadow (see Monster Manual page 221) emerges from the object's shadow to attack the nearest living creature.
The shadow can be turned or destroyed as normal; otherwise, it remains for a number of rounds equal to your caster level.
If the trapped object resides in a place that has no shadows, the trap does not trigger, although the spell remains in effect.
Material Component: A sheet of black cloth large enough to drape over the warded object.
```
@@---
Spell: Shadow Walk
School: Illusion
Subschool: Shadow
NSch:
NSubSch:
Level: Bard 5, Wizard 6
Save: Will negates
SR: Yes
---
!!
```
## Shadow Walk
Illusion (Shadow)
**Level:** Bard 5, Wizard 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
Targets: Up to one touched creature/ level
**Duration:** 1 hour/level (D)
**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.
```
@@---
Spell: Shadow Well
School: Illusion
Subschool: Shadow
NSch:
NSubSch:
Level: Wizard 4
Save: Will negates; see text
SR: Yes
---
!!
```
## Shadow Well
Illusion (Shadow)
**Level:** Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 round/level
**Saving Throw:** Will negates; see text
**Spell Resistance:** Yes
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.
```
@@---
Spell: Shadowblast
School: Evocation
Descriptor: Light
NSch:
NSubSch:
Level: Cleric 4, druid 4
Save: Fortitude negates
SR: Yes
---
!!
```
## Shadowblast
Evocation [Light]
**Level:** Cleric 4, druid 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** 20-ft. radius spread
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
Natives of the Plane of Shadow caught in a shadowblast are stunned for 1d6 rounds if they fail a Fortitude saving throw. Shadow natives that are also undead or vulnerable to light take an additional 2d10 points of damage if they fail a second Fortitude save. Creatures that fail either Fortitude save cannot use spell-like or supernatural abilities to open any portal to the Plane of Shadow for 3d6 minutes. Shadowblast closes all portals, gates, and other openings to the Plane of Shadow in its area. Creatures on the other side of a portal are unaffected by shadowblast. Material Component: A handful of grave dirt, squeezed tightly and flung.
```
@@---
Spell: Shadowfade
School: Illusion
Subschool: Shadow
NSch:
NSubSch:
Level: Wizard 5
Save: Will negates
SR: Yes
---
!!
```
## Shadowfade
Illusion (Shadow)
**Level:** Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One 10-ft. portal to the Plane of Shadow
**Duration:** 1 minute/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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.
```
@@---
Spell: Shadowy Grappler
School: Illusion
Subschool: Shadow
NSch:
NSubSch:
Level: Wizard 6
Save: Will partial; see text
SR: Yes
---
!!
```
## Shadowy Grappler
Illusion (Shadow)
**Level:** Wizard 6
**Components:** V, S, M
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** 1 round/level (D)
**Saving Throw:** Will partial; see text
**Spell Resistance:** Yes
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.
Material Component: A dried squid tentacle.
```
@@---
Spell: Shambler
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Druid 9, Plant 9
Save: None
SR: No
---
!!
```
## Shambler
Conjuration (Creation)
**Level:** Druid 9, Plant 9
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Three or more shambling mounds, no two of which can be more than 30 ft. apart; see text
**Duration:** Seven days or seven months (D); see text
**Saving Throw:** None
**Spell Resistance:** No
The shambler spell creates 1d4+2 shambling mounds with 11 HD each. The creatures willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards. The creatures remain with you for seven days unless you dismiss them. If the shamblers are created only for guard duty, however, the duration of the spell is seven months. In this case, the shamblers can only be ordered to guard a specific site or location. Shamblers summoned to guard duty cannot move outside the spell's range, which is measured from the point where each first appeared. The shamblers have resistance to fire as normal shambling mounds do only if the terrain is rainy, marshy, or damp.
```
@@---
Spell: Shape Of The Hellspawned Stalker
School: Transmutation
Subschool: Polymorph
NSch:
NSubSch:
Level: Wizard 3
Save: Personal
**Target:** You
---
!!
```
## Shape Of The Hellspawned Stalker
Transmutation (Polymorph)
**Level:** Wizard 3
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
You take the form of a hell hound (MM 151). You gain 10 temporary hit points, which disappear at the end of the spell's duration. See the Polymorph Subschool sidebar on page 91 for more details.
```
@@---
Spell: Shapechange
School: Transmutation
NSch:
NSubSch:
Level: Animal 9, Druid 9, Wizard 9
Save: Personal
**Target:** You
---
!!
```
## Shapechange
Transmutation
**Level:** Animal 9, Druid 9, Wizard 9
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 min./level (D)
This spell functions like polymorph, except that it enables you to assume the form of any single nonunique creature (of any type) from Fine to Colossal size. The assumed form cannot have more than your caster level in Hit Dice (to a maximum of 25 HD). Unlike polymorph, this spell allows incorporeal or gaseous forms to be assumed.
You gain all extraordinary and supernatural abilities (both attacks and qualities) of the assumed form, but you lose your own supernatural abilities. You also gain the type of the new form in place of your own. The new form does not disorient you. Parts of your body or pieces of equipment that are separated from you do not revert to their original forms.
You can become just about anything you are familiar with. You can change form once each round as a free action. The change takes place either immediately before your regular action or immediately after it, but not during the action. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.
Focus: A jade circlet worth no less than 1,500 gp, which you must place on your head when casting the spell. (The focus melds into your new form when you change shape.)
```
@@---
Spell: Shard Blessing Aura
Source: Champions of Valor
School: Abjuration
NSch:
NSubSch:
Level: Wizard 5
Save: Personal
**Target:** You
---
!!
```
## Shard Blessing Aura
Source: Champions of Valor
Abjuration
**Level:** Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
This spell creates an aura of shimmering blue-white light similar to moonlight that fills your space and moves with you.
The aura sheds light equal to a candle.
This aura functions like a lesser globe of invulnerability.
If you are a sorcerer and Sel–ne is your patron, the aura also grants you the benefit of protection from evil.
The spell is named for the Shards, planetar servants of Sel–ne drawn from the ranks of her greatest priestesses. Because some shards return to Faerûn to visit their mortal lovers, supernatural bloodlines (usually aasimar, but not always) with ties to Sel–ne exist in some parts of the world. Material Component: A moonstone or other polished white stone.
```
@@---
Spell: Shard Storm
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Sorcerer/ wizard 5
Save: Reflex half
SR: Yes
---
!!
```
## Shard Storm
Evocation [Force]
**Level:** Sorcerer/ wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./ level)
Effect: One or more 20-ft. radius bursts of piercing force
**Duration:** 1 round/ level
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
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.
Material Component: A small shard of clear glass or crystal.
```
@@---
Spell: Share Husk
School: Divination
NSch:
NSubSch:
Level: Druid 2
Save: Will negates (harmless)
SR: Yes
---
!!
```
## Share Husk
Divination
**Level:** Druid 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Animal touched
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes
You sense through an animal's senses, seeing through its eyes and hearing through its ears. While doing so, you use either your Listen or Spot modifiers or the animal's, whichever is better. This spell gives you no special ability to understand what you sense. You can switch your perceptions between the animal's and your own on your turn as a free action. You and the animal must be on the same plane for the spell to function. Material Component: An edible treat that would appeal to the animal (vegetable or meat).
```
@@---
Spell: Share Talents
School: Transmutation
NSch:
NSubSch:
Level: Bard 1, cleric 2, ranger 2, Wizard 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Share Talents
Transmutation
**Level:** Bard 1, cleric 2, ranger 2, Wizard 2
**Components:** V, S, M
**Casting Time:** 1 round
**Range:** Touch
Targets: Two willing creatures touched
**Duration:** 10 minutes/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
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. Material Component: A knotted rope.
```
@@---
Spell: Shared Healing
Source: Magic of Eberron
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Cleric 2
Save: Will half (harmless); see text
SR: Yes (harmless)
---
!!
```
## Shared Healing
Source: Magic of Eberron
Conjuration (Healing)
**Level:** Cleric 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 minute/level
**Saving Throw:** Will half (harmless); see text
**Spell Resistance:** Yes (harmless)
You grant the target creature the ability to cure its own wounds. The subject can cure up to twice your caster level in hit points (maximum 20 hit points) while the spell's duration lasts, and can spread this healing out among several uses. Drawing on the power of the spell is a standard action that does not provoke attacks of opportunity. This spell does not allow the subject to cure others.
If the target creature uses up its allotted healing before the duration elapses, the spell immediately ends. If any curing power remains available when the spell ends, that curing is immediately applied to the subject.
Special: A character with any Mark of Healing dragonmark, or with the Favored in House feat ( Jorasco), casts this spell at +1 caster level.
```
@@---
Spell: Sharptooth
School: Transmutation
NSch:
NSubSch:
Level: Wizard 4
Save: Personal
**Target:** You
---
!!
```
## Sharptooth
Transmutation
**Level:** Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
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.
```
@@---
Spell: Shatter
School: Evocation
Descriptor: Sonic
NSch:
NSubSch:
Level: Bard 2, Chaos 2, Cleric 2, Destruction 2, Wizard 2
Save: Will negates (object); Will negates (object) or Fortitude half; see text **Spell Resistance:** Yes (object)
---
!!
```
## Shatter
Evocation [Sonic]
**Level:** Bard 2, Chaos 2, Cleric 2, Destruction 2, Wizard 2
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Area or
**Target:** 5-ft. radius spread; or one solid object or one crystalline creature
**Duration:** Instantaneous
**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. Arcane Material Component: A chip of mica.
```
@@---
Spell: Shatterfloor
School: Evocation
Descriptor: Sonic
NSch:
NSubSch:
Level: Wizard 3
Save: Reflex half
SR: Yes
---
!!
```
## Shatterfloor
Evocation [Sonic]
**Level:** Wizard 3
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 15-ft. radius spread
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
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. Focus: A miniature hammer and bell worth at least 10 gp.
```
@@---
Spell: Sheltered Vitality
School: Abjuration
NSch:
NSubSch:
Level: Cleric 4, druid 4
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Sheltered Vitality
Abjuration
**Level:** Cleric 4, druid 4
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** 1 minute/level
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
The subject gains immunity to fatigue, exhaustion, and ability damage or ability drain (regardless of the source).
```
@@---
Spell: Shield
School: Abjuration
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 1
Save: Personal
**Target:** You
---
!!
```
## Shield
Abjuration [Force]
**Level:** Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 min./level (D)
Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can?t use the shield spell for cover.
```
@@---
Spell: Shield Of Faith
School: Abjuration
NSch:
NSubSch:
Level: Cleric 1
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Shield Of Faith
Abjuration
**Level:** Cleric 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 min./level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
This spell creates a shimmering, magical field around the touched creature that averts attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).
Material Component: A small parchment with a bit of holy text written upon it.
```
@@---
Spell: Shield Of Faith, Mass
School: Abjuration
NSch:
NSubSch:
Level: Cleric 4
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Shield Of Faith, Mass
Abjuration
**Level:** Cleric 4
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. apart
This spell functions like shield of faith (PH 278), except that it affects multiple allies at a distance.
## Shield Of Lathander
Source: Player's Guide to Faerûn
Abjuration
**Level:** Initiate of lathander 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** 1 round
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The touched creature gains damage reduction 15/- for 1 round.
```
@@---
Spell: Shield Of Lathander, Greater
Source: Player's Guide to Faerûn
School: Abjuration
NSch:
NSubSch:
Level: Initiate of lathander 7
Save: See text
SR: Yes (harmless)
---
!!
```
## Shield Of Lathander, Greater
Source: Player's Guide to Faerûn
Abjuration
**Level:** Initiate of lathander 7
**Components:**
This spell functions like shield of Lathander, except that the target gains damage reduction 20/-, immunity to negative energy and energy drain, and resistance 10 to acid, cold, electricity, fire, and sonic energy.
## Shield Of Law
Abjuration [Lawful]
**Level:** Cleric 8, Law 8
**Components:** V, S, F
**Casting Time:** 1 standard action **Range:** 20 ft.
Targets: One creature/level in a 20-ft. radius burst centered on you
**Duration:** 1 round/level (D)
**Saving Throw:** See text
**Spell Resistance:** Yes (harmless)
A dim, blue glow surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by chaotic creatures, and slowing chaotic creatures when they strike the subjects. This abjuration has four effects. First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from chaos, this benefit applies against all attacks, not just against attacks by chaotic creatures.
Second, a warded creature gains spell resistance 25 against chaotic spells and spells cast by chaotic creatures.
Third, the abjuration blocks possession and mental influence, just as protection from chaos does.
Finally, if a chaotic creature succeeds on a melee attack against a warded creature, the attacker is slowed (Will save negates, as the slow spell, but against shield of law's save DC).
Focus: A tiny reliquary containing some sacred relic, such as a scrap of parchment from a lawful text. The reliquary costs at least 500 gp.
```
@@---
Spell: Shield Of The Archons
School: Abjuration
Descriptor: Good
NSch:
NSubSch:
Level: Apostle of peace 7, cleric 7
Save: Personal
**Target:** You
---
!!
```
## Shield Of The Archons
Abjuration [Good]
**Level:** Apostle of peace 7, cleric 7
**Components:** V, Archon
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
Effect: Mobile shield
**Duration:** 1 round/level
A mystic shield of beneficent energies interposes itself between you an incoming magical attack. The shield blocks harmful spells, spell-like abilities, and supernatural abilities. It can only block one such attack each round, intercepting the first but not any later attacks until your next turn.
Any targeted magical attack that strikes the shield is dissipated, but it has a 5% chance per spell level to shatter the shield as well. Attacks with no spell level have a 5% chance per 2 caster levels to shatter the shield. An attack that shatters the shield is dissipated without harming you.
If you are within the area or effect of a harmful spell or effect that is not directly targeted on you, the shield of the archons grants you a +4 bonus on your saving throw against the effect.
```
@@---
Spell: Shield Of Warding
School: Abjuration
Descriptor: Good
NSch:
NSubSch:
Level: Cleric 3, paladin 2
Save: Will negates (object, harmless)
SR: No
---
!!
```
## Shield Of Warding
Abjuration [Good]
**Level:** Cleric 3, paladin 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One shield or buckler touched
**Duration:** 1 minute/level
**Saving Throw:** Will negates (object, harmless)
**Spell Resistance:** No
The touched shield or buckler grants its wielder a +1 sacred bonus to Armor Class and on Reflex saves, +1 per five caster levels (maximum +5 at 20th level). The bonus applies only when the shield is worn or carried normally (but not, for instance, if it is slung over the shoulder).
```
@@---
Spell: Shield Other
School: Abjuration
NSch:
NSubSch:
Level: Cleric 2, Paladin 2, Protection 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Shield Other
Abjuration
**Level:** Cleric 2, Paladin 2, Protection 2
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 hour/level (D)
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.
If you and the subject of the spell move out of range of each other, the spell ends.
Focus: A pair of platinum rings (worth at least 50 gp each) worn by both you and the warded creature.
```
@@---
Spell: Shieldbearer
School: Transmutation
NSch:
NSubSch:
Level: Wizard 1
Save: None
SR: No
---
!!
```
## Shieldbearer
Transmutation
**Level:** Wizard 1
**Components:** V, S **Casting Time:** 1 standard action
**Range:** Touch
**Target:** Shield touched
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
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.
```
@@---
Spell: Shifter Prowess
School: Transmutation
NSch:
NSubSch:
Level: Druid 1, ranger 1, Wizard 1
Save: Personal
**Target:** You
---
!!
```
## Shifter Prowess
Transmutation
**Level:** Druid 1, ranger 1, Wizard 1
**Components:** V, S, shifter
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** See text
You infuse your senses with the latent power of your lycanthrope heritage, increasing your racial bonuses on Balance, Climb, and Jump checks by +8. This spell functions only if cast while you are shifting, and lasts until your shifting ends.
```
@@---
Spell: Shifting Paths
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Druid 7, Wizard 8
Save: Will disbelief (if interacted with)
SR: Yes
---
!!
```
## Shifting Paths
Illusion (Glamer)
**Level:** Druid 7, Wizard 8
**Components:** V, S
**Casting Time:** 10 minutes
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 1-mile radius + 1 mile/level
**Duration:** 1 hour/level
**Saving Throw:** Will disbelief (if interacted with)
**Spell Resistance:** Yes
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.
```
@@---
Spell: Shillelagh
School: Transmutation
NSch:
NSubSch:
Level: Druid 1
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Shillelagh
Transmutation
**Level:** Druid 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One touched nonmagical oak club or quarterstaff
**Duration:** 1 min./level
**Saving Throw:** Will negates (object)
**Spell Resistance:** Yes (object)
Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. (A quarterstaff gains this enhancement for both ends of the weapon.) It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell.
```
@@---
Spell: Shivering Touch
School: Necromancy
Descriptor: Cold
NSch:
NSubSch:
Level: Cleric 3, Wizard 3
Save: None
SR: Yes
---
!!
```
## Shivering Touch
Necromancy [Cold]
**Level:** Cleric 3, Wizard 3
**Components:** V, S **Casting Time:** 1 standard
action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** Yes
On a successful melee touch attack, you instantly suck the heat from the target's body, rendering it numb. The target takes 3d6 points of Dexterity damage.
Creatures with the cold subtype are immune to the effects of shivering touch.
```
@@---
Spell: Shivering Touch, Lesser
School: Necromancy
Descriptor: Cold
NSch:
NSubSch:
Level: Cleric 1, Wizard 1
Save: None
SR: Yes
---
!!
```
## Shivering Touch, Lesser
Necromancy [Cold]
**Level:** Cleric 1, Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** Yes
Your successful melee touch attack delivers a bitter chill to the target, causing it to shiver uncontrollably for the duration of the spell. Shivering characters take 1d6 points of Dexterity damage.
Creatures with the cold subtype are immune to the effects of lesser shivering touch.
```
@@---
Spell: Shock And Awe
School: Enchantment
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Assassin 1, bard 1, sorcerer/ wizard 1
Save: None
SR: Yes
---
!!
```
## Shock And Awe
Enchantment [Mind-Affecting]
**Level:** Assassin 1, bard 1, sorcerer/ wizard 1
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. apart.
**Duration:** 1 round
**Saving Throw:** None
**Spell Resistance:** Yes
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.
```
@@---
Spell: Shocking Grasp
School: Evocation
Descriptor: Electricity
NSch:
NSubSch:
Level: Wizard 1
Save: None
SR: Yes
---
!!
```
## Shocking Grasp
Evocation [Electricity]
**Level:** Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature or object touched
**Duration:** Instantaneous
**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).
```
@@---
Spell: Shockwave
School: Evocation
Subschool: Force
NSch:
NSubSch:
Level: Wizard 3
Save: Fortitude partial
SR: Yes
---
!!
```
## Shockwave
Evocation (Force)
**Level:** Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft + 5 ft./2 levels)
**Area:** 20-ft. radius burst
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
Even if a battle is for a just cause, using a fireball on a crowded city street places innocents at risk. The shockwave spell creates a burst of concussive force that disorients victims without causing any permanent damage, dealing 1d4 points of nonlethal damage per caster level (maximum 10d4) to every creature within the area and dazes them for 1 round.
A successful Fortitude save reduces the damage by half and negates the dazed effect. The shockwave has no effect on nonliving creatures or objects. Creatures that are immune to nonlethal damage cannot be dazed by the spell. Material Component: A small crystal sphere.
```
@@---
Spell: Shout
School: Evocation
Descriptor: Sonic
NSch:
NSubSch:
Level: Bard 4, Wizard 4
Save: Fortitude partial or Reflex negates (object); see text
SR: Yes (object)
---
!!
```
## Shout
Evocation [Sonic]
**Level:** Bard 4, Wizard 4
**Components:** V
**Casting Time:** 1 standard action **Range:** 30 ft.
**Area:** Cone-shaped burst
**Duration:** Instantaneous
**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.
```
@@---
Spell: Shout, Greater
School: Evocation
Descriptor: Sonic
NSch:
NSubSch:
Level: Bard 6, Wizard 8 **Components:** V, S, F **Range:** 60 ft.
Save: Fortitude partial or Reflex negates (object); see text
---
!!
```
## Shout, Greater
Evocation [Sonic]
**Level:** Bard 6, Wizard 8 **Components:** V, S, F **Range:** 60 ft.
**Saving Throw:** Fortitude partial or Reflex negates (object); see text
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. Arcane Focus: A small metal or ivory horn.
```
@@---
Spell: Shrieking Blast
School: Evocation
Descriptor: Sonic
NSch:
NSubSch:
Level: Wizard 5
Save: Fortitude partial; see text
SR: Yes
---
!!
```
## Shrieking Blast
Evocation [Sonic]
**Level:** Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 40-ft. radius burst
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial; see text
**Spell Resistance:** Yes
A shrieking blast is a deafening explosion of sonic power.
Any creature in the area is permanently deafened and takes 8d6 points of sonic damage. A successful save reduces the deafness to 1 round and reduces the damage by half.
Material Component: A small steel ball.
```
@@---
Spell: Shrink Item
School: Transmutation
NSch:
NSubSch:
Level: Wizard 3
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Shrink Item
Transmutation
**Level:** Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One touched object of up to 2 cu. ft./level
**Duration:** One day/level; see text
**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.
```
@@---
Spell: Shriveling
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 3, Wizard 2
Save: Reflex half
SR: Yes
---
!!
```
## Shriveling
Necromancy [Evil]
**Level:** Cleric 3, Wizard 2
**Components:** V, S, Disease
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
The caster channels dark energy that blasts and blackens the subject's flesh. The subject takes 1d4 points of damage per caster level (maximum 10d4).
Disease Component: Soul rot.
```
@@---
Spell: Shroud Of Flame
School: Evocation
Descriptor: Fire
NSch:
NSubSch:
Level: Wizard 5
Save: None
SR: Yes
---
!!
```
## Shroud Of Flame
Evocation [Fire]
**Level:** Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** Yes
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.
Material Component: A pinch of saltpeter, a small piece of phosphorus, and a scrap of lace cloth or a spiderweb.
```
@@---
Spell: Shroud Of Undeath
School: Necromancy
NSch:
NSubSch:
Level: Cleric 2, Wizard 2
Save: Personal
**Target:** You
---
!!
```
## Shroud Of Undeath
Necromancy
**Level:** Cleric 2, Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level (D)
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. Material Component: Dust or bone fragments from any destroyed undead creature.
```
@@---
Spell: Shun The Dark Chaos
School: Abjuration
NSch:
NSubSch:
Level: Cleric 8, Wizard 8
Save: Will negates
SR: Yes
---
!!
```
## Shun The Dark Chaos
Abjuration
**Level:** Cleric 8, Wizard 8
**Components:** V, S, XP
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Willing creature touched
**Duration:** Instantaneous
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You strip the taint of the Abyss from the creature touched. If the subject possesses any Abyssal heritor feats, one of them is immediately removed and replaced by any other feat for which the subject qualifies (except an Abyssal heritor feat). The subject chooses both the feat lost and its replacement. If the lost Abyssal heritor feat was a prerequisite for other feats or prestige classes, the recipient loses access to those feats or prestige class abilities until it once again meets all the prerequisites. The subject can regain its original Abyssal heritor feat (and lose the replacement feat) by means of embrace the dark chaos, miracle, or wish. XP Cost: 250 XP.
```
@@---
Spell: Sicken Evil
School: Necromancy
Descriptor: Good
NSch:
NSubSch:
Level: Sanctified 5
Save: Personal
**Area:** 20-ft. radius emanation
---
!!
```
## Sicken Evil
Necromancy [Good]
**Level:** Sanctified 5
**Components:** V, S, Sacrifice
**Casting Time:** 1 standard action
**Range:** Personal
**Area:** 20-ft. radius emanation
**Duration:** 1 minute/level (D)
**Saving Throw:** None
**Spell Resistance:** Yes
You emanate a powerful aura that sickens evil creatures within the specified area. Sacrifice: 1d4 points of Strength damage.
```
@@---
Spell: Sign
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Cleric 1
Save: Personal
**Target:** You
---
!!
```
## Sign
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Cleric 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level or until discharged
You get a +4 bonus on your next initiative check.
Material Component: A small piece of dried goat intestine or some tea leaves.
```
@@---
Spell: Sign Of Sealing
School: Abjuration
NSch:
NSubSch:
Level: Wizard 3
Save: Reflex half; see text
SR: No
---
!!
```
## Sign Of Sealing
Abjuration
**Level:** Wizard 3
**Components:** V, S, M
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One door, chest, or other opening up to 30 sq. ft./level
**Duration:** Permanent
**Saving Throw:** Reflex half; see text
**Spell Resistance:** No
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 (maximum 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 caster level 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. Material Component: A crushed emerald worth 100 gp.
```
@@---
Spell: Sign Of Sealing, Greater
School: Abjuration
NSch:
NSubSch:
Level: Wizard 6
Save: Will negates; see text or none (object)
SR: Yes; see text or no (object)
---
!!
```
## Sign Of Sealing, Greater
Abjuration
**Level:** Wizard 6
**Casting Time:** 10 minutes
**Target:** One door, chest, or other opening or open space up to 30 sq. ft./level
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. Material Component: A crushed emerald worth at least 500 gp.
## Silence
Illusion (Glamer)
**Level:** Bard 2, Cleric 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** 20-ft. radius emanation centered on a creature, object, or point in space
**Duration:** 1 min./level (D)
**Saving Throw:** Will negates; see text or none (object)
**Spell Resistance:** Yes; see text or no (object)
Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature's possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. This spell provides a defense against sonic or language-based attacks.
```
@@---
Spell: Silent Image
School: Illusion
Subschool: Figment
NSch:
NSubSch:
Level: Bard 1, Wizard 1
Save: Will disbelief (if interacted with)
SR: No
---
!!
```
## Silent Image
Illusion (Figment)
**Level:** Bard 1, Wizard 1
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S) **Duration:** Concentration
**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. Focus: A bit of fleece.
```
@@---
Spell: Silent Portal
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Assassin 1, Wizard 0
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Silent Portal
Illusion (Glamer)
**Level:** Assassin 1, Wizard 0
**Components:** S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One portal
**Duration:** 1 minute/level (D)
**Saving Throw:** Will negates (object)
**Spell Resistance:** Yes (object)
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.
```
@@---
Spell: Silverbeard
School: Transmutation
NSch:
NSubSch:
Level: Paladin 1
Save: Personal
**Target:** You
---
!!
```
## Silverbeard
Transmutation
**Level:** Paladin 1
**Components:** V, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level
Your beard grows and turns to pure and magically hardened silver, providing you with a +2 sacred bonus to AC. If you do not have a beard, you grow one for the duration of this spell (even if you are a creature that cannot normally grow a beard, such as an elf or a female human). You get a +2 circumstance bonus on Diplomacy checks against dwarves.
```
@@---
Spell: Silver Dragonmail
Source: Champions of Valor
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Wizard 2
Save: Personal
Effect: One suit of magic armor
---
!!
```
## Silver Dragonmail
Source: Champions of Valor
Conjuration (Creation)
**Level:** Wizard 2
**Components:** V, S, AF
**Casting Time:** 1 standard action
**Range:** Personal
Effect: One suit of magic armor
**Duration:** 1 hour/level (D); see text
You create a shining silver breastplate around your body.
The armor is etched with a dragonscale pattern, an image of a silver dragon, or Torm's holy symbol (your choice when you cast the spell).
It is treated as +1 mithral breastplate for all purposes (including arcane spell failure chance), and you are treated as proficient with this armor.
Removing or destroying the armor dismisses the spell.
This spell has no effect if you are already wearing armor.
Torm the True is served by gold and silver dragons, and some of these dragons are the founders of ancient sorcerer bloodlines among the younger races.
If you are a sorcerer, the armor also gives you resistance to cold 5.
Focus: A silver piece and a piece of mithral in the shape of a dragonscale.
```
@@---
Spell: Silvered Claws
School: Trasmutation
NSch:
NSubSch:
Level: Druid 1, ranger 1
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Silvered Claws
Trasmutation
**Level:** Druid 1, ranger 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One living creature touched
**Duration:** 1 minute/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
This spell allows the target to treat all of its natural attacks as silvered weapons. The spell affects slam attacks, fist or claw attacks, bite attacks, and any other natural weapons the target creature possesses. The spell does not change an unarmed strike's damage from nonlethal damage to lethal damage, however. Silvered claws can be made permanent with a permanency spell.
```
@@---
Spell: Silvered Weapon
School: Trasmutation
NSch:
NSubSch:
Level: Paladin 1, ranger 2
Save: Fortitude negates (object, harmless)
SR: Yes (object, harmless)
---
!!
```
## Silvered Weapon
Trasmutation
**Level:** Paladin 1, ranger 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One weapon or projectile touched
**Duration:** 1 round/level
**Saving Throw:** Fortitude negates (object, harmless)
**Spell Resistance:** Yes (object, harmless)
This spell Trans forms a single weapon or projectile you are holding into a silvered weapon. The weapon may be magical, masterwork, or nonmagical, but it must be in hand when the spell is cast. You can?t cast this spell on a natural weapon, such as an unarmed strike (instead, see silvered claws). The spell cannot be cast on more than one weapon or on multiple projectiles.
If the weapon targeted by the spell is made of another special material (cold iron or adamantine, for example), it loses the benefits of its original special material for the spell's duration. Silvered weapon can be made permanent with a permanency spell.
```
@@---
Spell: Simulacrum
School: Illusion
Subschool: Shadow
NSch:
NSubSch:
Level: Wizard 7
Save: None
SR: No
---
!!
```
## Simulacrum
Illusion (Shadow)
**Level:** Wizard 7
**Components:** V, S, M, XP **Casting Time:** 12 hours **Range:** 0 ft.
Effect: One duplicate creature
**Duration:** Instantaneous
**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.
Material Component: The spell is cast over the rough snow or ice form, and some piece of the creature to be duplicated (hair, nail, or the like) must be placed inside the snow or ice. Additionally, the spell requires powdered ruby worth 100 gp per HD of the simulacrum to be created.
XP Cost: 100 XP per HD of the simulacrum to be created (minimum 1,000 XP).
```
@@---
Spell: Sink
School: Transmutation
Subschool: Water
NSch:
NSubSch:
Level: Wizard 2
Save: Fortitude negates
SR: Yes
---
!!
```
## Sink
Transmutation (Water)
**Level:** Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10. ft./level)
**Target:** One living creature
**Duration:** 1 min./level (D)
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
The target creature loses its natural buoyancy, sinking like a stone in water or liquids of similar density (but not mud or lava). Each round, the affected creature must make a DC 25 Swim check simply to keep its head above water, or a DC 30 Swim check to move 5 feet in any direction. Failing a check by 5 or more causes the target to go underwater, and it must hold its breath or begin to drown (see Drowning on page 304 of the Dungeon Master's Guide). Failing a check by 10 or more causes the target to sink 5 feet. A DC 25 Swim check is needed to surface by 5 feet.
A creature under the effect of sink is adequately ballasted to walk on the bottom, if it so chooses.
A creature with a swim speed takes a ?10 ft. penalty to its swim speed (minimum 5 ft.) and sinks 5 feet every round at the end of its turn unless it succeeds on a DC 25 Swim check. Sink counters and dispels wave blessing.
```
@@---
Spell: Siphon
School: Transmutation
NSch:
NSubSch:
Level: Wizard 3
Save: None
SR: No
---
!!
```
## Siphon
Transmutation
**Level:** Wizard 3
**Components:** V, S
**Casting Time:** 1 minute
**Range:** Touch
**Target:** One touched wand or staff
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
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 5thlevel 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.
```
@@---
Spell: Siren's Call
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 3, Seafolk 4, Wizard 4
Save: Will negates
SR: Yes
---
!!
```
## Siren's Call
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 3, Seafolk 4, Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature/2 levels, no two of which can be more than 30 ft. apart
**Duration:** 1 round/level (D)
**Saving Throw:** Will negates
**Spell Resistance:** Yes
The targets of this spell hear a sudden, distant song that instills in them a longing for the sea. Those who have heard it compare it to the song of a siren.
A target who fails a saving throw against this spell moves immediately toward the nearest stretch of ocean that it can find and attempts to completely submerse itself in the water.
This flight will be by the safest means possible, withdrawing from combat, fighting defensively, and not passing through threatened areas. The target will only fight if someone actively attempts to prevent it from following through with its search for the ocean; if this fight is with an ally, the target is granted a second saving throw to throw off the effects of the spell.
In some environments, this means that those affected simply flee in the direction of the nearest coast. Along a shoreline, targets often plunge into the surf. Aboard ship, they leap overboard. If the subject has no idea where to find a substantial body of water, it simply chooses a random direction and continues until the spell expires. Once the spell's subjects are in the water, they begin swimming toward the deepest part of it they can reach, immersing themselves completely and refusing to come up for air, though they hold their breath as long as they are able.
```
@@---
Spell: Sirine's Grace
School: Evocation
NSch:
NSubSch:
Level: Bard 4, druid 5
Save: Personal
**Target:** You
---
!!
```
## Sirine's Grace
Evocation
**Level:** Bard 4, druid 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
For the duration of this spell, you gain a +4 enhancement bonus to Charisma and Dexterity, a deflection bonus to AC equal to your Charisma modifier, and a +8 bonus on Perform checks. You can move and attack normally while underwater, even with slashing or bludgeoning weapons.
Material Component: A shard of mirror.
```
@@---
Spell: Skeletal Guard
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Wizard 8
Save: None
SR: No
---
!!
```
## Skeletal Guard
Necromancy [Evil]
**Level:** Wizard 8
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One or more fingerbones
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
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).
Material Component: One finger bone from a humanoid and one onyx gem worth 50 gp per skeleton to be created.
```
@@---
Spell: Skill Enhancement
Source: Eberron Campaign Setting
School: Transmutation
NSch:
NSubSch:
Level: Artificer 1
Save: None
SR: No
---
!!
```
## Skill Enhancement
Source: Eberron Campaign Setting
Transmutation
**Level:** Artificer 1
**Components:** S, M
**Casting Time:** 1 round
**Range:** Touch
**Target:** Item touched
**Duration:** 10 min./level
**Saving Throw:** None
**Spell Resistance:** No
An item imbued with this infusion grants a +2 circumstance bonus on a specific skill check (determined by the caster) to a character who wears or wields it. This bonus increases by 1 for every two caster levels (to +3 at 2nd level, +4 at 4th level, +5 at 6th level, and so forth). Material Component: A length of fine, black thread.
```
@@---
Spell: Skin Of The Cactus
School: Abjuration
NSch:
NSubSch:
Level: Druid 4, ranger 3, Summer 4
Save: None
SR: Yes (harmless)
---
!!
```
## Skin Of The Cactus
Abjuration
**Level:** Druid 4, ranger 3, Summer 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** 10 min./level
**Saving Throw:** None
**Spell Resistance:** Yes (harmless)
This spell grants a living creature the toughness, resilience, and needles of a cactus. The effect grants a +3 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases to +4 at caster level 10th and to a maximum of +5 at caster level 13th.
In addition to the enhancement bonus, skin of the cactus causes the subject to grow needles from its skin, clothing, or armor. Any creature grappling the subject or striking it with natural weapons takes 1d6 points of piercing damage from the needles.
Finally, the subject of this spell is protected from nonlethal damage due to dehydration. Skin of the cactus provides the subject with a +4 bonus on saves to resist becoming dehydrated from heat or exposure, but it offers no protection against desiccation damage or spells that cause a target to become dehydrated.
The enhancement bonus provided by skin of the cactus stacks with the target'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. Material Component: A cactus spine.
```
@@---
Spell: Skin Of The Steel Dragon
Source: Champions of Valor
School: Abjuration
NSch:
NSubSch:
Level: Wizard 5
Save: Personal
**Target:** You
---
!!
```
## Skin Of The Steel Dragon
Source: Champions of Valor
Abjuration
**Level:** Wizard 5
**Components:** V, S, M
**Casting Time:** 1 immediate action
**Range:** Personal
**Target:** You
**Duration:** 1 round/3 levels
This spell grants you spell resistance equal to 10 + your caster level.
If you are a sorcerer, this spell also grants you a +5 resistance bonus on saving throws against poison.
Some of Mystra's servants are steel dragons, shapeshifting creatures who love living among humanoids. Some sorcerers claim their magic comes from a long-ago dragon ancestor, one of the first steel dragons to serve Mystra in Faerûn.
Material Component: A piece of steel in the shape of a seven-pointed star or a steel holy symbol of Mystra's faith.
```
@@---
Spell: Skull Eyes
Source: Player's Guide to Faerûn
School: Transmutation
NSch:
NSubSch:
Level: Initiate of cyric 5
Save: Personal
**Target:** You
---
!!
```
## Skull Eyes
Source: Player's Guide to Faerûn
Transmutation
**Level:** Initiate of cyric 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/three levels
**Saving Throw:** None; see text
**Spell Resistance:** Yes
You gain a gaze attack out to close range (25 ft. + 5 ft./2 levels) that lasts for the duration of the spell.
Each creature within range that can see you must attempt a Will saving throw every round at the beginning of its turn to avoid the effect.
In addition, you can actively gaze as an attack action by choosing a target within range.
Depending on the foe's Hit Dice, the gaze attack may have either of two effects, as follows. While this spell is in effect, your eyes are black and have skull-shaped irises.
```
@@---
Spell: Skull Of Secrets
Source: Player's Guide to Faerûn
School: Illusion
Subschool: Shadow
NSch:
NSubSch:
Level: Initiate of cyric 4
Save: None; see text
SR: No
---
!!
```
## Skull Of Secrets
Source: Player's Guide to Faerûn
Illusion (Shadow)
**Level:** Initiate of cyric 4
**Components:** V, S
**Casting Time:** 1 full round
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Intangible skull
**Duration:** Permanent until discharged
**Saving Throw:** None; see text
**Spell Resistance:** No
You create an intangible image of a floating skull that trails black flames.
The skull and its flames are illusory, so they neither deal damage nor take damage from attacks.
The skull has a fly speed of 40 feet (perfect), but it cannot move more than 20 feet from its point of origin.
It simply floats about aimlessly but threateningly within its available space until the spell is discharged.
Upon casting this spell, you set two triggering conditions for the skull.
The first activates a message that the skull delivers as if it were a magic mouth.
The second causes the skull to spit a line of flame 10 feet long that deals 1d8 points of fire damage per two caster levels (maximum 5d8) at the creature that triggered it.
A target can attempt a Reflex saving throw for half damage.
Anyone failing this save must succeed on a Fortitude saving throw or be dazed for 1 round. The triggering conditions for the two effects can be different, or they can be the same.
In the latter case, the skull would spit flame and speak its message at the same time.
Once the triggering conditions for both effects have been met, the skull disappears.
The skull can produce each effect only once, so if it has already spoken its message, it does not speak it again even if the message trigger occurs a second time.
```
@@---
Spell: Skull Watch
School: Necromancy
NSch:
NSubSch:
Level: Cleric 3, Wizard 3
Save: See text
SR: No
---
!!
```
## Skull Watch
Necromancy
**Level:** Cleric 3, Wizard 3
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One humanoid skull
**Duration:** Permanent
**Saving Throw:** See text
**Spell Resistance:** No
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. Focus: The humanoid skull upon which the spell is cast.
```
@@---
Spell: Skyline Runner
School: Transmutation
NSch:
NSubSch:
Level: City 5
Save: Personal
**Target:** You
---
!!
```
## Skyline Runner
Transmutation
**Level:** City 5
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level
You can walk normally on any city surface as if it were level ground. This includes perfectly vertical walls, glass windows, and even clothesdrying lines. Your movement speed remains unchanged, even when walking straight up a wall.
```
@@---
Spell: Slapping Hand
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 2
Save: None; see text
SR: Yes
---
!!
```
## Slapping Hand
Evocation [Force]
**Level:** Wizard 2
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: One Tiny hand
**Duration:** Instantaneous
**Saving Throw:** None; see text
**Spell Resistance:** Yes
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.
Focus: A leather glove.
```
@@---
Spell: Slash Tongue
School: Transmutation
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 0, Wizard 0
Save: Fortitude negates
SR: Yes
---
!!
```
## Slash Tongue
Transmutation [Evil]
**Level:** Cleric 0, Wizard 0
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature with a tongue
**Duration:** 1 round
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
The subject's tongue gets a thin cut. The subject takes 1 point of damage and takes a ?1 penalty on attack rolls, saving throws, skill checks, and ability checks on the following round due to the annoying pain.
```
@@---
Spell: Slashing Darkness
School: Evocation
NSch:
NSubSch:
Level: Cleric 3
Save: None
SR: Yes
---
!!
```
## Slashing Darkness
Evocation
**Level:** Cleric 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Ray
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
You must succeed on a ranged touch attack with the ray to strike a target. A creature struck by this ray of negative energy takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature instead heals 1d8 points of damage per two caster levels (maximum 5d8).
```
@@---
Spell: Slashing Dispel
School: Abjuration/Evocation
NSch:
NSubSch:
Level: Duskblade 5, Wizard 4
Save: None
SR: No
---
!!
```
## Slashing Dispel
Abjuration/Evocation
**Level:** Duskblade 5, Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Target or **Area:** One creature or 20-ft. radius burst
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
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.
```
@@---
Spell: Slay Living
School: Necromancy
Descriptor: Death
NSch:
NSubSch:
Level: Cleric 5, Death 5
Save: Fortitude partial
SR: Yes
---
!!
```
## Slay Living
Necromancy [Death]
**Level:** Cleric 5, Death 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
You can slay any one living creature. You must succeed on a melee touch attack to touch the subject, and it can avoid death with a successful Fortitude save. If it succeeds, it instead takes 3d6 points of damage +1 point per caster level.
```
@@---
Spell: Slaying Arrow
Source: Magic of Eberron
School: Transmutation
Descriptor: see text
NSch:
NSubSch:
Level: Artificer 5
Save: None (object) or Fortitude negates; see text
SR: No (object)
---
!!
```
## Slaying Arrow
Source: Magic of Eberron
Transmutation [see text]
**Level:** Artificer 5
**Components:** S, M
**Casting Time:** 1 minute
**Range:** Touch
**Target:** Arrow or bolt touched
**Duration:** 10 minutes/level
**Saving Throw:** None (object) or Fortitude negates; see text
**Spell Resistance:** No (object)
An arrow or bolt imbued with this infusion becomes extremely deadly against creatures of a type specified when the infusion is cast (such as dragons or outsiders), and also gains a +1 enhancement bonus on attack rolls and damage rolls. If the imbued projectile successfully hits a creature of the type to which it is keyed, the target must make a Fortitude save or die (or, in the case of an unliving target, be destroyed). Even creatures normally exempt from Fortitude saves, such as undead and constructs, are subject to this effect. If the save is successful, the target takes no additional damage beyond the actual projectile.
When keyed to a living creature (as opposed to a construct or undead), this is a death effect. Material Component: A drop of viper blood.
```
@@---
Spell: Sleep
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 1, Wizard 1
Save: Will negates
SR: Yes
---
!!
```
## Sleep
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 1, Wizard 1
**Components:** V, S, M
**Casting Time:** 1 round
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** One or more living creatures within a 10-ft. radius burst
**Duration:** 1 min./level
**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. Material Component: A pinch of fine sand, rose petals, or a live cricket.
```
@@---
Spell: Sleep Mote
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Druid 5, Wizard 5
Save: Will partial
SR: Yes
---
!!
```
## Sleep Mote
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Druid 5, Wizard 5
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: 5-ft.-diameter sphere
**Duration:** 1 round/level; see text
**Saving Throw:** Will partial
**Spell Resistance:** Yes
You create a dust devil composed of slumber-inducing particles. It flies at a speed of 30 feet per round (perfect maneuverability), and you can concentrate on controlling its every movement or specify a simple program. Directing the vortex's movement is a move action, while changing its programmed movement is a standard action. If you don?t move or program the vortex, it merely stays at rest, spinning and howling. The vortex dissipates if it exceeds the spell's range.
If the sleep mote enters a space with a creature, it stops moving for the round and causes a magical slumber to come upon any creature whose space it completely engulfs that fails a Will saving throw (thus, creatures larger than Medium size have immunity to a sleep mote). Even on a successful Will saving throw, affected creatures are sleepy, and take a ?2 penalty on all Wisdom, Intelligence, and Charisma checks for the spell's duration. 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 mote has no effect on unconscious creatures.
Arcane Material Component: A pinch of fi ne sand and a live cricket.
```
@@---
Spell: Sleet Storm
School: Conjuration
Subschool: Creation
Descriptor: Cold
NSch:
NSubSch:
Level: Druid 3, Wizard 3
Save: None
SR: No
---
!!
```
## Sleet Storm
Conjuration (Creation) [Cold]
**Level:** Druid 3, Wizard 3
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** Cylinder (40-ft. radius, 20 ft. high)
**Duration:** 1 round/level
**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.
Arcane Material Component: A pinch of dust and a few drops of water.
```
@@---
Spell: Slide
School: Transmutation
NSch:
NSubSch:
Level: Wizard 1
Save: Will negates
SR: Yes
---
!!
```
## Slide
Transmutation
**Level:** Wizard 1
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** Instantaneous
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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.
```
@@---
Spell: Slide, Greater
School: Transmutation
NSch:
NSubSch:
Level: Wizard 2
Save: None
SR: No
---
!!
```
## Slide, Greater
Transmutation
**Level:** Wizard 2
**Range:** Medium (100 ft. + 10 ft./level)
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.
## Slime Hurl
Source: Champions of Ruin
Conjuration (Creation)
**Level:** Initiate of ghaunadaur 5
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Three globs of green slime
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
You conjure and hurl three roughly spherical globs of dark green slime.
You must succeed on a ranged touch attack to strike a target with a slime glob (roll separately for each glob, using your best ranged attack bonus).
Any creature struck by a glob is coated in a patch of green slime (see Dungeon Master's Guide page 76) and begins to experience its effects immediately.
You can hit a creature with multiple globs, each of which must be dealt with separately.
The conjured green slime does not disappear automatically and must be destroyed in the normal way.
```
@@---
Spell: Slime Wave
School: Conjuration
Subschool: Summoning
NSch:
NSubSch:
Level: Cleric 7, druid 7, Ooze 7
Save: Reflex negates
SR: No
---
!!
```
## Slime Wave
Conjuration (Summoning)
**Level:** Cleric 7, druid 7, Ooze 7
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 15-ft. radius spread
**Duration:** 1 round/level
**Saving Throw:** Reflex negates
**Spell Resistance:** No
You create a wave of green slime that begins at the location you choose (within range) and violently spreads to the limit of the area. The wave splashes and splatters as it moves, clinging to the walls and ceilings of enclosed areas as well as the floor. In addition, one patch of green slime adheres to each creature in the area for every 5 feet of its face.
Green slime devours flesh and organic materials on contact and even dissolves metal. A patch of green slime deals 1d6 points of Constitution damage per round that it is in contact with flesh. Against wood or metal, green slime deals 2d6 points of damage per round, ignoring the hardness of metal but not that of wood. It does not harm stone.
On the first round of contact, the slime can be scraped off a creature (most likely destroying the scraping device), but after that it must be frozen, burned, or cut away?processes that damage the victim as well as the slime. Extreme cold or heat, sunlight, or a remove disease spell destroys the green slime. Unlike normal green slime, the slime created by this spell evaporates at the end of the spell's duration. Material Component: A few drops of stagnant pond water.
```
@@---
Spell: Slipsand
School: Transmutation
NSch:
NSubSch:
Level: Druid 4, ranger 4
Save: See text
SR: No
---
!!
```
## Slipsand
Transmutation
**Level:** Druid 4, ranger 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** One 10-ft.-cube region of slipsand/level
**Duration:** Permanent
**Saving Throw:** See text
**Spell Resistance:** No
This spell turns an area of natural sand into a pit of deadly slipsand (see page 25). Supernatural sandlike materials, such as black sand or slumber sand, are not affected by the spell. A creature unable to free itself from the slipsand immediately sinks to the bottom and must hold its breath or begin to suffocate.
If slipsand is cast on a structure of fused sand or on a sandy foundation, it causes the affected part (or more) of the structure to collapse. If the spell is cast on a building's material, slipsand spreads out to fill the available space, possibly burying those within its area.
The collapsing structure is also dangerous (see Cave-ins and Collapses, page 66 of the Dungeon Master's Guide). Slipsand creates a magic trap that is difficult to detect. A character must succeed on a Survival check (DC equals the save DC of the spell) to notice a pit of slipsand. Running or charging characters have no chance to detect the trap. A rogue can find the trap with a successful Search check, but cannot disable it. The DC is 25 + spell level, or 29 for slipsand.
Material Component: A pinch of slipsand.
```
@@---
Spell: Slow
School: Transmutation
NSch:
NSubSch:
Level: Bard 3, Wizard 3
Save: Will negates
SR: Yes
---
!!
```
## Slow
Transmutation
**Level:** Bard 3, Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
**Duration:** 1 round/level
**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. Material Component: A drop of molasses.
```
@@---
Spell: Slow Burn
School: Transmutation
Descriptor: Fire
NSch:
NSubSch:
Level: Druid 1, Wizard 1
Save: None
SR: No
---
!!
```
## Slow Burn
Transmutation [Fire]
**Level:** Druid 1, Wizard 1
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 30-ft. radius spread
**Duration:** 1 minute
**Saving Throw:** None
**Spell Resistance:** No
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).
Arcane Material Component: An oilfilled hourglass.
```
@@---
Spell: Slow Consumption
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 1, Wizard 2
Save: Fortitude negates
SR: Yes
---
!!
```
## Slow Consumption
Necromancy [Evil]
**Level:** Cleric 1, Wizard 2
**Components:** V, S, Location
**Casting Time:** 10 minutes
**Range:** Touch
**Target:** One living creature
**Duration:** Permanent (see below)
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
The caster absorbs the life force and physical form from a living subject and uses it for himself. The victim must be rendered helpless to cast this spell upon her. For that day, the caster heals at twice the normal natural rate and does not need to eat. The subject, on the other hand, does not heal naturally that day and takes 1 point of Constitution damage. As long as the caster touches the subject once per day, he gains the benefits and the subject takes the Constitution damage. If the caster does not touch the subject within 24 hours of the last time he touched her, the spell ends.
Villains often use this spell on prisoners, who are sometimes sustained by lesser restoration spells so they can serve for years as evil sustenance.
Location Component: An area under the effect of a desecrate or unhallow spell.
```
@@---
Spell: Slumber Arrows
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 4, Wizard 4
Save: Fortitude partial
SR: Yes
---
!!
```
## Slumber Arrows
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 4, Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** 1 arrow/3 levels
**Duration:** 1 round/level
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
At any time during this spell's duration, you can use a swift action to imbue an arrow that you hold with the power of slumber. Any creature of 15 HD or less that is dealt damage by this arrow before the end of your turn falls asleep for 1 hour. A successful Will save means the target becomes fatigued for 1 hour instead.
Any arrow that doesn't deal damage to a target before your turn ends loses its magic (but can be imbued again on your next turn). You can imbue one arrow for every three caster levels you have (maximum five arrows). Material Component: A few poppy seeds.
```
@@---
Spell: Smell Of Fear
School: Transmutation
NSch:
NSubSch:
Level: Ranger 1
Save: Will negates
SR: Yes
---
!!
```
## Smell Of Fear
Transmutation
**Level:** Ranger 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 minute/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You bestow on your target an aroma that attracts predatory animals. They prefer to attack the subject over other targets, and animals attacking the subject creature gain a +1 bonus per three caster levels (maximum +3) on attack rolls and damage rolls.
```
@@---
Spell: Smite Heretic
School: Conjuration
NSch:
NSubSch:
Level: Paladin 3
Save: Personal
**Target:** You
---
!!
```
## Smite Heretic
Conjuration
**Level:** Paladin 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level
For the duration of the spell, when using your smite evil class ability against an evil creature with the ability to cast divine spells, you gain a +2 sacred bonus on the attack roll. Furthermore, the attack deals 2 extra points of damage (instead of 1) per paladin level.
```
@@---
Spell: Smoke Ladder
School: Transmutation
NSch:
NSubSch:
Level: Wu Jen 1 (fire)
Save: None
SR: No
---
!!
```
## Smoke Ladder
Transmutation
**Level:** Wu Jen 1 (fire)
**Components:** V, S, F
**Casting Time:** 1 round
**Range:** Touch
Effect: A ladder of smoke
**Duration:** 1 min./level (D)
**Saving Throw:** None
**Spell Resistance:** No
You create a misty ladder up to 10 feet long per caster level, shaped from the smoke given off by a fire as you cast the spell. A smoke ladder weighs virtually nothing and can be easily handled at any length. Always steady and rigid, the ladder needs no support or object to lean against, but can simply be placed in the desired position and climbed.
By casting the spell again on an existing smoke ladder before it dissipates, you can reset its duration.
Focus: A large fire of green wood.
```
@@---
Spell: Smoke Stairs
School: Transmutation
Descriptor: Air
NSch:
NSubSch:
Level: Assassin 2, druid 2
Save: Personal
**Target:** You
---
!!
```
## Smoke Stairs
Transmutation [Air]
**Level:** Assassin 2, druid 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/ level
You gain the ability to run up columns of smoke as if they were normal stairs. Casting this spell successfully requires smoke from a natural fire large enough to fill a 5-foot square, such as a normal campfire, bonfire, or any significant amount of burning debris (torch f lames or creatures made of fire or smoke do not suffice).
After casting this spell, you can move into the column of smoke produced by such fires and can ascend vertically into a square filled with smoke. To your eyes the smoke coalesces into ghostly steps, though other observers see nothing different. When stepping into the column you are considered to be in the smoke above the f lame and take no damage from the fire. Every 5 feet of upward movement costs 2 squares of movement. For example, an assassin with a speed of 30 feet casts smoke stairs on himself, then moves 10 feet across the ground to a smoking fire and ascends 10 feet vertically in a single move action.
If anything dissipates the column of smoke while you are moving though it using this spell, you lose your footing and fall. Examples include a gust of wind spell and an air elemental's whirlwind form. If the fire creating the smoke is extinguished, the smoke stairs effect lingers for 1 round before dispersing. Material Component: A handful of dried leaves.
```
@@---
Spell: Smoky Confinement
School: Transmutation
NSch:
NSubSch:
Level: Wizard 6
Save: Fortitude negates
SR: Yes
---
!!
```
## Smoky Confinement
Transmutation
**Level:** Wizard 6
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
You transform the subject into smoke or gas, which is then stored inside the focus. The subject remains trapped within the focus, unaware and ageless. If the focus is ever broken or opened, the victim resumes his normal form in the same space as the focus.
Focus: A tiny receptacle, such as a bottle or vase, of crystal or a similar material worth at least 100 gp. The receptacle must be able to be sealed.
```
@@---
Spell: Snake Darts
School: Transmutation
NSch:
NSubSch:
Level: Wu Jen 4
Save: Fortitude partial; see text
SR: Yes
---
!!
```
## Snake Darts
Transmutation
**Level:** Wu Jen 4
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./ level)
Targets: One or two creatures
**Duration:** Instantaneous; see text
**Saving Throw:** Fortitude partial; see text
**Spell Resistance:** Yes
When you cast this spell, your snake tattoos (the spell's focus) transform into real poisonous snakes that fly from you to the target or targets you select, striking like darts. The snakes always hit, dealing 3d6 points of damage each.
The poison each snake carries deals 1d6 points of Constitution damage immediately and another 1d6 points of Constitution damage 1 minute later. Each instance of ability damage can be negated by a successful Fortitude save. After striking the targets, the living snakes fly back to you and must be swallowed before you can cast the spell again. Swallowing the snakes is a standard action that causes you no harm and does not provoke attacks of opportunity. Once they are swallowed, the tattoos reappear immediately on your arms. Focus: Two snake tattoos on your skin, usually one coiled around each forearm.
```
@@---
Spell: Snake Sigil
School: Conjuration
Subschool: Creation
Descriptor: Force
NSch:
NSubSch:
Level: Bard 3, Wizard 3
Save: Reflex negates
SR: No
---
!!
```
## Snake Sigil
Conjuration (Creation) [Force]
**Level:** Bard 3, Wizard 3
**Components:** V, S, M
**Casting Time:** 10 minutes
**Range:** Touch
**Target:** One touched book or written work
**Duration:** Permanent or until discharged; until released or 1d4 days + one day/level; see text
**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.
Material Component: 500 gp worth of powdered amber, a scale from any snake, and a pinch of mushroom spores.
```
@@---
Spell: Snake's Swiftness
School: Transmutation
NSch:
NSubSch:
Level: Druid 1, Wizard 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Snake's Swiftness
Transmutation
**Level:** Druid 1, Wizard 2
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One allied creature
**Duration:** Instantaneous
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
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. Arcane Material Component: A few scales from a snake.
```
@@---
Spell: Snake's Swiftness, Mass
School: Transmutation
NSch:
NSubSch:
Level: Druid 2, Wizard 3
Save: Personal
**Target:** You
---
!!
```
## Snake's Swiftness, Mass
Transmutation
**Level:** Druid 2, Wizard 3
**Range:** Medium (100 ft. + 10 ft./level)
Targets: Allied creatures in a 20-ft.- radius burst
This spell functions like snake's swiftness, except that it affects multiple allies out to medium range.
## Snakebite
Transmutation
**Level:** Druid 3, ranger 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
This spell transforms one of your arms into a poisonous serpent. As an attack action, you can strike an opponent with your snake arm by making a successful melee attack. The bite from the venomous serpent deals damage equal to 1d3 points + your Str modifier, and it carries a toxic venom that deals 2 points of Constitution damage as initial and secondary damage. Each instance of ability damage can be negated by a Fortitude save (DC equal to this spell's DC). You can?t hold a weapon with your transformed hand, but your other hand can be used to wield weapons or cast spells with somatic
Components. Attacking with the transformed hand and a weapon incurs the standard twoweapon fighting penalties (PH 160). You can be under the effect of only one snakebite spell at any given time.
```
@@---
Spell: Snare
School: Transmutation
NSch:
NSubSch:
Level: Ranger 2, Druid 3
Save: None
SR: No
---
!!
```
## Snare
Transmutation
**Level:** Ranger 2, Druid 3
**Components:** V, S, DF
**Casting Time:** 3 rounds
**Range:** Touch
**Target:** Touched nonmagical circle of vine, rope, or thong with a 2 ft. diameter + 2 ft./level
**Duration:** Until triggered or broken
**Saving Throw:** None
**Spell Resistance:** No
This spell enables you to make a snare that functions as a magic trap. The snare can be made from any supple vine, a thong, or a rope. When you cast snare upon it, the cordlike object blends with its surroundings (Search DC 23 for a character with the trapfinding ability to locate). One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle.
If a strong and supple tree is nearby, the snare can be fastened to it. The spell causes the tree to bend and then straighten when the loop is triggered, dealing 1d6 points of damage to the creature trapped and lifting it off the ground by the trapped limb or limbs. If no such tree is available, the cordlike object tightens around the creature, dealing no damage but causing it to be entangled.
The snare is magical. To escape, a trapped creature must make a DC 23 Escape Artist check or a DC 23 Strength check that is a full-round action. The snare has AC 7 and 5 hit points. A successful escape from the snare breaks the loop and ends the spell.
```
@@---
Spell: Snare Astral Traveler
School: Abjuration
NSch:
NSubSch:
Level: Cleric 6, Wizard 6
Save: Will negates
SR: Yes
---
!!
```
## Snare Astral Traveler
Abjuration
**Level:** Cleric 6, Wizard 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One astral creature
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
This spell allows the caster to attract and capture an astral creature, as someone using the astral projection spell. If such a creature is within range at the time of casting and fails its saving throw, it is brought instantly before the caster and held motionless and visible for the spell's duration.
Spellcasters generally follow snare astral traveler with a more lasting restraint, such as trap the soul. If more than one astral creature is within range, the closest creature is affected. If that creature makes its saving throw, the next closest creature must make a save. This continues until one creature fails its save or all have succeeded.
```
@@---
Spell: Sniper's Eye
School: Transmutation
NSch:
NSubSch:
Level: Assassin 4
Save: Personal
**Target:** You
---
!!
```
## Sniper's Eye
Transmutation
**Level:** Assassin 4
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
When you cast sniper's eye, you gain the following benefits.
- +10 competence bonus on Spot checks.
- Darkvision out to 60 feet.
- The ability to make a ranged sneak attack at a range of up to 60 feet, rather than 30 feet.
- The ability to make a death attack with a ranged weapon rather than just with a melee weapon. The target must be within 60 feet. This spell doesn?t grant you the ability to make a sneak attack or death attack if you don?t already have that ability.
Sniper's eye attunes you completely to the vantage point you had when you cast the spell. You understand the nuances of the breeze and every angle and shadow?from that spot. If you move even 5 feet from the place where you cast the spell, you lose the benefits of sniper's eye until you return to that spot. Focus: A magnifying glass lens.
```
@@---
Spell: Sniper's Shot
School: Divination
NSch:
NSubSch:
Level: Assassin 1, ranger 1, sorcerer/ wizard 1
Save: Personal
**Target:** You
---
!!
```
## Sniper's Shot
Divination
**Level:** Assassin 1, ranger 1, sorcerer/ wizard 1
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round
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.
```
@@---
Spell: Snow Walk
School: Transmutation
NSch:
NSubSch:
Level: Druid 2, ranger 2, Winter 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Snow Walk
Transmutation
**Level:** Druid 2, ranger 2, Winter 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
Targets: One creature/level touched
**Duration:** 10 min./level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The subjects can walk on top of snow rather than through it, avoiding the usual movement penalties and leaving neither footprints nor scent. Tracking the subject is impossible by nonmagical means, and the gliding along the surface of the snow adds 10 feet to the target creature's land speed. (This adjustment is treated as an enhancement bonus.)
```
@@---
Spell: Snow Wave
School: Conjuration
Descriptor: Cold
NSch:
NSubSch:
Level: Druid 6
Save: Fortitude half and Reflex negates; see text
SR: No
---
!!
```
## Snow Wave
Conjuration [Cold]
**Level:** Druid 6
**Components:** V, S **Casting Time:** 1 round **Range:** 30 ft.
**Area:** Cone-shaped burst
**Duration:** Instantaneous
**Saving Throw:** Fortitude half and Reflex negates; see text
**Spell Resistance:** No
You create a wave of snow that knocks creatures in its path prone and deals 4d6 points of crushing damage plus 1d6 points of cold damage to targets caught in the cone. Any creature making a Fortitude saving throw takes only half the cold damage from a snow wave; however, it still takes the full crushing damage. In addition, anyone in the area must make a Reflex save or be knocked prone.
```
@@---
Spell: Snowball Swarm
School: Evocation
Descriptor: Cold
NSch:
NSubSch:
Level: Wizard 2
Save: Reflex half
SR: Yes
---
!!
```
## Snowball Swarm
Evocation [Cold]
**Level:** Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level) **Area:** 10-ft. radius burst
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
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. Material Component: A piece of ice or a small white rock chip.
```
@@---
Spell: Snowdrift
School: Transmutation
NSch:
NSubSch:
Level: Druid 1, sorcerer/ wizard 1
Save: None
SR: No
---
!!
```
## Snowdrift
Transmutation
**Level:** Druid 1, sorcerer/ wizard 1
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Snow touched, up to 10 cu. ft. +1 cu. ft./level
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
You can form existing snow into any shape that suits your purpose. For example, you can make a snowbank for concealment, sculpt a snow statue or idol, open a tunnel in deep snow, or simply cover a set of tracks. Snowdrift also permits you to raise snowy barriers around a door or house to prevent vision in or out, or to clog a chimney with snow. Snow cannot be made into weapons with this spell, and snowdrift does not affect solid ice in any form. Arcane Material Component: A pinch of white flour.
```
@@---
Spell: Snowshoes
School: Transmutation
NSch:
NSubSch:
Level: Cleric 1, druid 1, ranger 1 **Components:** V, S
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Snowshoes
Transmutation
**Level:** Cleric 1, druid 1, ranger 1 **Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 hour/level (D)
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The affected creature can walk lightly over ice and snow without having its speed reduced. The affected creature gains a 10-foot enhancement bonus to speed and is not required to make a Balance check or Reflex save to walk on ice and snow without slipping and falling, to avoid cracking ice it walks over, or to avoid falling through cracked ice. In addition, the affected creature does not leave a more readily discernible trail through ice and snow than it does on solid ground, denying trackers potential bonuses to follow the affected creature's path. (See Weather, Dmg 93?95, and Cold Dangers, Dmg 302, for more details on the effects of weather and ice.)
```
@@---
Spell: Snowshoes, Mass
School: Transmutation
NSch:
NSubSch:
Level: Cleric 3, druid 3, ranger 3
Save: None
SR: Yes (harmless)
---
!!
```
## Snowshoes, Mass
Transmutation
**Level:** Cleric 3, druid 3, ranger 3
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature/level, no two of which are more than 30 ft. apart
This spell functions like snowshoes, except as noted above.
## Snowsight
Transmutation
**Level:** Druid 1, ranger 1, Winter 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 hour/level
**Saving Throw:** None
**Spell Resistance:** Yes (harmless)
The subject gains the ability to see to the normal limits of its vision even in whiteout conditions, and ignores all penalties due to snow glare and snow blindness. Snowsight is no better than normal vision. During daylight, this usually means the subject can see to the horizon; at night, vision is restricted to ambient light or darkvision as appropriate for the subject creature. Snowsight does not grant creatures the ability to see in darkness.
```
@@---
Spell: Snowsong
School: Enchantment
Subschool: Compulsion
Descriptor: Mind- Affecting
NSch:
NSubSch:
Level: Bard 6
Save: Will negates
SR: Yes
---
!!
```
## Snowsong
Enchantment (Compulsion) [Mind- Affecting]
**Level:** Bard 6
**Components:** V
**Casting Time:** 1 standard action **Range:** 30 ft.
**Area:** 30-ft. radius centered on you
**Duration:** 10 min./level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
Snowsong fills the area with a soft snowfall that melts and evaporates on contact with anything solid. When you cast the spell, you must designate all creatures in the area as either allies or enemies.
While the snow falls, allies in the area hear a soft, lilting song that bolsters their spirits and confidence. At the same time, as the snow strikes their bodies, it melts and washes away scars, wounds, and filth. Allies under the effect of the snow gain a +4 morale bonus to Charisma and attack rolls, and a +4 insight bonus to Armor Class. In addition, the snow imparts fast healing 1 and resistance to cold 15 to all affected allies. All melee attacks made by allies in the snowsong deal an additional 1d6 points of cold damage.
Enemies in the area of a snowsong have a much different experience. To them, the snow is bitterly cold and leaves scabs and angry welts when it lands their skin. They perceive the music as a discordant jangle of crashes, scrapes, and howls. As long as they remain in the area, they suffer a 20% chance of spell failure (for both divine and arcane spells) when casting any spells with a verbal component.
Enemies can resist the effects of a snowsong with a successful Will saving throw.
These benefits remain in place as long as the spell persists and as long as the target remains in the spell's area. If a creature leaves the spell's area, all effects end for that creature until it returns to the snowsong's area.
```
@@---
Spell: Snuff The Light
Source: Drow of the Underdark
School: Transmutation
NSch:
NSubSch:
Level: Assassin 1, Bard 1, Wizard 1
Save: None
SR: No
---
!!
```
## Snuff The Light
Source: Drow of the Underdark
Transmutation
**Level:** Assassin 1, Bard 1, Wizard 1
**Components:** S
**Casting Time:** 1 swift action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One nonmagical light source
**Duration:** Instantaneous or 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
Snuff the light extinguishes a single nonmagical light source, such as a candle, torch, or lantern. Against alchemical light sources, such as sunrods, you suppress the light for 1 round per caster level.
```
@@---
Spell: Soften Earth And Stone
School: Transmutation
Descriptor: Earth
NSch:
NSubSch:
Level: Druid 2, Earth 2
Save: None
SR: No
---
!!
```
## Soften Earth And Stone
Transmutation [Earth]
**Level:** Druid 2, Earth 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 10-ft. square/level; see text
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
When this spell is cast, all natural, undressed earth or stone in the spell's area is softened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded or chopped. You affect a 10-footsquare area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected.
A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it can?t run or charge. Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can?t run or charge over the surface.
Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before.
While soften earth and stone does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls.
A moderate amount of structural damage can be dealt to a manufactured structure by softening the ground beneath it, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed.
```
@@---
Spell: Solid Fog
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Wizard 4
Save: Will negates
SR: Yes
---
!!
```
## Solid Fog
Conjuration (Creation)
**Level:** Wizard 4
**Components:** V, S, M
**Duration:** 1 min./level
**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.
Material Component: A pinch of dried, powdered peas combined with powdered animal hoof.
## Solipsism
Illusion (Phantasm) [Mind-Affecting]
**Level:** Wizard 7
**Components:** V
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** 1 round/level (D)
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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.
```
@@---
Spell: Song Of Discord
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting, Sonic
NSch:
NSubSch:
Level: Bard 5
Save: Will negates
SR: Yes
---
!!
```
## Song Of Discord
Enchantment (Compulsion) [Mind-Affecting, Sonic]
**Level:** Bard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** Creatures within a 20-ft. radius spread
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
This spell causes those within the area to turn on each other rather than attack their foes. Each affected creature has a 50% chance to attack the nearest target each round. (Roll to determine each creature's behavior every round at the beginning of its turn.) A creature that does not attack its nearest neighbor is free to act normally for that round.
Creatures forced by a song of discord to attack their fellows employ all methods at their disposal, choosing their deadliest spells and most advantageous combat tactics. They do not, however, harm targets that have fallen unconscious.
```
@@---
Spell: Song Of Festering Death
School: Evocation
Descriptor: Evil
NSch:
NSubSch:
Level: Bard 2
Save: Fortitude negates
SR: Yes
---
!!
```
## Song Of Festering Death
Evocation [Evil]
**Level:** Bard 2
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** Concentration
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
The caster sings a wailing ululation, requiring a successful Perform (singing) check (DC 20). If the Perform check succeeds and the target fails a Fortitude saving throw, the subject's flesh bubbles and festers into pestilent blobs, dealing the subject 2d6 points of damage each round. If the subject dies, she bursts with a sickening pop as steamy gore spills onto the ground.
```
@@---
Spell: Songbird
School: Transmutation
NSch:
NSubSch:
Level: Bard 0
Save: Personal
**Target:** You
---
!!
```
## Songbird
Transmutation
**Level:** Bard 0
**Components:** V, S
**Casting Time:** 1 round
**Range:** Personal
**Target:** You
**Duration:** Performance +1 hour or until discharged; see text
You acquire an even greater charisma when you perform. Anyone who hears or views your performance becomes favorably inclined toward you. This spell grants you a +1 competence bonus on your next Charisma-based check involving any one person who saw the performance. This effect lasts for the duration of your performance and up to 1 hour immediately following. You must begin the performance within 1 hour of casting the spell for it to have any effect.
```
@@---
Spell: Sonic Blast
School: Evocation
Descriptor: Sonic
NSch:
NSubSch:
Level: Wizard 1
Save: Will partial
SR: Yes
---
!!
```
## Sonic Blast
Evocation [Sonic]
**Level:** Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** Instantaneous
**Saving Throw:** Will partial
**Spell Resistance:** Yes
You blast the target with loud and highpitched 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.
```
@@---
Spell: Sonic Rumble
School: Evocation
Descriptor: Sonic
NSch:
NSubSch:
Level: Wizard 5
Save: Reflex half
SR: Yes
---
!!
```
## Sonic Rumble
Evocation [Sonic]
**Level:** Wizard 5
**Components:** V, S, F
**Casting Time:** 1 standard action **Range:** 30 ft.
**Area:** Cone-shaped burst
**Duration:** Concentration, up to 1 round/level
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
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.
Focus: A hollow cone of brass and gold worth 50 gp.
```
@@---
Spell: Sonic Shield
School: Evocation
NSch:
NSubSch:
Level: Bard 3, duskblade 5, Wizard 5
Save: Personal
**Target:** You
---
!!
```
## Sonic Shield
Evocation
**Level:** Bard 3, duskblade 5, Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
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.
```
@@---
Spell: Sonic Snap
School: Evocation
Descriptor: Sonic
NSch:
NSubSch:
Level: Wizard 0
Save: Will partial
SR: Yes
---
!!
```
## Sonic Snap
Evocation [Sonic]
**Level:** Wizard 0
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature or object
**Duration:** Instantaneous
**Saving Throw:** Will partial
**Spell Resistance:** Yes
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.
```
@@---
Spell: Sonic Weapon
School: Transmutation
Descriptor: Sonic
NSch:
NSubSch:
Level: Bard 2, Wizard 2
Save: Will negates; see text
SR: No
---
!!
```
## Sonic Weapon
Transmutation [Sonic]
**Level:** Bard 2, Wizard 2
**Components:** V
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Weapon touched
**Duration:** 1 minute/level (D)
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.
## Sonic Whip
Evocation [Sonic, Mind-Affecting]
**Level:** Bard 2
**Components:** V, S, M
**Casting Time:** 1 standard action **Range:** 0 ft.
Effect: A whip of force
**Duration:** 1 round/level
**Saving Throw:** Will negates; see text
**Spell Resistance:** No
This spell creates a whip of sonic energy that you wield as if you had proficiency with it. Simply cracking a sonic whip as a free action keeps normal animals (but not dire animals, magical beasts, or vermin) at bay unless they succeed on a Will save. Affected animals stay at least 30 feet away from you for the duration of the spell, as space permits. On a successful ranged attack with the whip, any normal animal you strike must succeed on a Will save or become frightened. Against other creature types, you can use a sonic whip in combat as if it were a normal whip. Material Component: A miniature silk whip.
```
@@---
Spell: Sonorous Hum
School: Evocation
Descriptor: Sonic
NSch:
NSubSch:
Level: Bard 2, cleric 3, sorcerer/ wizard 3
Save: Personal
**Target:** You
---
!!
```
## Sonorous Hum
Evocation [Sonic]
**Level:** Bard 2, cleric 3, sorcerer/ wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level (D)
After you cast this spell, the next spell you cast within the duration that requires concentration to maintain is maintained for you until the sonorous hum spell expires. This effect allows you to cast other spells, even another spell that also requires concentration. If the spell maintained by the sonorous hum has a shorter duration than that of this spell, the maintained spell expires as it normally would, and you gain no further benefits from this casting of sonorous hum. The sound created by the spell is as loud as a person in armor walking at a slow pace trying not to make noise (normally a DC 5 Listen check to detect). You can end the spell as a free action. For example, you could cast this spell, then cast detect thoughts, and this spell maintains the concentration on detect thoughts while you cast discern lies and maintain concentration on that spell yourself. You control all aspects of both spells, so you could change the orientation of the detect thoughts effect and select a different target for your discern lies spell in the same round. If you take damage, you must still make a Concentration check to maintain the spell.
```
@@---
Spell: Sorrow
School: Enchantment
Descriptor: Evil, Mind-Affecting
NSch:
NSubSch:
Level: Bard 1, Cleric 1
Save: Will negates
SR: Yes
---
!!
```
## Sorrow
Enchantment [Evil, Mind-Affecting]
**Level:** Bard 1, Cleric 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
Grief and sadness overcome the subject. She takes a ?3 morale penalty on all attack rolls, saving throws, ability checks, and skill checks. Material Component: A tear.
```
@@---
Spell: Soul Bind
School: Necromancy
NSch:
NSubSch:
Level: Cleric 9, Wizard 9
Save: Will negates
SR: No
---
!!
```
## Soul Bind
Necromancy
**Level:** Cleric 9, Wizard 9
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** Corpse
**Duration:** Permanent
**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).
Focus: A black sapphire of at least 1,000 gp value for every Hit Die possessed by the creature whose soul is to be bound. 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.)
```
@@---
Spell: Soul Blight
School: Necromancy
NSch:
NSubSch:
Level: Assassin 2, hexblade 2, Wizard 2
Save: Will half
SR: Yes
---
!!
```
## Soul Blight
Necromancy
**Level:** Assassin 2, hexblade 2, Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** Instantaneous
**Saving Throw:** Will half
**Spell Resistance:** Yes
You rip away some of the target's personal essence, temporarily damaging the target's essentia pool. You deal 1d4 points of essentia damage plus 1 additional point for every three caster levels, to a maximum of 1d4+3 points at caster level 9th.
Creatures that do not have essential pools suffer no ill effects from this spell. Material Component: A tiny crystal vial.
```
@@---
Spell: Soul Boon
School: Necromancy
Descriptor: Incarnum
NSch:
NSubSch:
Level: Cleric 3, Incarnum 2, Wizard 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Soul Boon
Necromancy [Incarnum]
**Level:** Cleric 3, Incarnum 2, Wizard 2
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One living creature
**Duration:** 1 minute
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
When you cast this spell, you invoke the power of souls unborn to reinforce the recipient's essentia pool. The creature touched gains 1 point of temporary essentia for every three caster levels, to a maximum of 5 points of essential at caster level 15th. These temporary essentia points can be used just like normal essentia points for as long as soul boon lasts.
Material Component: An empty insect cocoon.
```
@@---
Spell: Soul Of Anarchy
School: Transmutation
Descriptor: Chaotic
NSch:
NSubSch:
Level: Bard 2, Wizard 2
Save: Personal
**Target:** You
---
!!
```
## Soul Of Anarchy
Transmutation [Chaotic]
**Level:** Bard 2, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour
This spell infuses your body with energy drawn from the primal forces of chaos. You gain a +5 competence bonus on Escape Artist checks, as well on grapple checks to resist or escape a grapple. Your natural weapons are treated as chaotic-aligned for the purpose of overcoming damage reduction.
Regardless of your normal alignment, you are considered chaotic-aligned for the purpose of effects that rely on alignment (such as protection from chaos or chaos hammer), if soul of anarchy and soul of light are active on you at the same time, you gain damage reduction 3/evil or lawful. If soul of anarchy and soul of shadow are active on you at the same time, you gain damage reduction 3/good or lawful.
Soul of anarchy counters and dispels soul of order, and vice versa.
Special: A chaotic-aligned dragon capable of casting 4th-level sorcerer spells can cast this spell as a swift action.
```
@@---
Spell: Soul Of Light
School: Transmutation
Descriptor: Good
NSch:
NSubSch:
Level: Cleric 3, paladin 2
Save: Personal
**Target:** You
---
!!
```
## Soul Of Light
Transmutation [Good]
**Level:** Cleric 3, paladin 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour
This spell infuses your body with energy drawn from the Positive Energy Plane, making it easier to repair injuries. Whenever you cast or are the target of a conjuration (healing) spell, you can choose for the spell to heal a number of extra points of damage equal to twice the spell's level. It such a spell heals at least 10 points of damage, it also removes the fatigued condition from the target (or reduces exhaustion to fatigue).
If soul of light and soul of anarchy are active on you at the same time, you gain damage reduction 3/evil or lawful.
If soul of light and soul of order are active on you at the same time, you gain damage reduction 3/chaotic or evil.
Soul of light counters and dispels soul of shadow, and vice versa.
Special: A good-aligned dragon capable of casting 5th-level sorcerer spells can cast this spell as a swift action.
```
@@---
Spell: Soul Of Order
School: Transmutation
Descriptor: Lawful
NSch:
NSubSch:
Level: Paladin 1, Wizard 2
Save: Personal
**Target:** You
---
!!
```
## Soul Of Order
Transmutation [Lawful]
**Level:** Paladin 1, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour
This spell infuses your body with energy drawn from the primal forces of law. You gain a +2 morale bonus on Will saves made to resist enchantment effects. Your natural weapons are treated as lawful-aligned for the purpose of overcoming damage reduction.
Regardless of your normal alignment, you are considered lawful-aligned for the purpose of effects that rely on alignment (such as protection from law or order's wrath).
If soul of order and soul of light are active on you at the same time, you gain damage reduction 3/chaotic or evil. If soul of order and soul of shadow are active on you at the same time, you gain damage reduction 3/chaotic or good.
Soul of order counters and dispels soul of anarchy, and vice versa.
Special: A lawful-aligned dragon capable of casting 4th-level sorcerer spells can cast this spell as a swift action.
```
@@---
Spell: Soul Of Shadow
School: Transmutation
Descriptor: Evil
NSch:
NSubSch:
Level: Blackguard 2, cleric 3
Save: Personal
**Target:** You
---
!!
```
## Soul Of Shadow
Transmutation [Evil]
**Level:** Blackguard 2, cleric 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour
This spell infuses your body with energy drawn from the Negative Energy Plane. Whenever you cast or are the target of an inflict spell, you can choose for the spell to deal a number of extra points of damage equal to twice the spell's level. (Only undead casters typically choose for such spells to "deal" extra damage to them.) If you cast such a spell that deals at least 10 points of damage to any one target, it also removes the fatigued condition from you (or reduces exhaustion to fatigue).
If soul of shadow and soul of anarchy are active on you at the same time, you gain damage reduction 3/good or lawful. If soul of shadow and soul of order are active on you at the same time, you gain damage reduction 3/chaotic or good.
Soul of shadow counters and dispels soul of light, and vice versa.
Special: An evil-aligned dragon capable of casting 5th-level sorcerer spells can cast this spell as a swift action.
```
@@---
Spell: Soul Of The Waste
School: Transmutation
Descriptor: Earth
NSch:
NSubSch:
Level: Cleric 3, druid 3
Save: Personal
**Target:** You
---
!!
```
## Soul Of The Waste
Transmutation [Earth]
**Level:** Cleric 3, druid 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 min./level (D)
You meld your body and possessions into an accumulation of sand, dust, ash, or even loose earth. The area must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 100 pounds of nonliving gear merge with the sand. While in the sand, you remain aware of the passage of time, can cast spells on yourself, and can still hear on the surface above you, but you cannot see or communicate.
Since the substance you inhabit is an accumulation of many particles, it is difficult to damage the material (and you). If some creature were to shovel or otherwise remove sufficient sand from the area so that you no longer fit within it, you are expelled and take 5d6 points of damage. Any time before the duration expires, you can step out of the sand (or become physical while still partially or wholly within the sand). If the spell's duration expires or the effect is dispelled before you voluntarily exit, you are violently expelled and take 5d6 points of damage.
The following spells affect you if cast upon the sand you are occupying: Control sand and move earth merely move you along with their effects. Transmute sand to glass or transmute sand to stone expels you and slays you instantly unless you make a DC 18 Fortitude save, in which case you are expelled and take 5d6 points of damage.
```
@@---
Spell: Soul Link
School: Necromancy
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 6, Wizard 7, Temptation 7
Save: Will negates
SR: Yes
---
!!
```
## Soul Link
Necromancy [Mind-Affecting]
**Level:** Bard 6, Wizard 7, Temptation 7
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 hour/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You can use a soul link to monitor the subject's condition and location, as though it were affected by a status spell. You and the subject can also communicate telepathically as long as you are both on the same plane. By concentrating, you can also use scrying upon the subject, which is permitted no saving throw to resist. In addition, the subject takes a ?4 penalty on any saving throw made to resist a mind-affecting spell or ability you use against it.
At the time the spell is cast, you can choose to take a ?2 penalty to one of your ability scores in order to grant the subject a +2 enhancement bonus to that same ability score. If you use this option, the subject chooses the ability score affected for both of you and takes a ?4 penalty on its saving throw to resist the effects of this spell. You can have only one soul link in effect at a time. If you cast this spell a second time, the soul link already active ends immediately, regardless of the outcome of the second casting.
Material Component: A piece of parchment with the target's name (or detailed physical description) written upon it in your own blood.
```
@@---
Spell: Soul Shackles
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Bard 5, Wizard 5
Save: None (see text)
SR: Yes
---
!!
```
## Soul Shackles
Necromancy [Evil]
**Level:** Bard 5, Wizard 5
**Components:** V, S, F, Location
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** Instantaneous
**Saving Throw:** None (see text)
**Spell Resistance:** Yes
The caster draws out the soul of a dead creature and imprisons it within a specially made talisman. The subject must have had the talisman in his possession when he died, or the spell cannot function.
Henceforth, if the talisman is in the caster's possession, she can call forth the soul of the subject and question it about what it knew in life for up to 1 round/level each day, asking one question per round. The soul looks as it did in life, including the clothing and equipment it had with it on the day it died. Answers are clear, complete, and precise.
If the subject is hostile, or if the answer to the question was an important secret to it in life, the subject gains a Will saving throw. A successful saving throw indicates that the spell ends and the soul departs to the afterlife.
Focus: The talisman that will be the receptacle for the soul.
Location Component: An area under the effect of a desecrate or unhallow spell.
```
@@---
Spell: Soul Ward
Source: Complete Champion
School: Abjuration
NSch:
NSubSch:
Level: Cleric 2, druid 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Soul Ward
Source: Complete Champion
Abjuration
**Level:** Cleric 2, druid 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 minute/level or until discharged
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
This spell functions like body ward (page 117), except that you choose one of the three mental abilities? Intelligence, Wisdom, or Charisma?rather than a physical ability to be affected.
```
@@---
Spell: Soul's Treasure Lost
School: Transmutation
NSch:
NSubSch:
Level: Wizard 8
Save: Fortitude negates (object)
SR: Yes
---
!!
```
## Soul's Treasure Lost
Transmutation
**Level:** Wizard 8
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates (object)
**Spell Resistance:** Yes
With a harsh word of power and a shake of her fist, the caster targets a single creature. The spell ascertains the most valuable object currently in the subject's possession and disintegrates it. This spell will not affect an artifact, but destroys the next most valuable object instead. Material Component: A crushed ruby worth at least 500 gp.
```
@@---
Spell: Soulbanned Zone
School: Abjuration
NSch:
NSubSch:
Level: Wizard 8
Save: None
SR: No
---
!!
```
## Soulbanned Zone
Abjuration
**Level:** Wizard 8
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Area:** 40-ft. radius emanating from the touched point
**Duration:** 10 minutes/level (D)
**Saving Throw:** None
**Spell Resistance:** No
You create an immobile area within which no incarnum can be used. All soulmelds are suppressed within the soulbanned zone. Essentia cannot be invested or reallocated by any creature within the area; currently invested essentia has no effect inside the zone. Incarnum creatures are not otherwise affected by the soulbanned zone (they can enter normally).
Only creatures entirely within the soulbanned zone are affected. Should a creature be larger than the area enclosed by the soulbanned zone (or only partially within it), it can use its essential incarnum-based abilities normally.
```
@@---
Spell: Soulbleed
School: Necromancy
Descriptor: Evil, Incarnum
NSch:
NSubSch:
Level: Assassin 4, blackguard 4
Save: None (object) or Fortitude negates; see text
SR: No (object) or yes; see text
---
!!
```
## Soulbleed
Necromancy [Evil, Incarnum]
**Level:** Assassin 4, blackguard 4
**Components:** V
**Casting Time:** 1 swift action
**Range:** Touch
**Target:** One melee weapon
**Duration:** 1 round/3 levels
**Saving Throw:** None (object) or Fortitude negates; see text
**Spell Resistance:** No (object) or yes; see text
You invest your weapon with the power to bleed away part of the victim's essentia. Each time you hit a living creature with a weapon affected by soulbleed wounding, that creature loses 1 point of essentia unless it succeeds on a Fortitude save. You don?t gain the essentia; it is simply lost. Spell resistance applies against this effect.
If any round of the spell's duration goes by in which no living creature is affected by the spell (either because you didn?t hit a living creature or because no saving throw was failed), you take 1d6 points of damage from the spell.
No save or spell resistance is allowed to resist this effect.
This spell works only as long as you wield the weapon affected. Any other wielder gains no benefit from the effect.
```
@@---
Spell: Soulmeld Blessing
School: Evocation
Descriptor: Incarnum
NSch:
NSubSch:
Level: Cleric 2
Save: None (harmless)
SR: Yes (harmless)
---
!!
```
## Soulmeld Blessing
Evocation [Incarnum]
**Level:** Cleric 2
**Components:** V, DF **Casting Time:** 1 swift action **Range:** 20 ft.
Targets: Up to one creature/level in a
20-ft. radius burst centered on you
**Duration:** Instantaneous
**Saving Throw:** None (harmless)
**Spell Resistance:** Yes (harmless)
When you cast soulmeld blessing, you provide each affected creature with a surfeit of essentia. Affected creatures can immediately reallocate their essential pool as if they had taken a swift action to do so (even though it isn?t their turn and no action is required).
Essentia that cannot be reallocated with a swift action (for example, essential invested in an incarnum feat) cannot be redistributed.
```
@@---
Spell: Soulmeld Disjunction
School: Abjuration
NSch:
NSubSch:
Level: Incarnum 9, Wizard 9
Save: None
SR: No
---
!!
```
## Soulmeld Disjunction
Abjuration
**Level:** Incarnum 9, Wizard 9
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** All soulmelds shaped on one creature
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
This spell rips apart the soulmelds shaped on a particular creature, unshaping them in a burst of scattered incarnum. Make a caster level check (1d20 + caster level, maximum +25) against each of the soulmelds shaped on the chosen creature (against a DC of 11 + meldshaper level), starting with the soulmeld with the highest essentia investment (break ties randomly). Add +4 to the DC if the soulmeld is bound to a chakra. Essentia invested in unshaped soulmelds returns to its owner's essential pool.
```
@@---
Spell: Sound Burst
School: Evocation
Descriptor: Sonic
NSch:
NSubSch:
Level: Bard 2, Cleric 2
Save: Fortitude partial
SR: Yes
---
!!
```
## Sound Burst
Evocation [Sonic]
**Level:** Bard 2, Cleric 2
**Components:** V, S, F/DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 10-ft. radius spread
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round.
Creatures that cannot hear are not stunned but are still damaged. Arcane Focus: A musical instrument.
```
@@---
Spell: Sound Lance
School: Evocation
Descriptor: Sonic
NSch:
NSubSch:
Level: Cleric 4, Wizard 3
Save: Fortitude half
SR: Yes
---
!!
```
## Sound Lance
Evocation [Sonic]
**Level:** Cleric 4, Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature or object
**Duration:** Instantaneous
**Saving Throw:** Fortitude half
**Spell Resistance:** Yes
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.
```
@@---
Spell: Spacious Carriage
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Bard 4, Wizard 4
Save: None
SR: No
---
!!
```
## Spacious Carriage
Conjuration (Creation)
**Level:** Bard 4, Wizard 4
**Components:** V, S, M
**Casting Time:** 10 minutes
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: A full-sized carriage and phantom horses
**Duration:** 1 hour/level (D)
**Saving Throw:** None
**Spell Resistance:** No
You conjure up a carriage capable of seating four passengers comfortably or six in cramped conditions, as well as the horses needed to pull it.
These ?horses? are similar to those created by the phantom steed spell, though they do not gain any of the special, level-based abilities conferred by that spell. They respond to your thoughts alone, and they can pull the carriage at a speed of up to 50 feet.
The carriage resists flames as if it were stone. It is impervious to normal missiles (but not the sort cast by siege engines or giants). The interior contains lush, cushioned seats. The side windows can be opened to allow for missile fire or spellcasting. If the windows are open, everyone inside is considered to have cover, but they are not impervious to missiles as they would otherwise be.
Material Component: A few splinters of gold-painted oak, several strands of horse hair, and a strip of leather.
```
@@---
Spell: Spark Of Life
School: Necromancy
NSch:
NSubSch:
Level: Cleric 3, druid 4
Save: Will negates
SR: Yes
---
!!
```
## Spark Of Life
Necromancy
**Level:** Cleric 3, druid 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Undead creature touched
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
For the duration of the spell, the undead creature is subject to extra damage from critical hits (and thus sneak attacks), nonlethal damage, ability drain, energy drain, fatigue, exhaustion, and damage to its physical ability scores (though it still lacks a Constitution score and thus can?t take Constitution damage) as if it were alive. It loses its immunity to effects that require a Fortitude save, as well as its invulnerability to poison, sleep effects, paralysis, stunning, disease, and death effects. However, an undead affected by this spell gains a bonus on its Fortitude saves equal to its Charisma bonus (if any). (The bonus doesn?t apply to Fortitude saves against effects that also affect objects.) It must breathe, eat, and sleep just like a normal living creature (though the last two aren?t likely to come into play thanks to the spell's short duration). While it is under the effect of this spell, both negative energy (such as inflict spells) and positive energy (such as cure spells) heal damage to the undead creature, rather than damaging it. An undead creature affected by this spell retains all of its other traits.
```
@@---
Spell: Spawn Screen
School: Necromancy
NSch:
NSubSch:
Level: Cleric 2, Wizard 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Spawn Screen
Necromancy
**Level:** Cleric 2, Wizard 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch Targets: One creature/level
**Duration:** 1 hour/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
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 immediately prior to a spawn's rise. This spell cannot be cast on the body of a creature that has already been killed by a spawncreating undead.
```
@@---
Spell: Speak To Allies
School: Transmutation
Descriptor: Language- Dependent
NSch:
NSubSch:
Level: Bard 2, Wizard 2
Save: Personal
**Target:** You
---
!!
```
## Speak To Allies
Transmutation [Language- Dependent]
**Level:** Bard 2, Wizard 2
Targets: Any number of allied creatures, no two of which are more than 30 ft. apart
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.
## Speak With Animals
Divination
**Level:** Bard 3, Druid 1, Ranger 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 min./level
You can comprehend and communicate with animals. You are able to ask questions of and receive answers from animals, although the spell doesn?t make them any more friendly or cooperative than normal. Furthermore, wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.
```
@@---
Spell: Speak With Dead
School: Necromancy
Descriptor: Language-Dependent
NSch:
NSubSch:
Level: Cleric 3
Save: Will negates; see text **Spell Resistance:** No
You grant the semblance of life and intellect to a corpse, allowing it to answer several questions that you put to it. You may ask one question per two caster levels. Unasked questions are wasted if the duration expires. The corpse's knowledge is limited to what the creature knew during life, including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive. If the creature's alignment was different from yours, the corpse gets a Will save to resist the spell as if it were alive.
---
!!
```
## Speak With Dead
Necromancy [Language-Dependent]
**Level:** Cleric 3
**Components:** V, S, DF **Casting Time:** 10 minutes **Range:** 10 ft.
**Target:** One dead creature
**Duration:** 1 min./level
**Saving Throw:** Will negates; see text **Spell Resistance:** No
You grant the semblance of life and intellect to a corpse, allowing it to answer several questions that you put to it. You may ask one question per two caster levels. Unasked questions are wasted if the duration expires. The corpse's knowledge is limited to what the creature knew during life, including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive. If the creature's alignment was different from yours, the corpse gets a Will save to resist the spell as if it were alive.
If the corpse has been subject to speak with dead within the past week, the new spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all.
This spell does not let you actually speak to the person (whose soul has departed). It instead draws on the imprinted knowledge stored in the corpse. The partially animated body retains the imprint of the soul that once inhabited it, and thus it can speak with all the knowledge that the creature had while alive. The corpse, however, cannot learn new information.
Indeed, it can?t even remember being questioned.
This spell does not affect a corpse that has been turned into an undead creature.
```
@@---
Spell: Speak With Plants
School: Divination
NSch:
NSubSch:
Level: Bard 4, Druid 3, Ranger 2
Save: Personal
**Target:** You
---
!!
```
## Speak With Plants
Divination
**Level:** Bard 4, Druid 3, Ranger 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 min./level
You can comprehend and communicate with plants, including both normal plants and plant creatures. You are able to ask questions of and receive answers from plants. A regular plant's sense of its surroundings is limited, so it won?t be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity.
The spell doesn?t make plant creatures any more friendly or cooperative than normal. Furthermore, wary and cunning plant creatures are likely to be terse and evasive, while the more stupid ones may make inane comments. If a plant creature is friendly toward you, it may do some favor or service for you.
```
@@---
Spell: Speaking Stones
Source: Magic of Eberron
School: Transmutation
NSch:
NSubSch:
Level: Wizard 2
Save: None
SR: No
---
!!
```
## Speaking Stones
Source: Magic of Eberron
Transmutation
**Level:** Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Two normal objects touched, weighing up to 1 lb. each
**Duration:** 24 hours or until discharged; see text
**Saving Throw:** None
**Spell Resistance:** No
This spell allows you to fashion a magical link between two stones (or any other mundane, nonmagical objects weighing up to 1 pound each). This link allows each stone to pass a single message to the other, no matter how great the distance between them after the spell is first cast.
Once the stones are transmuted with this spell, a creature holding one stone can send a message of no more than twenty-five words as a standard action. The message instantly sounds from the other stone, loud enough to be heard by anyone within 5 feet of it. The spell ends after each stone passes one message to its twin, or the spell's duration elapses, whichever occurs first.
Messages are not transmitted across planar boundaries.
If the bearer of one speaking stone attempts to pass a message while the other stone is on another plane, the message rebounds and plays back on the original stone. This playback counts as that stone's single message transmission.
No object can have more than one speaking stones spell cast upon it. A second speaking stones cast upon the same object ends the first spell.
Special: A character with any Mark of Scribing dragonmark, or with the Favored in House feat (Sivis), can send a message of up to 100 words through any object upon which she has cast this spell.
```
@@---
Spell: Spear Of Valarian
School: Trasmutation
NSch:
NSubSch:
Level: Beloved of Valarian 4, druid 5, ranger 4
Save: Fortitude negates (object, harmless)
SR: Yes (object, harmless)
---
!!
```
## Spear Of Valarian
Trasmutation
**Level:** Beloved of Valarian 4, druid 5, ranger 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One nonmagical weapon touched
**Duration:** 1 round/level (D)
**Saving Throw:** Fortitude negates (object, harmless)
**Spell Resistance:** Yes (object, harmless)
The spear of Valarian spell Transforms one nonmagical weapon into a shimmering silver spear. You must be carrying the weapon and have it drawn for the spell to work.
The shimmering spear functions as a +1 silvered spear. Against magical beasts, the weapon becomes a +3 silvered spear that deals +2d6 points of bonus damage (as the bane special property).
If the spear of Valarian is sundered, the original weapon breaks as the spell suddenly ends. If the wielder relinquishes the spear, willingly or not, it immediately reverts to its previous state and the spell ends.
```
@@---
Spell: Spectral Dragon
Source: Dragons of Faerun
School: Necromancy
NSch:
NSubSch:
Level: Wizard 6
Save: See text
SR: Yes
---
!!
```
## Spectral Dragon
Source: Dragons of Faerun
Necromancy
**Level:** Wizard 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One spectral dragon
**Duration:** Concentration, up to 1 round/level
**Saving Throw:** See text
**Spell Resistance:** Yes
You summon a draconic mass made entirely of shadow.
You create a Large dragon-shaped mass of shadows that attacks under your control.
Each round, you can move the spectral dragon up to 60 feet and attempt a bite attack against a single creature.
The attack bonus of the dragon is your caster level + your key ability modifier.
If the dragon hits with its bite, the target takes 1d6 points of Strength damage and gains one negative level.
After 24 hours, the victim is entitled to a Fortitude save to avoid losing the level permanently.
The mass itself is not dangerous to the touch, and creatures can pass through it without suffering harm. A spectral dragon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it.
Its AC against touch attacks is 9 (10 minus size bonus for a Large creature).
It can pass through solid objects, though it has no ability to see through them.
If an attacked creature has spell resistance, make a caster level check (1d20 + caster level) against that spell resistance the first time the spectral dragon strikes it.
If the attack is successfully resisted, the spell is dispelled.
If not, the dragon has its full normal effect on that creature for the duration of the spell.
An undead creature struck by the dragon's bite receives 1d4?3 temporary hit points that last for up to 1 hour. Special: Shadow creatures (such as shadows, shadow dragons, and shadar-kai) and creatures descended from shadow (such as half-shadow dragons and shadovar) cast this spell at +1 caster level and deal an extra 1 point of Strength damage with each attack.
This bonus is also granted to creatures that derive their power from the Shadow Weave.
```
@@---
Spell: Spectral Hand
School: Necromancy
NSch:
NSubSch:
Level: Wizard 2
Save: None
SR: No
---
!!
```
## Spectral Hand
Necromancy
**Level:** Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: One spectral hand
**Duration:** 1 min./level (D)
**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.
```
@@---
Spell: Spectral Stag
Source: Player's Guide to Faerûn
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Initiate of malar 2
Save: See text
SR: No
---
!!
```
## Spectral Stag
Source: Player's Guide to Faerûn
Conjuration (Creation)
**Level:** Initiate of malar 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** 0 ft.
Effect: One quasi-real staglike creature
**Duration:** 1 round/level
**Saving Throw:** See text
**Spell Resistance:** No
You conjure a quasi-real, staglike creature that you can direct to either attack a target or simply carry you on its back.
When you cast the spell, you decide whether you want the stag to appear next to you or form underneath you so that you may ride it immediately.
The stag has a speed of 60 feet and can act as soon as it appears, moving as you direct.
Controlling the stag is a free action.
It can move through the air as if it were on firm land, as a phantom steed spell (caster level 12th).
It can bear its rider's weight plus up to 10 pounds of additional weight per caster level.
The stag is a Large creature with an Armor Class 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 spectral stag disappears.
If directed to attack a creature, the stag charges its target and initiates a bull rush.
It has an effective Strength of 18 for this purpose.
The stag cannot be attacked or damaged, but if you are riding it when it attempts a bull rush, the defender may use her attack of opportunity against you instead of the stag.
If the bull rush fails, the stag (and you, if you are riding it) moves 5 feet straight back to where it was before it moved into the target's space.
If the bull rush succeeds, the stag moves the defender the maximum distance possible.
The defender must also make a Fortitude saving throw or be stunned for 1 round.
When the spell ends, the stag vanishes.
If you were riding it at the time, you land safely on the ground.
```
@@---
Spell: Spectral Touch
School: Necromancy
NSch:
NSubSch:
Level: Wizard 6
Save: Fortitude negates
SR: Yes
---
!!
```
## Spectral Touch
Necromancy
**Level:** Wizard 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch Targets: One creature/level
**Duration:** 1 round/level (D); see text
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
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.
```
@@---
Spell: Spectral Weapon
School: Illusion
Subschool: Shadow
NSch:
NSubSch:
Level: Assassin 3, bard 4, sorcerer/ wizard 3
Save: See text
SR: Yes
---
!!
```
## Spectral Weapon
Illusion (Shadow)
**Level:** Assassin 3, bard 4, sorcerer/ wizard 3
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** 0 ft.
Effect: One shadowy blade
**Duration:** 1 round/level (D)
**Saving Throw:** See text
**Spell Resistance:** Yes
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.
```
@@---
Spell: Speechlink
School: Divination
NSch:
NSubSch:
Level: Bard 3
Save: None
SR: No
---
!!
```
## Speechlink
Divination
**Level:** Bard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch Targets: You and one creature touched
**Duration:** 10 minutes/level (D)
**Saving Throw:** None
**Spell Resistance:** No
You and a willing subject can communicate verbally no matter how much distance you put between yourselves on the same plane. Either participant can end the spell at any time. Speechlink allows you and your allies each to hear the other's vocalizations, whatever their volume. It does not transfer other sounds from either participant's location. This spell works on any creatures, including animals, but does not convey any special language comprehension ability.
```
@@---
Spell: Spell Engine
School: Abjuration
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 8
Save: None
SR: Yes; see text
---
!!
```
## Spell Engine
Abjuration [Force]
**Level:** Wizard 8
**Components:** V, S, M, XP
**Casting Time:** 10 minutes
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: 5-ft. radius magical wheel
**Duration:** See text
**Saving Throw:** None
**Spell Resistance:** Yes; see text
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.
Material **Components:** A disk of polished bone, one of your tears, and a silver wheel worth 500 gp. XP Cost: 250 XP.
```
@@---
Spell: Spell Enhancer
School: Transmutation
NSch:
NSubSch:
Level: Wizard 4
Save: Personal
**Target:** You
---
!!
```
## Spell Enhancer
Transmutation
**Level:** Wizard 4
**Components:** V
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round
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.
```
@@---
Spell: Spell Flower
School: Transmutation
NSch:
NSubSch:
Level: Cleric 1, Wizard 1
Save: Personal
**Target:** You
---
!!
```
## Spell Flower
Transmutation
**Level:** Cleric 1, Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
You are able to hold the charge for one touch spell per arm of your body as long as you don?t use a changed limb to cast another spell or touch anything with it. Each touch spell you cast resides in a different forelimb. 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.
```
@@---
Spell: Spell Haven
Source: Dragonmarked
School: Transmutation
NSch:
NSubSch:
Level: Bard 5, cleric 5, Wizard 5
Save: Personal
**Target:** You
---
!!
```
## Spell Haven
Source: Dragonmarked
Transmutation
**Level:** Bard 5, cleric 5, Wizard 5
**Components:** V, S, F, Dr
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** Permanent until discharged (D)
This spell allows you to store another spell within your dragonmark. You can store any spell you can normally cast that has a casting time of 1 round or less. Only one such spell can be stored in your dragonmark at any time, and the maximum level of the stored spell depends on the strength of your dragonmark.
Dragonmark Maximum Spell Level
Least
1st
Lesser
3rd
Greater or Siberys 5th
The spell stored within your dragonmark can be cast as an immediate action and does not count against your normal limit of spells per day. Any necessary material components for the stored spell are consumed when the spell is stored.
A spell bound to your dragonmark cannot be lost or stolen by any effect that affects spells prepared or available spell slots.
Focus: A Siberys dragonshard (for casters with true dragonmarks) or a Khyber dragonshard (for casters with aberrant dragonmarks) worth at least 500 gp per level of the bound spell. Dragonmark: Any true or aberrant dragonmark.
```
@@---
Spell: Spell Immunity
School: Abjuration
NSch:
NSubSch:
Level: Cleric 4, Protection 4, Strength 4
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Spell Immunity
Abjuration
**Level:** Cleric 4, Protection 4, Strength 4
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 10 min./level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The warded creature is immune to the effects of one specified spell for every four levels you have. The spells must be of 4th level or lower. The warded creature effectively has unbeatable spell resistance regarding the specified spell or spells. Naturally, that immunity doesn?t protect a creature from spells for which spell resistance doesn?t apply. Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks.
Only a particular spell can be protected against, not a certain domain or school of spells or a group of spells that are similar in effect.
A creature can have only one spell immunity or greater spell immunity spell in effect on it at a time.
```
@@---
Spell: Spell Immunity, Greater
School: Abjuration
NSch:
NSubSch:
Level: Cleric 8
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Spell Immunity, Greater
Abjuration
**Level:** Cleric 8
This spell functions like spell immunity, except the immunity applies to spells of 8th level or lower.
A creature can have only one spell immunity or greater spell immunity spell in effect on it at a time.
## Spell Immunity, Lesser
Abjuration
**Level:** Cleric 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 10 minutes/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
This spell protects one creature from a single 1st- or 2nd-level spell. The creature effectively has unbeatable spell resistance regarding the chosen spell. Lesser spell immunity can?t protect a creature from a spell to which spell resistance doesn?t apply. This spell works against other spells, spell-like effects, and innate spell-like abilities. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks. Only a particular spell can be protected against, not a school of spells or a group of spells with similar effects; thus, a creature given immunity to inflict light wounds is still susceptible to inflict moderate wounds. A creature can have only one lesser spell immunity or spell immunity (PH 282) in effect at a time.
```
@@---
Spell: Spell Matrix
School: Transmutation
NSch:
NSubSch:
Level: Wizard 7
Save: Personal
Effect: Matrix that holds one of your spells
---
!!
```
## Spell Matrix
Transmutation
**Level:** Wizard 7
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. Focus: A sapphire with a minimum value of 1,000 gp.
## Spell Matrix, Greater
Transmutation
**Level:** Wizard 9
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. Focus: A diamond with a minimum value of 1,500 gp.
## Spell Matrix, Lesser
Transmutation
**Level:** Wizard 5
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Personal
Effect: Matrix that holds one of your spells
**Duration:** 10 minutes/level (D)
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.
Focus: A piece of amber with a minimum value of 500 gp.
```
@@---
Spell: Spell Phylactery
Source: Player's Guide to Faerûn
School: Transmutation
NSch:
NSubSch:
Level: Initiate of mystra 5
Save: None
SR: Yes (object)
---
!!
```
## Spell Phylactery
Source: Player's Guide to Faerûn
Transmutation
**Level:** Initiate of mystra 5
**Components:** V, S, DF
**Casting Time:** 10 minutes
**Range:** Touch
**Target:** Scroll touched
**Duration:** Permanent until triggered
**Saving Throw:** None
**Spell Resistance:** Yes (object)
You create a set of triggering conditions for a scroll that bears a spell on your spell list.
The spell must be one that affects your person, and it must be of a level no higher than one-fourth your caster level (rounded down, maximum 5th).
Any limitations that would normally apply to your reading of the scroll (such as a minimum ability score or a caster level check) still apply.
The conditions needed to bring the spell into effect must be clear as defined by the contingency spell description, although they can be general.
For example, a spell phylactery used with a scroll of water breathing might prescribe that any time you are engulfed in water or any similar liquid, the water breathing spell instantly comes into effect.
Or a spell phylactery used with a feather fall scroll could trigger any time you fall more than 4 feet.
Complicated or convoluted conditions may cause the spell phylactery to fail when called upon.
The scroll is activated based solely on the stated conditions, regardless of your wishes at the time.
When the stated conditions are met, the spell on the scroll is cast upon you as if you had spent a standard action to use the scroll yourself.
If the scroll contains a spell that is not on your spell list, or limitations on the spell that would prevent you from casting it at the time, it is not cast when the triggering condition occurs, and the magic of the spell phylactery dissipates.
The scroll prepared with this spell must be bound to your arm or forehead (usually rolled tightly or placed in a small box for this purpose), and it counts as a bracer or headband in terms of space limitations for magic items.
This spell must be cast once for each spell you wish to effect on a scroll.
If another person wears the spell phylactery, the magic of this spell ends.
You may remove and replace the spell phylactery without penalty, but if 24 hours pass without you wearing it, the magic of the spell phylactery ends.
The termination of this spell does not harm the spell on the scroll.
```
@@---
Spell: Spell Resistance
School: Abjuration
NSch:
NSubSch:
Level: Cleric 5, Magic 5, Protection 5
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Spell Resistance
Abjuration
**Level:** Cleric 5, Magic 5, Protection 5
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 min./level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The creature gains spell resistance equal to 12 + your caster level.
```
@@---
Spell: Spell Resistance, Mass
School: Abjuration
NSch:
NSubSch:
Level: Cleric 7
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Spell Resistance, Mass
Abjuration
**Level:** Cleric 7
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. apart **Duration:** 1 round/level
This spell functions like spell resistance (PH 282), except as noted here.
## Spell Shield
Source: Player's Guide to Faerûn
Abjuration
**Level:** Initiate of mystra 2
**Components:** V, S, DF
**Casting Time:** 1 standard action; see text
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 min./level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The subject gains a +3 resistance bonus on saving throws against spells and spell-like abilities, but not against supernatural or extraordinary abilities.
At 11th level, you can cast this spell on yourself as a free action.
```
@@---
Spell: Spell Shift
Source: Lost Empires of Faerun
School: Abjuration
NSch:
NSubSch:
Level: Wizard 9
Save: Personal
**Target:** You
---
!!
```
## Spell Shift
Source: Lost Empires of Faerun
Abjuration
**Level:** Wizard 9
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
This potent spell opens your senses to the Weave, allowing you to perceive its very fabric as clearly as you might see the trees in a forest while standing in the heart of it.
When a spell is cast, you can visually observe its effects on the Weave.
Thanks to this heightened understanding, you can use the counterspell action to do much more than merely counter another caster's spell.
Spell shift grants you a +4 insight bonus on Spellcraft checks made to identify spells for counterspelling.
Furthermore, instead of simply negating the effect of a spell you successfully counter, you can choose from among the following options as long as spell shift lasts.
Aid: You can boost the effectiveness of an ally's spell by applying any one metamagic feat from the following list:
Empower Spell, Enlarge Spell, Extend Spell, Maximize Spell, or Widen Spell.
To use this option, you must expend a spell slot (or sacrifice a prepared spell) whose spell level equals or exceeds that of the ally's spell with the desired metamagic feat applied.
For example, empowering an ally's fireball would require you to expend a 5th-level or higher spell slot.
Manipulate: You can seize control of the spell's range, area, or targets, as appropriate, and reshape these factors as you choose.
For example, you could cause an enemy wizard's fireball to explode at his feet, or you could cause his haste spell to target your allies within the area he has specified.
Only one property of the spell, chosen from among those that the caster can normally designate, can be manipulated in this manner.
For example, you could not choose the targets of a sleep spell because the targets affected are determined by the spell itself, not the caster.
Backlash: You counter the spell as normal, but your opponent must succeed on a Fortitude save or be stunned for 1d6 rounds.
```
@@---
Spell: Spell Snare
Source: Magic of Eberron
School: Abjuration
NSch:
NSubSch:
Level: Artificer 3, Wizard 4
Save: None (object)
SR: No (object)
---
!!
```
## Spell Snare
Source: Magic of Eberron
Abjuration
**Level:** Artificer 3, Wizard 4
**Components:** S, M
**Casting Time:** 1 minute
**Range:** Touch
**Target:** Eberron dragonshard touched
**Duration:** 10 minutes/level
**Saving Throw:** None (object)
**Spell Resistance:** No (object)
A spell snare takes advantage of an Eberron dragonshard's innate magical affinity, tuning the shard so that it readily absorbs the energy of a spell. The next spell or spelllike ability of 3rd level or lower that targets the bearer of the spell snare is absorbed into the dragonshard and has no effect.
Only spells or spell-like abilities that affect a single target, or orb or ray spells directed at the bearer, can be absorbed. Once the spell snare has absorbed a spell, its magic expires and the dragonshard disintegrates. It requires no action to absorb a spell, but you must have the dragonshard in hand.
A spell snare does not discriminate between harmful or beneficial spells, and will just as readily absorb a cure light wounds spell as vampiric touch (though a character could temporarily put away or set aside the spell snare to receive a beneficial spell).
A character can only benefit from one spell snare at any given time. If more than one affected shard is carried, they will all activate (and be destroyed) by the first spell to target the bearer.
Material Component: An Eberron dragonshard worth at least 25 gp. Unlike most material components, the dragonshard is consumed when the spell snare effect functions, not when the spell is cast.
```
@@---
Spell: Spell Snare, Greater
Source: Magic of Eberron
School: Abjuration
NSch:
NSubSch:
Level: Artificer 6, Wizard 7
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Spell Snare, Greater
Source: Magic of Eberron
Abjuration
**Level:** Artificer 6, Wizard 7
As spell snare, except that the dragonshard component of this spell can absorb a spell or spell-like ability of up to 6th level.
Material Component: An Eberron dragonshard worth at least 100 gp. Unlike most material components, the dragonshard is consumed when the spell snare effect functions, not when the spell is cast.
## Spell Staff
Transmutation
**Level:** Druid 6
**Components:** V, S, F
**Casting Time:** 10 minutes
**Range:** Touch
**Target:** Wooden quarterstaff touched
**Duration:** Permanent until discharged (D)
**Saving Throw:** Will negates (object)
**Spell Resistance:** Yes (object)
You store one spell that you can normally cast in a wooden quarterstaff. Only one such spell can be stored in a staff at a given time, and you cannot have more than one spellstaff at any given time. You can cast a spell stored within a staff just as though it were among those you had prepared, but it does not count against your normal allotment for a given day. You use up any applicable material components required to cast the spell when you store it in the spellstaff.
Focus: The staff that stores the spell.
```
@@---
Spell: Spell Storing Item
Source: Eberron Campaign Setting
School: Transmutation
NSch:
NSubSch:
Level: Artificer 1
Save: None (object)
SR: No (object)
---
!!
```
## Spell Storing Item
Source: Eberron Campaign Setting
Transmutation
**Level:** Artificer 1
**Components:** S, XP (see text)
**Casting Time:** 1 minute
**Range:** Touch
**Target:** Item touched
**Duration:** 1 hour/level or until discharged
**Saving Throw:** None (object)
**Spell Resistance:** No (object)
This infusion allows you to place a spell effect into an item to draw it forth later, at your command. The item becomes, in effect, a wand with a single charge, which only you can use.
You can imbue any spell of 4th level or lower into the item, as long as its spell level is no greater than one-half your artificer level. Your artificer level is the spell's caster level. You must make a successful Use Magic Device check (DC 20 + [spell level ? 3]) to emulate the spell and store it in the item. If you fail this check by 10 or more, you suffer a mishap. The DM determines the result of a mishap, as with scroll mishaps. As a default, either the spell is activated immediately instead of being placed in the item, affecting you if possible, or the spell erupts in a burst of uncontrolled energy, dealing 2d6 points of damage to you.
A single item can carry only one spell at a time. You must provide any expensive material components or XP component the spell requires at the time you imbue it into the item. You must provide any focus the spell requires at the time you cast it from the item.
XP Cost: Your caster level ? the spell level. For example, to place a scorching ray spell in an item, you must spend XP equal to your caster level ? 2.
```
@@---
Spell: Spell Theft
School: Abjuration
NSch:
NSubSch:
Level: Bard 4, hexblade 4, sorcerer/ wizard 5
Save: None
SR: No
---
!!
```
## Spell Theft
Abjuration
**Level:** Bard 4, hexblade 4, sorcerer/ wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
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.
```
@@---
Spell: Spell Turning
School: Abjuration
NSch:
NSubSch:
Level: Luck 7, Magic 7, Wizard 7
Save: Personal
**Target:** You
---
!!
```
## Spell Turning
Abjuration
**Level:** Luck 7, Magic 7, Wizard 7
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** Until expended or 10 min./level
Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells.
From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly. When you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. The subtract the amount of spell turning left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, you and the caster each take a fraction of the damage. For nondamaging spells, each of you has a proportional chance to be affected.
If you and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created.
Roll randomly to determine the result.
d% 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.
Arcane Material Component: A small silver mirror.
```
@@---
Spell: Spell Vulnerability
School: Transmutation
NSch:
NSubSch:
Level: Cleric 4, Wizard 3
Save: Fortitude negates
SR: No
---
!!
```
## Spell Vulnerability
Transmutation
**Level:** Cleric 4, Wizard 3
**Components:** V, S
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 minute/level
**Saving Throw:** Fortitude negates
**Spell Resistance:** No
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.
```
@@---
Spell: Spellcaster's Bane
School: Divination
NSch:
NSubSch:
Level: Wizard 3
Save: Personal
**Target:** You
---
!!
```
## Spellcaster's Bane
Divination
**Level:** Wizard 3
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
You gain a +2 insight bonus on dispel checks and caster level checks made to counterspell. If you have 5 or more ranks in Spellcraft, you also automatically recognize any spell being cast, as though you had succeeded on a Spellcraft check.
You must have line of sight to the caster, but distance is otherwise not a factor.
If you have 15 or more ranks in Spellcraft, you not only recognize any spell being cast, but you also know the caster level of any spell being cast. Again, you must have line of sight to the caster for this effect to function.
```
@@---
Spell: Spellmantle
Source: Player's Guide to Faerûn
School: Abjuration
NSch:
NSubSch:
Level: Initiate of mystra 6
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Spellmantle
Source: Player's Guide to Faerûn
Abjuration
**Level:** Initiate of mystra 6
**Components:** V, S
**Casting Time:** 1 full round
**Range:** Touch
**Target:** Creature touched
**Duration:** 10 min./level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You create a magical aura around the subject that protects it against certain spells.
Upon casting, you must designate one spell of 4th level or lower per four caster levels you possess.
These choices cannot be spells delivered by touch attacks.
When the subject of this spell is the target of or within the area of one of the designated spells, the spellmantle absorbs the incoming spell's energy completely.
The target can then direct this energy to one of the following two purposes.
Healing: The subject immediately receives a cure wounds spell of the same level as the spell that was absorbed.
The cure spell functions as if you had cast it upon the target.
If the subject is unconscious, the incoming spell is automatically converted to a cure spell.
Receive Spell: The incoming spell's energy can immediately trigger another spell upon the target.
To allow the subject this option, you must designate one spell of 4th level or lower that you have prepared at the time of casting.
This spell must be one that affects the target's person.
Designating one of your spells for this purpose does not cause you to lose the prepared spell, either now or when the effect is triggered.
If the level of the incoming spell is lower than that of your designated spell, the subject cannot activate this effect.
Otherwise, if the subject chooses this option, your designated spell functions as if you had cast it.
The duration of this triggered spell can outlast that of the spellmantle itself.
For example, you could designate lightning bolt as one of the spells the spellmantle absorbs and choose magic circle against evil to be the spell the target receives.
In that case, every time the subject is in the area of a lightning bolt (or any other spell of 3rd level or higher that you designate), it can choose to be immediately protected by magic circle against evil.
The spellmantle can absorb from three to nine spell levels (1d4 +1 per four caster levels) of incoming spells.
If the spellmantle lacks sufficient capacity to absorb a spell, the absorption does not occur. Once it has absorbed its capacity, it dissipates.
```
@@---
Spell: Spellslayer Arrow
Source: Champions of Ruin
School: Transmutation
NSch:
NSubSch:
Level: Assassin 2, Justice of Weald and Woe 2, Ranger 2
Save: None
SR: Yes
---
!!
```
## Spellslayer Arrow
Source: Champions of Ruin
Transmutation
**Level:** Assassin 2, Justice of Weald and Woe 2, Ranger 2
**Components:** V, S, M
**Casting Time:** 1 swift action
**Range:** Touch
**Target:** One masterwork arrow or bolt
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
This spell is cast upon a masterwork arrow or bolt, transforming it into a glowing missile that destabilizes other forms of magic.
In addition to dealing normal damage, a spellslayer arrow deals an extra 1d4 points of damage for each ongoing spell currently in effect on the target.
For example, an arrow would deal an extra 3d4 points of damage to a creature under the effects of bull's strength, haste, and mage armor.
The arrow or bolt must be fired during the same round the spell is cast, or the magic dissipates and is lost. The projectile is destroyed even if it misses its target.
Material Component: Masterwork arrow or bolt.
```
@@---
Spell: Spellsong
Source: Champions of Valor
School: Transmutation
NSch:
NSubSch:
Level: Initiate of eilistraee 6
Save: Personal
**Target:** You
---
!!
```
## Spellsong
Source: Champions of Valor
Transmutation
**Level:** Initiate of eilistraee 6
**Components:** V, S, DF
**Casting Time:** 1 round
**Range:** Personal
**Target:** You
**Duration:** Instantaneous
When you cast this spell, you immediately prepare one spell of 4th level or lower in this spell's slot.
The spell must be a spell you could normally prepare in that slot (for example, you could not prepare a wizard spell or a domain spell).
The spell works like any spell prepared in the normal manner, including requiring the normal components. Like a bard spell, casting spellsong always requires a verbal component, and you cannot use Silent Spell or similar effects to cast the spell without a verbal component.
```
@@---
Spell: Spellsong, Lesser
Source: Champions of Valor
School: Transmutation
NSch:
NSubSch:
Level: Initiate of eilistraee 3
Save: Fortitude partial; see text
SR: Yes
---
!!
```
## Spellsong, Lesser
Source: Champions of Valor
Transmutation
**Level:** Initiate of eilistraee 3
**Components:**
This spell functions like spellsong, except you can use it only to prepare one spell of 1st level or lower in this spell's slot.
## Sphere Of Ultimate Destruction
Conjuration (Creation)
**Level:** Wizard 9
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./ level)
Effect: 2-ft. radius sphere
**Duration:** 1 round/level (D)
**Saving Throw:** Fortitude partial; see text
**Spell Resistance:** Yes
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.
Material Component: A pinch of dust from a disintegrated creature.
```
@@---
Spell: Spider Climb
School: Transmutation
NSch:
NSubSch:
Level: Druid 2, Wizard 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Spider Climb
Transmutation
**Level:** Druid 2, Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 10 min./level
**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.
Material Component: A drop of bitumen and a live spider, both of which must be eaten by the subject.
```
@@---
Spell: Spider Curse
School: Transmutation
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Spider 6
Save: Will negates
SR: Yes
---
!!
```
## Spider Curse
Transmutation [Mind-Affecting]
**Level:** Spider 6
**Components:** V, S, DF
**Casting Time:** 1 minute
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One Medium or smaller humanoid
**Duration:** 24 hours/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You turn a humanoid into a creature resembling a drider (MM 89) that obeys your mental commands. The transmuted subject gains a spider's body with a humanoid head, arms, and torso, just like a drider. The subject has a drider's speed, natural armor, bite attack, and poison (but see below). The subject gains a +4 bonus to Strength, Dexterity, and Constitution. The subject becomes size Large, with a space of 10 feet and a reach of 5 feet. The subject gains a ?1 penalty to AC and on attack rolls due to size. The subject retains its Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in Constitution), alignment, base attack bonus, and base saves. (New Strength, Dexterity, and Constitution scores might affect final Armor Class, attack, and save bonuses.) The subject's equipment remains and continues to function as long as it fits a drider's body shape. Otherwise it is subsumed into the new form and ceases to function for the duration of the spell. Retained items include anything worn on the upper body (head, neck, shoulders, hands, arms, and waist). Nonfunctioning items include anything worn on the legs, feet, or the whole body (armor, robes, vestments, and boots). The subject's bite delivers a poison with a Fortitude save DC of 16 + your Wisdom bonus. Initial and secondary damage is 1d6 points of Strength damage. Your control over the subject is like that provided by a dominate person spell (PH 224). (You telepathically control the creature as long as it remains within range.)
```
@@---
Spell: Spider Form
School: Transmutation
Subschool: Polymorph
NSch:
NSubSch:
Level: Wizard 3
Save: Personal
**Target:** You
---
!!
```
## Spider Form
Transmutation (Polymorph)
**Level:** Wizard 3
As lesser spider form, except you take on the form and abilities of a Large fiendish monstrous spider (MM 289). You are treated as having the spider's Hit Dice (4) for the purpose of adjudicating the special abilities gained from the fiendish template.
## Spider Form, Greater
Transmutation (Polymorph)
**Level:** Wizard 5
As lesser spider form, except you take on the form and abilities of a Huge fiendish monstrous spider (MM 289). You are treated as having the spider's Hit Dice (8) for the purpose of adjudicating the special abilities gained from the fiendish template.
## Spider Form, Lesser
Transmutation (Polymorph)
**Level:** Wizard 1
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
You take on the form and abilities of a Medium fiendish monstrous spider (MM 289). You are treated as having the spider's Hit Dice (2) for the purpose of adjudicating the special abilities gained from the fiendish template. You gain 5 temporary hit points, which disappear at the end of the spell's duration. See page 59 for details of the polymorph subschool.
```
@@---
Spell: Spider Hand
School: Transmutation
NSch:
NSubSch:
Level: Cleric 1, Druid 1
Save: Personal
**Target:** Caster's hand
---
!!
```
## Spider Hand
Transmutation
**Level:** Cleric 1, Druid 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** Caster's hand
**Duration:** Concentration (up to 1 minute/level)
The caster detaches his hand, which transforms into a Small monstrous spider (see the Monster Manual) that he controls. The caster can see through its eyes, and it can travel up to 20 feet per level away from him. If the spider is killed or prevented from returning to the caster, his hand is restored when the spell ends, but he takes 1d6 points of damage. If the caster directs the spider to return to his arm (a move action), then lets the spell end, he takes no damage.
```
@@---
Spell: Spider Legs
School: Transmutation
NSch:
NSubSch:
Level: Cleric 2
---
!!
```
## Spider Legs
Transmutation
**Level:** Cleric 2
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level
The caster grows four long spider legs from the sides of her torso. She can use these legs to move at a speed of 30 feet, no matter what the caster's normal speed is, as long as she carries less than her maximum load. The caster can also use the extra legs to climb on vertical surfaces or even traverse ceilings as well as a spider does, with her hands completely free. The caster has a climb speed of 15 feet.
A creature with a Strength score of at least 20 +1 per caster level can pull the caster off a wall or ceiling.
```
@@---
Spell: Spider Plague
School: Conjuration
Subschool: Summoning
Descriptor: see text
NSch:
NSubSch:
Level: Cleric 6
Save: None
SR: No
---
!!
```
## Spider Plague
Conjuration (Summoning) [see text]
**Level:** Cleric 6
**Components:** V, S
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Five summoned spiders
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
This spell summons five celestial or fiendish Large monstrous spiders (MM 289). They appear where you designate and act immediately, on your turn. They attack your opponents to the best of their ability. If you can communicate with the spiders, you can direct them not to attack, to attack particular enemies, or to perform other actions. A celestial spider summoned 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 +4 bonus on one damage roll. A fiendish creature (MM 107) summoned by this spell has damage reduction 5/magic; resistance to acid 5 and fire 5; spell resistance 9; and a smite good attack that provides a +4 bonus on one damage roll. When you use a summoning spell to summon an evil or good creature, it is a spell of that type.
```
@@---
Spell: Spider Poison
School: Necromancy
NSch:
NSubSch:
Level: Assassin 3, Wizard 3 **Components:** V, S, M
Save: Fortitude negates
SR: Yes
---
!!
```
## Spider Poison
Necromancy
**Level:** Assassin 3, Wizard 3 **Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** Instantaneous; see text
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
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). Material Component: A poisonous spider, alive or dead.
```
@@---
Spell: Spider Shapes
School: Transmutation
NSch:
NSubSch:
Level: Spider 9
Save: None; see text
SR: Yes (harmless)
---
!!
```
## Spider Shapes
Transmutation
**Level:** Spider 9
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One willing creature/level, all within 30 ft. of each other
**Duration:** 1 hour/level (D)
**Saving Throw:** None; see text
**Spell Resistance:** Yes (harmless)
This spell functions like polymorph (PH 283), except that you polymorph up to one willing creature per level into a monstrous spider (MM 288) of any size from Tiny to Huge as you decide. Unlike with polymorph, this spell allows the subjects to gain a spider's poisonous bite. All the creatures you transmute must become spiders of the same size. Subjects remain in the spider form until the spell expires or you dismiss the spell for all subjects. In addition, an individual subject can choose to resume its normal form as a full-round action. Doing so ends the spell for that creature only.
```
@@---
Spell: Spiderbind
Source: Champions of Valor
School: Transmutation
NSch:
NSubSch:
Level: Cleric 3
Save: Fortitude negates
SR: Yes
---
!!
```
## Spiderbind
Source: Champions of Valor
Transmutation
**Level:** Cleric 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One spider or spiderlike creature/level, no two of which can be more than 30 ft. apart **Duration:** 1 round/level
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
An affected creature moves and attacks at a drastically reduced rate, as the slow spell.
It can only take a single move action or standard action each turn, but not both (nor can it take fullround 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.
In addition, any attack by the creature that would normally include poison (such as a spider's bite) does not do so, but all other effects associated with that attack apply.
For example, if an aranea subject to spiderbind cast a touch spell and then bit a creature, the attack would deal normal bite damage and trigger the touch spell, but the bite would not inject poison.
While you have this spell prepared, you get a +2 circumstance bonus on saving throws against poison.
Clerics of Eilistraee created this spell to help battle the many spiderlike creatures that serve Lolth.
Araneas, bebiliths, chitines, choldriths, driders, ettercaps, myrlochars, phase spiders, retrievers, and yochlols are sufficiently spiderlike to be affected by this spell.
For a more complete list of creatures that qualify as spiderkind, see page 30 of Underdark.
```
@@---
Spell: Spiderskin
School: Transmutation
NSch:
NSubSch:
Level: Druid 3, Wizard 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Spiderskin
Transmutation
**Level:** Druid 3, Wizard 3
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 10 minutes/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
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. Arcane Material Component: The leg of a spider.
```
@@---
Spell: Spike Growth
School: Transmutation
NSch:
NSubSch:
Level: Druid 3, Ranger 2
Save: Reflex partial
SR: Yes
---
!!
```
## Spike Growth
Transmutation
**Level:** Druid 3, Ranger 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** One 20-ft. square/level
**Duration:** 1 hour/level (D)
**Saving Throw:** Reflex partial
**Spell Resistance:** Yes
Any ground-covering vegetation in the spell's area becomes very hard and sharply pointed without changing its appearance.
In areas of bare earth, roots and rootlets act in the same way. Typically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on foot into or through the spell's area takes 1d4 points of piercing damage for each 5 feet of movement through the spiked area. Any creature that takes damage from this spell must also succeed on a Reflex save or suffer injuries to its feet and legs that slow its land speed by one-half. This speed penalty lasts for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell's save DC.
Spike growth can?t be disabled with the Disable Device skill.
Note: Magic traps such as spike growth are hard to detect. A rogue (only) can use the Search skill to find a spike growth. The DC is 25 + spell level, or DC 28 for spike growth (or DC 27 for spike growth cast by a ranger).
```
@@---
Spell: Spike Stones
School: Transmutation
Descriptor: Earth
NSch:
NSubSch:
Level: Druid 4, Earth 4
Save: Reflex partial
SR: Yes
---
!!
```
## Spike Stones
Transmutation [Earth]
**Level:** Druid 4, Earth 4
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** One 20-ft. square/level
**Duration:** 1 hour/level (D)
**Saving Throw:** Reflex partial
**Spell Resistance:** Yes
Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.
Spike stones impede progress through an area and deal damage. Any creature moving on foot into or through the spell's area moves at half speed.
In addition, each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area.
Any creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs. A failed save causes the creature's speed to be reduced to half normal for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell's save DC.
Spike stones is a magic trap that can?t be disabled with the Disable Device skill.
Note: Magic traps such as spike stones are hard to detect. A rogue (only) can use the Search skill to find spike stones. The DC is 25 + spell level, or DC 29 for spike stones.
```
@@---
Spell: Spikes
School: Transmutation
NSch:
NSubSch:
Level: Cleric 3, druid 3
Save: Will negates
SR: Yes
---
!!
```
## Spikes
Transmutation
**Level:** Cleric 3, druid 3
This spell functions like brambles (page 38), except that the affected weapon gains a +2 enhancement bonus on its attack rolls, and its threat range is doubled. This effect does not stack with other effects that increase a weapon's threat range, such as the Improved Critical feat.
## Spirit Binding
Conjuration (Calling) [see text for lesser spirit binding]
**Level:** Wu Jen 6
Targets: Up to 16 HD worth of spirits, no two of which can be more than 30 ft. apart when they appear
As lesser spirit binding, except you can attempt to call and trap one or more spirit creatures of the same type whose Hit Dice total no more than 16. If you call multiple spirits, each gets its own saving throw, makes independent attempts to escape, and must be individually persuaded to aid you.
## Spirit Binding, Lesser
Conjuration (Calling) [see text]
**Level:** Wu Jen 4
**Components:** V, S
**Casting Time:** 10 minutes
**Range:** Close (25 ft. + 5 ft./2 levels); see text
**Target:** One spirit of up to 8 HD
**Duration:** Instantaneous
**Saving Throw:** Will negates
**Spell Resistance:** Yes
This spell functions as lesser planar binding (see page 262 of the Player's Handbook), except that it allows you to call and trap a single spirit creature of up to 8 Hit Dice.
When you use a calling spell to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it becomes a spell of that type.
```
@@---
Spell: Spirit Binding, Greater
School: Conjuration
Subschool: Calling
Descriptor: see text for lesser spirit binding
NSch:
NSubSch:
Level: Wu Jen 8
Save: None
SR: Yes
---
!!
```
## Spirit Binding, Greater
Conjuration (Calling) [see text for lesser spirit binding]
**Level:** Wu Jen 8
Targets: Up to 24 HD worth of spirits, no two of which can be more than 30 ft. apart when they appear
As lesser spirit binding, except you can attempt to call and trap one or more spirit creatures of the same type those Hit Dice total no more than 24. If you call multiple spirits, each gets its own saving throw, makes independent attempts to escape, and must be individually persuaded to aid you.
## Spirit Needle
Transmutation
**Level:** Wu Jen 6 (metal)
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One spirit creature
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** Yes
A needle flicked from your fingers magically penetrates a spirit creature's aura. If you hit with a normal ranged attack, the spirit loses the protective benefits of being incorporeal and is held in place (losing any Dexterity bonus to Armor Class and giving attackers a +4 bonus on attack rolls against it). Though the spirit cannot move for the duration of the spell, it can still take standard and full-round actions (including attacks).
A pinned spirit is unable to use any supernatural or spell-like ability that would transport it from its current location (such as dimension door or teleport) or alter its substance or state (such as gaseous form or ethereal jaunt). The spirit cannot remove the needle that pins it in place, but another creature can do so as a standard action.
Focus: A long metal needle.
```
@@---
Spell: Spirit Self
School: Necromancy
NSch:
NSubSch:
Level: Wu Jen 5
Save: Personal
**Target:** You
---
!!
```
## Spirit Self
Necromancy
**Level:** Wu Jen 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute (D)
You can send your spirit outside yourself in an incorporeal form while maintaining some semblance of life within your physical body. Your spirit is treated as an incorporeal creature for the purposes of determining movement, special qualities, and weaknesses, and has a speed of 90 feet but cannot move more than 200 feet from your body. In your spirit form, a spellcaster using commune with lesser spirit or commune with greater spirit can contact you, and you can cast spells that have only verbal components. You cannot attack physically or otherwise affect the physical world, and you can return your spirit to your body on your turn as a standard action.
While you function in your spirit form, your body assumes a half-awake state, able to take only one move action per round, losing its Dexterity bonus to Armor Class (if any), and granting its foes a +2 bonus on attack rolls against it. Within 5 feet of your body, you can command it to take simple actions such as walking, talking (in a slow, slurred fashion), or eating.
Damage taken by either your spirit or your body is subtracted from your hit point total, and if you are reduced to 0 or fewer hit points, you die. Likewise, you die if your body moves more than 200 feet from your spirit form and you cannot follow (while under the effects of a spirit needle, for example), or if you are otherwise prevented from returning to your body when the spell ends.
Material Component: A small prayer wheel.
```
@@---
Spell: Spirit Steed
Source: Eberron Campaign Setting
School: Necromancy
NSch:
NSubSch:
Level: Deathless 4
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Spirit Steed
Source: Eberron Campaign Setting
Necromancy
**Level:** Deathless 4
**Components:** V, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living animal touched
**Duration:** 1 hour/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You channel the spirit of an ancient elf warrior into your steed, which must be a living animal. For the duration of the spell, your mount gains:
A +30-foot enhancement bonus to its base land speed.
The benefit of the Run feat. If the mount already has the Run feat, it can run even faster: six times its speed (if wearing light or no armor and carrying no more than a light load) or five times its speed (if wearing medium or heavy armor or carrying a medium or heavy load).
The ability to hustle for the duration of the spell without taking any damage (lethal or nonlethal) or becoming fatigued. This ability doubles the distance the steed can cover in a period of overland movement.
When the duration of the spell expires, the mount becomes fatigued.
```
@@---
Spell: Spirit Worm
School: Necromancy
NSch:
NSubSch:
Level: Wizard 1
Save: Fortitude negates; see text
SR: Yes
---
!!
```
## Spirit Worm
Necromancy
**Level:** Wizard 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** 1 round/level, up to 5 rounds; see text
**Saving Throw:** Fortitude negates; see text
**Spell Resistance:** Yes
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. Material Component: A piece of fireblackened ivory or bone carved in the shape of a segmented worm.
```
@@---
Spell: Spiritjaws
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Druid 3
Save: None
SR: Yes
---
!!
```
## Spiritjaws
Evocation [Force]
**Level:** Druid 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 + 10 ft./level)
Effect: Jaws of force
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** Yes
This spell creates a set of powerful jaws of force. The jaws attempt to grapple the designated opponent, starting with one attack in the round the spell is cast and continuing each round thereafter. The spiritjaws use your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) + your Wis modifier as its attack bonus. If an initial attack hits, the spiritjaws deal 2d6 points of damage and attempt to start a grapple as a free action. The jaws? bonus on grapple checks is equal to their attack bonus + 4. Once the opponent is grappled, the jaws deal 2d6 points of damage with each subsequent grapple check. The target is considered to be grappling and cannot move. The target creature no longer threatens squares and loses its Dexterity bonus to AC against opponents not grappling it. The set of jaws always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. Your feats do not affect the jaws. If the jaws move beyond the range of the spell, they vanish. Attacking the set of jaws has no effect. As a magical force effect, the jaws cannot be damaged, but disintegrate or a sphere of annihilation destroys the effect. The grappled opponent can cast a spell only if the spell has no somatic component, the material
Components are in hand, and a Concentration check (DC 20 + spell level) is made. A creature grappled by the set of jaws can attempt to escape by succeeding on a grapple check against the jaws or by making a successful Escape Artist check as a standard action opposed by the set of jaws? grapple check. As a free action, you can direct the jaws to pin a grappled opponent instead of dealing damage with a grapple check. If the jaws win the opposed grapple check, the opponent is pinned. A pinned opponent is held immobile and must break the pin before it can escape the grapple. Creatures other than those grappling the pinned target gain a +4 bonus on attack rolls to hit it. If the jaws have multiple attacks (granted by your attack bonus), you can use them to cause damage to a pinned target or to make more grapple attempts against that target. If you become unable to command the jaws, they vanish.
Material Component: A piece of bone from a dinosaur's jaw.
```
@@---
Spell: Spiritual Advisor
Source: Complete Champion
School: Divination
NSch:
NSubSch:
Level: Cleric 4
Save: Personal
**Target:** You
---
!!
```
## Spiritual Advisor
Source: Complete Champion
Divination
**Level:** Cleric 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level
Spiritual advisor allows you to consult with a spirit, an angel, or some other divine aspect of your deity. This advisor manifests as a barely shimmering orb that floats above one of your shoulders. When it speaks, only you can hear its counsel.
As long as the spiritual advisor is present, it helps you recall bits of trivia, history, or other knowledge. This knowledge can be as general or specific as is required, and the information gained grants you a +4 insight bonus on all Knowledge checks while the spell is in effect. You can even attempt checks with Knowledge skills in which you have no skill ranks or retry a Knowledge check you failed before casting the spell.
```
@@---
Spell: Spiritual Cavalry
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Cleric 5
Save: None and Fortitude negates; see text
SR: Yes
---
!!
```
## Spiritual Cavalry
Evocation [Force]
**Level:** Cleric 5
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Two or more magical horsemen of force
**Duration:** Instantaneous
**Saving Throw:** None and Fortitude negates; see text
**Spell Resistance:** Yes
As spiritual charger (see below), except that you create one horseman for every four caster levels, up to a maximum of five horsemen at 20th level. No more than one horseman can attack any single target.
In addition to taking damage, any Large or smaller creature struck by one of your spiritual cavalry must succeed on a Fortitude save or be knocked prone and trampled by the rider, taking an additional 1d8 points of force damage.
```
@@---
Spell: Spiritual Charger
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Cleric 3
Save: None
SR: Yes
---
!!
```
## Spiritual Charger
Evocation [Force]
**Level:** Cleric 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Magic horseman of force
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
A lance-wielding rider of pure force, bearing the symbol of your deity, springs into being and immediately makes one attack against a target you designate within range. The rider's attack bonus is equal to your base attack bonus plus your Wisdom modifier. If the rider appears in a location at least 10 feet distant from its target, the spiritual charger gains an additional +2 bonus on the attack roll because it is able to make a charge before attacking. A spiritual charger deals 2d8 points of force damage, +1 point per three caster levels (up to a maximum of 2d8+5 at 15th level). A spiritual charger threatens a critical hit on a natural 20 and deals triple damage on a successful critical hit.
```
@@---
Spell: Spiritual Chariot
School: Conjuration
Subschool: Creation
Descriptor: Force
NSch:
NSubSch:
Level: Blackguard 3, paladin 2
Save: None
SR: No
---
!!
```
## Spiritual Chariot
Conjuration (Creation) [Force]
**Level:** Blackguard 3, paladin 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One special mount
**Duration:** 1 hour/level
**Saving Throw:** None
**Spell Resistance:** No
You conjure a chariot of force. When the chariot appears, your special mount is correctly harnessed to it. The chariot can hold one Medium creature or two Small creatures plus the driver (usually the paladin). Although the chariot seems large and sturdy, it and its occupants have no weight for the purpose of the mount's load, so the mount can travel at full speed. If the chariot is ever unhitched from the special mount, it disappears. The driver of the spiritual chariot gains a +4 sacred bonus on Handle Animal checks. The chariot is made of magical force and has immunity to most types of damage. It interacts with other spells just as a wall of force (PH 298) does. Those in the chariot have cover based on their size and the position of their attackers. In most situations, Medium creatures inside the chariot gain cover.
```
@@---
Spell: Spiritual Guardian
Source: Complete Champion
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Cleric 6
Save: None
SR: No
---
!!
```
## Spiritual Guardian
Source: Complete Champion
Evocation [Force]
**Level:** Cleric 6
**Components:** V, S, DF
**Casting Time:** 1 standard action **Range:** 5 ft.
Effect: A phantasmal knight
**Duration:** 1 minute/level or 1 round/level; see text
**Saving Throw:** None
**Spell Resistance:** No
By casting this spell, you create a translucent knight made of force. It remains within 5 feet of you at all times, constantly matching your speed and mode of travel?even if you are mounted or magically accelerated. Any time you are attacked, it moves to parry the attack with its shield or longsword, granting you a +6 deflection bonus to Armor Class. As a standard action in any round, you can command the knight to make a single attack against any creature within 5 feet. It strikes with its longsword, using your base attack bonus and applying your Wisdom modifier to the roll. The attack deals 1d8 points of force damage +1 extra point per three caster levels (maximum +10).
At any point before the spell expires, you can turn the knight loose and order it to fight on its own. It then moves at a speed of 60 feet to attack any foe you designate. It continues to use your base attack bonus and your Wisdom modifier for its attack rolls, and it can make as many attacks per round as your base attack bonus allows. You need not concentrate on the knight as long as it is fighting a specific opponent, but commanding it to change foes requires a move action. If its opponent falls, the knight waits for your direction.
Once you have turned the knight loose, you lose the deflection bonus to Armor Class that it provided, and you cannot regain it. Furthermore, the remaining duration of the spell converts from minutes per level to rounds per level on a one-to-one basis.
```
@@---
Spell: Spiritual Weapon
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Cleric 2, War 2
Save: None
SR: Yes
---
!!
```
## Spiritual Weapon
Evocation [Force]
**Level:** Cleric 2, War 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Magic weapon of force
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** Yes
A weapon made of pure force springs into existence and attacks opponents at a distance, as you direct it, dealing 1d8 force damage per hit, +1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so, for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the normal miss chance associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.
Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round's target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell's range, not the weapon's normal range increment, and switching targets still is a move action.
A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual weapon's AC against touch attacks is 12 (10 + size bonus for Tiny object).
If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual weapon strikes it. If the weapon is successfully resisted, the spell is dispelled.
If not, the weapon has its normal full effect on that creature for the duration of the spell.
The weapon that you get is often a force replica of your deity's own personal weapon. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time. The weapons associated with each alignment are as follows.
Chaos: Battleaxe
Evil: Light flail
Good: Warhammer
Law: Longsword
```
@@---
Spell: Spiritwall
School: Necromancy
Descriptor: Fear, Mind-Affecting
NSch:
NSubSch:
Level: Wizard 5
Save: None; see text
SR: No
---
!!
```
## Spiritwall
Necromancy [Fear, Mind-Affecting]
**Level:** Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./ level)
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
**Duration:** 1 minute/level (D)
**Saving Throw:** None; see text
**Spell Resistance:** No
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 merely 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, as above, 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 (including spells, spell-like abilities, and supernatural abilities). Material Component: A clear cut gemstone.
```
@@---
Spell: Splinterbolt
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Druid 2
Save: None
SR: No
---
!!
```
## Splinterbolt
Conjuration (Creation)
**Level:** Druid 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One or more streams of splinters
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
You must make a ranged attack to hit the target. If you hit, the splinterbolt deals 4d6 points of piercing damage. A splinterbolt threatens a critical hit on a roll of 18?20. You can fire one additional splinterbolt for every four levels beyond 3rd (to a maximum of three at 11th level). You can fire these splinterbolts at the same or different targets, but all splinterbolts must be aimed at targets within 30 feet of each other and fired simultaneously. A creature's damage reduction, if any, applies to the damage from this spell. The damage from splinterbolt is treated as magic and piercing for the purpose of overcoming damage reduction. Material Component: A splinter of wood.
```
@@---
Spell: Spontaneous Search
School: Divination
NSch:
NSubSch:
Level: Wizard 1
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Spontaneous Search
Divination
**Level:** Wizard 1
**Components:** V, S, M
**Casting Time:** 1 round
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 round
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
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).
Material Component: A silk glove.
```
@@---
Spell: Spore Field
School: Transmutation
NSch:
NSubSch:
Level: Druid 1, ranger 2
Save: Fortitude partial; see text
SR: No
---
!!
```
## Spore Field
Transmutation
**Level:** Druid 1, ranger 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 10-ft. radius spread
**Duration:** 1 minute/level
**Saving Throw:** Fortitude partial; see text
**Spell Resistance:** No
You cause the ground to become thick with spore-ridden fungus. The area affected by this spell becomes difficult terrain. Entering a square of difficult terrain costs 2 squares of movement, and creatures cannot charge or run through such squares (PH 148). The uneven surface created by this spell also increases the DCs of Balance and Tumble checks by 5 and the DC of Move Silently checks by 2.
In addition, any creature that enters a square affected by this spell bursts several mushrooms, causing their choking spores to fill the air. The spores render the creature sickened for 1 round (Fortitude negates). Treat the spore cloud as an inhaled poison for the purpose of bonuses on the save or immunity to poison. Entering more than one affected square during a turn doesn?t force multiple saves.
You can cast spore field on any type of ground or flooring, regardless of the material that comprises it.
```
@@---
Spell: Spores Of The Vrock
School: Conjuration
Subschool: Creation
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 2, Demonologist 1
Save: Fortitude negates
SR: Yes
---
!!
```
## Spores Of The Vrock
Conjuration (Creation) [Evil]
**Level:** Cleric 2, Demonologist 1
**Components:** V, S, M/DF
**Casting Time:** 1 full round
**Area:** 5-ft. radius, centered on caster
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
The caster summons a mass of spores that fill the area around him. The spores deal 1d8 points of damage to all creatures within 5 feet other than the caster. Then they penetrate the skin and grow, dealing an additional 1d2 points of damage each round for 10 rounds. At the end of this time, a tangle of viny growths covers each subject. A delay poison spell stops the spores? growth for its duration. Bless, neutralize poison, or remove disease kills the spores, as does sprinkling the victim with a vial of holy water.
Arcane Material Component: The feathers of an avian creature with an Intelligence score of at least 3 (a harpy, achaierai, or similar creature).
```
@@---
Spell: Spread Of Contentment
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Cleric 8, Pleasure 8
Save: None
SR: Yes
---
!!
```
## Spread Of Contentment
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Cleric 8, Pleasure 8
**Components:** V, S, M
**Casting Time:** 1 hour
**Range:** Long (400 ft. + 40 ft./level)
Effect: 10 ft./level radius spread
**Duration:** 1 hour/level (D)
**Saving Throw:** None
**Spell Resistance:** Yes
This spell has a calming effect on creatures within the spell's area. Hostile and unfriendly creatures become indifferent, indifferent creatures turn friendly, and friendly creatures become helpful for the spell's duration. This spell directly counters the effects of the spread of savagery spell (described in the Book of Vile Darkness). This spell also calms creatures that have been otherwise magically enraged and forced to attack.
This spell does not calm or otherwise alter the dispositions of summoned creatures. Material Component: Lammasu's feather.
```
@@---
Spell: Spread Of Savagery
School: Enchantment
Descriptor: Evil
NSch:
NSubSch:
Level: Bestial 8, Cleric 9
Save: Will negates
SR: Yes
---
!!
```
## Spread Of Savagery
Enchantment [Evil]
**Level:** Bestial 8, Cleric 9
**Components:** V, S, M/DF
**Casting Time:** 1 hour
**Range:** Long (400 ft. + 40 ft./level)
**Area:** 10-ft./level radius spread
**Duration:** 1 hour/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
All living creatures within the area become hostile to anyone not affected by the spell, whether in or out of the area, and regardless of alignment or former association. They are likely to attack such creatures, although they retain their intellect and thus retreat or avoid opponents obviously too powerful for them to overcome.
Affected creatures are likely to continue with their normal activities until presented with someone not affected by the spell. Subjects of spread of savagery can identify unaffected creatures by sight through an instinctive, supernatural sense granted by the spell.
Arcane Material Component: Three drops of brain fluid from a beast.
```
@@---
Spell: Spurn The Supernatural
Source: Tome of Magic
School: Abjuration
NSch:
NSubSch:
Level: Bard 4, Cleric 5, Druid 5, Wizard 5
Save: Fortitude negates
SR: Yes
---
!!
```
## Spurn The Supernatural
Source: Tome of Magic
Abjuration
**Level:** Bard 4, Cleric 5, Druid 5, Wizard 5
**Components:** V, S, TN
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** Concentration, up to 1 round/level
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
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.
Truename Component: When you cast this spell, you must correctly speak the personal truename of the creature you're targeting.
```
@@---
Spell: Spymaster's Coin
School: Divination
Subschool: Scrying
NSch:
NSubSch:
Level: Bard 2, Wizard 2
Save: None
SR: No
---
!!
```
## Spymaster's Coin
Divination (Scrying)
**Level:** Bard 2, Wizard 2
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Touch
Effect: Magical sensor
**Duration:** 1 hour/level or until triggered, then 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
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.
```
@@---
Spell: Stabilize
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Paladin 2, cleric 2
Save: Will negates (harmless); see text
SR: Yes (harmless)
---
!!
```
## Stabilize
Conjuration (Healing)
**Level:** Paladin 2, cleric 2
**Components:** V, S, DF
**Casting Time:** 1 swift action **Area:** 50-ft. radius burst centered on you
**Duration:** Instantaneous
**Saving Throw:** Will negates (harmless); see text
**Spell Resistance:** Yes (harmless)
This spell, designed to work on the battlefield, allows you to stabilize the dying all around you. A burst of positive energy spreads out from you, healing 1 point of damage to all living creatures in the affected area, whether allied or not. This spell deals 1 point of damage to undead creatures, which are allowed a Will saving throw to negate the effect.
```
@@---
Spell: Stalking Brand
School: Transmutation
NSch:
NSubSch:
Level: Ranger 1
Save: None
SR: Yes
---
!!
```
## Stalking Brand
Transmutation
**Level:** Ranger 1
**Components:** S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 24 hours/level
**Saving Throw:** None
**Spell Resistance:** Yes
This spell marks your target with a tiny symbol visible only to you and to detect magic. The brand appears as you envision it, approximately 1 inch in diameter. You can see the brand even if the subject uses magical means to change or hide its appearance. Spells such as disguise self, polymorph, and invisibility do not hide the brand. To your eyes, the mark glows a light green.
```
@@---
Spell: Stalwart Pact
School: Evocation
NSch:
NSubSch:
Level: Cleric 5, Destiny 5
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Stalwart Pact
Evocation
**Level:** Cleric 5, Destiny 5
Components; V, S, DF, XP
**Casting Time:** 10 minutes
**Range:** Touch
**Target:** Willing living creature touched
**Duration:** Permanent until triggered, then 1 round/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
This spell allows the target to enter a binding agreement with a deity, who provides a measure of protection when the need is dire.
Once this spell is cast, the pact remains dormant until the target is reduced to fewer than half of her full normal hit points. The target immediately gains 5 temporary hit points per caster level, damage reduction 5/magic, and a +4 luck bonus on saving throws. The hit points, damage reduction, and saving throw bonus disappear when the spell ends.
XP Cost: 250 XP.
```
@@---
Spell: Stand
School: Conjuration
Subschool: Teleportation
NSch:
NSubSch:
Level: Duskblade 1, Wizard 1
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Stand
Conjuration (Teleportation)
**Level:** Duskblade 1, Wizard 1
**Components:** V, S
**Casting Time:** 1 immediate action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One willing prone creature
**Duration:** Instantaneous
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The subject creature immediately stands, without provoking attacks of opportunity.
```
@@---
Spell: Standing Wave
School: Transmutation
NSch:
NSubSch:
Level: Druid 3
Save: Reflex negates
SR: Yes
---
!!
```
## Standing Wave
Transmutation
**Level:** Druid 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Waves under a creature or object within range
**Duration:** 10 minutes/level (D)
**Saving Throw:** Reflex negates
**Spell Resistance:** Yes
You command the waters to lift a creature or object and propel it forward. An object so lifted can contain creatures or other objects. The maximum size of the creature or object the wave can lift depends on your caster level.
Caster Level Size of Creature or Object
5th
Medium
7th
Large
9th
Huge
11th
Gargantuan
13th Colossal
Standing wave moves the lifted creature or object in a straight line at a speed of 60 feet over water. The spell dissipates when the wave contacts land, lowering its burden harmlessly to shore. If you are riding in or standing on the object, the object continues to move until you are no longer in or on the object or the spell is dismissed; otherwise, the object is moved to the extent of the spell's range when you cast the spell.
```
@@---
Spell: Starmantle
School: Abjuration
NSch:
NSubSch:
Level: Joy 7, Wizard 6
Save: None
SR: Yes (harmless)
---
!!
```
## Starmantle
Abjuration
**Level:** Joy 7, Wizard 6
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One living creature touched
**Duration:** 1 minute/level (D)
**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).
Material Component: A pinch of dust from a pixie's wing (20 gp).
```
@@---
Spell: Starvation
School: Transmutation
NSch:
NSubSch:
Level: Druid 4
Save: Fortitude partial
SR: Yes
---
!!
```
## Starvation
Transmutation
**Level:** Druid 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
You inflict wracking hunger pangs on the target creature. It must make a Fortitude save or take 1d6 points of nonlethal damage per caster level (maximum 10d6) and become fatigued. A creature that makes a successful save takes half damage and is not fatigued by the spell. A fatigued creature becomes exhausted when doing anything that causes the creature to become fatigued (such as dangerous environmental temperatures or ending a barbarian rage). A fatigued creature that fails its saving throw against starvation takes nonlethal damage as normal and becomes exhausted.
Material Component: A piece of spoiled food.
```
@@---
Spell: Stars Of Arvandor
School: Evocation
Descriptor: Force, Good
NSch:
NSubSch:
Level: Cleric 4, druid 4, ranger 4, Wizard 3
Save: None
SR: Yes
---
!!
```
## Stars Of Arvandor
Evocation [Force, Good]
**Level:** Cleric 4, druid 4, ranger 4, Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: Up to one creature or object per round
**Duration:** 1 minute/level (D)
**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.
```
@@---
Spell: Stars Of Mystra
Source: Champions of Valor
School: Evocation
Descriptor: Force, Good
NSch:
NSubSch:
Level: Cleric 4
Save: Will negates
SR: Yes
---
!!
```
## Stars Of Mystra
Source: Champions of Valor
Evocation [Force, Good]
**Level:** Cleric 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** See text
**Duration:** 1 minute/level (D)
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You create one twinkling star per three levels (maximum five stars). These minute starbursts orbit your head like ioun stones.
Beginning on the turn you cast the spell, you can launch one star as a swift action at a target you designate within range.
You must make a ranged touch attack for each star.
Each time an evil creature is hit by a star, it must make a saving throw or lose a prepared spell or spell slot as if the creature had used it to cast a spell.
The level of the lost spell is 4th (or the highest spell level lower than 4th in which the caster has at least one remaining prepared spell or spell slot).
If the target prepares spells, determine the specific lost spell randomly.
If the creature has spellcasting ability from more than one class (such as a 4th-level cleric/4th-level ranger), determine the affected spellcasting class randomly.
The stars have no effect on nonspellcasters.
```
@@---
Spell: Stars Of Selune
Source: Champions of Valor
School: Evocation
Descriptor: Cold, Force
NSch:
NSubSch:
Level: Cleric 4
Save: None
---
!!
```
## Stars Of Selune
Source: Champions of Valor
Evocation [Cold, Force]
**Level:** Cleric 4
**Components:**
**Saving Throw:** None
This spell functions like stars of Mystra, except as noted above and as follows.
Each star deals 1d8 points of force damage and 1d8 points of cold damage to the target.
```
@@---
Spell: Statue
School: Transmutation
NSch:
NSubSch:
Level: Wizard 7
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Statue
Transmutation
**Level:** Wizard 7
**Components:** V, S, M
**Casting Time:** 1 round
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 hour/level (D)
**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.
Material Component: Lime, sand, and a drop of water stirred by an iron bar, such as a nail or spike.
```
@@---
Spell: Status
School: Divination
NSch:
NSubSch:
Level: Cleric 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Status
Divination
**Level:** Cleric 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
Targets: One living creature touched per three levels
**Duration:** 1 hour/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
When you need to keep track of comrades who may get separated, status allows you to mentally monitor their relative positions and general condition. You are aware of direction and distance to the creatures and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like. Once the spell has been cast upon the subjects, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If a subject leaves the plane, or if it dies, the spell ceases to function for it.
```
@@---
Spell: Status, Greater
School: Divination
NSch:
NSubSch:
Level: Apostle of peace 4, cleric 4
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Status, Greater
Divination
**Level:** Apostle of peace 4, cleric 4
Community 4
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
Targets: One creature touched/3 levels
**Duration:** 1 hour/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
As status (described in the Player's Handbook), but you can also cast a limited selection of spells through the link, as if you were touching the target. You can cast any spell that meets the following conditions:
- **Level:** 0, 1st, or 2nd
- **Range:** Touch
- **Target:** Creature touched
- **Saving Throw:** Harmless
For example, if you become aware (through the greater status spell) that one of your linked companions is dying, you can cast cure moderate wounds to try to revive her.
```
@@---
Spell: Status, Mass
School: Divination
NSch:
NSubSch:
Level: Cleric 5, healer 6 **Components:** V, S
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Status, Mass
Divination
**Level:** Cleric 5, healer 6 **Components:** V, S
**Casting Time:** 1 minute
**Range:** Medium (100 ft. + 10 ft./level)
Targets: Ten living creatures per caster level
**Duration:** 1 hour/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
This spell is identical to status (see Player's Handbook page 284), except as noted above.
```
@@---
Spell: Stay The Hand
School: Enchantment
Subschool: Charm
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 1, beguiler 2, cleric 2, Wizard 2
Save: Will negates
SR: Yes
---
!!
```
## Stay The Hand
Enchantment (Charm) [Mind-Affecting]
**Level:** Bard 1, beguiler 2, cleric 2, Wizard 2
**Components:** V
**Casting Time:** 1 immediate action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One humanoid
**Duration:** Instantaneous
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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.
```
@@---
Spell: Steal Life
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Wizard 8
Save: Fortitude negates
SR: Yes
---
!!
```
## Steal Life
Necromancy [Evil]
**Level:** Wizard 8
**Components:** V, S, Location
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living humanoid
**Duration:** Concentration
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
The caster taps into the life force of a subject and drains it away, adding it to her own. Each round the caster concentrates, she deals 1 point of ability score drain to the subject. Although the caster can choose which ability score to drain, she must choose a different ability score to drain in each round and cannot choose a score already drained until she has drained all the others equally, at which point the process starts over. Thus, if the caster drains 1 point of Strength, she must choose another ability in the next round and cannot choose Strength again until she has drained 1 point each of Constitution, Dexterity, Intelligence, Wisdom, and Charisma. Then, the caster can drain a second point of Strength (or any other ability), but not a third until she has drained a second point from all the other ability scores.
If the caster casts this spell on the night of a full moon, she becomes effectively one week younger for every point she drains. (Her age is reduced, but memories and abilities acquired during that week are not lost.) Otherwise, the subject takes the ability score drain, but the caster gains nothing.
The subject withers and shrivels as the caster drains its ability scores. When the subject's Constitution score reaches 0, the subject becomes a horrid, dry husk and cannot be further drained. If the caster dies while concentrating on this spell, all the subject's lost ability score points are immediately regained. Location Component: An area under the effect of a desecrate or unhallow spell.
```
@@---
Spell: Steal Size
School: Transmutation
NSch:
NSubSch:
Level: Wizard 2
Save: Fortitude negates
SR: Yes
---
!!
```
## Steal Size
Transmutation
**Level:** Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One humanoid creature larger than you
**Duration:** 1 minute/level (D)
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
You eclipse, balance, or minimize the size advantage of another creature. A target that fails a Fortitude save shrinks by one size category, halving its height, length, and width and dividing its weight by eight, as the reduce person spell, while you grow by one size category, doubling your height, length, and width and multiplying your weight by eight, as the enlarge person spell. If the spell ends for either of you, the spell ends for both of you. Material Component: A dash of powdered iron.
```
@@---
Spell: Steal Summoning
School: Conjuration
Subschool: Summoning
NSch:
NSubSch:
Level: Wizard 6
Save: None
SR: No
---
!!
```
## Steal Summoning
Conjuration (Summoning)
**Level:** Wizard 6
**Components:** V, S
**Casting Time:** 1 immediate action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One summoned creature
**Duration:** Concentration (up to 1 round/level) + 1 round
**Saving Throw:** None
**Spell Resistance:** No
You steal control of a creature as it is being summoned. If you succeed on a caster level check (DC 11 + the caster level of the summoned), you gain control over the target creature as if you had summoned it.
You must cast this spell immediately after the spell or spell-like ability that summoned the target resolves, before the creature takes even a single action.
If this spell's duration expires before the spell that summoned the creature ends, the target returns to its original master's control at that time. If the original master is no longer available to control it, it becomes free-willed until its original master returns.
```
@@---
Spell: Steam Breath
School: Evocation
Descriptor: Fire
NSch:
NSubSch:
Level: Wu Jen 3 (water)
Save: Reflex half
SR: Yes
---
!!
```
## Steam Breath
Evocation [Fire]
**Level:** Wu Jen 3 (water)
**Components:** V, S, M **Casting Time:** 1 round **Range:** 30 ft.
**Area:** Cone
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
You expel a powerful breath of superheated steam that extends outward as a cone of scalding mist. Creatures within the cone take 1d6 points of fire damage per caster level (maximum 10d6). The steam clouds dissipate instantly after the damage is dealt.
Material Component: A glowing piece of charcoal doused with water.
```
@@---
Spell: Steed Of The Seas
School: Transmutation
NSch:
NSubSch:
Level: Paladin 2
Save: None
SR: Yes
---
!!
```
## Steed Of The Seas
Transmutation
**Level:** Paladin 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Your mount
**Duration:** 2 hours/level (D)
**Saving Throw:** None
**Spell Resistance:** Yes
```
@@---
Spell:
School: Paladins are understandably loathe to enter into the water depths without their loyal steeds to assist them. With this spell, you imbue your mount with the ability to enter the water without harm by granting it the aquatic subtype. Additionally, the mount gains a swim speed equal to half its normal speed.
A mount under the effects of this spell is able to breathe water; in fact, it is amphibious and thus subject to no ill effect in or out of the water.
## Steeldance
Transmutation
NSch:
NSubSch:
Level: Wizard 3
Save: None
SR: No
---
!!
```
##
Paladins are understandably loathe to enter into the water depths without their loyal steeds to assist them. With this spell, you imbue your mount with the ability to enter the water without harm by granting it the aquatic subtype. Additionally, the mount gains a swim speed equal to half its normal speed.
A mount under the effects of this spell is able to breathe water; in fact, it is amphibious and thus subject to no ill effect in or out of the water.
## Steeldance
Transmutation
**Level:** Wizard 3
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Targets: Two swords or daggers
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
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.
Focus: Two bladed weapons, such as daggers or longswords.
```
@@---
Spell: Steelsting
Source: Dragons of Faerun
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 4
Save: Reflex half
SR: Yes
---
!!
```
## Steelsting
Source: Dragons of Faerun
Evocation [Force]
**Level:** Wizard 4
**Components:** V
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./levels)
**Area:** Cylinder 10 ft. wide, 25 ft. long
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
Tiny pinpricks tingle over your entire body as if a swarm of needles is trying to emerge from beneath your flesh.
As you complete the incantation, daggerlike shards of force burst forth from your skin.
You create a brief maelstrom of daggerlike, flying darts of force that spin, slice, and rebound within the area.
All within the area take 1d6 points of force damage per caster level (maximum 10d6).
The name is a misnomer, since the spell creates neither steel nor a true sting.
Origin: This spell was created decades ago by Rythtalies of Amn, who patterned it after the blade barrier spell employed by a cleric of Bhaal. He then taught it to Jalanvaloss.
```
@@---
Spell: Stick
School: Transmutation
NSch:
NSubSch:
Level: Bard 0, Wizard 0
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Stick
Transmutation
**Level:** Bard 0, Wizard 0
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Nonmagical, unattended object weighing up to 5 lb.
**Duration:** Instantaneous
**Saving Throw:** Will negates (object)
**Spell Resistance:** Yes (object)
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). Material Component: A bit of dried glue.
```
@@---
Spell: Sticky Fingers
School: Transmutation
NSch:
NSubSch:
Level: Assassin 1, bard 1
Save: Personal
**Target:** You
---
!!
```
## Sticky Fingers
Transmutation
**Level:** Assassin 1, bard 1
**Components:** S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round
This spell grants you a +10 bonus on Sleight of Hand checks.
```
@@---
Spell: Sticky Floor
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Wizard 1
Save: Reflex partial
SR: No
---
!!
```
## Sticky Floor
Conjuration (Creation)
**Level:** Wizard 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 10-ft.-by-10-ft. square **Duration:** 1 hour/level
**Saving Throw:** Reflex partial
**Spell Resistance:** No
Creatures that are within or that enter the area of a sticky floor spell are immediately stuck in place and entangled. A successful Reflex save means the creature can move from its space but is still considered entangled as long as it remains in the area. A creature stuck in place can break loose by using a standard action to make a DC 15 Strength check or Escape Artist check. Each round at the beginning of your turn, any creature within the area must succeed on another Reflex save to avoid becoming stuck in place again.
The effect of this spell even extends through footwear, so merely removing your boots doesn?t free you from the effect. Creatures not in contact with the surface of the ground (such as flying, burrowing or incorporeal creatures) are unaffected by sticky floor.
Kobold sorcerers often use this spell to protect their lairs, and some theorize that they learned it from dragons. Material Component: A drop of hardened tree sap, which must be eaten by the caster.
```
@@---
Spell: Sticky Saddle
School: Transmutation
NSch:
NSubSch:
Level: Paladin 1
Save: Personal
**Target:** You
---
!!
```
## Sticky Saddle
Transmutation
**Level:** Paladin 1
**Components:** V, S, DF
**Casting Time:** 1 immediate action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level (D)
This spell ?glues? you to your mount. It becomes impossible for you to fall or be thrown off your mount. Prying you from the saddle requires a DC 20 Strength check, and you gain a +10 bonus on Ride checks related to staying in the saddle. The spell must be cast after you are seated on your mount. If you are not seated on your mount when the spell is cast, the spell fails. If the spell is cast while you are riding bareback, you are 'stuck? to the mount's back. Otherwise, you are merely stuck to the saddle, but the saddle is attached to the mount normally. If you are knocked unconscious while this spell is in effect, you automatically remain in the saddle. The spell can be dismissed as an immediate action, and it does not impede the rider from making a soft fall if the mount is dropped in battle.
```
@@---
Spell: Stiffen
Source: Exemplars of Evil
School: Necromancy
NSch:
NSubSch:
Level: Bard 3, cleric 3, Wizard 4
Save: Fortitude partial; see text
SR: Yes
---
!!
```
## Stiffen
Source: Exemplars of Evil
Necromancy
**Level:** Bard 3, cleric 3, Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** 1 round/level (D)
**Saving Throw:** Fortitude partial; see text
**Spell Resistance:** Yes
As you touch your foe, blue spiderwebs appear on his skin, slowing him down and gradually paralyzing him. Upon touching a target, you set in motion a devastating effect that gradually deadens his nerves. On the first round, the target takes a ?4 penalty to his Dexterity score, and all his movement rates are reduced by 5 feet. If the target can fly, his maneuverability is reduced by one step.
On the following round, the target can make a new Fortitude save to halt the spell's progress. If the save fails, the penalty to Dexterity worsens to ?8, his movement rates are reduced another 5 feet, and his maneuverability is reduced by another 2 steps. This deterioration continues each round until the target succeeds on his save, at which point his condition no longer worsens, or until the target's Dexterity drops to 0. Targets whose movement rates drop to 0 feet cannot move, and targets whose maneuverability drops below clumsy cannot fly. All penalties vanish when the spell's duration expires.
```
@@---
Spell: Stifle Spell
School: Abjuration
NSch:
NSubSch:
Level: Cleric 4, Wizard 4
Save: See text
SR: Yes
---
!!
```
## Stifle Spell
Abjuration
**Level:** Cleric 4, Wizard 4
**Components:** V
**Casting Time:** 1 immediate action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature casting a spell
**Duration:** Instantaneous
**Saving Throw:** See text
**Spell Resistance:** Yes
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.
```
@@---
Spell: Sting Ray
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 2, Wizard 2
Save: Will partial
SR: Yes
---
!!
```
## Sting Ray
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 2, Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Ray
**Duration:** 1 round/level
**Saving Throw:** Will partial
**Spell Resistance:** Yes
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.
Material Component: Four dried stinging insects (bees, wasps, and so on).
```
@@---
Spell: Stinking Cloud
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Wizard 3
Save: Fortitude negates; see text
SR: No
---
!!
```
## Stinking Cloud
Conjuration (Creation)
**Level:** Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Cloud spreads in 20-ft. radius, 20 ft. high
**Duration:** 1 round/level
**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.
Material Component: A rotten egg or several skunk cabbage leaves.
```
@@---
Spell: Stolen Breath
School: Necromancy
Descriptor: Air
NSch:
NSubSch:
Level: Wizard 2
Save: None
SR: Yes
---
!!
```
## Stolen Breath
Necromancy [Air]
**Level:** Wizard 2
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One living creature that breathes air
**Duration:** Instantaneous; see text
**Saving Throw:** None
**Spell Resistance:** Yes
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. Focus: A stoppered glass vial.
```
@@---
Spell: Stone Body
School: Transmutation
NSch:
NSubSch:
Level: Cleric 6, Wizard 6
Save: Personal
**Target:** You
---
!!
```
## Stone Body
Transmutation
**Level:** Cleric 6, Wizard 6
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level (D)
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.
Arcane Material Component: A small piece of stone that was once part of a stone golem, a greater earth elemental, or a castle's outer wall.
```
@@---
Spell: Stone Bones
School: Transmutation
NSch:
NSubSch:
Level: Cleric 2, Wizard 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Stone Bones
Transmutation
**Level:** Cleric 2, Wizard 2
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Corporeal undead creature touched
**Duration:** 10 minutes/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
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. Arcane Focus: A miniature skull carved of granite.
```
@@---
Spell: Stone Construct
Source: Eberron Campaign Setting
School: Transmutation
NSch:
NSubSch:
Level: Artificer 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Stone Construct
Source: Eberron Campaign Setting
Transmutation
**Level:** Artificer 3
**Components:** S, M
**Casting Time:** 1 round
**Range:** Touch
**Target:** Construct touched
**Duration:** 10 min./level or until discharged
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The construct you touch gains resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction 10/adamantine. Once the spell has prevented a total of 10 points of damage per artificer level you possess (maximum 150 points), it is discharged.
Material Component: Granite and 250 gp worth of diamond dust sprinkled on the construct.
```
@@---
Spell: Stone Fist
School: Transmutation
NSch:
NSubSch:
Level: Cleric 2, paladin 2
Save: Personal
**Target:** You
---
!!
```
## Stone Fist
Transmutation
**Level:** Cleric 2, paladin 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
Your fists turn into menacing, rocky lumps capable of inflicting deadly wounds. While this spell is in effect, your unarmed attacks do not provoke attacks of opportunity, and they deal lethal bludgeoning damage. The damage that your unarmed attacks deal increases as well, according to your size as given on the table below.
If your unarmed strike already deals more damage than the indicated amount, you always use the higher value. In addition, if you are a dwarf or a goliath under the effects of this spell, your unarmed attacks overcome damage reduction as if they were cold iron weapons.
```
@@---
Spell: Stone Metamorphosis
Source: Underdark
School: Transmutation
Descriptor: Earth
NSch:
NSubSch:
Level: Cleric 4, Druid 4, Wizard 6
Save: None
SR: No
---
!!
```
## Stone Metamorphosis
Source: Underdark
Transmutation [Earth]
**Level:** Cleric 4, Druid 4, Wizard 6
**Components:** V, S, M, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Stone object touched, up to 10 cu. ft. + 1 cu. ft./level
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
You can change an existing piece of rock to another type of rock.
For instance, you can make crumblestone into granite, substantially strengthening it. (See Chapter 7 for more information on types of stone).
Precious and semiprecious gems cannot be manufactured with this spell, and its effect does not change the monetary value of the affected stone object.
Arcane Material Component: A grain of talc and a chip of obsidian.
```
@@---
Spell: Stone Metamorphosis, Greater
Source: Underdark
School: Transmutation
Descriptor: Earth
NSch:
NSubSch:
Level: Cleric 6, Druid 6, Wizard 8
Save: None
SR: No
---
!!
```
## Stone Metamorphosis, Greater
Source: Underdark
Transmutation [Earth]
**Level:** Cleric 6, Druid 6, Wizard 8
**Components:**
**Target:** Stone or stone objects touched, up to 10 cu. ft. + 10 cu. ft./level
This spell functions like stone metamorphosis, except as noted.
## Stone Shape
Transmutation [Earth]
**Level:** Cleric 3, Druid 3, Earth 3, Wizard 4
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level
**Duration:** Instantaneous
**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.
Arcane Material Component: Soft clay, which must be worked into roughly the desired shape of the stone object and then touched to the stone while the verbal component is uttered.
```
@@---
Spell: Stone Shape, Greater
School: Transmutation
Descriptor: Earth
NSch:
NSubSch:
Level: Cleric 5, druid 5, sorcerer/ wizard 7
Save: None or Fortitude half; see text
SR: No
---
!!
```
## Stone Shape, Greater
Transmutation [Earth]
**Level:** Cleric 5, druid 5, sorcerer/ wizard 7
**Target:** Stone or stone objects touched, up to 10 cu. ft. + 10 cu. ft./ level
This spell functions like stone shape (PH 284), except that it affects a much larger quantity of stone.
## Stone Shatter
Evocation [Sonic]
**Level:** Bard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./level)
**Target:** One stone object or creature
**Duration:** Instantaneous
**Saving Throw:** None or Fortitude half; see text
**Spell Resistance:** No
You aim a single note of perfect pitch toward an unattended stone object weighing no more than 2 pounds per caster level, or toward a stone creature, causing it to shatter. A stone object is destroyed, whereas a stone creature (of any weight) takes 1d6 points of damage per caster level (maximum 15d6), with a Fortitude save for half damage.
```
@@---
Spell: Stone Sphere
School: Evocation
Descriptor: Earth
NSch:
NSubSch:
Level: Wizard 4
Save: Reflex negates; see text
SR: Yes
---
!!
```
## Stone Sphere
Evocation [Earth]
**Level:** Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: One 5-ft.-diameter stone sphere
**Duration:** 1 round/level
**Saving Throw:** Reflex negates; see text
**Spell Resistance:** Yes
You create a smoothly polished, 5-footdiameter 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.
Material Component: A smooth sphere of marble 1 inch in diameter.
```
@@---
Spell: Stone Spiders
School: Transmutation
NSch:
NSubSch:
Level: Spider 7
Save: None
SR: No
---
!!
```
## Stone Spiders
Transmutation
**Level:** Spider 7
**Components:** V, S, DF
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: Three pebbles, no two of which are more than 30 ft. apart
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** No
This spell transforms three pebbles into stone constructs that resemble monstrous spiders. The constructs can be any size from Tiny to Huge as you decide, but all the constructs you create must be the same size. The constructs have the same statistics as monstrous spiders (MM 288) of the appropriate size, except as noted here. ? Their natural armor bonus increases by 6.
- They have damage reduction 10/ magic.
- Their poison has a Fortitude save DC of 10 + 1/2 your caster level + your Wis modifier. Initial and secondary damage is 1d3 points of Strength damage.
If the constructs can hear your commands, you can direct them not to attack, to attack particular enemies, or to perform other actions. Otherwise, they simply attack your enemies to the best of their ability.
```
@@---
Spell: Stone Storm
Source: Secrets of Sarlona
School: Evocation
NSch:
NSubSch:
Level: Cleric 5, Wizard 5
Save: None
SR: No
---
!!
```
## Stone Storm
Source: Secrets of Sarlona
Evocation
**Level:** Cleric 5, Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** Cylinder (20-ft. radius, 40 ft. high), 10-ft. radius; see text
**Duration:** 1 round
**Saving Throw:** None
**Spell Resistance:** No
A blinding storm of bullet-sized stones pounds down for 1 round. All creatures in the area take 3d6 points of bludgeoning damage and 3d6 points of slashing damage as the stones slam down, then shatter to razor-sharp shards (no save for either, but a creature's damage reduction applies to this damage, which is treated as magic and bludgeoning and magic and slashing, respectively). A ?4 penalty applies to Listen checks made within the stone storm's effect, and all land movement within its area is at one-quarter speed. Material Component: A handful of obsidian pebbles.
```
@@---
Spell: Stone Tell
School: Divination
NSch:
NSubSch:
Level: Druid 6
Save: Personal
**Target:** You
---
!!
```
## Stone Tell
Divination
**Level:** Druid 6
**Components:** V, S, DF
**Casting Time:** 10 minutes
**Range:** Personal
**Target:** You
**Duration:** 1 min./level
You gain the ability to speak with stones, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone's perspective, perception, and knowledge may prevent the stone from providing the details you are looking for. You can speak with natural or worked stone.
```
@@---
Spell: Stone To Flesh
School: Transmutation
NSch:
NSubSch:
Level: Wizard 6
Save: Fortitude negates (object); see text
SR: Yes
---
!!
```
## Stone To Flesh
Transmutation
**Level:** Wizard 6
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One petrified creature or a cylinder of stone from 1 ft. to 3 ft. in diameter and up to 10 ft. long **Duration:** Instantaneous
**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. Material Component: A pinch of earth and a drop of blood.
```
@@---
Spell: Stone Walk
Source: Player's Guide to Faerûn
School: Conjuration
Descriptor: Teleportation
NSch:
NSubSch:
Level: Initiate of bane 6
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Stone Walk
Source: Player's Guide to Faerûn
Conjuration [Teleportation]
**Level:** Initiate of bane 6
**Components:** V, S, M
**Casting Time:** 10 minutes
**Range:** Touch
**Target:** Stone touched
**Duration:** Permanent until discharged
**Saving Throw:** Will negates (object)
**Spell Resistance:** Yes (object)
You magically link one location to another so that you or someone else may speak a command word at one end and be teleported to the other end.
Before casting this spell, you must prepare the ends of the link, both of which must be areas of stone 5 feet square.
This preparation takes 1 hour, and they serve for repeated castings of the spell as long as the stones are not damaged.
When you cast stone walk, you designate a command word and touch one of the stones.
Both stones then become attuned to the command word you designate.
Thereafter, any creature that speaks the command word while standing upon one of the stones is teleported (as though by greater teleport) to the other stone instantaneously.
The stones function once for every four caster levels you possess, and each usage can transport one willing Medium or smaller creature plus one additional willing Medium or smaller creature (each 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 each other.
Because of the special link between the stones, travel by means of this spell is not impeded by abjurations such as dimensional lock or forbiddance.
A gate seal spell cast upon either stone suppresses the stone walk effect.
Material Component: Preparation of each end of the link requires a paste made from rubies and amber worth 2,500 gp.
Casting the spell requires a 2,500-gp diamond.
Activating one of the linked stones once the spell is cast requires no material components.
```
@@---
Spell: Stonehold
School: Conjuration
Subschool: Creation
Descriptor: Earth
NSch:
NSubSch:
Level: Druid 6
Save: See text
SR: Yes (object)
---
!!
```
## Stonehold
Conjuration (Creation) [Earth]
**Level:** Druid 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** One 10-ft. square/level
**Duration:** 24 hours/level
**Saving Throw:** See text
**Spell Resistance:** Yes (object)
This spell conjures thick stony arms that spring forth from any rock or stone formation whenever anyone passes near it. Each 10-foot square in the spell's area contains one stone arm. Any creature that enters the area of the spell is immobilized by the arms unless it succeeds on a Reflex save. Such a creature is rooted in place and unable to move. It can take actions normally; it just can?t move from the space it currently occupies. Held creatures take 1d6+5 points of damage each round, at the beginning of your turn. Creatures that succeed on the Reflex save can move through the area normally. Creatures that start their turn in the affected area must attempt another Reflex save or be affected by the spell. A held creature can attempt a DC 20 Strength check or a DC 25 Escape Artist check to break free, and can also break free by dealing enough damage to destroy the arm. An arm has AC 15, hardness 8, and 15 hit points. Before they attack, the arms remain beneath the surface of the stone. They can be discovered (but not disarmed) as a magic trap can be.
```
@@---
Spell: Stoneskin
School: Abjuration
NSch:
NSubSch:
Level: Druid 5, Earth 6, Wizard 4, Strength 6
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Stoneskin
Abjuration
**Level:** Druid 5, Earth 6, Wizard 4, Strength 6
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 10 min./level or until discharged
**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.
Material Component: Granite and 250 gp worth of diamond dust sprinkled on the target's skin.
```
@@---
Spell: Stony Grasp
School: Transmutation
Descriptor: Earth
NSch:
NSubSch:
Level: Wizard 3
Save: Fortitude negates
SR: Yes
---
!!
```
## Stony Grasp
Transmutation [Earth]
**Level:** Wizard 3
Effect: Animated stone arm
**Duration:** 1 round/
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.
Material Component: A miniature hand sculpted from stone.
## Stop Heart
Necromancy [Evil]
**Level:** Assassin 4, Cleric 4, Wizard 5
**Components:** S, Drug
**Casting Time:** 1 standard action
**Range:** Touch
**Area:** One living humanoid or animal
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
Channeling hatred and spite, the caster calls upon dark power to give the subject a massive heart attack. The subject suddenly drops to ?8 hit points, then ?9 hit points at the end of this round. If someone immediately makes a successful Heal check (DC 15) or somehow gives the subject more hit points, she stabilizes. Otherwise, at the end of the next round, the subject reaches ?10 hit points and dies.
Drug Component: Baccaran.
```
@@---
Spell: Stored Lightning Bolt
Source: Secrets of Sarlona
School: Evocation
Descriptor: Electricity
NSch:
NSubSch:
Level: Wizard 7
Save: Reflex half
SR: Yes
---
!!
```
## Stored Lightning Bolt
Source: Secrets of Sarlona
Evocation [Electricity]
**Level:** Wizard 7
**Components:** V, S, M
**Casting Time:** 1 standard action **Range:** 120 ft.
**Area:** See text
**Duration:** See text
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
This more powerful variation of lightning bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to each creature within its area. You can choose whether the bolt is cast all at once or partially stored in a 5foot-square metal or stone surface within range.
When casting, in addition to selecting the path of the bolt, you decide how many dice to allocate to the initial lightning strike, how many to send into the storage surface, and how long (to a maximum of 5 rounds) before the stored lightning discharges. If all damage is allocated to the initial strike, no energy is stored; if all damage is allocated to be stored, the bolt appears to miss any targets in its path and strike the stone or metal surface harmlessly.
The initial strike does damage to all creatures within its area, as a lightning bolt spell. When released, the stored bolt deals damage to all creatures within a 60-foot radius spread centered on the point where the bolt struck. The bolt sets fire to combustibles and damages objects, just as a normal lightning bolt. If the storage surface is an unbroken wall, damage extends in a semicircle from the wall. However, the blast passes or burns through doorways and other portals into areas on the other side of a wall, and wraps around free-standing surfaces such as columns.
If the surface is touched by any creature before the delay time is up, the stored bolt is discharged automatically, with the touching creature taking double the stored damage and all other creatures in the blast area taking half damage.
All victims of both the initial and the stored strikes take half damage on a successful Reflex save.
If a creature is already touching the storage surface when the spell is cast, any stored portion of the bolt discharges immediately, with damage calculated as above. If two or more creatures are already touching the storage surface, the spell discharges immediately but the touching creatures and all others in the area take normal damage, as above.
Material Component: A small vial of acid set into a lead ring.
```
@@---
Spell: Storm Mote
School: Evocation
Descriptor: Air, Earth
NSch:
NSubSch:
Level: Druid 3, Wizard 3
Save: Fortitude half
SR: Yes
---
!!
```
## Storm Mote
Evocation [Air, Earth]
**Level:** Druid 3, Wizard 3
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Cylinder (5-ft. radius, 10 ft. high)
**Duration:** 1 round/level
**Saving Throw:** Fortitude half
**Spell Resistance:** Yes
You create a whirling vortex of sand. It flies at speed of 60 feet per round (perfect maneuverability), and you can concentrate on controlling its every movement or specify a simple program. Directing the vortex's movement is a move action, while changing its programmed movement is a standard action. If you don?t move or program the vortex, it merely stays at rest, spinning and howling. The vortex dissipates if it exceeds the spell's range. If a storm mote enters a space with a creature, it stops moving for the round and deals 2d8 points of damage to the creature. A successful Fortitude save reduces damage by half.
Those outside the vortex have concealment against those inside. The vortex extinguishes all nonmagical flame. Arcane Material Component: A pinch of sand.
```
@@---
Spell: Storm Of Elemental Fury
School: Conjuration
Subschool: Summoning
NSch:
NSubSch:
Level: Druid 7
Save: See text
SR: Yes
---
!!
```
## Storm Of Elemental Fury
Conjuration (Summoning)
**Level:** Druid 7
**Components:** V, S
**Casting Time:** 1 round
**Range:** Long (400 ft. + 40 ft./level)
Effect: 40-ft. radius storm cloud, 200 ft. above the ground
**Duration:** 4 rounds
**Saving Throw:** See text
**Spell Resistance:** Yes
Each round, the storm generates one of the following effects, starting with the first effect, then progressing to the second, until it has run its 4-round course. 1st Round: A storm of elemental fury buffets the area immediately beneath it with a whirling windstorm (Dmg 94?95). Ranged attacks within the area of the storm are impossible, and Small or smaller creatures must succeed on a Fortitude save or be blown away. Medium creatures must make their Fortitude save or be knocked prone, and Large or larger creatures must succeed on a Fortitude save to move that round. Flying creatures that fail their saves are instead blown in a random direction, traveling 1d6?5 feet if Large or larger, 1d6?10 feet if Medium, and 2d6?10 feet if Small or smaller. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to the storm of elemental fury's save DC + the level of the spell the caster is trying to cast. 2nd Round: Chunks of rock fall from the sky, dealing 5d6 points of damage (no save) to all creatures in the storm. 3rd Round: A deluge of rain extinguishes unprotected flames and perhaps protected ones as well (50% chance). The torrential downpour reduces visibility to 5 feet and cuts movement in half. 4th Round: Flame pelts the area beneath the storm cloud, dealing 1d6 points of fire damage per caster level (maximum 15d6) (Reflex half).
```
@@---
Spell: Storm Of Fire And Ice
School: Evocation
Descriptor: Cold, Fire
NSch:
NSubSch:
Level: Druid 6, Wizard 6, Wu Jen 6 (fire and water)
Save: Reflex half
SR: Yes
---
!!
```
## Storm Of Fire And Ice
Evocation [Cold, Fire]
**Level:** Druid 6, Wizard 6, Wu Jen 6 (fire and water)
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** Cylinder (20-ft. radius, 40 ft. high)
**Duration:** 1 round
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
A shower of lava globs and hailstones rains down for 1 round, dealing 6d6 points of cold damage and 6d6 points of fire damage to everything in the area. The cylinder provides concealment similar to fog cloud and also applies a -4 penalty on Listen checks made within the area. Movement costs within the area of the spell are doubled. At the end of the duration, the lava and ice disappear, leaving no lingering effects (other than the damage dealt).
```
@@---
Spell: Storm Of Needles
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Wu Jen 4 (metal)
Save: Reflex half
SR: No
---
!!
```
## Storm Of Needles
Conjuration (Creation)
**Level:** Wu Jen 4 (metal)
**Components:** V, S, M
**Casting Time:** 1 standard action **Range:** 30 ft.
**Area:** Cone-shaped burst
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** No
Creatures in the cone take 1d4 points of damage per caster level (maximum 15d4). Material Component: A 1-inch-long metal needle.
```
@@---
Spell: Storm Of Shards
School: Evocation
Descriptor: Good
NSch:
NSubSch:
Level: Sanctified 6
Save: Fortitude negates (blinding) and Reflex half (shards)
SR: Yes
---
!!
```
## Storm Of Shards
Evocation [Good]
**Level:** Sanctified 6
**Components:** V, S, Sacrifice **Casting Time:** 1 standard action **Range:** 0 ft.
**Area:** 80-ft. radius spread
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates (blinding) and Reflex half (shards)
**Spell Resistance:** Yes
Shards of heavenly light rain down from above. Evil creatures within the spell's area that fail a Fortitude save are blinded permanently. The light shards also slice the flesh of evil creatures, dealing 1d6 points of damage per caster level (maximum 20d6). A successful Reflex save halves the damage, which is of divine origin. Sacrifice: 1d3 points of Strength drain.
```
@@---
Spell: Storm Of Vengeance
School: Conjuration
Subschool: Summoning
NSch:
NSubSch:
Level: Druid 9, Cleric 9
Save: See text
SR: Yes
---
!!
```
## Storm Of Vengeance
Conjuration (Summoning)
**Level:** Druid 9, Cleric 9
**Components:** V, S
**Casting Time:** 1 round
**Range:** Long (400 ft. + 40 ft./level)
Effect: 360-ft. radius storm cloud
**Duration:** Concentration (maximum 10 rounds) (D)
**Saving Throw:** See text
**Spell Resistance:** Yes
This spell creates an enormous black storm cloud. Lightning and crashing claps of thunder appear within the storm. Each creature beneath the cloud must succeed on a Fortitude save or be deafened for 1d4x10 minutes.
If you do not maintain concentration on the spell after casting it, the spell ends. If you continue to concentrate, the spell generates additional effects in each following round, as noted below. Each effect occurs during your turn.
2nd Round: Acid rains down in the area, dealing 1d6 points of acid damage (no save).
3rd Round: You call six bolts of lightning down from the cloud. You decide where the bolts strike. No two bolts may be directed at the same target. Each bolt deals 10d6 points of electricity damage. A creature struck can attempt a Reflex save for half damage.
4th Round: Hailstones rain down in the area, dealing 5d6 points of bludgeoning damage (no save). 5th through 10th Rounds: Violent rain and wind gusts reduce visibility. The rain 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). Speed is reduced by three-quarters.
Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to the storm of vengeance's save DC + the level of the spell the caster is trying to cast.
```
@@---
Spell: Storm Shield
Source: Lost Empires of Faerun
School: Abjuration
NSch:
NSubSch:
Level: Cleric 3, Druid 3
Save: See text
SR: See text
---
!!
```
## Storm Shield
Source: Lost Empires of Faerun
Abjuration
**Level:** Cleric 3, Druid 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 30-ft. radius emanation
**Duration:** 1 minute/level or until discharged (D)
**Saving Throw:** See text
**Spell Resistance:** See text
This spell creates a small, glowing sphere of amber light at a point you designate.
Any effect that deals electricity damage (such as a lightning bolt or a blue dragon's breath weapon) that passes within 30 feet of the storm shield is attracted to it and strikes the shield instead of its intended target.
In the case of area spells such as lightning bolt, this redirection occurs if any portion of the spell's area is within 30 feet of the storm shield.
In such a case, the entire effect is drawn to the storm shield, and all creatures or objects that otherwise would have been in the spell's area remain unharmed.
The storm shield takes full damage (no saving throw) from any effect drawn into it.
The shield can absorb up to 20 points of electricity damage per caster level before dissipating.
Any remaining damage is applied to all creatures within 10 feet of the storm shield's position (Reflex half; spell resistance applies).
For example, suppose a storm shield cast by a 5th-level cleric has already absorbed 78 points of electricity damage when it is struck by a lightning bolt that deals 45 points of damage.
The first 22 points of damage is enough to destroy the storm shield, so every creature within 10 feet of it takes 23 points of electricity damage (or 11 with a successful save).
Material Component: A small chip of amber.
```
@@---
Spell: Storm Touch
Source: Magic of Eberron
School: Evocation
Descriptor: Electricity
NSch:
NSubSch:
Level: Wizard 5
Save: Fortitude partial; see text
SR: Yes
---
!!
```
## Storm Touch
Source: Magic of Eberron
Evocation [Electricity]
**Level:** Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
Targets: Up to one creature/level touched
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial; see text
**Spell Resistance:** Yes
Your hand crackles with the pent-up energy of storm-tossed lightning, dealing 9d6 points of electricity damage with a successful melee touch attack. Touched creatures are also stunned for 1 round by the burning pain unless they make a successful Fortitude saving throw. You can use this melee touch attack up to one time per level. Special: A character with any Mark of Storm dragonmark, or with the Favored in House feat (Lyrandar), deals an extra 1d6 points of electricity damage with each touch.
```
@@---
Spell: Storm Tower
School: Abjuration
Descriptor: Air
NSch:
NSubSch:
Level: Druid 7
Save: Fortitude negates; see text
SR: Yes
---
!!
```
## Storm Tower
Abjuration [Air]
**Level:** Druid 7
**Components:** V, S
**Casting Time:** 1 round
**Range:** Long (400 ft. + 40 ft./level)
**Area:** Cylinder (20-ft. radius, 100 ft. high)
**Duration:** 1 round/level (D)
**Saving Throw:** Fortitude negates; see text
**Spell Resistance:** Yes
A storm tower absorbs any electricity damage dealt to those within it. Magic missiles cannot be cast into, out of, or within a storm tower. The storm tower is composed of windstorm-strength winds (Dmg 95), making ranged attacks impossible within it, though it has no effect on the movement of creatures within it. However, only Gargantuan or Colossal creatures can pass through the outer edge of the storm tower; all creatures of smaller size must succeed on a Fortitude saving throw to enter; otherwise, they are checked at the edge. Anyone within a storm tower has concealment relative to those outside the tower. The howling winds of a storm tower also apply a ?10 penalty on Listen checks made within 50 feet of it (including all those made inside the tower).
```
@@---
Spell: Stormrage
School: Transmutation
Descriptor: Electricity
NSch:
NSubSch:
Level: Cleric 8, druid 8
Save: Personal
**Target:** You
---
!!
```
## Stormrage
Transmutation [Electricity]
**Level:** Cleric 8, druid 8
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level (D)
You can fly at a speed of 40 feet, and you gain immunity to thrown weapons and projectile ranged attacks. You are completely unaffected by natural or magical wind, easily able to hold your position and not subject to other adverse effects of extreme wind. Finally, you can discharge a bolt of electricity from your eyes once per round. You enemies? spell resistance applies to these lightning attacks. Doing this is a standard action that does not provoke attacks of opportunity, has a range of 100 feet, and requires a ranged touch attack. You gain a +3 bonus on the attack roll if the opponent is wearing metal armor, made out of metal, or carrying a lot of metal. If you hit, the bolt deals 1d6 points of electricity damage per two caster levels (maximum 10d6), with no saving throw allowed.
```
@@---
Spell: Stormrunner's Ward
School: Abjuration
NSch:
NSubSch:
Level: Wizard 2
Save: None
SR: No
---
!!
```
## Stormrunner's Ward
Abjuration
**Level:** Wizard 2
**Components:** V, S, M
**Casting Time:** 1 full round
**Range:** Touch
**Target:** One ship
**Duration:** 1 hour/level (D)
**Saving Throw:** None
**Spell Resistance:** No
You ward a single ship against foundering and storm damage, making it easier to sail in dangerous weather. You add a +4 bonus on any checks made to sail in severe winds, windstorms, or gales. You also add this bonus to foundering checks and capsizing checks for that ship. This bonus improves by +1 per 4 caster levels, to a maximum of +8.
The stormrunner's ward does nothing to protect the crew from the winds and green water that might roll over the side of the ship.
Material Component: Handful of copper powder.
```
@@---
Spell: Stormvoice
Source: Champions of Valor
School: Evocation
Descriptor: Sonic
NSch:
NSubSch:
Level: Initiate of horus-re 2
Save: Personal
**Target:** You
---
!!
```
## Stormvoice
Source: Champions of Valor
Evocation [Sonic]
**Level:** Initiate of horus-re 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level (D) or until discharged
Your voice is amplified greatly.
Subtract 10 from the DC of Listen checks made to hear you talking (even whispering).
You also gain a +2 competence bonus on Intimidate checks.
While this spell is active, you can use a swift action to create a 15-foot-long cone-shaped burst of intense sound with a shout.
Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round.
Doing this discharges the spell.
Creatures that cannot hear are not stunned but are still damaged.
```
@@---
Spell: Stormwalk
School: Conjuration
Subschool: Teleportation
NSch:
NSubSch:
Level: Druid 6, Wizard 6
Save: None and Will negates (object)
SR: No and Yes (object)
---
!!
```
## Stormwalk
Conjuration (Teleportation)
**Level:** Druid 6, Wizard 6
**Components:** V, S, DF
**Casting Time:** 1 full round
**Range:** Touch
**Target:** You and up to one other creature for every two levels
**Duration:** Instantaneous
**Saving Throw:** None and Will negates (object)
**Spell Resistance:** No and Yes (object)
As teleport, save that you draw upon the power of a storm to teleport yourself and a number of others from one place to another.
Upon casting the spell, the storm suddenly intensifies in the area where the spell was cast, obscuring sight of those affected?whether because of a thickening of fog, a sudden increase in the downfall of hail and sleet, or a strike of lightning. On the next round, the disturbance disappears and the characters affected by the spell are gone. Though the targets of the spell disappear instantaneously once the spell is cast, they do not immediately reappear at the spell's destination. Instead, 10 minutes elapse during which a storm quickly develops in the target location.
This is plainly not a natural occurrence to anyone who witnesses it, unless there is already a storm in progress.
Then an intensification of this storm obscures sight at the target location, and the targets of the spell reappear. The targets always appear in some place that is open to the storm?thus, they can appear on the upper parapets of a castle, but not inside the castle.
Though 10 minutes have passed since they disappeared, it appears to the travelers as though the transport were instantaneous. Additionally, for the 10 minutes while the targets are gone, they are treated as though they were in another plane.
```
@@---
Spell: Strategic Charge
School: Abjuration
NSch:
NSubSch:
Level: Blackguard 1, paladin 1
Save: Personal
**Target:** You
---
!!
```
## Strategic Charge
Abjuration
**Level:** Blackguard 1, paladin 1
**Components:** V, DF
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
You gain the benefit of the Mobility feat (PH 98), even if you not meet the prerequisites. You do not have to be charging to gain this benefit.
```
@@---
Spell: Strength Of Stone
School: Transmutation
NSch:
NSubSch:
Level: Paladin 2
Save: Personal
**Target:** You
---
!!
```
## Strength Of Stone
Transmutation
**Level:** Paladin 2
**Components:** V, S, DF
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round
The spell grants you a +8 enhancement bonus to Strength. The spell ends instantly if you lose contact with the ground. This means you cannot jump, tumble, charge, run, or move more than your speed in a round (because these acts cause both of your feet to leave the ground) without breaking the spell. A natural stone wall or ceiling counts as the ground for the purpose of this spell (so you could climb a cavern wall and not lose the spell).
```
@@---
Spell: Strength Of The True Form
School: Transmutation
NSch:
NSubSch:
Level: Sorcerer 1
Save: Personal
**Duration:** 1 round
---
!!
```
## Strength Of The True Form
Transmutation
**Level:** Sorcerer 1
**Components:** V
**Casting Time:** 1 immediate action
**Range:** Personal
**Duration:** 1 round
**Saving Throw:** None
**Spell Resistance:** No
This spell can be cast only by a creature that has been altered due to the use of polymorph, alternate form, or a similar effect. Compare the natural armor, damage reduction, and physical ability scores of the caster's current and original forms; for the duration of the spell, the caster uses the highest value in each category. This spell has no visible effect.
If the caster has the Silent Spell feat, he can apply it to this spell without increasing the casting time. Although this spell was first developed by dragons, sorcerers of any race can master it; in particular, the rakshasas of the Lords of Dust often make use of this spell.
```
@@---
Spell: Stretch Weapon
School: Transmutation
NSch:
NSubSch:
Level: Bard 2, cleric 2, duskblade 2, Wizard 2
Save: Will negates (harmless, object)
SR: Yes (harmless, object)
---
!!
```
## Stretch Weapon
Transmutation
**Level:** Bard 2, cleric 2, duskblade 2, Wizard 2
**Components:** V
**Casting Time:** 1 swift action **Range:** 0 ft.
**Target:** Melee weapon wielded
**Duration:** One attack
**Saving Throw:** Will negates (harmless, object)
**Spell Resistance:** Yes (harmless, object)
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.
```
@@---
Spell: Striking Fist
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Duskblade 2, Wizard 2
Save: Reflex partial
SR: Yes
---
!!
```
## Striking Fist
Evocation [Force]
**Level:** Duskblade 2, Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** Instantaneous
**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. Material **Components:** Three glass beads.
```
@@---
Spell: Stun Ray
School: Conjuration
Subschool: Creation
Descriptor: Electricity
NSch:
NSubSch:
Level: Wizard 7
Save: Fortitude partial; see text
SR: Yes
---
!!
```
## Stun Ray
Conjuration (Creation) [Electricity]
**Level:** Wizard 7
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Ray
**Duration:** 1d4+1 rounds; see text
**Saving Throw:** Fortitude partial; see text
**Spell Resistance:** Yes
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.
Material Component: A coiled copper wire.
```
@@---
Spell: Stunning Breath
School: Transmutation
NSch:
NSubSch:
Level: Wizard 5
Save: Personal
**Target:** Your breath weapon
---
!!
```
## Stunning Breath
Transmutation
**Level:** Wizard 5
**Components:** S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** Your breath weapon
**Duration:** Instantaneous
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.
```
@@---
Spell: Stunning Breath, Greater
School: Transmutation
NSch:
NSubSch:
Level: Wizard 8 This spell functions like stunning breath, except that creatures that fail their Fortitude saves are stunned for 2d4 rounds.
Save: Fortitude negates
SR: Yes
---
!!
```
## Stunning Breath, Greater
Transmutation
**Level:** Wizard 8 This spell functions like stunning breath, except that creatures that fail their Fortitude saves are stunned for 2d4 rounds.
## Stunning Screech
Evocation [Evil, Sonic]
**Level:** Bard 3, Demonologist 2
**Components:** V, S, M, Drug **Casting Time:** 1 standard action **Range:** 30 ft.
Targets: All creatures within range
**Duration:** 1 round
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
The caster emits a piercing screech like that of a vrock demon. Every creature within the area is stunned for 1 round.
Material Component: Feather of a large bird or a vrock.
Drug Component: Mushroom powder.
```
@@---
Spell: Stupor
School: Enchantment
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Assassin 1, Cleric 1, Wizard 1
Save: Fortitude negates
SR: Yes
---
!!
```
## Stupor
Enchantment [Mind-Affecting]
**Level:** Assassin 1, Cleric 1, Wizard 1
**Components:** S, M
**Casting Time:** 1 minute
**Range:** Touch
**Area:** One helpless creature
**Duration:** 1 hour/level
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
The caster places one creature already helpless in a clouded, confused state that does not allow the subject to think clearly or take actions. The effect is similar to being drugged. The subject can be moved and even forced to walk on her own if dragged along, but she is unaware of what is going on around her. Material Component: A puffball mushroom.
```
@@---
Spell: Subdue Aura
Source: Complete Champion
School: Abjuration
NSch:
NSubSch:
Level: Cleric 3, paladin 4
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Subdue Aura
Source: Complete Champion
Abjuration
**Level:** Cleric 3, paladin 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature or object touched
**Duration:** 10 minutes/level
**Saving Throw:** Will negates (object)
**Spell Resistance:** Yes (object)
This spell masks the target's aura, making it appear less powerful than it really is. For every two caster levels, the target of a subdue aura spell appears to have 1 fewer Hit Die than it really does. If the target has no aura, the spell has no effect.
```
@@---
Spell: Sublime Revelry
School: Abjuration
NSch:
NSubSch:
Level: Cleric 9, Pleasure 9
Save: None
SR: No
---
!!
```
## Sublime Revelry
Abjuration
**Level:** Cleric 9, Pleasure 9
**Components:** V, S, DF
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
**Duration:** 1 minute/level (D)
**Saving Throw:** None
**Spell Resistance:** No
Sublime revelry immediately removes any lingering effects of pain, including penalties imposed by symbol of pain, angry ache, and similar spells. It does not prevent damage or block other effects not directly related to pain.
The spell also induces a pleasurable fuguelike state that yields the following additional effects:
First, sublime revelry renders its targets immune to mind-affecting spells and effects for the spell's duration, as well as suppresses (but not dispels) ones currently in effect.
Second, targets of the spell take only half damage from all melee and ranged attacks for the duration of the spell.
```
@@---
Spell: Submerge Ship
School: Evocation
Descriptor: Water
NSch:
NSubSch:
Level: Wizard 7
Save: None
SR: No
---
!!
```
## Submerge Ship
Evocation [Water]
**Level:** Wizard 7
**Components:** V, S, F
**Casting Time:** 10 minutes
**Range:** Touch
**Target:** Ship touched
**Duration:** 1 hour/level
**Saving Throw:** None
**Spell Resistance:** No
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.
Focus: A miniature wooden rudder inlaid with silver, worth 2,500 gp.
```
@@---
Spell: Substitute Domain
Source: Complete Champion
School: Transmutation
NSch:
NSubSch:
Level: Cleric 2
Save: Personal
**Target:** You
---
!!
```
## Substitute Domain
Source: Complete Champion
Transmutation
**Level:** Cleric 2
**Components:** V, S, DF
**Casting Time:** 10 minutes
**Range:** Personal
**Target:** You
**Duration:** 1 day/level (D)
Upon casting substitute domain, you can swap one of your current domains for another that your deity offers. You gain the granted power of the new domain, as well as access to any of its spells that you can cast?though you must still prepare the spells normally. While substitute domain is in effect, you lose the granted powers and spells of the domain to which you have given up access.
For example, Saera, a cleric of Pelor, normally has access to the Strength and Sun domains. She casts substitute domain on herself and chooses to swap the Strength domain for another of the domains that Pelor normally grants? namely Healing. While she can now access the spells and granted power of the Healing domain, Saera cannot tap the abilities and spells normally associated with the Strength domain.
```
@@---
Spell: Subvert Planar Essence
School: Transmutation
NSch:
NSubSch:
Level: Cleric 5, Wizard 6
Save: Fortitude negates
SR: Yes
---
!!
```
## Subvert Planar Essence
Transmutation
**Level:** Cleric 5, Wizard 6
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 20-ft. radius emanation centered on a point in space
**Duration:** 1 round/level
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
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. Arcane Material Component: A tuning fork made from cold iron.
```
@@---
Spell: Sudden Stalagmite
School: Conjuration
Subschool: Creation
Descriptor: Earth
NSch:
NSubSch:
Level: Druid 4
Save: Reflex half
SR: No
---
!!
```
## Sudden Stalagmite
Conjuration (Creation) [Earth]
**Level:** Druid 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** No
This spell creates a stalagmite about 1 foot wide at its base and up to 10 feet tall. If it encounters a ceiling before it reaches full size, it stops growing. The stalagmite grows from the ground under the target creature and shoots upward. An airborne creature within 10 feet of the ground gains a +4 bonus on its saving throw, and airborne creatures more than 10 feet above the ground cannot be harmed by this spell. The stalagmite deals 1d6 points of piercing damage per caster level (maximum 10d6). In addition, a target that fails to make a saving throw against this spell and takes damage from it is impaled on the stalagmite and cannot move from its current location until it makes a DC 15 Escape Artist check. The stalagmite can be removed in other ways as well, such as with a stone shape spell. The victim can break free with a DC 25 Strength check, although doing this deals it 3d6 points of slashing damage. A creature's damage reduction, if any, applies to the damage from this spell. The damage from sudden stalagmite is treated as piercing for the purpose of overcoming damage reduction.
```
@@---
Spell: Suffer The Flesh
Source: Magic of Eberron
School: Transmutation
NSch:
NSubSch:
Level: Wizard 2
Save: Personal
**Target:** You
---
!!
```
## Suffer The Flesh
Source: Magic of Eberron
Transmutation
**Level:** Wizard 2
**Components:** V, S, M
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round
You can draw upon your physical endurance to increase the power of your spells. You voluntarily deal Constitution damage to yourself when you cast this spell. For each 2 points of damage dealt, your caster level increases by 1.
You cannot take more Constitution damage than your caster level (maximum 10 points for a +5 caster level increase).
Your maximum and current hit points drop appropriately for your lower Constitution score. A creature that has no Constitution score, or that has immunity to Constitution damage, cannot cast this spell. Material Component: A ruby worth 250 gp.
```
@@---
Spell: Suggestion
School: Enchantment
Subschool: Compulsion
Descriptor: Language-Dependent, Mind-Affecting
NSch:
NSubSch:
Level: Bard 2, Wizard 3
Save: Will negates
SR: Yes
---
!!
```
## Suggestion
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
**Level:** Bard 2, Wizard 3
**Components:** V, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 hour/level or until completed
**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).
Material Component: A snake's tongue and either a bit of honeycomb or a drop of sweet oil.
```
@@---
Spell: Suggestion, Mass
School: Enchantment
Subschool: Compulsion
Descriptor: Language-Dependent, Mind-Affecting
NSch:
NSubSch:
Level: Bard 5, Wizard 6
Save: None
SR: No
---
!!
```
## Suggestion, Mass
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
**Level:** Bard 5, Wizard 6
**Range:** Medium (100 ft. + 10 ft./level)
Targets: One creature/level, no two of which can be more than 30 ft. apart
This spell functions like suggestion, except that it can affect more creatures. The same suggestion applies to all these creatures.
## Summon Aspect Of Bahamut
Conjuration (Summoning, Good)
**Level:** Cleric 7, sorcerer 7/wizard 7
**Components:** V, S, F/DF
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One aspect of Bahamut
**Duration:** Concentration (maximum of 1 round/level) + 1 round
**Saving Throw:** None
**Spell Resistance:** No
If you are a nongood spellcaster, you cannot cast this spell. By casting this spell, you request Bahamut to send you one of his aspects. Otherwise, the aspect 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 aspect (it understands Celestial, Common, and Draconic), you can direct it not
to attack, to attack particular enemies, or to perform other actions before the duration elapses. More information on the aspect of Bahamut can be found on page 152 of this book. Arcane Focus: A silver dragon scale.
```
@@---
Spell: Summon Babau Demon
School: Conjuration
Subschool: Summoning
Descriptor: Chaotic, Evil
NSch:
NSubSch:
Level: Cleric 6
Save: None
SR: No
---
!!
```
## Summon Babau Demon
Conjuration (Summoning) [Chaotic, Evil]
**Level:** Cleric 6
**Components:** V, S, DF
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One summoned babau demon
**Duration:** Concentration, up to 1 round/level + 1 round
**Saving Throw:** None
**Spell Resistance:** No
This spell summons a babau demon (MM 40) from the Infinite Layers of the Abyss. It appears where you designate and acts immediately, on your turn. It understands your speech (regardless of your language), and it follows your commands to the best of its ability. You must concentrate to maintain the spell's effect, but commanding the creature is a free action. A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.
```
@@---
Spell: Summon Bearded Devil
School: Conjuration
Subschool: Summoning
Descriptor: Evil, Lawful
NSch:
NSubSch:
Level: Cleric 5
Save: None
SR: No
---
!!
```
## Summon Bearded Devil
Conjuration (Summoning) [Evil, Lawful]
**Level:** Cleric 5
**Components:** V, S, DF
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One summoned bearded devil
**Duration:** Concentration, up to 1 round/level + 1 round
**Saving Throw:** None
**Spell Resistance:** No
This spell summons a bearded devil (MM 52) from the Nine Hells of Baator. It appears where you designate and acts immediately, on your turn. It understands your speech (regardless of your language), and it follows your commands to the best of its ability. You must concentrate to maintain the spell's effect, but commanding the creature is a free action. A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.
```
@@---
Spell: Summon Bralani Eladrin
School: Conjuration
Subschool: Summoning
Descriptor: Chaotic, Good
NSch:
NSubSch:
Level: Cleric 5
Save: None
SR: No
---
!!
```
## Summon Bralani Eladrin
Conjuration (Summoning) [Chaotic, Good]
**Level:** Cleric 5
**Components:** V, S, DF
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One summoned bralani eladrin
**Duration:** Concentration, up to 1 round/level + 1 round
**Saving Throw:** None
**Spell Resistance:** No
This spell summons a bralani eladrin (MM 93) from the Olympian Glades of Arborea. It appears where you designate and acts immediately, on your turn. It understands your speech (regardless of your language), and it follows your commands to the best of its ability. You must concentrate to maintain the spell's effect, but commanding the creature is a free action.
```
@@---
Spell: Summon Component
School: Conjuration
Subschool: Summoning
NSch:
NSubSch:
Level: Bard 1, Wizard 1
Save: None
SR: No
---
!!
```
## Summon Component
Conjuration (Summoning)
**Level:** Bard 1, Wizard 1
**Components:** S
**Casting Time:** 1 swift action **Range:** 0 ft.
Effect: Noncostly material component for a single spell
**Duration:** 1 round
**Saving Throw:** None
**Spell Resistance:** No
You conjure the material component or components for a single spell that you can cast. No component you summon can be worth more than a single gold piece, and it can't be a magic item. Summoned components disappear when the spell duration expires, if they were not consumed in casting the spell.
```
@@---
Spell: Summon Desert Ally I
School: Conjuration
Descriptor: Summoning
NSch:
NSubSch:
Level: Druid 1, ranger 1
Save: None
SR: No
---
!!
```
## Summon Desert Ally I
Conjuration [Summoning]
**Level:** Druid 1, ranger 1
**Components:** V, S, DF
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** No
This spell summons a dustform creature (see page 161). 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. A summoned creature 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.
This spell conjures one of the creatures from the 1st-level list on the accompanying Summon Desert Ally table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.
Summon Desert Ally
4th Level
7th Level
1st Level
Ankheg
Elephant
Baboon
Deinonychus
Formian, taskmaster
Badger
Dire jackal?
Giant banded lizard?
Dire rat
Giant ant, queen
Monstrous scorpion, Huge
Dog
Giant eagle
8th Level
Giant fire beetle
Giant owl
Dire tortoise?
Hawk
Monstrous spider, Large
Dunewinder?
Jackal?
Protoceratops?
Monstrous centipede, Colossal
Monstrous centipede, Medium
5th Level
Monstrous spider, Gargantuan
Monstrous scorpion, Small
Dire vulture?
Triceratops
Monstrous spider, Small
Formian, warrior
Tyrannosaurus
Owl Lion 9th Level
Raven
Locust swarm
Monstrous scorpion, Gargantuan
Serval?
Monstrous centipede, Huge
Monstrous spider, Colossal
Snake, Small viper
Monstrous scorpion, Large
2nd Level
Snake, Huge viper
Donkey
6th Level
Eagle
Diprotodon?
Formian worker
Dire lion
Giant ant, worker
Giant stag beetle
Hyena
Hippopotamus?
Monstrous scorpion, Medium
Megaraptor
Monstrous spider, Medium
Monstrous centipede, Gargantuan
Riding dog
Monstrous spider, Huge
Snake, Medium viper
Rhinoceros
Vulture?
3rd Level
Ashworm?
Bat swarm
Camel
Cheetah
Dire badger
Dire bat
Giant ant, soldier
Monstrous centipede, Large
Snake, Large viper
- New monster described in Sandtorm.
```
@@---
Spell: Summon Desert Ally Ii
School: Conjuration
Descriptor: Summoning
NSch:
NSubSch:
Level: Druid 2, ranger 2
Save: None
SR: No
---
!!
```
## Summon Desert Ally Ii
Conjuration [Summoning]
**Level:** Druid 2, ranger 2
Effect: One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like summon desert ally I, except that you can summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.
## Summon Desert Ally Iii
Conjuration [Summoning]
**Level:** Druid 3, ranger 3
Effect: One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like summon desert ally I, except that you can summon one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind.
## Summon Desert Ally Iv
Conjuration [Summoning]
**Level:** Druid 4, ranger 4
Effect: One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like summon desert ally I, except that you can summon one 4th-level creature, 1d3 3rd-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
## Summon Desert Ally V
Conjuration [Summoning]
**Level:** Druid 5
Effect: One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like summon desert ally I, except that you can summon one 5th-level creature, 1d3 4th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
## Summon Desert Ally Vi
Conjuration [Summoning]
**Level:** Druid 6
Effect: One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like summon desert ally I, except that you can summon one 6th-level creature, 1d3 5th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
## Summon Desert Ally Vii
Conjuration [Summoning]
**Level:** Druid 7
Effect: One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like summon desert ally I, except that you can summon one 7th-level creature, 1d3 6th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
## Summon Desert Ally Viii
Conjuration [Summoning]
**Level:** Druid 8
Effect: One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like summon desert ally I, except that you can summon one 8th-level creature, 1d3 7th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
## Summon Desert Ally Ix
Conjuration [Summoning]
**Level:** Druid 9, Sand 9
Effect: One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like summon desert ally I, except that you can summon one 9th-level creature, 1d3 8th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
## Summon Devoted Roc
Conjuration (Summoning)
**Level:** Sky 9
**Components:** V, S, DF
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One summoned roc
**Duration:** 1 hour/level (D)
**Saving Throw:** None
**Spell Resistance:** No
This spell summons a particularly powerful roc. It appears where you designate (assuming the space is large enough to hold a Gargantuan creature) and acts immediately, on your turn. You may command the roc telepathically as a free action, allowing you to direct its actions as you desire. The roc has normal statistics for a creature of its kind (see page 215 of the Monster Manual), with the addition of a +5 enhancement bonus on its attack rolls, damage rolls, and saving throws. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
```
@@---
Spell: Summon Dire Hawk
School: Conjuration
Subschool: Summoning
NSch:
NSubSch:
Level: Druid 2, Sky 2
Save: None
SR: No
---
!!
```
## Summon Dire Hawk
Conjuration (Summoning)
**Level:** Druid 2, Sky 2
**Components:** V, S, DF
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One summoned dire hawk
**Duration:** 1 minute/level (D)
**Saving Throw:** None
**Spell Resistance:** No
This spell summons a dire hawk (see page 189). It appears where you designate and acts immediately, on your turn. You may command the dire hawk telepathically as a free action, allowing you to direct its actions as you desire.
```
@@---
Spell: Summon Elemental Monolith
School: Conjuration
Subschool: Summoning
Descriptor: see text
NSch:
NSubSch:
Level: Cleric 9, druid 9, sorcerer/ wizard 9
Save: None
SR: No
---
!!
```
## Summon Elemental Monolith
Conjuration (Summoning) [see text]
**Level:** Cleric 9, druid 9, sorcerer/ wizard 9
**Components:** V, S, M
**Casting Time:** 1 round
**Range:** Medium (100 ft. + 10 ft./level)
Effect: One summoned elemental monolith
**Duration:** Concentration, up to 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
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.
Material Component: A gem worth 100 gp?aquamarine for air, tourmaline for earth, garnet for fire, or pearl for water.
```
@@---
Spell: Summon Elementite Swarm
School: Conjuration
Subschool: Summoning
Descriptor: see text
NSch:
NSubSch:
Level: Druid 4
Save: None
SR: No
---
!!
```
## Summon Elementite Swarm
Conjuration (Summoning) [see text]
**Level:** Druid 4
**Components:** V, S
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One summoned elementite swarm
**Duration:** Concentration, up to 1 round/level + 1 round
**Saving Throw:** None
**Spell Resistance:** No
This spell summons an elementite swarm (Planar Handbook 114)?air, earth, fire, or water, at your option? from the appropriate Elemental Plane. It appears where you designate and acts immediately, on your turn. It understands your speech (regardless of your language), and it follows your commands to the best of its ability. You must concentrate to maintain the spell's effect, but commanding the creature is a free action. When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type.
```
@@---
Spell: Summon Elysian Thrush
School: Conjuration
Subschool: Summoning
Descriptor: Good
NSch:
NSubSch:
Level: Bard 2, cleric 2
Save: None
SR: No
---
!!
```
## Summon Elysian Thrush
Conjuration (Summoning) [Good]
**Level:** Bard 2, cleric 2
**Components:** V, S, DF
**Casting Time:** 10 minutes
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One summoned Elysian thrush
**Duration:** 8 hours
**Saving Throw:** None
**Spell Resistance:** No
This spell summons an Elysian thrush (Planar Handbook 118), a birdlike creature native to the Blessed Fields of Elysium. The creature has no significant combat utility, but its song accelerates the natural healing rate of living creatures. Those within 30 feet who listen to the thrush's song while resting recover at twice the normal natural healing rate.
```
@@---
Spell: Summon Giants
School: Conjuration
Subschool: Summoning
NSch:
NSubSch:
Level: Cleric 8, Winter 8
Save: None
SR: No
---
!!
```
## Summon Giants
Conjuration (Summoning)
**Level:** Cleric 8, Winter 8
**Components:** V, S, F/DF
**Casting Time:** 1 full round
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One or more summoned creatures
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** No
You summon one or more giants that attack your enemies. They appear where you designate and act immediately, on your turn. The giants attack your opponents to the best of their ability. If you speak Giant, you can direct the giants not to attack, to attack particular enemies, or to perform other actions. Summoned giants act normally on the last round of the spell and disappear at the end of their turn. Choose a giant kind from the table below.
Type
Number
Align
Hill giants, fiendish
3
Ce
Stone giants, celestial or fiendish
2
N
Frost giant, fiendish
1
Ce
Fire giant, fiendish 1 LE
Focus: A lock of hair from a giant of the desired kind.
```
@@---
Spell: Summon Golem
School: Conjuration
Subschool: Summoning
NSch:
NSubSch:
Level: Cleric 9, Wizard 9
Save: None
SR: No
---
!!
```
## Summon Golem
Conjuration (Summoning)
**Level:** Cleric 9, Wizard 9
**Components:** V, S, F
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One summoned golem
**Duration:** 1 minute/level
**Saving Throw:** None
**Spell Resistance:** No
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. Focus: A small lump of preserved flesh, dried clay, unworked stone, or iron ore.
```
@@---
Spell: Summon Greater Elemental
School: Conjuration
Subschool: Summoning
Descriptor: see text
NSch:
NSubSch:
Level: Druid 6
Save: None
SR: No
---
!!
```
## Summon Greater Elemental
Conjuration (Summoning) [see text]
**Level:** Druid 6
**Components:** V, S, DF
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One summoned elemental
**Duration:** Concentration, up to 1 round/level + 1 round
**Saving Throw:** None
**Spell Resistance:** No
This spell summons a greater elemental (MM 96?100)?air, earth, fire, or water, at your option?from the appropriate Elemental Plane. The greater elemental appears where you designate and acts immediately, on your turn. It understands your speech (regardless of your language), and it follows your commands to the best of its ability. You must concentrate to maintain the spell's effect, but commanding the creature is a free action. When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type.
```
@@---
Spell: Summon Holy Symbol
Source: Complete Champion
School: Conjuration
Subschool: Summoning
NSch:
NSubSch:
Level: Cleric 0, paladin 1
Save: None
SR: No
---
!!
```
## Summon Holy Symbol
Source: Complete Champion
Conjuration (Summoning)
**Level:** Cleric 0, paladin 1
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 0 ft.
Effect: Small wooden holy symbol
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** No
You conjure a small holy symbol, which you can then use to turn undead, or as a divine focus for spells, or for any other purpose that you would normally use one. The conjured holy symbol is made of wood and is neither magical nor particularly valuable.
```
@@---
Spell: Summon Hound Archon
School: Conjuration
Subschool: Summoning
Descriptor: Good, Lawful
NSch:
NSubSch:
Level: Cleric 4
Save: None
SR: No
---
!!
```
## Summon Hound Archon
Conjuration (Summoning) [Good, Lawful]
**Level:** Cleric 4
**Components:** V, S, DF
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One summoned hound archon
**Duration:** Concentration, up to 1 round/level + 1 round
**Saving Throw:** None
**Spell Resistance:** No
This spell summons a hound archon (MM 16) from the Seven Mounting Heavens of Celestia. It appears where you designate and acts immediately, on your turn. It understands your speech (regardless of your language), and it follows your commands to the best of its ability. You must concentrate to maintain the spell's effect, but commanding the creature is a free action. A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities.
```
@@---
Spell: Summon Instrument
School: Conjuration
Subschool: Summoning
NSch:
NSubSch:
Level: Bard 0
Save: None
SR: No
---
!!
```
## Summon Instrument
Conjuration (Summoning)
**Level:** Bard 0
**Components:** V, S **Casting Time:** 1 round **Range:** 0 ft.
Effect: One summoned handheld musical instrument
**Duration:** 1 min./level (D)
**Saving Throw:** None
**Spell Resistance:** No
This spell summons one handheld musical instrument of your choice. This instrument appears in your hands or at your feet (your choice). The instrument is typical for its type. Only one instrument appears per casting, and it will play only for you. You can?t summon an instrument too large to be held in two hands.
```
@@---
Spell: Summon Living Dragonmark
Source: Dragonmarked
School: Conjuration
Subschool: Summoning
Descriptor: Force
NSch:
NSubSch:
Level: Bard 3, cleric 3, Wizard 3
Save: None
SR: No
---
!!
```
## Summon Living Dragonmark
Source: Dragonmarked
Conjuration (Summoning) [Force]
**Level:** Bard 3, cleric 3, Wizard 3
**Components:** V, S, Dr
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One summoned living dragonmark
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** No
A living dragonmark appears where you designate within the spell's range and acts immediately, on your turn. It attacks your opponents to the best of its ability, and you can direct it to attack particular enemies. It cannot perform any other actions.
You can summon only one living dragonmark at a time.
Dragonmark: Any lesser, greater, or Siberys true dragonmark.
Living Dragonmark Cr ?
N Medium Ooze
Init +4; Senses blindsight 60 ft.; Listen +0, Spot +0
AC See Below
hp see below (6 HD); DR 10/magic
Immune acid, cold, electricity, fire, sonic, positive and negative energy, ooze immunities Fort +2, Ref +6, Will +2
Speed fly 60 ft. (perfect)
Melee force slam +8 (see below)
Base Atk +4; Grp +8
Atk Options constrict, improved grab
Abilities Str 18, Dex 18, Con ?, Int ?, Wis 11, Cha 10
Sq Ooze Traits
AC In Addition To Its +4 Dexterity bonus to AC, a living dragonmark gains a deflection bonus to AC equal to its summoner's Charisma modifier.
Hit Points A living dragonmark summoned by a caster with a lesser dragonmark has 33 hit points. If its summoner bears a greater dragonmark or Siberys dragonmark, it has 48 hit points.
Force Slam (Ex) A living dragonmark's slam attack deals an amount of force damage based on the strength of the summoner's dragonmark.
Dragonmark Damage: Lesser 1d6+6, Greater 1d8+6, Siberys 2d6+6
Improved Grab (Ex) To use this ability, a living dragonmark must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. Ifit wins the grapple check, it establishes a hold and can constrict.
Constrict (Ex) On a successful grapple check, a living dragonmark deals normal force slam damage (see above). It cannot constrict creatures larger than itself.
```
@@---
Spell: Summon Marked Homunculus
Source: Dragonmarked
School: Conjuration
Subschool: Summoning
NSch:
NSubSch:
Level: Artificer 1, Wizard 1
Save: None
SR: No
---
!!
```
## Summon Marked Homunculus
Source: Dragonmarked
Conjuration (Summoning)
**Level:** Artificer 1, Wizard 1
**Components:** V, S, M, Dr
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One summoned homunculus
**Duration:** 1 hour/level (D)
**Saving Throw:** None
**Spell Resistance:** No
This spell allows a caster with the Mark of Making to summon a special homunculus. If you possess a least Mark of Making, you can summon a dedicated wright, expeditious messenger, or furtive filcher homunculus (Ecs 284?286), or an arbalester homunculus (Magic of Eberron 152). If you possess a more powerful Mark of Making, you can instead summon a true homunculus (MM154), an iron defender (Ecs 287), a packmate (MoE 153), or a persistent harrier (MoE 153).
A small glyph resembling your dragonmark appears somewhere on the homunculus's body. If the homunculus is reduced to 0 hit points, it explodes in a burst of blue, green, and purple light that deals 1d6 points of damage to all adjacent creatures except you.
Material Component: A pinch of dragonshard dust.
Dragonmark: Any Mark of Making.
```
@@---
Spell: Summon Pest Swarm
School: Conjuration
Subschool: Summoning
NSch:
NSubSch:
Level: Cleric 4, druid 4, Wizard 4
Save: None
SR: No
---
!!
```
## Summon Pest Swarm
Conjuration (Summoning)
**Level:** Cleric 4, druid 4, Wizard 4
**Components:** V, S, M
**Casting Time:** 1 round
**Range:** Long (400 ft. + 40 ft./level)
Effect: One pest swarm
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** No
Summon pest swarm creates a horde of small mammals, birds, and vermin that appear throughout the target area, tear into any creature present, then move in a crawling mass at your volition.
The pest swarm (see page 136) stays in one place unless you actively direct it (a move action for you). If the pest swarm moves beyond the spell's range, it disappears. It takes actions at the beginning of your turn. The pest swarm attacks any creature other than you that occupies all or part of its space.
Arcane Material Component: A handful of teeth, claws, and mandibles from urban pests (such as crows, rats, cats, and cockroaches).
```
@@---
Spell: Summon Swarm
School: Conjuration
Subschool: Summoning
NSch:
NSubSch:
Level: Bard 2, Druid 2, Wizard 2
Save: None
SR: No
---
!!
```
## Summon Swarm
Conjuration (Summoning)
**Level:** Bard 2, Druid 2, Wizard 2
**Components:** V, S, M/DF
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One swarm of bats, rats, or spiders
**Duration:** Concentration + 2 rounds
**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.
Arcane Material Component: A square of red cloth.
```
@@---
Spell: Summon Undead I
School: Conjuration
Subschool: Summoning
Descriptor: Evil
NSch:
NSubSch:
Level: Blackguard 1, cleric 1, Wizard 1
Save: None
SR: No
---
!!
```
## Summon Undead I
Conjuration (Summoning) [Evil]
**Level:** Blackguard 1, cleric 1, Wizard 1
**Components:** V, S, F/DF
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
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 count 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. Focus: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid.
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).
```
@@---
Spell: Summon Undead Ii
School: Conjuration
Subschool: Summoning
Descriptor: Evil
NSch:
NSubSch:
Level: Blackguard 2, cleric 2, Wizard 2
Save: None
SR: No
---
!!
```
## Summon Undead Ii
Conjuration (Summoning) [Evil]
**Level:** Blackguard 2, cleric 2, Wizard 2
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 Iii
Conjuration (Summoning) [Evil]
**Level:** Blackguard 3, cleric 3, Wizard 3
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 Iv
Conjuration (Summoning) [Evil] Le vel: Blackguard 4, cleric 4, Wizard 4
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.
## Summon Undead V
Conjuration (Summoning) [Evil]
**Level:** Cleric 5, Wizard 5
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 4thlevel list, or four undead of the same kind from a lower-level list.
## Summon Warforged Champion
Source: Faiths of Eberron
Conjuration (Summoning) [Lawful]
**Level:** Warforged 9
**Components:** V, S, DF
**Casting Time:** 1 full round
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** No
This spell is similar to summon monster IX, except that it can only summon a single (advanced) warforged titan. The warforged titan is advanced to 24 HD (172 hp); its other statistics improve as follows: Bab +18; Grp +35; Atk Axe +25 melee (2d8+9/?3) or maul +25 melee (2d8+9/?3); SV Fort +8, Ref +7, Will +8; Jump +44. It gains the following feats: Great Cleave, Greater Powerful Charge (bringing its extra charge damage to +4d6), Improved Damage Reduction (twice; increasing its DR to 12/adamantine).
In addition, as long as the warforged titan summoned by this spell is within 15 feet of you, is active, and is under your control, it unconsciously protects you from attacks. It grants you a +5 shield bonus to your AC.
```
@@---
Spell: Summon Weapon
School: Conjuration
Subschool: Summoning
NSch:
NSubSch:
Level: Assassin 2, bard 2
Save: None
SR: No
---
!!
```
## Summon Weapon
Conjuration (Summoning)
**Level:** Assassin 2, bard 2
**Components:** V, S
**Casting Time:** 1 swift action **Range:** 0 ft.
Effect: Nonmagical light weapon
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** No
You conjure a nonmagical light weapon sized for you. The weapon is normal in every respect. It can't be made of any unusual metal, nor is it masterwork.
```
@@---
Spell: Summoning Wind
School: Transmutation
NSch:
NSubSch:
Level: Wu Jen 5
Save: None
SR: No
---
!!
```
## Summoning Wind
Transmutation
**Level:** Wu Jen 5
**Components:** V, S
**Casting Time:** 10 minutes
**Range:** 10 miles/level
Targets: Up to 10 creatures/level
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
You send a message or sound on the wind to a number of specific creatures that you identify while casting the spell. You need not directly know the recipients, but you must be able to distinguish them by their location, position, or some feature other than race or character class. For example, you could send a summoning wind to the soldiers of your palace guard or to the governors of all the provinces in the empire, provided you know that such characters exist.
You can prepare the spell to bear a message of up to twenty-five words, cause the spell to deliver any other normal sounds for 1 round, or merely have a summoning wind seem to be a mysterious stirring of the air. The wind travels to each recipient provided that it can find a way from you to their locations (the wind can travel around virtually any obstacle, but can?t pass through closed portals or windows, regardless of whether they?re airtight). You choose its speed (from as slow as 1 mile per hour to as fast as 1 mile per 10 minutes), but the summoning wind is as gentle and unnoticed as a zephyr until it reaches the recipients, where it delivers its whisper-quiet message and dissipates.
As with magic mouth, a summoning wind cannot speak verbal components, use command words, or activate magical effects.
```
@@---
Spell: Superior (Spell Name)
School:
Any spell whose name begins with superior is alphabetized in this chapter according to the second word of the spell name. Thus, the description of a superior spell appears near the description of the spell on which it is based, unless that spell appears in the Player's Handbook.
## Sunbeam
Evocation [Light]
NSch:
NSubSch:
Level: Druid 7, Sun 7
Save: Reflex negates and Reflex half; see text
SR: Yes
---
!!
```
## Superior (Spell Name)
Any spell whose name begins with superior is alphabetized in this chapter according to the second word of the spell name. Thus, the description of a superior spell appears near the description of the spell on which it is based, unless that spell appears in the Player's Handbook.
## Sunbeam
Evocation [Light]
**Level:** Druid 7, Sun 7
**Components:** V, S, DF
**Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** Line from your hand
**Duration:** 1 round/level or until all beams are exhausted
**Saving Throw:** Reflex negates and Reflex half; see text
**Spell Resistance:** Yes
For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round. You can call forth one beam per three caster levels (maximum six beams at 18th level). The spell ends when its duration runs out or your allotment of beams is exhausted.
Each creature in the beam is blinded and takes 4d6 points of damage. Any creatures to which sunlight is harmful or unnatural take double damage. A successful Reflex save negates the blindness and reduces the damage by half. An undead creature caught within the beam takes 1d6 points of damage per caster level (maximum 20d6), or half damage if a Reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light if it fails its save.
The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.
```
@@---
Spell: Sunburst
School: Evocation
Descriptor: Light
NSch:
NSubSch:
Level: Druid 8, Wizard 8, Sun 8
Save: Reflex partial; see text
SR: Yes
---
!!
```
## Sunburst
Evocation [Light]
**Level:** Druid 8, Wizard 8, Sun 8
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** 80-ft. radius burst
**Duration:** Instantaneous
**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. Arcane Material Component: A piece of sunstone and a naked flame.
```
@@---
Spell: Sunmantle
School: Abjuration
NSch:
NSubSch:
Level: Sanctified 4
Save: None
SR: Yes
---
!!
```
## Sunmantle
Abjuration
**Level:** Sanctified 4
**Components:** S, Sacrifice
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One creature touched
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** Yes
This spell cloaks the target in a wavering cloak of light that illuminates an area around the target (and dispels darkness) as a daylight spell. However, its ability to generate bright light is not the spell's primary function. The sunmantle grants the target damage reduction 5/?. Furthermore, if the target is struck by a melee attack that deals hit point damage, a tendril of light lashes out at the attacker, striking unerringly and dealing 5 points of damage. Because of the brilliance of the sunmantle, creatures sensitive to bright light (such as dark elves) take the usual attack penalties when in the light radius of the sunmantle. Sacrifice: 1d4 points of Strength damage.
```
@@---
Spell: Sunrise
Source: Player's Guide to Faerûn
School: Evocation
Descriptor: Light
NSch:
NSubSch:
Level: Initiate of lathander 3
Save: Reflex partial; see text
SR: Yes
---
!!
```
## Sunrise
Source: Player's Guide to Faerûn
Evocation [Light]
**Level:** Initiate of lathander 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 5-ft. radius burst
**Duration:** Instantaneous
**Saving Throw:** Reflex partial; see text
**Spell Resistance:** Yes
You create a burst of dazzling light that is equivalent to natural sunlight.
Any creature in the area to which sunlight is harmful or unnatural is blinded and takes 4d6 points of damage; every other creature in the area is blinded and takes 2d6 points of damage.
A successful Reflex save negates the blindness and halves the damage in either case.
An undead creature caught within the burst takes 1d6 points of damage per caster level (maximum 10d6).
A successful Reflex save negates the blindness and halves the damage.
The ultraviolet light generated by the spell also deals damage to fungi, molds, oozes, and slimes just as if they were undead creatures.
Sunrise dispels any darkness spells of 3rd level or lower within its area.
```
@@---
Spell: Sunstroke
School: Necromancy
NSch:
NSubSch:
Level: Druid 1, Wizard 1
Save: Fortitude partial; see text
SR: Yes
---
!!
```
## Sunstroke
Necromancy
**Level:** Druid 1, Wizard 1
Summer 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial; see text
**Spell Resistance:** Yes
You cause a living creature to experience the effects of heatstroke. The target takes 2d6 points of nonlethal damage. If the target fails a Fortitude save, it immediately becomes fatigued, or exhausted if already fatigued. Since this spell causes heatstroke, the damage and fatigue dealt can only be healed after that condition is treated properly (see page 13).
```
@@---
Spell: Suppress Breath Weapon
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 3, Wizard 3
Save: Will negates
SR: No
---
!!
```
## Suppress Breath Weapon
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 3, Wizard 3
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature that has a breath weapon
**Duration:** 1 minute/level
**Saving Throw:** Will negates
**Spell Resistance:** No
The subject of this spell cannot use its breath weapon for the duration of the spell.
```
@@---
Spell: Suppress Dragonmark
Source: Magic of Eberron
School: Abjuration
NSch:
NSubSch:
Level: Artificer 2, Wizard 2
Save: Will negates
SR: No
---
!!
```
## Suppress Dragonmark
Source: Magic of Eberron
Abjuration
**Level:** Artificer 2, Wizard 2
**Components:** S, F
**Casting Time:** 1 minute
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One dragonmarked creature
**Duration:** 24 hours
**Saving Throw:** Will negates
**Spell Resistance:** No
Using an inversely charged Siberys dragonshard, this spell absorbs the magical energy of the target creature's dragonmark. In casting the spell, you must touch the target creature with the charged dragonshard, requiring either a ranged or melee touch attack. If the creature is struck by the Siberys shard and fails its Will save, it loses the ability to use any spell-like abilities granted by its dragonmark for the duration of the spell.
Focus: A Siberys dragonshard worth at least 25 gp and inversely tuned, a process requiring 1 hour of uninterrupted concentration. Once the spell is cast, the inverse tuning must be repeated for the focus to work again.
```
@@---
Spell: Suppress Flame
School: Transmutation
Descriptor: Cold
NSch:
NSubSch:
Level: Wizard 6
Save: None
SR: No
---
!!
```
## Suppress Flame
Transmutation [Cold]
**Level:** Wizard 6
**Components:** V, S, Coldfire
**Casting Time:** 1 round
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 10-ft. cube/level (S)
**Duration:** 1 hour/level
**Saving Throw:** None
**Spell Resistance:** No
You imbue an area with a combination of cold and negative energies that suppresses flame. Illumination emitted by fire (torches, continual flame, and so on) is reduced by half. For example, a hooded lantern within the area of a suppress flame spell clearly illuminates a 15-foot radius (instead of a 30-foot radius) and provides shadowy illumination in a 30-foot radius (instead of a 60-foot radius).
In addition, all damage caused by fire, including all fire spells and spell-like effects, is reduced to 1 point per die. So, a fireball cast by a 10th-level wizard would deal 10 points of fire damage to those who fail their Reflex save or 5 points of fire damage to those who make their Reflex save, rather than 10d6 points of fire damage or half that amount, respectively, outside the confines of a suppress flame spell. A caster can make a caster level check (DC 10 + the suppress flame's caster level) to cause normal amounts of damage from fire spells. A new caster level check must be made for each spell cast.
Coldfire Component: Ten ounces of coldfire.
```
@@---
Spell: Suppress Glyph
School: Abjuration
NSch:
NSubSch:
Level: Cleric 3
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Suppress Glyph
Abjuration
**Level:** Cleric 3
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 100 ft.
**Area:** 100-ft. radius burst centered on you.
**Duration:** 1 minute/level
**Saving Throw:** Will negates (object)
**Spell Resistance:** Yes (object)
You gain an enhanced awareness of magical writing within range. Magical writing such as a glyph of warding, explosive runes, sepia snake sigil, or symbol is covered by a blue nimbus of light (which sheds light equal to a candle). This effect reveals the location of the writing without triggering it. For every source of magical writing, you can make a dispel check (1d20 + your caster level, maximum +10) against a DC equal to 11 + the writing's caster level. If you are successful, the magical writing is suppressed for 1 minute per caster level. You and other creatures could then read a book warded by explosive runes, or open a drawer guarded by a glyph of warding, or pass through a doorway protected by a symbol without effect. This spell covers and negates any active or triggered magical writing (such as a quickly scribed symbol of fear or a triggered symbol of death), although creatures that have already succumbed to the effect of the writing are unaffected. Once this spell ends, all magical writing in the area can be triggered normally, and active or triggered writings resume their function if they have any duration left.
```
@@---
Spell: Suppress Legacy
Source: Weapons of Legacy
School: Necromancy
NSch:
NSubSch:
Level: Hexblade 4, Wizard 5, Wu Jen 5
Save: Will negates
SR: Yes
---
!!
```
## Suppress Legacy
Source: Weapons of Legacy
Necromancy
**Level:** Hexblade 4, Wizard 5, Wu Jen 5
**Components:** V, S
**Casting Time:** 1 round
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You temporarily disrupt the bond between the target creature and a single legacy item it possesses.
The target loses access to all legacy abilities granted by that item.
For the duration of the spell, it cannot activate any of the item's legacy abilities, nor do any continuous effects of the legacy item grant any benefit to the target.
If the target has more than one legacy item, determine randomly which one is affected.
This effect cannot be dispelled, but it can be negated by break enchantment, remove curse, or any other effect that removes a curse.
```
@@---
Spell: Suppress Magic
School: Abjuration
NSch:
NSubSch:
Level: Cleric 2, hexblade 2, Wizard 2
Save: See text
SR: No
---
!!
```
## Suppress Magic
Abjuration
**Level:** Cleric 2, hexblade 2, Wizard 2
**Components:** V, S (E)
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One object or soulmeld
**Duration:** 1 round/level (D)
**Saving Throw:** See text
**Spell Resistance:** No
You attempt to suppress the functioning of a single magic item or soulmeld. If you succeed on a caster level check against the item or soulmeld (against a DC of 11 + meldshaper level), the item or soulmeld loses all magical properties for the duration of the spell. This is identical to the effect of a dispel magic spell targeted on an object, except for duration and your ability to invest essentia to improve your caster level check.
This spell has no effect on ongoing spell effects, even if those effects are on items (such as greater magic weapon). Essentia: Every point of essential invested in this spell grants you a +2 insight bonus on your caster level check to suppress the item. If the spell fails to affect the item, the invested essential immediately returns to your pool.
```
@@---
Spell: Suppress Requirement
Source: Eberron Campaign Setting
School: Transmutation
NSch:
NSubSch:
Level: Artificer 3
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Suppress Requirement
Source: Eberron Campaign Setting
Transmutation
**Level:** Artificer 3
**Components:** S, M
**Casting Time:** 1 round
**Range:** Touch
**Target:** Magic item touched
**Duration:** 10 min./level
**Saving Throw:** Will negates (object)
**Spell Resistance:** Yes (object)
You alter a magic item that requires a certain class feature, race, ability score, or alignment to function to its fullest potential, so that it no longer carries that requirement. You must make a Use Magic Device check sufficient to emulate the requirement as if you were attempting to use the item yourself. If you succeed, the requirement is suppressed for the duration of this infusion.
Material Component: Powdered gemstones worth a total of 500 gp.
```
@@---
Spell: Sure Strike
School: Divination
NSch:
NSubSch:
Level: Duskblade 2, Wizard 2
Save: Personal
**Target:** You
---
!!
```
## Sure Strike
Divination
**Level:** Duskblade 2, Wizard 2
**Components:** V
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round or until discharged
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.
```
@@---
Spell: Surelife
Source: Player's Guide to Faerûn
School: Abjuration
NSch:
NSubSch:
Level: Repose 8
Save: Personal
**Target:** You
---
!!
```
## Surelife
Source: Player's Guide to Faerûn
Abjuration
**Level:** Repose 8
**Components:** V, S, M
**Casting Time:** 1 round
**Range:** Personal
**Target:** You
**Duration:** 1 min./level
This spell protects you against some condition'such as being immersed in boiling oil or being buried under an avalanche?that would ordinarily cause certain death.
You can protect yourself only against a natural occurrence or a nonmagical condition, not against a spell or the direct attack of a creature (such as the breath of a dragon or the swords of a group of bandits). At the time of casting, you must specify the condition against which you wish to protect yourself.
Should you be subjected to that condition during the duration of the spell, you feel no discomfort and take no damage from the condition, though the spell does not protect any items carried on your person.
If you are still subject to the condition at the end of the spell's duration, you suffer its full normal effects. Material Component: An ointment of peach syrup and cinnabar.
```
@@---
Spell: Surefoot
School: Abjuration
NSch:
NSubSch:
Level: Ranger 1
Save: Personal
**Target:** You
---
!!
```
## Surefoot
Abjuration
**Level:** Ranger 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level
Your steps are sure and true, even on the narrowest ledges. You gain a +10 competence bonus on Balance, Climb, Jump, and Tumble checks. In addition, you do not lose your Dexterity bonus to AC when balancing or climbing.
```
@@---
Spell: Surefooted Stride
School: Transmutation
NSch:
NSubSch:
Level: Bard 2, druid 1, ranger 1, Wizard 2
Save: Personal
**Target:** You
---
!!
```
## Surefooted Stride
Transmutation
**Level:** Bard 2, druid 1, ranger 1, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level
**Saving Throw:** None
**Spell Resistance:** No
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.
```
@@---
Spell: Surefooted Stride, Mass
School: Transmutation
NSch:
NSubSch:
Level: Bard 5, druid 4, ranger 4, Wizard 5
Save: Personal
**Target:** You
---
!!
```
## Surefooted Stride, Mass
Transmutation
**Level:** Bard 5, druid 4, ranger 4, Wizard 5
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature/level, no two of which are more than 30 ft. apart
This spell functions like surefooted stride, except as noted here.
## Surelife
Abjuration
**Level:** Repose 8
**Components:** V, S, M
**Casting Time:** 1 round
**Range:** Personal
**Target:** You
**Duration:** 1 min./level
This spell protects you against some condition'such as being immersed in boiling oil or buried under an avalanche?that would ordinarily cause certain death. You can protect yourself only against a natural occurrence or nonmagical condition, not against a spell or the action of a creature (such as the breath of a dragon or the swords of a group of bandits).
At the time of the casting, you must specify the condition against which you wish to protect yourself, and the spell is effective against only that condition. Should you be subjected to that condition during the duration of the spell, you feel no discomfort and take no damage from the condition, though the spell does not protect any items you carry. If you are still subject to the condition at the end of the spell's duration, you experience its full normal effects.
Material Component: An ointment of peach syrup and cinnabar.
```
@@---
Spell: Surge Of Fortune
Source: Complete Champion
School: Transmutation
NSch:
NSubSch:
Level: Cleric 5
Save: Personal
**Target:** You
---
!!
```
## Surge Of Fortune
Source: Complete Champion
Transmutation
**Level:** Cleric 5
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level or until discharged
Upon casting this spell, you gain a +2 luck bonus on attack rolls and damage rolls, saving throws, skill checks, ability checks, and spell penetration checks, as well as to Armor Class.
At any point before the spell expires, you can channel some of its remaining power into a single instant of perfect fortune as an immediate action. The result of the next attack roll, saving throw, skill check, ability check, or spell penetration check you attempt is treated as a natural 20, as long as it occurs within 1 round of the time you invoked this power.
(If you use it for an attack roll, you must still roll to confirm the critical hit normally.) Using this option instantly ends the spell.
```
@@---
Spell: Suspend Disease
School: Abjuration
NSch:
NSubSch:
Level: Cleric 1, Druid 1, Wizard 1
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Suspend Disease
Abjuration
**Level:** Cleric 1, Druid 1, Wizard 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One creature
**Duration:** 24 hours
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
This spell keeps a disease already infecting the subject from harming him for that day. The disease is in no way cured, and the subject cannot make a save to throw off the disease. Casters who intend to cast spells with a disease component find this spell particularly useful.
Material Component: A drop of bile.
```
@@---
Spell: Suspended Silence
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Wizard 3
Save: None (object)
SR: No (object)
---
!!
```
## Suspended Silence
Illusion (Glamer)
**Level:** Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One object
**Duration:** 24 hours or until discharged, then 6 rounds; see text
**Saving Throw:** None (object)
**Spell Resistance:** No (object)
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. Material Component: A feather and a handful of gem dust worth 50 gp.
```
@@---
Spell: Sustain
School: Trasmutation
NSch:
NSubSch:
Level: Apostle of peace 4, cleric 4, Endurance 4
Save: None
SR: Yes (harmless)
---
!!
```
## Sustain
Trasmutation
**Level:** Apostle of peace 4, cleric 4, Endurance 4
**Components:** V, S, M
**Casting Time:** 1 round
**Range:** Touch
**Target:** Up to one living creature touched/two levels
**Duration:** 6 hours/level
**Saving Throw:** None
**Spell Resistance:** Yes (harmless)
This spell instantly relieves the negative effects of hunger and thirst and allows the targets to go without food or water for the duration of the spell, suffering no ill effects from the deprivation.
An affected creature can eat or drink normally without difficulty.
When the spell ends, the creatures must resume normal eating and drinking habits, but do not feel any adverse effects from the missed meals. The size of the creature is not a factor; a Tiny lizard and a Colossal dragon are both fully nourished by the spell.
Material Component: A flask of warm wine and a loaf of bread.
```
@@---
Spell: Swamp Lung
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Druid 7
Save: Fortitude negates
SR: No
---
!!
```
## Swamp Lung
Conjuration (Creation)
**Level:** Druid 7
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One living creature with a respiratory system
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates
**Spell Resistance:** No
This spell causes stagnant swamp water to flood the target's lungs. If the target is unable to breathe water, it must cough it out. If it makes the save, then this expulsion is done with little effort. If it fails the save, the creature falls prone in a coughing fit for 1d6 rounds and is helpless during that time. Furthermore, on a failed save, the subject contracts filth fever (Dmg 292). Creatures able to breathe water must make the Fortitude save in order to avoid the disease, but are otherwise unaffected.
```
@@---
Spell: Swamp Stride
School: Conjuration
Subschool: Teleportation
NSch:
NSubSch:
Level: Druid 5, ranger 4
Save: Personal
**Target:** You
---
!!
```
## Swamp Stride
Conjuration (Teleportation)
**Level:** Druid 5, ranger 4
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level or until expended; see text
This spell functions like tree stride (PH 296), but it is used for diving into pools of water rather than trees. Each pool must be at least 1 foot deep, and the exit pool of water must be similar in depth to the entry pool (within 1 foot). Unlike with tree stride, each jump has a maximum range of 500 feet. All other effects and limitations are the same.
```
@@---
Spell: Swift (Spell Name)
School:
Any spell whose name begins with swift is alphabetized in this chapter according to the second word of the spell name. Thus, the description of a swift spell appears near the description of the spell on which it is based, unless that spell appears in the Player's Handbook.
## Swim
Transmutation [Water]
NSch:
NSubSch:
Level: Druid 2, Wizard 2
Save: None
SR: Yes (harmless)
---
!!
```
## Swift (Spell Name)
Any spell whose name begins with swift is alphabetized in this chapter according to the second word of the spell name. Thus, the description of a swift spell appears near the description of the spell on which it is based, unless that spell appears in the Player's Handbook.
## Swim
Transmutation [Water]
**Level:** Druid 2, Wizard 2
**Components:** V, S, M
**Casting Time:** 1 round
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** 10 min./level (D)
**Saving Throw:** None
**Spell Resistance:** Yes (harmless)
This spell gives the recipient a swim speed equal to its land speed (though not the ability to breathe water or hold its breath beyond normal limits). So long as the creature isn?t carrying more than a light load, it can swim at its normal speed without making Swim checks. It also gains a +8 competence bonus on any Swim check to perform some special action or avoid a hazard. The creature can choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided 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 and bonuses of the spell still apply. Arcane Material Component: A goldfish scale.
```
@@---
Spell: Swim, Mass
School: Transmutation
Descriptor: Water
NSch:
NSubSch:
Level: Druid 4
Save: Will negates
SR: Yes
---
!!
```
## Swim, Mass
Transmutation [Water]
**Level:** Druid 4
Targets: One creature/level, no two of which are more than 30 ft. apart
The spell functions like swim, except that it affects multiple creatures.
## Sword And Hammer
Source: Player's Guide to Faerûn
Evocation [Force] **Level:** Initiate of tyr 4
**Components:**
This spell functions like spiritual weapon, except as indicated here.
When you cast the spell, two weapons made of force come into being: a longsword and a warhammer.
Both weapons grant you a +1 bonus on attack rolls.
If you direct the weapons to attack the same foe, they flank that opponent, and each gains the appropriate bonus (+2) on attack rolls for flanking.
The weapons do not deal sneak attack damage even if you have levels in a class that grants the sneak attack ability.
## Sword And Hammer, Greater
Source: Player's Guide to Faerûn
Evocation [Force] **Level:** Initiate of tyr 6
**Components:**
This spell functions like sword and hammer, except as indicated here.
The longsword and warhammer are sized for Large creatures, and each deals 2d6 points of force damage +1 point per three caster levels (maximum +10) on a successful hit.
Each weapon grants a +2 bonus on attack rolls.
Furthermore, each threatens critical hits as if you had the Improved Critical feat (the longsword on a roll of 17-20, and the warhammer on a roll of 19-20).
## Sword Of Conscience
Enchantment (Compulsion) [Good, Mind-Affecting]
**Level:** Champion of Gwynharwyf 4, cleric 4, exalted arcanist 4, paladin 4, slayer of Domiel 4 **Components:** V, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One evil creature
**Duration:** Instantaneous; see text
**Saving Throw:** Will negates
**Spell Resistance:** Yes
The target creature, which must be evil, is struck by pangs of conscience and remorse. The creature instantaneously takes Wisdom and Charisma damage according to the magnitude of its evil.
The creature regains lost abilities normally; they do not automatically return when the spell's duration expires. This effect is not language-dependent.
Consequences of Sword of Conscience
?-Wisdom and Charisma Damage?-
Creature/Object
1d6
1d8
2d6
2d8
Evil creature1 (HD)
10 or lower
11?25
26?50
51+
Evil elemental or undead (HD) 2 or lower 3?8 9?20 21+
Evil outsider (HD) 1 or lower 2?4 5?10 11+
Cleric of an evil deity2 (class levels) 1 2?4 5?10 11+
1 Except for evil elementals, undead, and outsiders, which have their own entries on the table.
2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.
```
@@---
Spell: Sword Of Darkness
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Wizard 7
Save: None
SR: Yes
---
!!
```
## Sword Of Darkness
Necromancy [Evil]
**Level:** Wizard 7
**Components:** V, S, M
Effect: Black blade of negative energy
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.
Material Component: A bastard sword or longsword, which is shattered against a stone while casting the spell.
## Sword Of Deception
Evocation [Force]
**Level:** Wizard 4
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Pale green blade of force
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** Yes
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 continues 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 damaged (though it can be dispelled as any other spell). If an attacked creature has spell resistance, 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.
Focus: A miniature replica of a sword and a set of loaded dice.
```
@@---
Spell: Symbol Of Death
School: Necromancy
Descriptor: Death
NSch:
NSubSch:
Level: Cleric 8, Wizard 8
Save: Fortitude negates
SR: Yes
---
!!
```
## Symbol Of Death
Necromancy [Death]
**Level:** Cleric 8, Wizard 8
**Components:** V, S, M
**Casting Time:** 10 minutes
**Range:** 0 ft.; see text
Effect: One symbol
**Duration:** See text
**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.
Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp each.
```
@@---
Spell: Symbol Of Fear
School: Necromancy
Descriptor: Fear, Mind-Affecting
NSch:
NSubSch:
Level: Cleric 6, Wizard 6
Save: Will negates
---
!!
```
## Symbol Of Fear
Necromancy [Fear, Mind-Affecting]
**Level:** Cleric 6, Wizard 6
**Saving Throw:** Will negates
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.
Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp.
```
@@---
Spell: Symbol Of Insanity
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Cleric 8, Wizard 8
Save: Will negates
---
!!
```
## Symbol Of Insanity
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Cleric 8, Wizard 8
**Saving Throw:** Will negates
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.
Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.
```
@@---
Spell: Symbol Of Pain
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 5, Wizard 5
Save: Will negates
---
!!
```
## Symbol Of Pain
Necromancy [Evil]
**Level:** Cleric 5, Wizard 5
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.
Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp.
## Symbol Of Persuasion
Enchantment (Charm) [Mind-Affecting]
**Level:** Cleric 6, Wizard 6
**Saving Throw:** Will negates
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.
Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.
```
@@---
Spell: Symbol Of Sleep
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Cleric 5, Wizard 5
Save: Will negates
---
!!
```
## Symbol Of Sleep
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Cleric 5, Wizard 5
**Saving Throw:** Will negates
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.
Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp.
```
@@---
Spell: Symbol Of Spell Loss
School: Abjuration
NSch:
NSubSch:
Level: Cleric 5, Wizard 5
Save: Will negates
SR: No
---
!!
```
## Symbol Of Spell Loss
Abjuration
**Level:** Cleric 5, Wizard 5
**Components:** V, S
**Casting Time:** 10 minutes
**Range:** 0 ft.; see text
Effect: One symbol
**Duration:** See text
**Saving Throw:** Will negates
**Spell Resistance:** No
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.
```
@@---
Spell: Symbol Of Stunning
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Cleric 7, Wizard 7
Save: Will negates
---
!!
```
## Symbol Of Stunning
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Cleric 7, Wizard 7
**Saving Throw:** Will negates
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.
Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.
```
@@---
Spell: Symbol Of Thirst
School: Enchantment
Subschool: Compulsion
Descriptor: Mind- Affecting
NSch:
NSubSch:
Level: Cleric 6, Wizard 6, Thirst 6
Save: Will negates
SR: Yes
---
!!
```
## Symbol Of Thirst
Enchantment (Compulsion) [Mind- Affecting]
**Level:** Cleric 6, Wizard 6, Thirst 6
**Components:** V, S, M
**Casting Time:** 10 minutes
**Range:** 0 ft.; see text
**Target:** One symbol
**Duration:** See text
**Saving Throw:** Will negates
**Spell Resistance:** Yes
This spell functions like symbol of death (see page 289 of the Player's Handbook), except that all creatures within 60 feet of a symbol of thirst are consumed by a terrible sense of thirst (as the tormenting thirst spell; see below) for 10 minutes per caster level.
Note: Magic traps, such as symbol of thirst, are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of thirst and Disable Device to thwart it. The DC in each case is 25 + spell level, or 32 for symbol of thirst.
Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.
```
@@---
Spell: Symbol Of Weakness
School: Necromancy
NSch:
NSubSch:
Level: Cleric 7, Wizard 7
Save: Will negates
SR: Yes
---
!!
```
## Symbol Of Weakness
Necromancy
**Level:** Cleric 7, Wizard 7
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.
Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.
## Symphonic Nightmare
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 6, cleric 7, sorcerer/ wizard 7
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Touch; see text
**Target:** Living creature touched; see text
**Duration:** 24 hours/level (D)
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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.
Focus: A small statue of an opened skull, within which is arranged a miniature orchestra. The quality of this component must be extraordinary, and it carries a value of 1,000 gp.
```
@@---
Spell: Sympathetic Vibration
School: Evocation
Descriptor: Sonic
NSch:
NSubSch:
Level: Bard 6
Save: None; see text
SR: Yes
---
!!
```
## Sympathetic Vibration
Evocation [Sonic]
**Level:** Bard 6
**Components:** V, S, F
**Casting Time:** 10 minutes
**Range:** Touch
**Target:** One freestanding structure
**Duration:** Up to 1 round/level
**Saving Throw:** None; see text
**Spell Resistance:** Yes
By attuning yourself to a freestanding structure such you can create a damaging vibration within it. Once it begins, the vibration deals 2d10 points of damage per round to the target structure. (Hardness has no effect on the spell's damage.) You can choose at the time of casting to limit the duration of the spell; otherwise it lasts for 1 round/ level. If the spell is cast upon a target that is not freestanding the surrounding stone dissipates the effect and no damage occurs.
Sympathetic vibration cannot affect creatures (including constructs). Since a structure is an unattended object, it gets no saving throw to resist the effect.
Focus: A tuning fork.
```
@@---
Spell: Sympathy
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Druid 9, Wizard 8
Save: Will negates; see text
SR: Yes
---
!!
```
## Sympathy
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Druid 9, Wizard 8
**Components:** V, S, M
**Casting Time:** 1 hour
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One location (up to a 10-ft. cube/level) or one object
**Duration:** 2 hours/level (D)
**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.
Material Component: 1,500 gp worth of crushed pearls and a drop of honey.
```
@@---
Spell: Symphonic Nightmare
Source: Champions of Ruin
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 6
Save: Will negates
SR: Yes
---
!!
```
## Symphonic Nightmare
Source: Champions of Ruin
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 6
**Components:** V, S, AF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** 1 day/level (D)
**Saving Throw:** Will negates
**Spell Resistance:** Yes
A creature targeted by this spell loses the ability to dream during sleep or rest.
Rather, in place of dreams, the target's slumbering mind is filled with the sounds of a discordant orchestra.
After the victim's first attempt to sleep, he incurs a -2 penalty on all Wisdom-based skill checks.
This penalty persists as long as the symphonic nightmare effect maintains its hold on him.
This spell affects all creatures that sleep or enter sleeplike trances; 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 target 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).
The caster 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.
Focus: A small statue of an opened skull within which is arranged a miniature orchestra.
The quality of this component must be extraordinary, giving it a value of at least 1,000 gp.
```
@@---
Spell: Synostodweomer
School: Transmutation
NSch:
NSubSch:
Level: Wizard 7 **Components:** V, S
Save: Personal
**Target:** One of your spells
---
!!
```
## Synostodweomer
Transmutation
**Level:** Wizard 7 **Components:** V, S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** One of your spells
**Duration:** 1 round
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.
```
@@---
Spell: Tactical Precision
School: Divination
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Tactical Precision
Divination [Mind-Affecting]
**Level:** Bard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. apart
**Duration:** 1 round/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
When you cast this spell, you grant your allies greater insight into one another's actions, allowing them to better coordinate their attacks. If two affected allies flank the same creature, each gains a +2 insight bonus on melee attack rolls and deals an extra 1d6 points of damage against the flanked creature. Creatures not subject to extra damage from sneak attacks are immune to this extra damage. Material Component: A toy soldier.
```
@@---
Spell: Tactical Teleportation
School: Conjuration
Subschool: Teleportation
NSch:
NSubSch:
Level: Wizard 6
Save: None and Will negates (object)
SR: No and Yes (object)
---
!!
```
## Tactical Teleportation
Conjuration (Teleportation)
**Level:** Wizard 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One willing creature/3 levels
**Duration:** Instantaneous
**Saving Throw:** None and Will negates (object)
**Spell Resistance:** No and Yes (object)
This spell instantly teleports a number of willing creatures a short distance with no chance for mishap, as greater teleport. Effectively, tactical teleportation lets you reposition a number of allies (including yourself, if you choose) around the battlefield. Each creature to be affected must be within range of you, and no creature can be transported farther away from your original position than the range allows. You must have line of sight to all the intended destinations when you cast the spell.
Each subject can bring along held or carried objects as long as their weight doesn't exceed the subject's maximum load. Only objects held or in use (attended) by another individual receive saving throws and spell resistance. If any subject would appear in a space occupied by another creature or a solid object, that subject is unaffected by the spell, but the rest of the effect resolves normally.
```
@@---
Spell: Tail Slap
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Sorcerer 2
Save: Personal
Effect: Evoked tail
---
!!
```
## Tail Slap
Evocation [Force]
**Level:** Sorcerer 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
Effect: Evoked tail
**Duration:** 1 round/level
You evoke a dragon's tail that you can use to strike at a target once per round as a standard action (including the round in which you evoke it) that deals 1d6 points of damage per two levels (to a maximum of 10d6 points of damage) if you hit your foe with a melee touch attack.
In addition, if a subject of up to one size category larger than you fails a Strength check (DC equal to your caster level + 12) against your first attack, the driving force of the tail slap pushes your foe back 5 feet plus another 5 feet for every 5 points of damage your foe takes.
If a wall or other solid object prevents the subject from being pushed back, the subject instead slams into the object and takes an extra 2d6 points of damage from the impact (no save). The movement of your foe caused by a tail slap does not provoke attacks of opportunity. The chance to push your foe back is only gained on the attack you make in the round when you initially cast the spell.
Special: A dragonblooded character, or a character with the dragon type, has a chance to push back a foe with every attack it makes during the spell's duration, instead of just the first attack made in the round when the spell is cast.
```
@@---
Spell: Tail Sweep
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Sorcerer 4
Save: Reflex half
SR: Yes
---
!!
```
## Tail Sweep
Evocation [Force]
**Level:** Sorcerer 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** 10 feet
**Area:** 10-foot radius burst
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
You evoke a dragon's tail that savagely sweeps through the space around you in a 10-foot radius, dealing 1d6 points of damage per level to all creatures that fail a Reflex saving throw and half that damage to creatures that succeed on the save. Creatures that fail the Reflex save are also knocked prone.
Special: A dragonblooded character, or a character with the dragon type, casts this spell at +1 caster level.
```
@@---
Spell: Targeting Ray
School: Divination
NSch:
NSubSch:
Level: Bard 1, Wizard 1
Save: None
SR: No
---
!!
```
## Targeting Ray
Divination
**Level:** Bard 1, Wizard 1
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Ray
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
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.
Focus: A small metal or stone tube.
```
@@---
Spell: Taunt Dragon
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 4, paladin 4
Save: Will negates
SR: Yes
---
!!
```
## Taunt Dragon
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 4, paladin 4
**Components:** V, Dr
**Casting Time:** 1 swift action
**Range:** Long (400 ft. + 40 ft./level)
**Target:** One dragon
**Duration:** 1 round/level (D); see text
**Saving Throw:** Will negates
**Spell Resistance:** Yes
This spell tricks a dragon into focusing all its fury on you. You must have line of sight to the dragon, and it must be able to see you. If the dragon fails its save and does anything except attack you or move to attack you, it takes a penalty on attack rolls, skill checks, and saving throws based on the strength of your dragonmark.
Dragonmark Penalty
Least
?5
Lesser
?10
Greater or Siberys ?20
The spell ends abruptly if line of sight between you and the dragon is broken, or if you are disabled, dying, or dead. A dragon under the effect of multiple taunt dragon spells takes the penalties only ifit fails to attack or move toward the caster who affected it last.
Dragonmark: Any true dragonmark.
Dragons of Ebberon:
```
@@---
Spell: Telekinesis
School: Transmutation
NSch:
NSubSch:
Level: Wizard 5
Save: Will negates (object) or None; see text
SR: Yes (object); see text
---
!!
```
## Telekinesis
Transmutation
**Level:** Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
Target or Targets: See text
**Duration:** Concentration (up to 1 round/ level) or instantaneous; 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).
```
@@---
Spell: Telekinetic Sphere
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 8
Save: Reflex negates (object)
SR: Yes (object)
---
!!
```
## Telekinetic Sphere
Evocation [Force]
**Level:** Wizard 8
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: 1-ft.-diameter/level sphere, centered around creatures or objects
**Duration:** 1 min./level (D)
**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.
Material Component: A hemispherical piece of clear crystal, a matching hemispherical piece of gum arabic, and a pair of small bar magnets.
```
@@---
Spell: Telepathic Aura
School: Divination
NSch:
NSubSch:
Level: Paladin 4
Save: None
SR: No
---
!!
```
## Telepathic Aura
Divination
**Level:** Paladin 4
**Components:** S, DF
**Casting Time:** 1 standard action **Range:** 100 ft.
**Area:** 100-ft. radius emanation centered on you
**Duration:** 10 minutes/level (D)
**Saving Throw:** None
**Spell Resistance:** No
You can mentally communicate with all allies within range, though this is one-way communication. (You can send thoughts, but you cannot receive thoughts in response.) Anything you choose to send is received by all creatures you perceive as allies within the emanation (you cannot send thoughts only to certain allies), and they all understand you regardless of language. Allies with Intelligence scores lower than 3 understand basic commands but not complex information (?Attack? is understood, but ?Ignore the foot soldiers and attack the spellcasters? gets the same reaction as ?Attack?).
```
@@---
Spell: Telepathic Bond
School: Divination
NSch:
NSubSch:
Level: Wizard 5
Save: None
SR: No
---
!!
```
## Telepathic Bond
Divination
**Level:** Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: You plus one willing creature per three levels, no two of which can be more than 30 ft. apart **Duration:** 10 min./level (D)
**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.
Material Component: Pieces of eggshell from two different kinds of creatures.
```
@@---
Spell: Telepathic Bond, Lesser
School: Divination
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Mind 3, Wizard 3
Save: None
SR: No
---
!!
```
## Telepathic Bond, Lesser
Divination [Mind-Affecting]
**Level:** Mind 3, Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** 30 ft. Targets: You and one willing creature within 30 ft.
**Duration:** 10 minutes/level
**Saving Throw:** None
**Spell Resistance:** No
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).
```
@@---
Spell: Telepathy Block
School: Abjuration
NSch:
NSubSch:
Level: Bard 5, cleric 5, Wizard 5
Save: None
SR: No
---
!!
```
## Telepathy Block
Abjuration
**Level:** Bard 5, cleric 5, Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 80-ft. radius emanation centered on a creature, objects, or point in space
**Duration:** 1 round/level (D)
**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.
```
@@---
Spell: Telepathy Tap
School: Divination
NSch:
NSubSch:
Level: Sanctified 3
Save: Personal
**Area:** 10-ft./level radius emanation
---
!!
```
## Telepathy Tap
Divination
**Level:** Sanctified 3
**Components:** Sacrifice
**Casting Time:** 1 standard action
**Range:** Personal
**Area:** 10-ft./level radius emanation
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** No
You can overhear the telepathic conversations of other creatures within the spell's area. Telepathy tap does not allow you to detect the uncommunicated thoughts of creatures or understand conversations spoken in languages you do not comprehend.
In an area where numerous telepathic conversations are occurring at the same time, you must specify the creatures you wish to overhear during a given round. You can separate and decipher the telepathic messages of a number of creatures equal to 1 + your Intelligence bonus.
Telepathy tap does not allow you to overhear the telepathic conversations of creatures protected by a mind blank spell, nor does it grant the ability to telepathically communicate with other creatures. Sacrifice: 1d3 points of Strength damage.
```
@@---
Spell: Teleport
School: Conjuration
Subschool: Teleportation
NSch:
NSubSch:
Level: Wizard 5, Travel 5
Save: Personaland touch
**Target:** You and touched objects or other touched willing creatures
---
!!
```
## Teleport
Conjuration (Teleportation)
**Level:** Wizard 5, Travel 5
**Components:** V
**Casting Time:** 1 standard action
**Range:** Personaland touch
**Target:** You and touched objects or other touched willing creatures
**Duration:** Instantaneous
**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
Seen casually 01?88 89?94 95?98
Viewed once 01?76 77?88 89?96
False destination (1d20+80) ? ? 81?92
```
@@---
Spell: Teleport Object
School: Conjuration
Subschool: Teleportation
NSch:
NSubSch:
Level: Wizard 7
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Teleport Object
Conjuration (Teleportation)
**Level:** Wizard 7
**Range:** Touch
**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.
```
@@---
Spell: Teleport, Greater
School: Conjuration
Subschool: Teleportation
NSch:
NSubSch:
Level: Wizard 7, Travel 7
Save: None
SR: Yes
---
!!
```
## Teleport, Greater
Conjuration (Teleportation)
**Level:** Wizard 7, Travel 7
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.
## Teleportation Circle
Conjuration (Teleportation)
**Level:** Wizard 9
**Components:** V, M **Casting Time:** 10 minutes **Range:** 0 ft.
Effect: 5-ft. radius circle that teleports those who activate it
**Duration:** 10 min./level (D)
**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.
Material Component: Amber dust to cover the area of the circle (cost 1,000 gp).
```
@@---
Spell: Temporal Stasis
School: Transmutation
NSch:
NSubSch:
Level: Wizard 8
Save: Fortitude negates
SR: Yes
---
!!
```
## Temporal Stasis
Transmutation
**Level:** Wizard 8
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** Permanent
**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).
Material Component: A powder composed of diamond, emerald, ruby, and sapphire dust with a total value of at least 5,000 gp.
```
@@---
Spell: Tenacious Dispelling
School: Abjuration
NSch:
NSubSch:
Level: Wizard 3
Save: None
SR: No
---
!!
```
## Tenacious Dispelling
Abjuration
**Level:** Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Target or **Area:** One creature or object, or 20-ft. radius burst
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
If you cast tenacious dispelling again before the end of your next turn, the second casting can function either as a targeted or area dispel magic, and you gain a +2 bonus on dispel checks made as part of the spell.
```
@@---
Spell: Tensify Manifest Zone
Source: Faiths of Eberron
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Cleric 7, druid 7
Save: None
SR: Yes
---
!!
```
## Tensify Manifest Zone
Source: Faiths of Eberron
Conjuration (Creation)
**Level:** Cleric 7, druid 7
**Components:** V, S, F, XP
**Casting Time:** 8 hours
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 40-ft. radius/level emanation
**Duration:** Permanent
**Saving Throw:** None
**Spell Resistance:** Yes
You enhance the effects of a manifest zone of a specified plane.
The effects of the manifest zone increase by one 'step.? Since each zone is different, this can have various effects. A zone that exists in rings (such as the Gloaming in the Eldeen Reaches) has stronger effects as one moves inward; this spell increases the effect of a ring to that of the next inmost. The innermost ring of such a zone instead takes on one trait of the associated plane that it does not already have; in the case of the Gloaming again, the spell confers the mildly negative-dominant trait on that ring. A zone that has a uniform effect over its area takes on one planar trait (of your choice) in the same way.
You cannot further enhance a manifest zone (or a ring within a zone) with additional intensify manifest zone spells. An intensify manifest zone effect cannot be dispelled, but it can be removed with a limited wish, miracle, planar bubble (Planar Handbook 102), or wish spell.
Focus: A gem, piece of precious metal, or concentrated essence of the plane associated with the manifest zone, worth at least 500 gp.
XP Cost: 500 XP.
```
@@---
Spell: Tern's Persistence
School: Transmutation
NSch:
NSubSch:
Level: Druid 2, ranger 1, Wizard 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Tern's Persistence
Transmutation
**Level:** Druid 2, ranger 1, Wizard 2
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 24 hours
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The subject gains the sea bird's ability to travel great distances without undue exertion. The subject can travel overland 50% longer than normal before risking injury or fatigue. For example, a character can walk up to 12 hours overland before having to make Constitution checks to avoid fatigue, or can hustle for 90 minutes before taking nonlethal damage. The subject still can?t run for extended periods, but it can move at run speed tactically for a number of rounds equal to 1-1/2 times its Constitution score.
Arcane Material Component: A few feathers or a pinch of guano from a tern.
```
@@---
Spell: Terra Cotta Lion
School: Transmutation
NSch:
NSubSch:
Level: Wu Jen 5 (earth)
Save: None
SR: No
---
!!
```
## Terra Cotta Lion
Transmutation
**Level:** Wu Jen 5 (earth)
As terra cotta warrior, but the spell animates a statuette of a foo lion (a celestial dire lion) into a Huge animated object (Huge construct, 90 hp, AC 13, hardness 6, speed 30 ft., attack slam +9, damage 2d6+7). As with terra cotta warrior, the lion has none of the animated object attack forms given in the Monster Manual. Focus: A terra cotta statue of a foo lion, up to 1 foot tall and costing 10 gp.
## Terra Cotta Warrior
Transmutation
**Level:** Wu Jen 3 (earth)
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One statuette touched
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
This spell turns an innocuous statuette of decoration and devotion into a full-sized warrior, ready to fight your foes. The statuette becomes a Medium animated object (Medium construct, 35 hp, AC 14, hardness 6, speed 40 ft., attack slam +2, damage 1d6+1) that attacks a specified target on your turn as directed by you. You can change the designated target as a move action (as if directing an active spell). The statuette can be reused if the terra cotta warrior remains intact at the end of the spell, but if the warrior is reduced to 0 or fewer hit points, it crumbles to powder and the statuette is lost.
See page 13 of the Monster Manual for full information on animated objects, but the terra cotta warrior has none of the given attack forms.
Focus: A terra cotta statue of a warrior, up to 6 inches tall and costing 1 gp.
```
@@---
Spell: Thalassemia
School: Necromancy
NSch:
NSubSch:
Level: Druid 4, Wizard 5
Save: Fortitude half; see text
SR: Yes
---
!!
```
## Thalassemia
Necromancy
**Level:** Druid 4, Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** Instantaneous
**Saving Throw:** Fortitude half; see text
**Spell Resistance:** Yes
This spell thins the target creature's blood to little more than seawater, dealing 1d6 points of damage per level (maximum 15d6). Only living creatures with a circulatory system and blood can be affected by this spell; it does not harm creatures immune to critical hits. Creatures with the fire subtype instead take 1d8 points of damage per level.
```
@@---
Spell: Thin Air
School: Necromancy
Descriptor: Cold
NSch:
NSubSch:
Level: Cleric 2, druid 2, Wizard 3
Save: Fortitude negates
SR: No
---
!!
```
## Thin Air
Necromancy [Cold]
**Level:** Cleric 2, druid 2, Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 30-ft. radius emanation
**Duration:** 1 min./level
**Saving Throw:** Fortitude negates
**Spell Resistance:** No
This spell thins the oxygen in the area, causing creatures caught therein to suffer the effects of extreme altitude sickness. Subjects failing their saves take 1 point of damage to all ability scores because of altitude sickness (see page 90 of the Dungeon Masters Guide).
Characters acclimated to high altitude receive a +4 competence bonus on their saving throws. Creatures that do not breathe are immune to the effects of the spell.
```
@@---
Spell: Thorn Spray
Source: Player's Guide to Faerûn
School: Transmutation
NSch:
NSubSch:
Level: Initiate of nature 4
Save: Fortitude partial
SR: Yes
---
!!
```
## Thorn Spray
Source: Player's Guide to Faerûn
Transmutation
**Level:** Initiate of nature 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** Up to one creature/level
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
You hurl a thorny plant in the direction of the targets.
The spell transforms the plant's small thorns into a spray of thorns that deals damage to the targets you select.
You make a normal ranged attack against each target separately, taking no penalty for lack of proficiency. The thorns deal a total of 1d6 points of damage per caster level (maximum 20d6), but you can divide this damage among the targets you select.
You must choose how to divide the damage before making your attack rolls.
Thus, an 8th-level caster can target a single creature with an attack that deals 8d6 points of damage on a successful hit, two creatures for 4d6 points of damage each, four creatures for 2d6 points of damage each, and so on.
You may divide the damage as you wish.
A creature that takes damage from the thorns is wracked with pain as though its body were covered with stinging nettles, and it is also sickened for 2d4 rounds.
A successful Fortitude save negates the sickened effect.
```
@@---
Spell: Thornskin
School: Transmutation
NSch:
NSubSch:
Level: Druid 3
Save: Personal
**Target:** You
---
!!
```
## Thornskin
Transmutation
**Level:** Druid 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
Your skin sprouts thorns when this spell is cast, increasing the damage you deal with an unarmed strike and making you difficult to grab. As well as dealing lethal damage with your unarmed strikes (if you don?t already do so), you deal an extra 1d6 points of piercing damage (so that a human under the effect of thornskin would deal 1d3 points of bludgeoning damage + 1d6 points of piercing damage with an unarmed strike). In addition, any creature that hits you with a natural weapon or unarmed strike (including all successful grapple checks) takes 5 points of piercing damage. A creature's damage reduction, if any, applies to the damage from this spell. The damage from thornskin is treated as piercing for the purpose of overcoming damage reduction. Material Component: A thorn.
```
@@---
Spell: Thousand Needles
School: Conjuration
Subschool: Creation
Descriptor: Evil
NSch:
NSubSch:
Level: Pain 5. Cleric 6
Save: Fortitude partial
SR: Yes
---
!!
```
## Thousand Needles
Conjuration (Creation) [Evil]
**Level:** Pain 5. Cleric 6
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./levels)
**Target:** One living creature
**Duration:** 1 minute/level
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
A thousand needles surround the subject and pierce his flesh, worming through armor or any type of protection, although creatures with damage reduction are immune to this spell.
The subject takes 2d6 points of damage immediately and takes a ?4 circumstance penalty on attack rolls, saving throws, skill checks, and ability checks for the rest of the spell's duration. A successful Fortitude save reduces damage to half and negates the circumstance penalty.
Material Component: A handful of needles, all of which have drawn blood.
```
@@---
Spell: Threesteel
Source: Dragons of Faerun
School: Transmutation
NSch:
NSubSch:
Level: Wizard 3
Save: Fortitude negates (object)
SR: No
---
!!
```
## Threesteel
Source: Dragons of Faerun
Transmutation
**Level:** Wizard 3
**Components:** V
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One weapon of up to Large size in your possession
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates (object)
**Spell Resistance:** No
You touch a weapon, causing it to shimmer briefly and then coalesce into three distinct duplicate images, each one gradually assuming physical form.
Once they become solid, the three weapons shoot forward at your targets.
This spell allows you to split a target weapon of up to Large size (such as a greatsword, shortspear, and so on) into three exact duplicates.
These duplicates immediately launch themselves at a target or targets of your choice within close range.
You can direct one or more of the weapons at the same target or split them up among three different targets. Make a ranged attack roll for each weapon (using your ranged attack bonus or the ranged attack bonus of a fighter of your caster level, whichever is higher) as if you were proficient with the weapon in the normal manner. (For example, if used on a greatsword, you would make a ranged attack roll as if you were proficient with the greatsword, without the normal penalty for using an improvised throwing weapon).
The weapon gains a +1 enhancement bonus on attack rolls and damage rolls if it does not have an enhancement bonus already.
Each duplicate that hits deals damage as if you had struck the target with the weapon in melee (including any special effects such as bane, smite evil, critical hits, sneak attack. Weapon Focus, and so on).
Your Strength bonus does not apply, since the force of the weapon comes from the spell, not your own Strength.
A duplicate does not get a flanking bonus or help a combatant get one.
Casting the spell destroys the targeted weapon to create the duplicates, and the duplicates are destroyed whether or not they hit.
Because of this, the spell is rarely used on magic weapons.
It cannot be cast on artifacts, natural weapons, weapons animated with animate objects or similar spells, or weaponlike magical creations (such as Mordenkainen's sword).
Origin: This spell was created by Delgarth of Sumbarin, a long-forgotten minor realm along the banks of the River Dessarin.
Delgarth was a powerful barbarian who concealed his limited prowess as a sorcerer so he could use it as an unexpected advantage during the frequent assassination attempts launched by his estranged kinfolk.
```
@@---
Spell: Thunder Field
School: Evocation
NSch:
NSubSch:
Level: Bard 4, druid 6, sorcerer/
Save: See text
SR: Yes
---
!!
```
## Thunder Field
Evocation
**Level:** Bard 4, druid 6, sorcerer/
wizard 6 **Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 20-ft. radius spread
**Duration:** 1 round/level
**Saving Throw:** See text
**Spell Resistance:** Yes
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.
```
@@---
Spell: Thunderhead
School: Evocation
Descriptor: Electricity
NSch:
NSubSch:
Level: Druid 1, Wizard 1
Save: Reflex negates; see text
SR: Yes
---
!!
```
## Thunderhead
Evocation [Electricity]
**Level:** Druid 1, Wizard 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 round/level
**Saving Throw:** Reflex negates; see text
**Spell Resistance:** Yes
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 to strike the subject. Each bolt deals 1 point of electricity damage that is negated by a successful Reflex save.
Material Component: A small piece of copper wire.
```
@@---
Spell: Thunderlance
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 4
Save: None
SR: No
---
!!
```
## Thunderlance
Evocation [Force]
**Level:** Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action **Range:** 0 ft.
Effect: A spearlike beam
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** No
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 Strength modifier, you use the higher of your Intelligence modifier or Charisma 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. Material Component: A small metal spear.
```
@@---
Spell: Thunderous Roar
School: Evocation
Descriptor: Sonic
NSch:
NSubSch:
Level: Druid 3
Save: Fortitude partial; see text
SR: Yes
---
!!
```
## Thunderous Roar
Evocation [Sonic]
**Level:** Druid 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** 20-ft. radius burst
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial; see text
**Spell Resistance:** Yes
The resulting blast of sound from the casting of thunderous roar can be heard for miles, but the spell affects only those in its area. All creatures in the affected area take 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful Fortitude saving throw halves the damage. Additionally, any creature that takes damage from this spell must make a Reflex saving throw or be knocked prone from the force of the roar. Crystalline creatures take 1d6 points of sonic damage per caster level (maximum 10d6).
```
@@---
Spell: Thunderstroke
Source: Champions of Valor
School: Evocation
Descriptor: Electricity
NSch:
NSubSch:
Level: Initiate of anhur 2
Save: Reflex half
SR: Yes
---
!!
```
## Thunderstroke
Source: Champions of Valor
Evocation [Electricity]
**Level:** Initiate of anhur 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature or object
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
You call down a bolt of electricity, which unerringly strikes the target and deals 1d6 points of electricity damage per caster level (maximum 5d6).
A small rumble of thunder accompanies the bolt, which is as loud as a battle (Listen DC -10 to hear it).
```
@@---
Spell: Tidal Surge
School: Evocation
Descriptor: Water
NSch:
NSubSch:
Level: Druid 6
Save: Reflex half
SR: Yes
---
!!
```
## Tidal Surge
Evocation [Water]
**Level:** Druid 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Targets: One creature or all creatures in a 20-ft. radius burst
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
When you cast this spell, you create a huge wave of water that slams into one or more targets within range. If no large, natural source of water (a river, lake, or ocean) exists within the spell's range, you can affect only one target. If such a source of water exists within the range of the spell, the spell creates a burst centered on a location you designate.
In either case, the water deals 1d6 points of damage per caster level (maximum 15d6) to the target or to creatures within the burst. In addition, all affected creatures are subjected to a bull rush attack, forcing them to make opposed Strength checks against the wave of water. The water has a +5 bonus on the opposed Strength check, or a +10 bonus if the spell is cast near a source of water.
You designate the direction the wave pushes when you cast the spell; creatures that lose the opposed Strength check are pushed back 5 feet, plus an additional 5 feet for every 5 points by which the wave beats their Strength checks, in the chosen direction. It is possible for a wave arising from a body of water to push characters into the water. The wave puts out torches, campfires, exposed lanterns, and other open flames if they are carried by the target or located within the area and they are Large or smaller. If the wave hits a magical fire, those flames are targeted by a dispel magic effect as if you had cast the spell.
```
@@---
Spell: Tiger's Tooth
School: Transmutation
NSch:
NSubSch:
Level: Druid 2
Save: None
SR: No
---
!!
```
## Tiger's Tooth
Transmutation
**Level:** Druid 2
**Components:** V
**Casting Time:** 1 swift action
**Duration:** 1 round
This spell functions like magic fang (PH 250), except as noted above.
## Tiny Hut
Evocation [Force]
**Level:** Bard 3, Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action **Range:** 20 ft.
Effect: 20-ft. radius sphere centered on your location
**Duration:** 2 hours/level (D)
**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 70ø F if the exterior temperature is between 0ø and 100ø F. An exterior temperature below 0ø or above 100ø 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).
Material Component: A small crystal bead that shatters when the spell duration expires or the hut is dispelled.
```
@@---
Spell: Tiny Igloo
School: Evocation
Descriptor: Cold
NSch:
NSubSch:
Level: Wizard 2
Save: None
SR: No
---
!!
```
## Tiny Igloo
Evocation [Cold]
**Level:** Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action **Range:** 5 ft.
Effect: 5-ft. radius sphere, with 1-in. thick wall/level centered on your location
**Duration:** 2 hours/level (D)
**Saving Throw:** None
**Spell Resistance:** No
You create a small domed snow house with a single entrance passage. Up to one Large or three Medium or twelve Small creatures can fit into the igloo with you; they can freely pass into and out of the hut without harming it. The temperature inside the igloo is magically warm, at exactly 50ø F, and the walls do not melt. The igloo has two features that help arctic survival: a sleeping platform and a lamp. The snow sleeping platform takes advantage of the warm air trapped below the low roof, generated by body heat and a stone lamp. The magical smokeless lamp provides heat for comfort and for cooking.
The igloo also provides protection against the elements, such as wind, snow, and hail. The igloo withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it. The loosepacked snow of the igloo has a hardness of 0, and 3 hp per inch of thickness. Material Component: A small dollop of seal fat or caribou fat.
```
@@---
Spell: Time Stop
School: Transmutation
NSch:
NSubSch:
Level: Wizard 9, Trickery 9
Save: Personal
**Target:** You
---
!!
```
## Time Stop
Transmutation
**Level:** Wizard 9, Trickery 9
**Components:** V
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1d4+1 rounds (apparent time); see text
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.
```
@@---
Spell: Tojanida Sight
School: Divination
NSch:
NSubSch:
Level: Druid 2, ranger 2
Save: Personal
**Target:** You
---
!!
```
## Tojanida Sight
Divination
**Level:** Druid 2, ranger 2
**Components:** S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 min./level (D)
You gain all-around vision, allowing you to see in any direction.
You gain a +4 bonus on Spot and Search checks, and you cannot be flanked for the duration of the spell. However, you cannot avert your eyes when confronted by a creature with a gaze attack, though you can still close your eyes in such a circumstance.
```
@@---
Spell: Tomb Of Light
School: Trasmutation
Descriptor: Good
NSch:
NSubSch:
Level: Cleric 7, Wizard 7
Save: Fortitude partial
SR: Yes
---
!!
```
## Tomb Of Light
Trasmutation [Good]
**Level:** Cleric 7, Wizard 7
**Components:** V, S, M
**Casting Time:** 1 round
**Range:** Touch
**Target:** Evil extraplanar creature touched
**Duration:** Concentration
**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. Material Component: A pure crystal or clear gemstone worth at least 50 gp.
```
@@---
Spell: Tongue Of Baalzebul
School: Transmutation
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 1
---
!!
```
## Tongue Of Baalzebul
Transmutation [Evil]
**Level:** Cleric 1
**Components:** V, S, M, Drug
**Casting Time:** 1 full round
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level
The caster gains the ability to lie, seduce, and beguile with a devil's skill. He gains a +2 competence bonus on Bluff, Diplomacy, and Gather Information checks.
Material Component: A tongue from any creature capable of speech. Drug Component: Mushroom powder.
```
@@---
Spell: Tongue Serpents
School: Transmutation
Descriptor: Evil
NSch:
NSubSch:
Level: Wizard 3
---
!!
```
## Tongue Serpents
Transmutation [Evil]
**Level:** Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level or until discharged
The caster's tongue becomes a little but powerful serpent that he may spit up to 30 feet away. This serpent then makes a bite attack using the caster's melee attack bonus and dealing damage as a Tiny viper (see the Monster Manual). The caster may create one such serpent for every four caster levels, spitting each one as a standard action.
At the end of the spell's duration, the serpents become bloody bits of organic matter. Material Component: A serpent's tongue.
```
@@---
Spell: Tongue Tendrils
School: Transmutation
Descriptor: Evil
NSch:
NSubSch:
Level: Wizard 1
---
!!
```
## Tongue Tendrils
Transmutation [Evil]
**Level:** Wizard 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level or until discharged
The caster's tongue becomes a powerful tendril that she may spit up to 30 feet away. This tendril wraps around a target, lashing it to something if possible. The tendril makes a grapple attack using the caster's melee attack bonus, dealing no damage but starting a grapple as a Small creature with a Strength score of 20. If the tendril wins the grapple check, it wraps around a limb or whatever is appropriate for the foe, lashing it to any nearby object. Each tendril has AC 14, 10 hit points, and a break DC of 24. The caster may create up to one such tendril for every four caster levels, spitting each one as a standard action.
At the end of the spell's duration, the tendrils become bloody bits of organic matter. Material Component: A serpent's tongue.
```
@@---
Spell: Tongues
School: Divination
NSch:
NSubSch:
Level: Bard 2, Cleric 4, Wizard 3
Save: Will negates (harmless)
SR: No
---
!!
```
## Tongues
Divination
**Level:** Bard 2, Cleric 4, Wizard 3
**Components:** V, M/DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 10 min./level
**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.
Arcane Material Component: A small clay model of a ziggurat, which shatters when the verbal component is pronounced.
```
@@---
Spell: Toothed Tentacle
Source: Lost Empires of Faerun
School: Evocation
NSch:
NSubSch:
Level: Wizard 2
Save: Personal
Effect: 30-ft.-long tentacle extending from your hand
---
!!
```
## Toothed Tentacle
Source: Lost Empires of Faerun
Evocation
**Level:** Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
Effect: 30-ft.-long tentacle extending from your hand
**Duration:** Concentration, to a maximum of 1 round/level
This spell creates a shadowy tentacle of energy that extends 30 feet from your hand, splitting off into three smaller tentacles about 10 feet from its end.
Each of these smaller tentacles ends in a fanged, slavering maw.
All three of these mouths can be directed to attack as a full-round action, or one of them can attack as a standard action.
You can direct the mouths to attack separate targets as long as all targets are within 10 feet of each other. Each mouth strikes with an attack bonus equal to your caster level plus the modifier for the ability score that controls your spellcasting, and each deals 2d6 points of damage on a successful hit.
Because the mouths are tangible, they can be destroyed.
Each has an AC of 15 and hit points equal to 10 + your caster level.
If a mouth is destroyed, it fades away into nothingness, but the other mouths remain.
If all the mouths are destroyed, the spell's duration ends.
The main tentacle cannot be attacked.
Material Component: Three hairs and a tooth.
```
@@---
Spell: Tormenting Thirst
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 3, Wizard 3, Thirst 3
Save: Will negates
SR: Yes
---
!!
```
## Tormenting Thirst
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 3, Wizard 3, Thirst 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
This spell fills the subject with a terrible sense of thirst. Desperate and unable to focus on any other goal, it must drink as deeply as it can. The affected creature runs to the nearest body of water in sight, grabs and empties the closest container of water or liquor (even those carried by allies), or runs toward the nearest known source of water. No matter how much the subject drinks, the sensation of thirst is not quenched.
If denied the opportunity to quench its thirst, an affected creature flies into a rage similar to the barbarian class feature (see page 25 of the Player's Handbook). The subject attacks friend and foe alike in its quest to find water, though not necessarily with lethal force.
```
@@---
Spell: Torrent Of Tears
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 2, Wizard 2, Wu Jen 2 (water)
Save: Will negates
SR: Yes
---
!!
```
## Torrent Of Tears
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Bard 2, Wizard 2, Wu Jen 2 (water)
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 5 rounds
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You force the subject to cry by drawing forth the water of his tears. For the duration of the spell, the subject is sickened and blinded; a successful Will save negates the effect. Material Component: A single tear.
```
@@---
Spell: Tortoise Shell
School: Transmutation
NSch:
NSubSch:
Level: Druid 6
Save: None
SR: Yes (harmless)
---
!!
```
## Tortoise Shell
Transmutation
**Level:** Druid 6
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** 10 minutes/level
**Saving Throw:** None
**Spell Resistance:** Yes (harmless)
Tortoise shell grants a +6 enhancement bonus to the subject's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels beyond 11th, to a maximum of +9 at 20th level. The enhancement bonus provided by tortoise shell stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor of +0, much as a character wearing only normal clothing has an armor bonus of +0. Tortoise shell slows a creature's movement as if it were wearing heavy armor. An elf subject to tortoise shell, for example, would have a speed of 20 feet and could run only 60 feet per round. The spell affects only a creature's speed; tortoise shell doesn?t carry an armor check penalty or an arcane spell failure chance.
```
@@---
Spell: Touch Of Adamantine
School: Trasmutation
NSch:
NSubSch:
Level: Cleric 6, druid 6, Wizard 5
Save: Will negates (object, harmless)
SR: Yes (object, harmless)
---
!!
```
## Touch Of Adamantine
Trasmutation
**Level:** Cleric 6, druid 6, Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Weapon touched
**Duration:** 1 minute/level
**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.
```
@@---
Spell: Touch Of Chaos
Source: Exemplars of Evil
School: Transmutation
Descriptor: Chaos, Evil
NSch:
NSubSch:
Level: Wizard 5
Save: Fortitude negates
SR: Yes
---
!!
```
## Touch Of Chaos
Source: Exemplars of Evil
Transmutation [Chaos, Evil]
**Level:** Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** 1 round/2 levels
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
With a hand dripping with pale violet slime, you touch your foe, causing him to collapse into a pile of shifting tissue. Your touch causes a creature to undergo a terrifying transformation. A target that fails its save collapses into a spongy mass of flesh and sinew and takes 1 point of Wisdom drain.
Each round, as a free action, the target can attempt a new Fortitude save to regain its form. If the save fails, the target remains transformed and takes another 1 point of Wisdom drain.
A target afflicted with touch of chaos cannot use possessions or cast spells. It takes a ?4 penalty to Dexterity, its land speed drops to 10 feet, and it loses all other modes of movement. The target can lash out with tentacles that burst from its flesh, but it attacks the closest creature, whether friend or foe. The attack is made at a ?4 penalty and has a 50% miss chance. If a tentacle hits the creature, it deals damage based on the afflicted target's size (Small, 1d3 points; Medium, 1d4 points; and Large, 1d6 points). Material Component: Slime from a chaos beast.
```
@@---
Spell: Touch Of Fatigue
School: Necromancy
NSch:
NSubSch:
Level: Wizard 0
Save: Fortitude negates
SR: Yes
---
!!
```
## Touch Of Fatigue
Necromancy
**Level:** Wizard 0
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 round/level
**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.
Material Component: A drop of sweat.
```
@@---
Spell: Touch Of Idiocy
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Wizard 2
Save: No
SR: Yes
---
!!
```
## Touch Of Idiocy
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** 10 min./level
**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.
```
@@---
Spell: Touch Of Jorasco
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Cleric 1
Save: Personaland touch; see text
**Target:** You and creature touched; see text
---
!!
```
## Touch Of Jorasco
Conjuration (Healing)
**Level:** Cleric 1
**Components:** V, S, F, halfling
**Casting Time:** 1 standard action
**Range:** Personaland touch; see text
**Target:** You and creature touched; see text
**Duration:** See text
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
Whether roaming the broad Talenta plains or attending a glittering social gathering in the heights of Sharn, the halflings of House Jorasco understand more of healing than any other power in Eberron, and work to perfect specialized healing magic. This spell imbues the caster with an ability to heal minor wounds that lasts throughout the day.
When you cast this spell, you store healing energy within your own form that can then be used to heal a number of hit points equal to twice your caster level (maximum 10 hp). You may choose to divide this healing among multiple recipients, and you don?t have to use it all at once.
Delivering healing with this spell requires a touch (a standard action) but does not provoke attacks of opportunity. The effects of multiple touch of Jorasco spells do not stack, meaning that you can only store healing energy from one such spell at a time. If you cast the spell again before discharging all of the healing from a previous casting, the new total simply replaces the earlier one, effectively ending the previous spell.
As with all healing spells, touch of Jorasco deals damage to undead creatures. Using the spell in this way requires a successful melee touch attack but doesn?t provoke attacks of opportunity. You decide how many points of healing energy to discharge as damage after successfully touching an undead creature.
```
@@---
Spell: Touch Of Juiblex
School: Transmutation
Descriptor: Evil
NSch:
NSubSch:
Level: Corrupt 3
Save: Fortitude negates
SR: Yes
---
!!
```
## Touch Of Juiblex
Transmutation [Evil]
**Level:** Corrupt 3
**Components:** V, S
Corrupt
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
The subject turns into green slime over the course of 4 rounds. If a remove curse, polymorph other, heal, greater restoration, limited wish, miracle, or wish spell is cast during the 4 rounds of transformation, the subject is restored to normal but still takes 3d6 points of damage. Corruption Cost: 1d6 points of Strength damage.
```
@@---
Spell: Touch Of Madness
School: Enchantment
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Madness 2
Save: Will negates
SR: Yes
---
!!
```
## Touch Of Madness
Enchantment [Mind-Affecting]
**Level:** Madness 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You can daze one living creature by making a successful touch attack. If the target creature does not make a successful Will save, its mind is clouded and it takes no action for 1 round per caster level. A dazed creature is not stunned (so attackers get no special advantage against it), but it can?t move, cast spells, use mental abilities, and so on.
```
@@---
Spell: Touch Of Restoration
Source: Complete Champion
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Paladin 2
Save: Personal
**Target:** You
---
!!
```
## Touch Of Restoration
Source: Complete Champion
Conjuration (Healing)
**Level:** Paladin 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute
Casting touch of restoration lets you use your lay on hands ability to cure ability damage. While this spell is active, you can cure 1 point of ability damage per caster level by laying on hands, and you can split these points among different creatures if desired.
For every point of ability damage you cure in this manner, you must subtract 1 from your effective level when determining how many hit points of damage you can heal with your standard lay on hands ability for the remainder of the day.
```
@@---
Spell: Touch Of The Blackened Soul
School: Transmutation
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 4, Wizard 4
Save: Personal
**Target:** You
---
!!
```
## Touch Of The Blackened Soul
Transmutation [Evil]
**Level:** Cleric 4, Wizard 4
**Components:** V; S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 3 rounds or until ended
This spell adds a taint of evil to your magic, granting you special potency against your good-aligned enemies. Your spells gain the evil descriptor. Any spell you cast of 3rd level or lower deals +50% damage to good-aligned creatures.
As part of the casting of this spell, if you are a sorcerer you can sacrifice one sorcerer spell slot of 5th to 9th level; doing this increases the maximum level of spells affected by touch of the blackened soul to the level of the sacrificed slot minus 1. For example, it you spend a 4th-level slot to cast the spell and a 5th-level spell slot to augment it, you would deal extra damage to goodaligned creatures with spells of 4th level or lower.
Special: An evil-aligned caster of the dragonblood subtype can choose to end this spell's duration by activating protection from good (as the spell, but targeting itself) as a swift action. This effect lasts for the normal duration of protection from good.
```
@@---
Spell: Touch Of The Graveborn
School: Necromancy
NSch:
NSubSch:
Level: Wizard 8
Save: Fortitude partial or Will negates
SR: Yes
---
!!
```
## Touch Of The Graveborn
Necromancy
**Level:** Wizard 8
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
Targets: Creature or creatures touched (up to one/3 levels)
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial or Will negates
**Spell Resistance:** Yes
Your melee touch attacks channel negative energy that disrupts the life force of living creatures, dealing 10d6 points of damage. You can use this melee touch attack up to one time per three levels.
Any target that has one or more negative levels also takes ld6 points of Strength drain; a successful Fortitude save negates this secondary effect.
An undead creature you touch takes no damage or Strength drain, but it must make a successful Will save or be controlled by you (as if you had cast control undead) for 1 round per level. You can't control more than one undead creature in this fashion (a second use frees the first controlled undead), and any undead with HD of more than twice your caster level is unaffected.
```
@@---
Spell: Touch Of Vecna
School: Necromancy
Descriptor: Evil, Fear
NSch:
NSubSch:
Level: Wizard 5
Save: Fortitude partial
SR: Yes
---
!!
```
## Touch Of Vecna
Necromancy [Evil, Fear]
**Level:** Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** 1 round and permanent
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
Your touch bestows negative energy on the target, dealing 1d8 points of damage +1 point per caster level (maximum +10) and rendering it shaken for 1 round. (Creatures immune to fear aren't shaken but are still subject to the spell's other effects.) Additionally, the target is permanently paralyzed if it fails a Fortitude save.
Creatures paralyzed in this fashion appear dead, though a DC 20 Spot check or a DC 15 Heal check reveals that they still live. Dispel magic doesn't help a creature paralyzed by this spell, though remove paralysis or any effect that can remove a curse can free the victim.
```
@@---
Spell: Touch Of Years
School: Necromancy
NSch:
NSubSch:
Level: Wizard 4
Save: Fortitude negates
SR: Yes
---
!!
```
## Touch Of Years
Necromancy
**Level:** Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** 1 day/level
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
Your touch deals 3 points of drain to the subject's Strength, Dexterity, and Constitution scores; a successful Fortitude save negates this effect and prevents any further harm.
If the subject fails its initial saving throw, it takes another 3 points of drain to its Strength, Dexterity, and
Constitution scores each day thereafter as long as the spell lasts. A successful Fortitude save negates this drain, but doesn't end the spell's duration. The ability drain from this spell can be eliminated as normal, but doing this doesn't end the spell's duration.
If you cast this spell on a creature while another casting of touch of years is already in effect on it, the second spell doesn't deal ability drain. Instead, a failed initial Fortitude save renders the creature permanently deafened and blinded. These conditions can be removed by normal means (such as remove blindness/deafness), but doing this has no effect on the ability drain. This spell can't be dispelled, but any effect that would remove a curse allows the spellcaster a caster level check (DC 11 + your caster level) to end the spell's duration. This doesn't restore any ability score points already lost.
```
@@---
Spell: Toughen Construct
Source: Eberron Campaign Setting
School: Transmutation
NSch:
NSubSch:
Level: Artificer 2
Save: None
SR: Yes (harmless)
---
!!
```
## Toughen Construct
Source: Eberron Campaign Setting
Transmutation
**Level:** Artificer 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Construct touched
**Duration:** 10 min./level
**Saving Throw:** None
**Spell Resistance:** Yes (harmless)
Toughen construct thickens the unliving matter that forms a construct's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 12th.
The enhancement bonus provided by toughen construct stacks with the target'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.
```
@@---
Spell: Towering Oak
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Ranger 1
Save: Personal
**Target:** You
---
!!
```
## Towering Oak
Illusion (Glamer)
**Level:** Ranger 1
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
You draw on the oak's strength to improve your ability to intimidate your enemies. You gain a +10 competence bonus on Intimidate checks and a +2 enhancement bonus to Strength.
```
@@---
Spell: Towering Thunderhead
School: Conjuration
Subschool: Creation
Descriptor: Air
NSch:
NSubSch:
Level: Druid 9, Wizard 9
Save: None
SR: No
---
!!
```
## Towering Thunderhead
Conjuration (Creation) [Air]
**Level:** Druid 9, Wizard 9
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** Cylinder (40-ft. radius, 60 ft. high)
**Duration:** 3 rounds (D)
**Saving Throw:** None
**Spell Resistance:** No
This spell creates an enormous mass of dark clouds that provide concealment as fog cloud. Powerful and contrary currents of wind inside the cylinder have the effect of a wind wall spell. Movement within the cylinder is hampered; entering an affected square costs 2 squares of movement. You can see and move normally within your own towering thunderhead spell (though your ranged attacks are hindered as much as anyone else's).
Any sonic or electricity spell of 7th level or lower cast by a creature within a towering thunderhead is automatically empowered (as if affected by the Empower Spell feat, but with no adjustment to the spell's level or casting time). Spells already affected by Empower Spell don't gain this benefit.
```
@@---
Spell: Toxic Tongue
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Assassin 3
Save: Personal
**Target:** You
---
!!
```
## Toxic Tongue
Conjuration (Creation)
**Level:** Assassin 3
**Components:** V, S
**Casting Time:** 1 standard
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level
You gain the ability to create a virulent poison in your mouth. You can then either spit the poison at a foe or apply it to a weapon. In either case, a Fortitude save negates each instance of damage, as normal for poison.
Spitting the poison at a foe requires a standard action and a successful ranged touch attack; the range is 30 feet. In this form, the poison deals ld3 points of Constitution damage as its initial and secondary damage.
Applying the poison to a weapon requires a swift action (and requires you to touch the weapon). This form of the poison deals ld6 points of Constitution damage as its initial and secondary damage. You can apply the poison either to a manufactured or natural weapon, including your own bite attack (if you have one). The poison remains on your weapon until you make a successful attack or until the spell's duration ends, whichever comes first.
Each dose of poison you create reduces the remaining duration of the spell by 1 minute. The poison has no effect if ingested.
```
@@---
Spell: Toxic Weapon
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Duskblade 4, Wizard 5
Save: Fortitude negates; see text
SR: No
---
!!
```
## Toxic Weapon
Conjuration (Creation)
**Level:** Duskblade 4, Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Piercing or slashing weapon touched
**Duration:** 1 hour or until discharged
**Saving Throw:** Fortitude negates; see text
**Spell Resistance:** No
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.
```
@@---
Spell: Train Animal
School: Enchantment
Subschool: Charm
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Druid 2, ranger 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Train Animal
Enchantment (Charm) [Mind-Affecting]
**Level:** Druid 2, ranger 2
**Components:** V, S, DF
**Casting Time:** 10 minutes
**Range:** Touch
**Target:** Animal touched
**Duration:** 1 hour/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
While this spell is in effect, the affected animal gains a number of additional tricks equal to half your caster level (maximum five). This spell does not modify an animal's attitude toward you, nor does it guarantee that an animal will cooperate when instructed to perform the newly learned tricks.
```
@@---
Spell: Trance Of The Verdant Domain
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Hexblade 3, Wizard 4
Save: Will negates
SR: Yes
---
!!
```
## Trance Of The Verdant Domain
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Hexblade 3, Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 30 ft.
**Target:** One creature
**Duration:** Instantaneous
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You project an instantaneous surge of mental energy that overwhelms a weak-minded foe. The target stops and stares blankly, fascinated for 3 rounds. In addition, any creature under the effect of this spell takes a ?2 penalty on saves against mind-affecting effects you create.
Special: A green dragon capable of casting 6th-level sorcerer spells can cast this spell as a swift action.\
```
@@---
Spell: Transcend Mortality
School: Transmutation
NSch:
NSubSch:
Level: Wu Jen 9
Save: Personal
**Target:** You
---
!!
```
## Transcend Mortality
Transmutation
**Level:** Wu Jen 9
**Components:** V, S
**Casting Time:** 1 immediate action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
Transcend mortality was created as a lastditch effort, a spell to use when all other options have failed. For the duration of the spell, you are all but indestructible. You gain the following benefits:
- Damage reduction 30/epic.
- Spell resistance equal to 21 + your caster level.
- Acid, cold, electricity, fire, and sonic resistance 50.
- Immunity to ability damage, disease, energy drain, poison, and death effects.
- +10 enhancement bonus on all saving throws.
- You do not need to eat, drink, or breathe.
Although this spell makes you effectively unkillable for the duration, that comes at a horrific price. You gain these benefits by using up all your remaining life force. When the spell ends, you are instantly slain and reduced to a pile of dust (as disintegrate). This effect allows no save and can't be prevented by any means, though you can be resurrected normally afterward.
```
@@---
Spell: Transcribe Symbol
School: Abjuration
NSch:
NSubSch:
Level: Wizard 6
Save: None
SR: No
---
!!
```
## Transcribe Symbol
Abjuration
**Level:** Wizard 6
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Magic symbol touched
**Duration:** 10 minutes or until discharged
**Saving Throw:** None
**Spell Resistance:** No
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.
Focus: A piece of slate that has been scoured bare and smooth on one side.
```
@@---
Spell: Transfix
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Wizard 7
Save: Will negates; see text
SR: Yes
---
!!
```
## Transfix
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Wizard 7
**Components:** V, S, M
**Casting Time:** 1 round
**Range:** Medium (100 ft. + 10 ft./level) **Area:** 10-ft. radius emanation centered on a point in space **Duration:** 1 hour/level
**Saving Throw:** Will negates; see text
**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. As long as the spell operates, any Medium or smaller humanoid that enters its area must make a successful saving throw or become transfixed with the same exit conditions (they too become aware of the exit conditions on becoming transfixed). Likewise, any creatures removed from the area are freed from the spell's effect. An affected creature that is attacked gains a new saving throw to break free of the enchantment. Material Component: A drop of pine resin.
```
@@---
Spell: Transformation
School: Transmutation
NSch:
NSubSch:
Level: Wizard 6
Save: Personal
**Target:** You
---
!!
```
## Transformation
Transmutation
**Level:** Wizard 6
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
You become a virtual fighting machine? stronger, tougher, faster, and more skilled in combat. Your mind-set changes so that you relish combat and you can?t cast spells, even from magic items.
You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).
You lose your spellcasting ability, including your ability to use spell activation or spell completion magic items, just as if the spells were no longer on your class list.
Material Component: A potion of bull's strength, which you drink (and whose effects are subsumed by the spell effects).
```
@@---
Spell: Transformation Of The Deeps
School: Transmutation
NSch:
NSubSch:
Level: Blackwater 4, druid 5, Wizard 5
Save: None
SR: Yes (harmless)
---
!!
```
## Transformation Of The Deeps
Transmutation
**Level:** Blackwater 4, druid 5, Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One creature/3 levels
**Duration:** 1 hour/level (D)
**Saving Throw:** None
**Spell Resistance:** Yes (harmless)
The creature you touch undergoes a transformation that allows it to survive in the terrible lightless depths of the oceans. This creates subtle changes in the spell's target, whose eyes become completely black and whose flesh becomes hard and cold.
The target of this spell gains the ability to breathe water and is rendered immune to damage from both the temperature and the pressure in extreme depths of water. Additionally, she gains darkvision out to 60 feet. Material Component: A bit of stone or mud from a deep ocean trench.
```
@@---
Spell: Translocation Trick
School: Conjuration
Descriptor: Teleportation
NSch:
NSubSch:
Level: Wizard 4
Save: Will negates; see text
SR: Yes
---
!!
```
## Translocation Trick
Conjuration [Teleportation]
**Level:** Wizard 4
**Components:** V
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level) Targets: You and one creature
**Duration:** 10 minutes/level
**Saving Throw:** Will negates; see text
**Spell Resistance:** Yes
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.
```
@@---
Spell: Transmute Metal To Wood
School: Transmutation
NSch:
NSubSch:
Level: Druid 7
Save: None
SR: Yes (object; see text)
---
!!
```
## Transmute Metal To Wood
Transmutation
**Level:** Druid 7
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** All metal objects within a 40-ft. radius burst
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes (object; see text)
This spell enables you to change all metal objects within its area to wood. Weapons, armor, and other metal objects carried by creatures are affected as well. A magic object made of metal effectively has spell resistance equal to 20 + its caster level against this spell. Artifacts cannot be transmuted. Weapons converted from metal to wood take a ?2 penalty on attack and damage rolls. The armor bonus of any armor converted from metal to wood is reduced by 2. Weapons changed by this spell splinter and break on any natural attack roll of 1 or 2, and armor changed by this spell loses an additional point of armor bonus every time it is struck with a natural attack roll of 19 or 20.
Only limited wish, miracle, wish, or similar magic can restore a transmuted object to its metallic state.
```
@@---
Spell: Transmute Mud To Rock
School: Transmutation
Descriptor: Earth
NSch:
NSubSch:
Level: Druid 5, Wizard 5
Save: See text
SR: No
---
!!
```
## Transmute Mud To Rock
Transmutation [Earth]
**Level:** Druid 5, Wizard 5
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** Up to two 10-ft. cubes/level (S)
**Duration:** Permanent
**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. Arcane Material Component: Sand, lime, and water.
```
@@---
Spell: Transmute Rock To Mud
School: Transmutation
Descriptor: Earth
NSch:
NSubSch:
Level: Druid 5, Wizard 5
Save: See text
SR: No
---
!!
```
## Transmute Rock To Mud
Transmutation [Earth]
**Level:** Druid 5, Wizard 5
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** Up to two 10-ft. cubes/level (S)
**Duration:** Permanent; see text
**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.
Arcane Material Component: Clay and water.
```
@@---
Spell: Transmute Rock To Lava
School: Transmutation
Descriptor: Earth, Fire
NSch:
NSubSch:
Level: Druid 9, Wizard 9
Save: Reflex half; see text
SR: No
---
!!
```
## Transmute Rock To Lava
Transmutation [Earth, Fire]
**Level:** Druid 9, Wizard 9
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level) **Area:** One 10-ft. cube
**Duration:** Instantaneous
**Saving Throw:** Reflex half; see text
**Spell Resistance:** No
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 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-footradius 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.
```
@@---
Spell: Transmute Sand To Glass
School: Transmutation
Descriptor: Earth
NSch:
NSubSch:
Level: Druid 5, Wizard 5
Save: See text
SR: No
---
!!
```
## Transmute Sand To Glass
Transmutation [Earth]
**Level:** Druid 5, Wizard 5
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** Up to two 10-ft. cubes/level (S)
**Duration:** Permanent
**Saving Throw:** See text
**Spell Resistance:** No
This spell transforms a mass of normal sand of any depth into solid glass permanently. Any creature in the sand is allowed a Reflex save to escape before the area is hardened to glass. Creatures unable to escape the area become trapped and must be broken out. A creature so caught can break free by making a Strength check to break the glass or by dealing damage to the glass. Glass has hardness 1, 1 hit point per inch of thickness, and a break DC of 12, +1 per inch of thickness. A creature partially caught in the glass takes a ?2 penalty on attack rolls and a ?4 penalty to Dexterity, and is unable to move. When breaking glass, a creature takes 1d6 points of damage each time it makes a successful Strength check to break free. If broken free by others, the creature takes 1d6 points of damage from broken glass.
A creature trapped beneath the surface of the glass may begin to suffocate (see page 304 of the Dungeon Master's Guide).
Arcane Material Component: A mixture of crushed glass and sand.
```
@@---
Spell: Transmute Sand To Stone
School: Transmutation
Descriptor: Earth
NSch:
NSubSch:
Level: Druid 5, Wizard 5
Save: See text
SR: No
---
!!
```
## Transmute Sand To Stone
Transmutation [Earth]
**Level:** Druid 5, Wizard 5
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** Up to two 10-ft. cubes/level (S)
**Duration:** Permanent
**Saving Throw:** See text
**Spell Resistance:** No
This spell transforms a mass of sand of any depth into solid stone permanently. Any creature in the sand is allowed a Reflex save to escape before the area is hardened to stone. If the creature fails its save, it is entangled and can?t move. It is not considered helpless, however, and it can break out by damaging the stone. Stone has hardness 8 and 15 hit points per inch of thickness. The creature can also make a Strength check to break free. The break DC is 20, +2 per inch of thickness of the stone.
Transmute sand to stone counters and dispels transmute stone to sand. Arcane Material Component: Sand, dirt, and water.
```
@@---
Spell: Transmute Stone To Sand
School: Transmutation
Descriptor: Earth
NSch:
NSubSch:
Level: Druid 5, Wizard 5
Save: See text
SR: No
---
!!
```
## Transmute Stone To Sand
Transmutation [Earth]
**Level:** Druid 5, Wizard 5
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** Up to two 10-ft. cubes/level (S)
**Duration:** Permanent
**Saving Throw:** See text
**Spell Resistance:** No
This spell turns natural, uncut, or unworked stone of any sort into an equal volume of sand. If the spell is cast upon a boulder, for example, the boulder collapses into a heap of sand. Magical stone is not affected by this spell. The depth of the sand created cannot exceed 10 feet.
If transmute stone to sand is cast upon the ceiling of a cavern or tunnel, the sand falls to the floor and scatters in a pile 5 feet deep. For example, a 10th-level caster could convert twenty 10-foot cubes into sand. Piling on the floor, this sand would cover an area of forty 10-foot squares to a depth of 5 feet. The falling sand 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 generally have immunity to this spell, since transmute stone to sand 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 sand remains until a successful dispel magic or transmute sand to stone spell restores its substance?though not necessarily its form.
Arcane Material Component: Sandstone and granite.
```
@@---
Spell: Transport Via Plants
School: Conjuration
Subschool: Teleportation
NSch:
NSubSch:
Level: Druid 6
Save: None
SR: No
---
!!
```
## Transport Via Plants
Conjuration (Teleportation)
**Level:** Druid 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Unlimited
**Target:** You and touched objects or other touched willing creatures
**Duration:** 1 round
**Saving Throw:** None
**Spell Resistance:** No
You can enter any normal plant (Medium or larger) and pass any distance to a plant of the same kind in a single round, regardless of the distance separating the two. The entry plant must be alive. The destination plant need not be familiar to you, but it also must be alive. If you are uncertain of the location of a particular kind of destination plant, you need merely designate direction and distance and the transport via plants spell moves you as close as possible to the desired location. If a particular destination plant is desired but the plant is not living, the spell fails and you are ejected from the entry plant.
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. Use the following equivalents to determine the maximum number of larger creatures you can bring along: 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.
You can?t use this spell to travel through plant creatures.
The destruction of an occupied plant slays you and any creatures you have brought along, and ejects the bodies and all carried objects from the tree.
```
@@---
Spell: Trap The Soul
School: Conjuration
Subschool: Summoning
NSch:
NSubSch:
Level: Wizard 8
Save: See text
SR: Yes; see text
---
!!
```
## Trap The Soul
Conjuration (Summoning)
**Level:** Wizard 8
**Components:** V, S, M, (F); see text
**Casting Time:** 1 standard action or see text
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** Permanent; see text
**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. Material Component: 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.)
Focus (Trigger Object Only): If the trigger object method is used, a special trigger object, prepared as described above, is needed.
```
@@---
Spell: Traveler's Mount
School: Transmutation
NSch:
NSubSch:
Level: Blackguard 1, druid 1, paladin 1, ranger 1
Save: Will negates
SR: Yes
---
!!
```
## Traveler's Mount
Transmutation
**Level:** Blackguard 1, druid 1, paladin 1, ranger 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Animal or magical beast touched
**Duration:** 1 hour/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
The touched animal or magical beast gets a 20-foot enhancement bonus to its speed, and it can hustle without taking damage or becoming fatigued as long as the spell is in effect. While bearing a rider, the mount no longer attacks in combat. The steed willingly bears its rider into battle; it just can?t use its own natural weapons for the duration of the spell.
```
@@---
Spell: Treacherous Weapon
Source: Exemplars of Evil
School: Transmutation
NSch:
NSubSch:
Level: Bard 1, hexblade1, Wizard 1
Save: Will negates
SR: Yes
---
!!
```
## Treacherous Weapon
Source: Exemplars of Evil
Transmutation
**Level:** Bard 1, hexblade1, Wizard 1
**Components:** V, S
**Casting Time:** 1 immediate action; see text
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 round
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You make a gesture accompanied by a sharp arcane command, and your foe's weapon gives off a momentary shower of sparks. You can cast this spell on any creature wielding a manufactured weapon. If the target fails its saving throw, the weapon takes a ?1 penalty on attack rolls and damage rolls.
For every two caster levels beyond 1st, the penalty worsens by 1. Thus, at 3rd level, the weapon takes a ?2 penalty; at 5th level, a ?3 penalty; at 7th level, a ?4 penalty; and at 9th level or higher, a maximum ?5 penalty. When this spell is cast on a creature wielding a magic weapon, subtract the weapon's enhancement bonus from the penalty. For example, a 1st-level caster would reduce a +1 longsword to a +0 longsword. If you extend the spell's casting time to 1 standard action, the enhancement penalties double.
```
@@---
Spell: Treasure Scent
School: Divination
NSch:
NSubSch:
Level: Bard 3, druid 3, sorcerer/ wizard 4
Save: Personal
**Target:** You
---
!!
```
## Treasure Scent
Divination
**Level:** Bard 3, druid 3, sorcerer/ wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level
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.
```
@@---
Spell: Tree Healing
Source: Player's Guide to Faerûn
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Initiate of nature 5
Save: Personaland touch
**Target:** You and one tree
---
!!
```
## Tree Healing
Source: Player's Guide to Faerûn
Conjuration (Healing)
**Level:** Initiate of nature 5
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Personaland touch
**Target:** You and one tree
**Duration:** 1 day (D)
**Saving Throw:** None
**Spell Resistance:** No
You enter a normal tree, which must be large enough to accommodate your body in all three dimensions.
You can remain hidden within it for as long as you desire, up to 1 day.
While you remain inside it, the tree nourishes and heals you.
You have no need to breathe or eat, and you regain a number of lost hit points equal to your character level for each hour spent in the tree.
If you remain inside for an entire day, you receive the benefit of a heal spell.
The tree also grants you total cover and protects you from extreme heat or cold, rain, sunlight, snow, and all other environmental conditions.
You can hear but not see what occurs outside the tree.
Minor physical damage to the tree does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals you 5d6 points of damage.
If the tree is totally destroyed (by a forest fire or a blight spell, for example), you are expelled from the tree and instantly slain unless you succeed on a DC 18 Fortitude save.
```
@@---
Spell: Tree Shape
School: Transmutation
NSch:
NSubSch:
Level: Druid 2, Ranger 3
Save: Personal
**Target:** You
---
!!
```
## Tree Shape
Transmutation
**Level:** Druid 2, Ranger 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level (D)
By means of this spell, you are able to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs. The closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests you are, in fact, a tree or shrub, although a detect magic spell reveals a faint transmutation on the tree. While in tree form, you can observe all that transpires around you just as if you were in your normal form, and your hit points and save bonuses remain unaffected. You gain a +10 natural armor bonus to AC but have an effective Dexterity score of 0 and a speed of 0 feet. You are immune to critical hits while in tree form. All clothing and gear carried or worn changes with you. You can dismiss tree shape as a free action (instead of as a standard action).
```
@@---
Spell: Tree Stride
School: Conjuration
Subschool: Teleportation
NSch:
NSubSch:
Level: Druid 5, Ranger 4
Save: Personal
**Target:** You
---
!!
```
## Tree Stride
Conjuration (Teleportation)
**Level:** Druid 5, Ranger 4
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level or until expended; see text
You gain the ability to enter trees and move from inside one tree to inside another tree. The first tree you enter and all others you enter must be of the same kind, must be living, and must have girth at least equal to yours. By moving into an oak tree (for example), you instantly know the location of all other oak trees within transport range (see below) and may choose whether you want to pass into one or simply step back out of the tree you moved into. You may choose to pass to any tree of the appropriate kind within the transport range as shown on the following table.
Type of tree Transport range
Oak, ash, yew
3,000 feet
Elm, linden
2,000 feet
Other deciduous
1,500 feet
Any coniferous
1,000 feet
All other trees 500 feet
You may move into a tree up to one time per caster level (passing from one tree to another counts only as moving into one tree). The spell lasts until the duration expires or you exit a tree. Each transport is a full-round action. You can, at your option, remain within a tree without transporting yourself, but you are forced out when the spell ends. If the tree in which you are concealed is chopped down or burned, you are slain if you do not exit before the process is complete.
```
@@---
Spell: Tremor
School: Evocation
Descriptor: Earth
NSch:
NSubSch:
Level: Cleric 3, druid 3
Save: See text
SR: No
---
!!
```
## Tremor
Evocation [Earth]
**Level:** Cleric 3, druid 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 40-ft. radius spread
**Duration:** 1 round/3 levels
**Saving Throw:** See text
**Spell Resistance:** No
This minor quake is not strong enough to damage structures. The effect lasts for 1 round per three caster levels, during which time any spellcaster on the ground in the area must succeed on a Concentration check (DC 15 + spell level) or lose any spell she is casting. A creature attempting to use a skill that would provoke attacks of opportunity (such as Disable Device, Heal, Open Lock, and Use Rope, among others) must succeed on a DC 15 Concentration check, or the action automatically fails and is wasted. Each creature in the area must make a Reflex save each round or be knocked prone.
```
@@---
Spell: Tremorsense
School: Transmutation
NSch:
NSubSch:
Level: Ranger 2, Wizard 3
Save: Personal
**Target:** You
---
!!
```
## Tremorsense
Transmutation
**Level:** Ranger 2, Wizard 3
**Components:** V, S, F/DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level (D)
You can automatically pinpoint the location of any object or creature within 30 feet that is in contact with the ground.
Arcane Focus: A fleck of skin from a creature that has tremorsense.
```
@@---
Spell: Triadspell
School: Transmutation
NSch:
NSubSch:
Level: Cleric 5
Save: Personal
**Target:** You
---
!!
```
## Triadspell
Transmutation
**Level:** Cleric 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** Instantaneous
You alter one of your prepared spells so that you can cast it three times before it is expended. The prepared spell must be of 3rd level or lower, and once the triadspell is cast, you can cast the altered spell two additional times (a total of three times) before it is expended. The altered spell functions normally and requires
Components or XP for each use as if you were casting three separate spells. If you later choose to prepare a different spell in that spell slot, any extra castings provided by the triadspell are lost. You cannot cast triadspell more than once upon a single prepared spell.
```
@@---
Spell: Trip Vine
School: Transmutation
NSch:
NSubSch:
Level: Druid 2, ranger 2
Save: Reflex negates; see text
SR: No
---
!!
```
## Trip Vine
Transmutation
**Level:** Druid 2, ranger 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** One 10-ft. square/level (S)
**Duration:** 1 hour/level
**Saving Throw:** Reflex negates; see text
**Spell Resistance:** No
Trip vine causes plants within the area to grow together to form a tangle. Any creature entering an affected square must succeed on a Reflex save or fall prone. Any creature charging into an affected square takes a ?2 penalty on its saving throw.
If this spell is cast on an area of underangerowth (see page 87 of the Dungeon Master's Guide), saves against the spell take a ?2 penalty.
```
@@---
Spell: Triple Mask
Source: Player's Guide to Faerûn
School: Illusion
Subschool: Shadow
NSch:
NSubSch:
Level: Initiate of cyric 7
Save: Will disbelief (if interacted with)
SR: No
---
!!
```
## Triple Mask
Source: Player's Guide to Faerûn
Illusion (Shadow)
**Level:** Initiate of cyric 7
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Three shadow duplicates
**Duration:** 1 round/level (D)
**Saving Throw:** Will disbelief (if interacted with)
**Spell Resistance:** No
You create three shadow duplicates of yourself.
These images look, sound, and smell like you but are intangible.
You can switch your perceptions to any shadow or your own body as a free action on your turn.
When you use the perceptions of a shadow, it mimics your actions (including speech) unless you concentrate on making it act differently.
Any shadows you are not controlling remain motionless and unreactive.
If you desire, any spell you cast whose range is touch or greater can originate from a controlled shadow instead of from you.
(The shadows are quasi-real?just real enough to cast spells that you originate).
A shadow can cast only spells that affect shadows on itself.
The shadows behave like the servant conjured by an unseen servant spell.
They are mindless, so while they can perform simple tasks such as opening doors, they cannot perform complex tasks such as puzzle solving.
A controlled shadow can also be programmed to move in a particular direction or to a location you know.
It moves at your speed and continues to move in this manner until either it reaches its destination or you shift your perceptions to it and program it to go somewhere else.
If you use dimension door, teleport, plane shift, or a similar spell that removes you from the same plane as the shadows, even momentarily, the spell ends.
Normally this spell is used to give you several false bodies?one that acts as a safe haven for casting spells (similar to project image) and the other two as distractions.
```
@@---
Spell: Triple Strike
Source: Lost Empires of Faerun
School: Transmutation
NSch:
NSubSch:
Level: Wizard 5
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Triple Strike
Source: Lost Empires of Faerun
Transmutation
**Level:** Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature/level, no two of which may be more than 30 ft. apart
**Duration:** 1 round
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
This spell, created by a coronal of Cormanthyr from days long past, imbues a number of targets with devastating speed in battle.
Each subject of Sakkratar's triple strike can take two extra attacks when making a full attack action, provided that it attacks with a melee weapon it is holding.
These extra attacks are made using the subject's full base attack bonus, plus any modifiers appropriate to the situation.
In addition, each affected creature's melee weapon bursts into pure white flame, gaining the keen and flaming burst special abilities for the duration of the spell.
This effect is not cumulative with similar effects, such as a haste spell or a weapon of speed, nor does it grant an extra action.
Material Component: A three-faceted prism.
```
@@---
Spell: Tripping Hand
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Duskblade 1, Wizard 1
Save: Reflex negates
SR: Yes
---
!!
```
## Tripping Hand
Evocation [Force]
**Level:** Duskblade 1, Wizard 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** Instantaneous
**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.
Material **Components:** Three glass beads.
```
@@---
Spell: Trollshape
School: Transmutation
Subschool: Polymorph
NSch:
NSubSch:
Level: Wizard 4
Save: Personal
**Target:** You
---
!!
```
## Trollshape
Transmutation (Polymorph)
**Level:** Wizard 4
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
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.
```
@@---
Spell: True Banishment
Source: Tome of Magic
School: Abjuration
NSch:
NSubSch:
Level: Cleric 8
Save: None
SR: Yes
---
!!
```
## True Banishment
Source: Tome of Magic
Abjuration
**Level:** Cleric 8
**Components:** V, TN
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One extraplanar creature
**Duration:** Instantaneous; see text
**Saving Throw:** None
**Spell Resistance:** Yes
You thrust your holy symbol at the creature as you speak its truename, sending it back whence it came in a swirl of flame and brimstone.
This spells functions like the banishment spell, except that it requires a successful Truespeak check to function and allows no saving throw (spell resistance still applies, though).
The true banishment spell affects only a single creature, but there's no Hit Dice limit other than the one implicit in the Truespeak check DC.
Objects that the target hates, fears, or opposes don't grant bonuses on the level check to overcome the creature's spell resistance.
If true banishment is successful, the target cannot return to the plane it was banished from for one month per caster level?unless it learns and correctly speaks the spellcaster's personal truename, in which case the prohibition no longer applies.
Truename Component: When you cast this spell, you must correctly speak the personal truename of the creature you're trying to banish.
```
@@---
Spell: True Casting
School: Divination
NSch:
NSubSch:
Level: Wizard 1
Save: Personal
**Target:** You
---
!!
```
## True Casting
Divination
**Level:** Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** One spell
Your next single spell (if it is cast before the end of the next round) gains a +10 insight bonus on any caster level check made to overcome spell resistance.
```
@@---
Spell: True Creation
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Creation 8
Save: None
SR: No
---
!!
```
## True Creation
Conjuration (Creation)
**Level:** Creation 8
**Components:** V, S, M, XP **Casting Time:** 10 minutes **Range:** 0 ft.
Effect: Unattended, nonmagical object of nonliving matter, up to 1 cu. ft./level
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
You create a nonmagical, unattended object of any sort of matter. Items created are permanent and cannot be negated by dispelling magic or negating powers. For all intents and purposes, these items are completely real. 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, such as a Craft (bowmaking) check to make straight arrow shafts or a Craft (gemcutting) check to make a cut and polished gem. Unlike the items brought into being by the lower-level spells minor creation and major creation, objects created by the casting of true creation can be used as material Components.
Material Component: A small piece of matter of the same type of item you plan to create?a sliver of wood to create arrow shafts, a tiny piece of the appropriate stone to create a polished gem, and so forth. XP Cost: Half the item's gold piece value in XP, or 50 XP, whichever is more.
```
@@---
Spell: True Domination
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Domination 8
Save: Will negates; see text
SR: Yes
---
!!
```
## True Domination
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Domination 8
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One humanoid
**Duration:** 24 hours/level
**Saving Throw:** Will negates; see text
**Spell Resistance:** Yes
You can control the actions of any humanoid. You establish a telepathic link with the subject's mind. If a common language is shared, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language is shared, 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. Subjects have a chance of resisting this control by making a Will save to avoid the effect when the spell is cast. Those affected by the spell and then forced to take actions against their nature receive a new saving throw with a ?4 penalty. Obviously self-destructive orders might be carried out, unless the subject can make a saving throw with the ?4 penalty. 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. 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 it does not prevent the establishment of domination or dispel it.
```
@@---
Spell: True Prayer Of The Chosen
Source: Tome of Magic
School: Transmutation
NSch:
NSubSch:
Level: Paladin 3, Cleric 4
Save: Personal
**Target:** You
---
!!
```
## True Prayer Of The Chosen
Source: Tome of Magic
Transmutation
**Level:** Paladin 3, Cleric 4
**Components:** V, S, DF, TN
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
Raising your eyes to the skies, you speak your own truename to your patron deity, asking for protection as your mission takes you into harm's way.
A golden coruscation surrounds you.
True prayer of the chosen grants you a +3 insight bonus on saving throws and to Armor Class.
For the duration of the spell, you are protected by the power of your deity, who gives you divine insight into the threats you're about to face.
Truename Component: When you cast this spell, you must correctly speak your personal truename.
```
@@---
Spell: True Prayer Of The Faithful
Source: Tome of Magic
School: Transmutation
NSch:
NSubSch:
Level: Cleric 2, Paladin 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## True Prayer Of The Faithful
Source: Tome of Magic
Transmutation
**Level:** Cleric 2, Paladin 2
**Components:** V, DF, TN
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One or more creatures, no two of which are more than 30 ft. apart; see text
**Duration:** 1 round/level; see text
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
Raising your eyes to the skies, you concentrate on a brief prayer using the true language of the universe, using truename power to ask for the favor of your patron deity. A flashing, brassy mote of energy spins around those you target.
When you cast true prayer of the faithful, you ask your patron deity to give your allies (possibly including yourself) a measure of divine aid.
The subjects of this spell gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks.
This spell automatically affects a single target if you succeed on the required Truespeak check.
But the higher your Truespeak check result, the more creatures you can affect (see below).
Truename Component: When you cast this spell, you must correctly speak a truename associated with your deity.
You learn this truename when you learn this spell.
It's not your deity's truename, but a term associated with divine assistance.
The Truespeak DC is 20, and you can have the true prayer of the faithful affect one additional creature for every 5 points by which you exceed the Truespeak DC.
In addition, you gain an extra round of duration for every personal truename of a target creature you speak during the casting of the spell; your patron deity is better able to identify and assist your friends if you tell the deity their personal truenames.
```
@@---
Spell: True Resurrection
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Cleric 9
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## True Resurrection
Conjuration (Healing)
**Level:** Cleric 9
**Casting Time:** 10 minutes
This spell functions like raise dead, except that you can resurrect a creature that has been dead for as long as 10 years per caster level. This spell can even bring back creatures whose bodies have been destroyed, provided that you unambiguously identify the deceased in some fashion (reciting the deceased's time and place of birth or death is the most common method).
Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of level (or Constitution points) or prepared spells.
You can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. This spell can also resurrect elementals or outsiders, but it can?t resurrect constructs or undead creatures.
Even true resurrection can?t restore to life a creature who has died of old age.
Material Component: A sprinkle of holy water and diamonds worth a total of at least 25,000 gp.
## True Seeing
Divination
**Level:** Cleric 5, Druid 7, Knowledge 5, Wizard 6
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 min./level
**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.
Material Component: An ointment for the eyes that costs 250 gp and is made from mushroom powder, saffron, and fat.
```
@@---
Spell: True Seeing, Mass
School: Divination
NSch:
NSubSch:
Level: Truth 9
Save: Personal
**Target:** You
---
!!
```
## True Seeing, Mass
Divination
**Level:** Truth 9
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature/level, no two of which can be more than 30 ft. apart.
This spell functions like the true seeing spell (see page 296 of the Player's Handbook), except that it affects multiple creatures.
Material Component: An ointment for the eyes that costs 1,000 gp and is made from mushroom powder, saffron, and fat.
## True Strike
Divination
**Level:** Wizard 1
**Components:** V, F
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** See text
You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target. Focus: A small wooden replica of an archery target.
```
@@---
Spell: Truename Binding
Source: Tome of Magic
School: Conjuration
Subschool: Calling
NSch:
NSubSch:
Level: Wizard 7
Save: Will negates
SR: No and yes; see lesser planar binding text
---
!!
```
## Truename Binding
Source: Tome of Magic
Conjuration (Calling)
**Level:** Wizard 7
**Components:** V, S, V, TN
**Casting Time:** 10 minutes
**Range:** Close (25 ft. + 5 ft./2 levels); see lesser planar binding text
**Target:** One elemental or outsider of CR 10 or less
**Duration:** Instantaneous
**Saving Throw:** Will negates
**Spell Resistance:** No and yes; see lesser planar binding text
This spell functions like lesser truename binding, except that you can call a single creature of CR 10 or less. XP Cost: 200 XP.
```
@@---
Spell: Truename Binding, Greater
Source: Tome of Magic
School: Conjuration
Subschool: Calling
NSch:
NSubSch:
Level: Wizard 9
Save: Will negates
SR: No and yes; see lesser planar binding text
---
!!
```
## Truename Binding, Greater
Source: Tome of Magic
Conjuration (Calling)
**Level:** Wizard 9
**Components:** V, S, V, TN
**Casting Time:** 10 minutes
**Range:** Close (25 ft. + 5 ft./2 levels); see lesser planar binding text
**Target:** One elemental or outsider of CR 14 or less
**Duration:** Instantaneous
**Saving Throw:** Will negates
**Spell Resistance:** No and yes; see lesser planar binding text
This spell functions like lesser planar binding, except that you can call a single creature of CR 14 or less. XP Cost: 300 XP.
```
@@---
Spell: Truename Binding, Lesser
Source: Tome of Magic
School: Conjuration
Subschool: Calling
NSch:
NSubSch:
Level: Wizard 5
Save: Will negates
SR: No and yes; see lesser planar binding text
---
!!
```
## Truename Binding, Lesser
Source: Tome of Magic
Conjuration (Calling)
**Level:** Wizard 5
**Components:** V, S, V, TN
**Casting Time:** 10 minutes
**Range:** Close (25 ft. + 5 ft./2 levels); see lesser planar binding text
**Target:** One elemental or outsider of CR 6 or less
**Duration:** Instantaneous
**Saving Throw:** Will negates
**Spell Resistance:** No and yes; see lesser planar binding text
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. Truename Component: When you cast this spell, you must correctly speak the personal truename of the target creature you're trying to bind to service.
XP Cost: 100 XP.
```
@@---
Spell: Truename Dispel
Source: Tome of Magic
School: Abjuration
NSch:
NSubSch:
Level: Bard 6, Cleric 8, Druid 8, Wizard 8
Save: None
SR: No
---
!!
```
## Truename Dispel
Source: Tome of Magic
Abjuration
**Level:** Bard 6, Cleric 8, Druid 8, Wizard 8
**Components:** V, S, TN
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
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.
Truename Component: When you cast this spell, you must correctly speak the personal truename of the creature you're targeting with truename dispel.
```
@@---
Spell: Tsunami
School: Conjuration
Subschool: Creation
Descriptor: Water
NSch:
NSubSch:
Level: Druid 9
Save: Fortitude partial (object)
SR: No
---
!!
```
## Tsunami
Conjuration (Creation) [Water]
**Level:** Druid 9
**Components:** V, S, M
**Casting Time:** 1 round
**Range:** Long (400 ft. + 40 ft./level)
Effect: 20-ft./level-wide, 10-ft.-long, 40-ft.-high wave of water; see text
**Duration:** Concentration, up to 1 round/level (D)
**Saving Throw:** Fortitude partial (object)
**Spell Resistance:** No
This spell creates a towering tsunami and sends it forth in a powerful wave to smash all in its path. The tsunami starts at any point you select within range of the spell and then moves at a speed of 60 feet in any direction chosen by you. Once the direction is set, the tsunami cannot change course. The tsunami deals 1d6 points of bludgeoning damage per caster level (maximum 20d6) to all in its path. Anything struck can make a Fortitude saving throw for half damage. Gargantuan or larger creatures that fail the save are knocked prone. Huge or smaller creatures that fail the save are picked up and carried with the wave. Each round a victim is carried by the tsunami, it takes the bludgeoning damage again and can make an additional Fortitude save for half damage. Creatures being carried by a tsunami cannot move in any other way. They can otherwise act normally, but must make a Concentration check (DC 20 + spell level) to cast a spell. Creatures caught in a tsunami take a ?4 penalty to Dexterity and a ?2 penalty on attack rolls. They can escape the wave by making successful DC 20 Swim checks, as long as they end their movement outside the effect of the tsunami. Any creature that comes in contact with a tsunami as a result of movement during its turn is considered to have been struck by the tsunami's movement. A creature can attempt to extract another creature caught by a tsunami, providing the rescuer resists being swept up or knocked down by the tsunami and can reach the victim Extracting a victim in this manner requires a DC 20 Strength check. A tsunami's progress can be halted by anything that would normally block line of effect along its path, assuming the tsunami does not destroy the intervening object or creature. If only a portion of the tsunami is blocked, the rest of it continues on. Although this spell can be cast on dry land, it is most effective when cast on the open sea. In this case, saving throws to avoid full damage are made with a ?4 penalty, and the width of the tsunami increases to 40 feet per caster level. A tsunami that begins on water but then travels onto land immediately shrinks to its land size and speed. A tsunami does not vanish if it moves beyond the spell's initial range. Material Component: A crown of coral set with pearls (total value of at least 5,000 gp).
```
@@---
Spell: Tunnel Swallow
School: Conjuration
Subschool: Creation
Descriptor: Earth
NSch:
NSubSch:
Level: Wizard 6
Save: Reflex partial; see text
SR: No
---
!!
```
## Tunnel Swallow
Conjuration (Creation) [Earth]
**Level:** Wizard 6
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** Tunnel section up to 20 ft. in diameter and up to 50 ft. long
**Duration:** Instantaneous
**Saving Throw:** Reflex partial; see text
**Spell Resistance:** No
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. Material Component: A lump of chewed vegetable or meat.
```
@@---
Spell: Turbidity
School: Abjuration
NSch:
NSubSch:
Level: Wizard 2
Save: None
SR: No
---
!!
```
## Turbidity
Abjuration
**Level:** Wizard 2
**Components:** S, M
**Casting Time:** 1 standard action **Range:** 0 ft.
**Area:** 20-ft. radius spread centered on you
**Duration:** 1 min./level
**Saving Throw:** None
**Spell Resistance:** No
You cause the water surrounding you to swirl and fill with suspended sediments, decreasing visibility and making it harder for foes to attack you. This roiling cloud obscures all vision, including darkvision, beyond 5 feet. Creatures within the area up to 5 feet from an attacker have concealment (20% miss chance), while those farther away have total concealment (50% miss chance). Creatures other than you within this cloud must make a Concentration check to cast a spell (DC 15 + spell level). Ranged attacks that pass through the turbidity automatically fail.
A vigorous current (1?3 knots) disperses the clouded water in 4 rounds; a dangerous or stronger current (4 or more knots) disperses it within 1 round. This spell only functions under water.
Material Component: A handful of mud.
```
@@---
Spell: Turn Anathema
Source: Complete Champion
School: Enchantment
Subschool: Compulsion
Descriptor: Mind Affecting and Chaotic, Evil, Good, or Lawful
NSch:
NSubSch:
Level: Blackguard 2, cleric 2, paladin 2
Save: Personal
**Target:** You
---
!!
```
## Turn Anathema
Source: Complete Champion
Enchantment (Compulsion) [Mind Affecting and Chaotic, Evil, Good, or Lawful]
**Level:** Blackguard 2, cleric 2, paladin 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level
Choose one non-neutral aspect of your own alignment? chaotic, evil, good, or lawful. If you are neutral, you must choose an alignment component for this spell when you first cast it, and this choice cannot be altered for subsequent castings unless your alignment has changed in such a way as to make that choice unsuitable. The spell takes on the descriptor of the selected alignment component.
Upon casting this spell, you can use one of your daily turn or rebuke attempts to turn creatures with the opposing alignment subtype as though they were undead. For instance, if you cast turn anathema as a good spell, you could attempt to turn creatures of the evil subtype, such as demons. You could not, however, turn a red dragon, because although it is an evil creature, it lacks the evil subtype. This spell allows only turning, not rebuking or destroying, even if you normally rebuke rather than turn. You can use as many of your daily turn/rebuke attempts as you wish in this way for the duration of the spell.
```
@@---
Spell: Twilight Luck
School: Abjuration
Descriptor: Good
NSch:
NSubSch:
Level: Sanctified 1
Save: None
SR: Yes (harmless)
---
!!
```
## Twilight Luck
Abjuration [Good]
**Level:** Sanctified 1
**Components:** V, Abstinence
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One nonevil creature touched
**Duration:** 1 minute/level
**Saving Throw:** None
**Spell Resistance:** Yes (harmless)
By means of this spell, the caster can impart the luck of the fey to one nonevil being. The target gains a +1 luck bonus on all saving throws for the duration of the spell.
Abstinence: The caster must refrain from imbibing alcohol for 3 days prior to casting this spell.
```
@@---
Spell: Tyche's Touch
Source: Lost Empires of Faerun
School: Abjuration
NSch:
NSubSch:
Level: Cleric 2
Save: Will negates
SR: Yes
---
!!
```
## Tyche's Touch
Source: Lost Empires of Faerun
Abjuration
**Level:** Cleric 2
**Components:** S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One living creature
**Duration:** 24 hours or until discharged
**Saving Throw:** Will negates
**Spell Resistance:** Yes
This spell confers either a protection or a curse (your choice at the time of casting) upon a single living creature.
The effects of the two options are as follows.
Protection: The subject gains a +4 sacred bonus on the first saving throw made after the spell is cast, a +3 sacred bonus on the second saving throw, a +2 sacred bonus on the third, and a +1 sacred bonus on the fourth. Curse: The subject takes a -4 penalty on the first saving throw made after the spell is cast, a -3 penalty on the second saving throw, a -2 penalty on the third, and a -1 penalty on the fourth.
Tyche's touch lasts for 24 hours or until its power is exhausted (after the fourth saving throw).
Only one Tyche's touch spell can affect a given creature at one time.
Tyche's touch spells automatically counter and dispel each other if cast on the same creature, regardless of how many saving throws the first casting of the spell has already affected.
```
@@---
Spell: Unbind Chakra
School: Necromancy
NSch:
NSubSch:
Level: Assassin 3, hexblade 3, sorcerer/ wizard 4
Save: Will negates
SR: Yes
---
!!
```
## Unbind Chakra
Necromancy
**Level:** Assassin 3, hexblade 3, sorcerer/ wizard 4
**Components:** V, S (E)
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
You temporarily sever one or more chakra binds between the target and his soulmelds and/or magic items. This affects one chakra bind for every four caster levels, to a maximum of three binds at 12th level. For the spell's duration, the target creature loses all benefits of the severed chakra binds. The target also takes 1d6 points of damage per chakra bind severed.
At the time of casting, you can choose particular chakra binds to sever (such as arms or soul). If you do not choose specific chakra binds, the DM randomly determines which chakra binds are affected.
Essentia: Every point of essentia you invest in this spell adds +1d6 to the damage dealt per chakra bind severed.
```
@@---
Spell: Unbinding
School: Abjuration
NSch:
NSubSch:
Level: Liberation 9, Wizard 9
Save: None
SR: No
---
!!
```
## Unbinding
Abjuration
**Level:** Liberation 9, Wizard 9
**Components:** V, S, M, DF **Casting Time:** 1 round **Range:** 180 ft.
**Area:** 180-ft. radius burst centered on you
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
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. Material **Components:** A lodestone and a pinch of saltpeter.
```
@@---
Spell: Undead Bane Weapon
School: Transmutation
NSch:
NSubSch:
Level: Cleric 4, paladin 3
Save: Will negates (harmless, object)
SR: Yes (harmless, object)
---
!!
```
## Undead Bane Weapon
Transmutation
**Level:** Cleric 4, paladin 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Weapon touched or fifty projectiles (all of which must be in contact with each other at the time of casting)
**Duration:** 1 hour/level
**Saving Throw:** Will negates (harmless, object)
**Spell Resistance:** Yes (harmless, object)
You give a weapon the undead bane special ability in addition to any other properties it has. Against undead, your weapon's enhancement bonus is 2 higher than normal, and it deals an extra 2d6 points of damage against undead. The spell has no effect if cast upon a weapon that already has the undead bane special ability. Alternatively, you can affect up to fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together, such as in the same quiver. Projectiles, but not thrown weapons, lose their transmutation after one attack. The weapon is treated as good-aligned for the purpose of overcoming damage reduction.
```
@@---
Spell: Undead Lieutenant
School: Necromancy
NSch:
NSubSch:
Level: Wizard 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Undead Lieutenant
Necromancy
**Level:** Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One undead creature; see text
**Duration:** 24 hours
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
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.
```
@@---
Spell: Undead Torch
School: Necromancy
NSch:
NSubSch:
Level: Wizard 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Undead Torch
Necromancy
**Level:** Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One corporeal undead/ level, no two of which are more than 30 ft. apart
**Duration:** 1 round/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
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. Material Component: A living or dead firefly or glowworm.
```
@@---
Spell: Undeath After Death
Source: Player's Guide to Faerûn
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Initiate of bane 7
Save: None
SR: No
---
!!
```
## Undeath After Death
Source: Player's Guide to Faerûn
Necromancy [Evil]
**Level:** Initiate of bane 7
**Components:** V, S, M
**Casting Time:** 10 minutes
**Range:** Touch
**Target:** Willing living creature touched
**Duration:** Permanent until discharged
**Saving Throw:** None
**Spell Resistance:** No
You tear off a piece of a creature's life force, corrupt it with negative energy and the power of undeath, then bind it back to the same creature's body.
This process initiates a blasphemous transformation when the creature dies.
The subject of this spell loses 2 points of Constitution upon casting.
When it dies, the corrupted life force initiates a slow change in its body, causing it to animate as a crypt spawn at the next sunset (see Chapter 6 in Monstrous Compendium: Monsters of Faerûn).
If the creature's remains are destroyed, the undeath after death spell cannot bring it back as an undead.
Even if the spell is dispelled before the subject dies, it still does not regain its lost Constitution points.
Material **Components:** A piece of obsidian shaped like a heart, which is placed on the subject's chest, and a black onyx gem worth at least 50 gp per HD the subject creature possesses at the time the spell is cast. This gem must be placed in the subject's mouth.
```
@@---
Spell: Undeath To Death
School: Necromancy
NSch:
NSubSch:
Level: Cleric 6, Wizard 6
Save: Will negates
---
!!
```
## Undeath To Death
Necromancy
**Level:** Cleric 6, Wizard 6
**Components:** V, S, M/DF
**Area:** Several undead creatures within a 40-ft. radius burst
**Saving Throw:** Will negates
This spell functions like circle of death, except that it destroys undead creatures as noted above. Material Component: The powder of a crushed diamond worth at least 500 gp.
```
@@---
Spell: Undeath's Eternal Foe
School: Abjuration
Descriptor: Good
NSch:
NSubSch:
Level: Cleric 9
Save: None (harmless)
SR: Yes (harmless)
---
!!
```
## Undeath's Eternal Foe
Abjuration [Good]
**Level:** Cleric 9
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels) Targets: One creature/5 levels
**Duration:** 1 round/level
**Saving Throw:** None (harmless)
**Spell Resistance:** Yes (harmless)
You grant one or more creatures special abilities that allow them to effectively destroy undead. All subjects receive a death ward effect (PH 217). The subjects also have immunity to the special attacks and abilities of undead that deal ability damage, ability drain, fear effects, disease, paralysis, or poison. Targets can make melee and ranged attacks against ethereal or incorporeal undead as if they were using ghost touch weapons. They also gain a +4 sacred bonus to AC against attacks by undead.
```
@@---
Spell: Undermaster
School: Transmutation
Descriptor: Earth
NSch:
NSubSch:
Level: Druid 9, Wizard 9
Save: Personal
**Target:** You
---
!!
```
## Undermaster
Transmutation [Earth]
**Level:** Druid 9, Wizard 9
**Components:** V, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 5 rounds
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 spelllike 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.
Material Component: A deep blue spinel worth 500 gp.
```
@@---
Spell: Undersong
School: Transmutation
NSch:
NSubSch:
Level: Bard 1
Save: Personal
**Target:** You
---
!!
```
## Undersong
Transmutation
**Level:** Bard 1
**Components:** V
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level
This spell brings to your mind a song that helps you retain your concentration. The song does not distract you from any task at hand?on the contrary, by humming along to the tune, you can focus your mind with ease. As long as this spell is in effect, you can make a Perform check in place of a Concentration check.
```
@@---
Spell: Understand Device
Source: Player's Guide to Faerûn
School: Divination
NSch:
NSubSch:
Level: Initiate of gond 3
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Understand Device
Source: Player's Guide to Faerûn
Divination
**Level:** Initiate of gond 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** You
**Duration:** 1 min./level
You gain an intuitive insight into the weaknesses and flaws of mechanical objects.
You can make untrained Disable Device and Open Lock checks as if you had 1/2 rank in each skill.
You gain an insight bonus equal to your caster level (maximum +15) on Disable Device and Open Lock checks.
## Undetectable Alignment
Abjuration
**Level:** Bard 1, Cleric 2, Paladin 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature or object
**Duration:** 24 hours
**Saving Throw:** Will negates (object)
**Spell Resistance:** Yes (object)
An undetectable alignment spell conceals the alignment of an object or a creature from all forms of divination.
```
@@---
Spell: Undulant Innards
School: Transmutation
NSch:
NSubSch:
Level: Wizard 3
Save: None
SR: No
---
!!
```
## Undulant Innards
Transmutation
**Level:** Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
This spell causes a powerful transformation in the target creature. Outwardly, the target doesn?t appear any different. On the inside, the creature's internal organs constantly seethe and slither about, and actively avoid being struck at by weapons. For the duration of the spell, the target is immune to extra damage from critical hits and sneak attacks. Additionally, the target takes minimum possible damage from falls and gains a +4 enhancement bonus on all saving throws against poison, disease, and paralysis.
```
@@---
Spell: Undying Aura
Source: Magic of Eberron
School: Transmutation
NSch:
NSubSch:
Level: Cleric 5
Save: Will partial
SR: Yes
---
!!
```
## Undying Aura
Source: Magic of Eberron
Transmutation
**Level:** Cleric 5
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** 1 minute/level or until discharged
**Saving Throw:** Will partial
**Spell Resistance:** Yes
Undying aura wreathes the target creature in a golden shield of positive energy, granting it immunity to death effects, energy drain effects, and any negative energy effects (such as from chill touch or an infl ict spell). Any time during the spell's duration, the target can release the power of the aura by making a melee touch attack against an undead creature. On a successful attack, the aura pulses angrily as it tears apart the negative energy sustaining the creature, dealing 1d6 points of damage per caster level (maximum 15d6) and dazing it for 1 round. A successful Will save halves the damage and negates the daze effect.
Since the spell utilizes positive energy to deal damage, incorporeal creatures do not benefit from the normal miss chance for incorporeality. Using the touch attack ends the spell's duration.
A deathless creature (see page 275 of the Eberron Campaign Setting) targeted by the touch attack power of this spell is instead healed of 1d6 points of damage per caster level (maximum 15d6). Some suggest that this indicates the spell was originally designed by the Aereni, and the name of the spell seems to support this claim. Focus: A clear spar of crystal worth 500 gp.
```
@@---
Spell: Undying Vigor Of The Dragon Lords
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Sorcerer 5
Save: Personal
**Target:** You
---
!!
```
## Undying Vigor Of The Dragon Lords
Conjuration (Healing)
**Level:** Sorcerer 5
**Components:** V
**Casting Time:** 1 full round
**Range:** Personal
**Target:** You
**Duration:** Instantaneous
This spell converts arcane spell energy into pure draconic life energy, guiding it to repair damage to your body. You immediately heal 5d6 points of damage. As part of the casting of this spell, you can sacrifice one sorcerer spell slot of up to 9th level; doing this increases the healing by 1d6 points per level of the sacrificed slot. For example, a 10th-level sorcerer who spent two 5th-level spell slots (one to cast the spell and another to enhance it) would heal 10d6 points of damage.
This spell does not channel positive energy as divine healing spells do, so it functions the same for undead spellcasters as it does for living casters.
Special: If you are of the dragonblood subtype (see page 4), this spell heals an extra 1 point of damage per die rolled.
```
@@---
Spell: Unearthly Beauty
School: Trasmutation
Descriptor: Good
NSch:
NSubSch:
Level: Druid 8, Fey 8
Save: Fortitude negates; see text
SR: Yes
---
!!
```
## Unearthly Beauty
Trasmutation [Good]
**Level:** Druid 8, Fey 8
As blinding beauty, but at any time during the duration of the spell, you can evoke an additional effect as a free action. When you choose, any creature within 30 feet of you that is looking directly at you must succeed on a Will save or die.
Abstinence Component: You must abstain from sexual intercourse for one month before casting this spell.
## Unearthly Heat
Transmutation
**Level:** Wizard 5, Summer 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** 1 round/level
**Saving Throw:** Fortitude negates; see text
**Spell Resistance:** Yes
Your touch raises the effective body temperature of the target as though it were exposed to unearthly heat. Each round, the subject takes 1d6 points of lethal damage and 1d4 points of nonlethal damage. A creature can make a Fortitude save each round for the spell's duration to negate the damage. A creature that takes damage from the spell is fatigued (or exhausted if it is already fatigued). Partially protected creatures can reduce the effects and make Fortitude saves to avoid damage and fatigue each round (see Protection against Heat, page 14). A creature wearing heavy clothing or armor takes a ?4 penalty on its save.
```
@@---
Spell: Unfettered Grasp
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Wizard 2
Save: None
SR: Yes
---
!!
```
## Unfettered Grasp
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Wizard 2
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One grappling or pinned creature
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** Yes
Upon casting this spell, you force the target creature to immediately attempt a grapple check. If it succeeds on that check, the creature immediately ends and escapes from any grapple or pin that it is currently subject to (even if it isn?t the creature's turn). Typically, this spell is used to free an ally from the grasp of a creature that is larger and/or stronger than the ally.
This spell was developed by dragonborn sorcerers to better face the threat of their enormous dragon enemies (many of which have the ability to snatch up smaller foes).
```
@@---
Spell: Unfettered Heroism
School: Transmutation
NSch:
NSubSch:
Level: Bard 5, Wizard 5
Save: Personal
**Target:** You
---
!!
```
## Unfettered Heroism
Transmutation
**Level:** Bard 5, Wizard 5
**Components:** V
**Casting Time:** 1 immediate action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
You tap deep into your own arcane power to enhance the innate heroism within you. Each round that this spell is in effect, you gain a free temporary action point. If you don?t spend this point by the beginning of your next turn, you lose it (though you gain another free point in the next round while the spell is in effect). In addition, while this spell is in effect, you can use action points more than once in a single round (though you may only spend one action point to modify the result of any one die roll or action, as normal).
You must have at least one action point to cast unfettered heroism. Once this spell ends, whether the duration expires or it is dispelled, you become fatigued. Special: Human spellcasters cast this spell at +1 caster level.
```
@@---
Spell: Unhallow
School: Evocation
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 5, Druid 5
Save: See text
SR: See text
---
!!
```
## Unhallow
Evocation [Evil]
**Level:** Cleric 5, Druid 5
**Components:** V, S, M
**Casting Time:** 24 hours
**Range:** Touch
**Area:** 40-ft. radius emanating from the touched point
**Duration:** Instantaneous
**Saving Throw:** See text
**Spell Resistance:** See text
Unhallow makes a particular site, building, or structure an unholy site. This has three major effects.
First, the site or structure is guarded by a magic circle against good effect.
Second, all turning checks made to turn undead take a ?4 penalty, and turning checks to rebuke undead gain a +4 profane bonus. Spell resistance does not apply to this effect. (This provision does not apply to the druid version of the spell.)
Finally, you may choose to fix a single spell effect to the unhallowed site. The spell effect lasts for one year and functions throughout the entire site, regardless of its normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures that share your faith or alignment, or creatures that adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting unhallow again.
Spell effects that may be tied to an unhallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect magic, detect good, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth.
Saving throws and spell resistance might apply to these spells? effects. (See the individual spell descriptions for details.)
An area can receive only one unhallow spell (and its associated spell effect) at a time.
Unhallow counters but does not dispel hallow.
Material Component: Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be tied to the unhallowed area.
```
@@---
Spell: Unheavened
School: Abjuration
Descriptor: Evil
NSch:
NSubSch:
Level: Wizard 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Unheavened
Abjuration [Evil]
**Level:** Wizard 2
**Components:** V, S, Drug
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One creature
**Duration:** 10 minutes/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The caster grants one creature a +4 profane bonus on saving throws made against any spell or spell-like effect from a good outsider. This protection manifests as a black and red nimbus of energy visible around the subject. All celestial beings can identify an unheavened nimbus on sight.
Drug Component: Vodare.
```
@@---
Spell: Unholy Aura
School: Abjuration
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 8, Evil 8
Save: See text
SR: Yes (harmless)
---
!!
```
## Unholy Aura
Abjuration [Evil]
**Level:** Cleric 8, Evil 8
**Components:** V, S, F
**Casting Time:** 1 standard action **Range:** 20 ft.
Targets: One creature/level in a 20-ft. radius burst centered on you
**Duration:** 1 round/level (D)
**Saving Throw:** See text
**Spell Resistance:** Yes (harmless)
A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by good creatures, and weakening good creatures when they strike the subjects. This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike the effect of protection from good, this benefit applies against all attacks, not just against attacks by good creatures.
Second, a warded creature gains spell resistance 25 against good spells and spells cast by good creatures.
Third, the abjuration blocks possession and mental influence, just as protection from good does.
Finally, if a good creature succeeds on a melee attack against a warded creature, the offending attacker takes 1d6 points of temporary Strength damage (Fortitude negates).
Focus: A tiny reliquary containing some sacred relic, such as a piece of parchment from an unholy text. The reliquary costs at least 500 gp.
```
@@---
Spell: Unholy Beast
Source: Champions of Ruin
School: Transmutation
Descriptor: Evil
NSch:
NSubSch:
Level: Druid 4
Save: Fortitude negates
SR: Yes
---
!!
```
## Unholy Beast
Source: Champions of Ruin
Transmutation [Evil]
**Level:** Druid 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One animal of up to 1 HD/level
**Duration:** 1 round/level
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
When you cast this spell, the subject creature temporarily transforms into a being of evil, serving you for the duration of the spell.
The animal's limbs and face contort, it sprouts tusks and bone spurs through its skin, and its eyes turn completely black.
The animal gains a +2 bonus to Strength, Dexterity, and Constitution, and a +2 bonus to natural armor.
Furthermore, the damage of its natural attacks increases as if it were one size category larger. An unholy beast serves you as if it were under the influence of a dominate animal spell.
```
@@---
Spell: Unholy Blight
School: Evocation
Descriptor: Evil
NSch:
NSubSch:
Level: Evil 4
Save: Will partial
SR: Yes
---
!!
```
## Unholy Blight
Evocation [Evil]
**Level:** Evil 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 20-ft. radius spread
**Duration:** Instantaneous (1d4 rounds); see text
**Saving Throw:** Will partial
**Spell Resistance:** Yes
You call up unholy power to smite your enemies. The power takes the form of a cold, cloying miasma of greasy darkness.
Only good and neutral (not evil) creatures are harmed by the spell.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to a good creature (or 1d6 per caster level, maximum 10d6, to a good outsider) and causes it to be sickened for 1d4 rounds. A successful Will save reduces damage to half and negates the sickened effect. The effects cannot be negated by remove disease or heal, but remove curse is effective.
The spell deals only half damage to creatures who are neither evil nor good, and they are not sickened. Such a creature can reduce the damage in half again (down to one-quarter) with a successful Will save.
```
@@---
Spell: Unholy Storm
School: Conjuration
Subschool: Creation
Descriptor: Evil, Water
NSch:
NSubSch:
Level: Blackguard 3, cleric 3
Save: None
SR: No
---
!!
```
## Unholy Storm
Conjuration (Creation) [Evil, Water]
**Level:** Blackguard 3, cleric 3
**Components:** V, S, M, DF
**Casting Time:** 1 standard action
**Area:** Cylinder (20-ft. radius, 20 ft. high)
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** No
A driving rain falls around you. It falls in a fixed area once created. The storm reduces hearing and visibility, resulting in a ?4 penalty on Listen, Spot, and Search checks. It also applies a ?4 penalty on ranged attacks made into, out of, or through the storm. Finally, it automatically extinguishes any unprotected flames and has a 50% chance to extinguish protected flames (such as those of lanterns). The rain damages good creatures, dealing 2d6 points of damage per round (good outsiders take double damage). Material Component: A flask of unholy water (25 gp).
```
@@---
Spell: Unicorn Blood
School: Transmutation
Subschool: Good
NSch:
NSubSch:
Level: Druid 5, Wizard 5
Save: Personal
**Target:** You
---
!!
```
## Unicorn Blood
Transmutation (Good)
**Level:** Druid 5, Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level (D) or until expended
While this spell lasts, you gain immunity to poison and to compulsion and charm spells or effects.
Once while the spell lasts, you can use a swift action to bestow temporary hit points equal to your caster level (maximum 15) to another willing creature you touch. This ends the duration of unicorn blood on you, though the temporary hit points last for the remainder of the original duration of the spell. You can't use this ability on yourself.
If you are under the effect of this spell and the unicorn horn spell at the same time, you instead bestow temporary hit points equal to twice your caster level (maximum 30).
```
@@---
Spell: Unicorn Heart
School: Transmutation
Subschool: Good
NSch:
NSubSch:
Level: Druid 7, Wizard 7
Save: Personal
**Target:** You
---
!!
```
## Unicorn Heart
Transmutation (Good)
**Level:** Druid 7, Wizard 7
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level (D) or until expended
This spell gives you a land speed of 60 feet. You gain a +4 enhancement bonus on Strength-, Dexterity-, and Constitution-based ability checks and skill checks.
Once while the spell lasts you can instantly transport yourself, all objects that you carry (up to your maximum load), and one other creature you touch up to 360 feet as a swift action. The creature you transport does not count against your weight limit, but it too can't carry more than its maximum load. A familiar, special mount, or animal companion does not count against your weight limit or the single creature you can transport. You are free to act after transporting, assuming you have not used your actions for the round prior to transporting. Except as noted here, this effect works like a dimension door spell. Transporting in this fashion ends the spell's duration.
If you are under the effect of this spell and the unicorn blood spell at the same time, this spell also creates a magic circle against evil effect, which is centered on you.
If you are under the effect of this spell and the unicorn horn spell at the same time, you can use the horn to smite evil, dealing an extra 1 point of damage per level (maximum +20). You can smite evil only once per casting of unicorn horn.
If you are the under the effect of this spell, unicorn blood, and unicorn horn at the same time, you gain damageeduction 5/evil.
```
@@---
Spell: Unicorn Arrow
School: Conjuration
NSch:
NSubSch:
Level: Wizard 3
Save: None
SR: No
---
!!
```
## Unicorn Arrow
Conjuration
**Level:** Wizard 3
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Target or Targets: One creature or up to five creatures, no two of which are more than 15 ft. apart **Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
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.
Focus: An ivory replica of a unicorn (25 gp).
```
@@---
Spell: Unicorn Horn
School: Transmutation
Subschool: Good
NSch:
NSubSch:
Level: Druid 3, Wizard 3
Save: Personal
Effect: One horn that sprouts from your forehead
---
!!
```
## Unicorn Horn
Transmutation (Good)
**Level:** Druid 3, Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
Effect: One horn that sprouts from your forehead
**Duration:** 1 minute/level (D) or until expended
When you complete this spell, you grow a single horn about as long as your forearm from your forehead. As a standard action, you can use this horn to make a single gore attack as a natural weapon.
A hit from the horn deals 1d8 points of piercing damage (if you are Medium) plus 1-1/2 times your Strength bonus.
The horn overcomes damage reduction as if it were a magic weapon.
Alternatively, you can use the horn in a charge attack. In this case, you deal double damage when you hit, or triple damage on a critical hit.
As a swift action while the spell lasts, you can invoke the power of good. Doing this gives the horn a +3 enhancement bonus on attack rolls and damage rolls, allows it to overcome damage reduction as if it were goodaligned, and makes it deal an extra 3d6 points of damage against any evil-aligned creature of the following types:
fey, giant, magical beast, or outsider. This effect lasts for 1 round, after which the spell's duration ends.
If this spell is in effect when you cast unicorn blood or unicorn heart, the combined magic has an enhanced effect. See those spells for details.
```
@@---
Spell: Unity Wine
Source: Player's Guide to Eberron
School: Transmutation
NSch:
NSubSch:
Level: Cleric 1
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Unity Wine
Source: Player's Guide to Eberron
Transmutation
**Level:** Cleric 1
**Components:** V, S, DF
**Casting Time:** 1 minute
**Range:** Touch
**Target:** One pint of wine in touched container
**Duration:** 1 hour/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You infuse up to 1 pint of wine in a single container with energy. Up to four living creatures can partake of the wine.
Drinking a glass takes at least a standard action, though diners usually imbibe the wine over the course of a meal. Creatures that drink unity wine feel uplifted and inspired, gaining a +1 morale bonus on skill checks for the spell's duration.
```
@@---
Spell: Unliving Weapon
School: Necromancy
Descriptor: Evil NSch:
NSubSch:
Level: Cleric 3
Save: Will negates
SR: Yes
---
!!
```
## Unliving Weapon
Necromancy [Evil] **Level:** Cleric 3
**Components:** V, S, M
**Casting Time:** 1 full round
**Range:** Touch
Targets: One undead creature
**Duration:** 1 hour/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
This spell causes an undead creature to explode in a burst of powerful energy when struck for at least 1 point of damage, or at a set time no longer than the duration of the spell, whichever comes first. The explosion is a 10-footradius burst that deals 1d6 points of damage for every two caster levels (maximum 10d6).
While this spell can be an effective form of attack against an undead creature, necromancers often use unliving weapon to create undead capable of suicide attacks (if such a term can be applied to something that is already dead). Skeletons or zombies with this spell cast upon them can be very dangerous to foes that would normally disregard them.
Material Component: A drop of bile and a bit of sulfur.
```
@@---
Spell: Unluck
School: Divination
NSch:
NSubSch:
Level: Bard 3, Wizard 3
Save: Will negates
SR: Yes
---
!!
```
## Unluck
Divination
**Level:** Bard 3, Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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. Material Component: A piece of a broken mirror.
```
@@---
Spell: Unname
Source: Tome of Magic
School: Necromancy
NSch:
NSubSch:
Level: Wizard 9
Save: Fortitude negates
SR: Yes
---
!!
```
## Unname
Source: Tome of Magic
Necromancy
**Level:** Wizard 9
**Components:** V, S, TN
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature with an Intelligence score of 3 or higher
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
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.
Creatures killed with an unname spell are difficult to restore to life (see The Unnamed sidebar).
Truename Component: When you cast this spell, you must correctly speak the personal truename of the creature you're trying to erase from reality.
```
@@---
Spell: Unnerving Gaze
School: Illusion
Subschool: Phantasm
NSch:
NSubSch:
Level: Demonologist 1, Mortal
Save: Will negates
SR: Yes
---
!!
```
## Unnerving Gaze
Illusion (Phantasm)
**Level:** Demonologist 1, Mortal
Hunter 1, Wizard 0
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One humanoid creature
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
The caster makes his face resemble one of the opponent's departed loved ones or bitter enemies. The subject takes a ?1 morale penalty on attack rolls for the duration of the spell.
```
@@---
Spell: Unseen Crafter
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Artificer 2, bard 2, cleric 2, Wizard 2
Save: None
SR: No
---
!!
```
## Unseen Crafter
Conjuration (Creation)
**Level:** Artificer 2, bard 2, cleric 2, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One invisible, mindless, shapeless servant
**Duration:** 1 day/level (D)
**Saving Throw:** None
**Spell Resistance:** No
This spell functions as unseen servant, except that the unseen crafter can be assigned any one task that can be accomplished by the use of the Craft skill. Appropriate tools and materials must be provided for the unseen crafter; it makes Craft checks using your ranks in the skill plus your bonus for the relevant spellcasting ability (Intelligence for artificers, wizards, and magewrights, Charisma for bards and sorcerers, and Wisdom for clerics).
An unseen crafter can take 10 or attempt to work more quickly (as described in the Craft skill description, page 70 of the Player's Handbook), but this must be part of the command it is given when the spell is cast. Once the unseen crafter has completed the assigned task, the spell ends as if dismissed. If the unseen crafter leaves work undone, any creature or another unseen crafter can continue it.
Special: When the unseen crafter is commanded to repair a warforged, it receives a +10 bonus on its Craft check.
```
@@---
Spell: Unseen Servant
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Bard 1, Wizard 1
Save: None
SR: No
---
!!
```
## Unseen Servant
Conjuration (Creation)
**Level:** Bard 1, Wizard 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One invisible, mindless, shapeless servant
**Duration:** 1 hour/level
**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. Material Component: A piece of string and a bit of wood.
```
@@---
Spell: Unseen Servant, Mass
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Wizard 4
Save: None
SR: No
---
!!
```
## Unseen Servant, Mass
Conjuration (Creation)
**Level:** Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One invisible, mindless, shapeless servant/level
**Duration:** 1 hour/ 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.
Material Component: A ball of twine and wooden splinters.
```
@@---
Spell: Unseen Strike
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Assassin 4, hexblade 4
Save: Personal
**Target:** You
---
!!
```
## Unseen Strike
Illusion (Glamer)
**Level:** Assassin 4, hexblade 4
**Components:** V, S
**Casting Time:** 1 full round
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level (D)
This spell has no immediate effect upon you. However, the next time you deliver a successful melee attack, you instantly turn invisible (as the invisibility spell). If you do not make a successful melee attack within 1 hour per level of casting the spell, the effect ends.
```
@@---
Spell: Unshape Soulmeld
School: Abjuration
NSch:
NSubSch:
Level: Cleric 4, Wizard 4
Save: None
SR: No
---
!!
```
## Unshape Soulmeld
Abjuration
**Level:** Cleric 4, Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
You unshape (destroy) one soulmeld currently shaped on the target creature. You can choose a specific soulmeld if you wish; otherwise, the soulmeld affected is chosen randomly from all those currently shaped on the target. To succeed in unshaping the soulmeld, you must make a caster level check (1d20 + your caster level, maximum +15) against a DC of 11 + the meldshaper level of the soulmeld (add +4 to the DC if the soulmeld is bound to a chakra). If the unshaped soulmeld was bound to one of the target's chakras, the target takes damage equal to 3d6 points plus 1 additional point per caster level (maximum 3d6+15).
Essentia invested in an unshaped soulmeld returns to the target's essential pool. If the target creature has no soulmelds shaped, this spell has no effect.
```
@@---
Spell: Unyielding Form Of Inevitable Death
School: Transmutation
Subschool: Polymorph
NSch:
NSubSch:
Level: Wizard 8
Save: Personal
**Target:** You
---
!!
```
## Unyielding Form Of Inevitable Death
Transmutation (Polymorph)
**Level:** Wizard 8
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
You take the form of a marut (MM 159), including the full plate armor normally worn by such a creature. You gain 50 temporary hit points, which disappear at the end of the spell's duration. You can use each of the marut's at-will spell-like abilities (such as dimension door) once per casting of the spell, but you don't gain access to any of the marut's 1/day or 1/week spell-like abilities (such as chain lightning or earthquake). See the Polymorph Subschool sidebar on page 91 for more details.
```
@@---
Spell: Unyielding Roots
School: Transmutation
NSch:
NSubSch:
Level: Druid 8
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Unyielding Roots
Transmutation
**Level:** Druid 8
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Willing creature touched
**Duration:** 1 round/level (D)
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
The creature you touch must be standing on or otherwise touching the ground for this spell to have an effect on it. For the duration of the spell, the touched creature can?t move from its current space, nor can it be moved from its space by bull rushes, overruns, magic such as Bigby's forceful hand, or any effect short of a massive earthquake. Such attempts simply fail. If an overrun attempt is made against a creature with unyielding roots, the rooted creature must block rather than avoid the overrun. The rooted creature automatically wins the Strength check to stop the overrun and can make a Strength check (opposed by the overrunning creature's Strength or Dexterity check) to knock the overrunning creature prone. The roots draw life energy from the ground that feed the touched creature, healing up to 30 points of damage per round, neutralizing poisons automatically, and wiping away negative levels (as the restoration spell). The touched creature gets a +4 bonus on Fortitude and Will saves as long as the roots remain, but a ?4 penalty on Reflex saves.
```
@@---
Spell: Updraft
School: Conjuration
Subschool: Creation
Descriptor: Air
NSch:
NSubSch:
Level: Cleric 1, druid 1
Save: Personal
**Target:** You
---
!!
```
## Updraft
Conjuration (Creation) [Air]
**Level:** Cleric 1, druid 1
**Components:** V, S, M
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** Instantaneous
Updraft conjures forth rushing air that propels you upward. You gain 10 feet per level of altitude, and then gently float back down to the ground. At any point during your descent, you can move up to 5 feet laterally. Material Component: A miniature propeller or windmill.
```
@@---
Spell: Urban Shield
School: Abjuration
NSch:
NSubSch:
Level: City 7
Save: Personal
**Target:** You
---
!!
```
## Urban Shield
Abjuration
**Level:** City 7
**Components:** V, S, M, DF
**Casting Time:** 1 immediate action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
The city itself shields you from harm, leaning in to protect you with its walls, lampposts, and other structures. You gain cover (+4 bonus to AC, +2 bonus on Reflex saves) against all attacks and spells. At the same time, the city reshapes itself to accommodate your attacks.
Against your attacks and spells, enemies within the city never benefit from cover that would be gained from the walls, objects, or other parts of the city and its structures. You must be within a community no smaller than a small city to cast this spell.
Material Component: A chip of stone or brick.
```
@@---
Spell: Urchin's Spines
School: Transmutation
NSch:
NSubSch:
Level: Druid 2, ranger 1, Wizard 2
Save: Will negates; see text (harmless)
SR: Yes (harmless)
---
!!
```
## Urchin's Spines
Transmutation
**Level:** Druid 2, ranger 1, Wizard 2
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 min./level
**Saving Throw:** Will negates; see text (harmless)
**Spell Resistance:** Yes (harmless)
The transmuted creature's skin (including clothing and armor) is covered by 2-inch spines. An opponent who grapples the subject or strikes it with a natural weapon takes 1d3 points of piercing damage from the spines, which also inject a mildly irritating poison. The opponent must make a DC 13 Fortitude save or take initial and secondary damage of 1d2 Dexterity.
Arcane Material Component: A spine from a sea urchin.
```
@@---
Spell: Utterdark
School: Conjuration
Subschool: Creation
Descriptor: Evil
NSch:
NSubSch:
Level: Wizard 9, Vile Darkness 8
Save: None
SR: No
---
!!
```
## Utterdark
Conjuration (Creation) [Evil]
**Level:** Wizard 9, Vile Darkness 8
**Components:** V, S, M/DF
**Casting Time:** 3 rounds
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 100-ft./level radius spread
**Duration:** 1 hour/level
**Saving Throw:** None
**Spell Resistance:** No
Utterdark spreads outward from you, creating an area of cold, cloying magical darkness. This darkness is similar to that created by the deeper darkness spell, but it cannot be dispelled by magical light (although a light spell or similar effect of equal or higher level can temporarily suppress the utterdark where their areas overlap, restoring normal illumination to the affected area for as long as the light spell or effect lasts).
Furthermore, evil-aligned creatures can see in this darkness as if it were simply a dimly lighted area. Arcane Material Component: A black stick, 6 inches long, with humanoid blood smeared upon it.
```
@@---
Spell: Valiant Fury
School: Transmutation
NSch:
NSubSch:
Level: Courage 5
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Valiant Fury
Transmutation
**Level:** Courage 5
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 round/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The affected creature gains a +4 morale bonus to Strength and Constitution, and a +2 morale bonus on Will saves. In addition, when making a full attack, the affected creature can make one additional attack with any weapon it 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 the haste spell.
```
@@---
Spell: Valiant Steed
School: Conjuration
Subschool: Calling
Descriptor: Good
NSch:
NSubSch:
Level: Sanctified 6
Save: None
SR: No
---
!!
```
## Valiant Steed
Conjuration (Calling) [Good]
**Level:** Sanctified 6
**Components:** V, S, Sacrifice
**Casting Time:** 1 hour
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Calls 1 pegasus or unicorn
**Duration:** Instantaneous; see text
**Saving Throw:** None
**Spell Resistance:** No
The caster calls a special servant of the exalted god Valarian?either a Pegasus or unicorn?to her location. The creature serves the caster for up to a year, during which time the caster may dismiss it at any time. It is intelligent, so the caster can assign it complex tasks.
Although useful as a mount, it will not undertake a quest or otherwise take on complex burdens beyond the supervision of the caster.
If the caster attempts to Conjure another creature using this spell, the one called previously returns to its home. Sacrifice: 1d3 points of Strength drain.
```
@@---
Spell: Valiant Spirit
School: Divination
Descriptor: Incarnum
NSch:
NSubSch:
Level: Bard 4, cleric 4, paladin 4
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Valiant Spirit
Divination [Incarnum]
**Level:** Bard 4, cleric 4, paladin 4
**Components:** V, S, DF (E)
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 hour/level or until discharged
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You bestow the soul of a great ancient hero on the creature touched, giving him great skill in battle. As an immediate action, he can activate the valiant spirit. While active, the spirit's courage provides the recipient of the spell with a +2 morale bonus on attack rolls, damage rolls, Fortitude saves, Strength checks, and Strength-based skill checks. The valiant spirit remains active for 1 minute, and then its power is expended and the spell ends. No creature can be the target of more than one valiant spirit spell simultaneously. If a second is cast before the first has been discharged, the second spell dissipates to no effect.
Essentia: For every point of essential you invest in this spell, the bonus provided by the spirit improves by 1.
```
@@---
Spell: Valiant Spirit, Mass
School: Divination
Descriptor: Incarnum
NSch:
NSubSch:
Level: Cleric 8
Save: None
SR: Yes
---
!!
```
## Valiant Spirit, Mass
Divination [Incarnum]
**Level:** Cleric 8
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** Up to one creature/level
As valiant spirit, except as noted above. Each target must activate his own valiant spirit separately.
## Vampiric Touch
Necromancy
**Level:** Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** Instantaneous/1 hour; see text
**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.
```
@@---
Spell: Vanishing Weapon
School: Abjuration
NSch:
NSubSch:
Level: Wizard 5
Save: None; see text
SR: No
---
!!
```
## Vanishing Weapon
Abjuration
**Level:** Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Weapon touched
**Duration:** 1 minute/level
**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.
```
@@---
Spell: Veil
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Bard 6, Wizard 6
Save: Will negates; see text
SR: Yes; see text
---
!!
```
## Veil
Illusion (Glamer)
**Level:** Bard 6, Wizard 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
Targets: One or more creatures, no two of which can be more than 30 ft. apart
**Duration:** Concentration + 1 hour/level (D)
**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.
```
@@---
Spell: Veil Of Shadow
School: Evocation
Descriptor: Darkness
NSch:
NSubSch:
Level: Assassin 2, blackguard 2, cleric 2, Wizard 2
Save: Personal
**Target:** You
---
!!
```
## Veil Of Shadow
Evocation [Darkness]
**Level:** Assassin 2, blackguard 2, cleric 2, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level
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.
```
@@---
Spell: Veil Of Undeath
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 8, Wizard 8
Save: Personal
**Target:** You
---
!!
```
## Veil Of Undeath
Necromancy [Evil]
**Level:** Cleric 8, Wizard 8
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level
You gain many of the traits common to undead creatures. While the spell lasts, you have immunity to mindaffecting spells and abilities, poison, sleep, paralysis, stunning, disease, death, extra damage from critical hits, nonlethal 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.
Material Component: A finger from a zombie.
```
@@---
Spell: Vengeance Halo
School: Abjuration
Descriptor: Good
NSch:
NSubSch:
Level: Cleric 6, Wrath 6
Save: None or Reflex half; see text
SR: No
---
!!
```
## Vengeance Halo
Abjuration [Good]
**Level:** Cleric 6, Wrath 6
**Components:** V, S, DF, Abstinence
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One good-aligned creature; see text
**Duration:** 1 minute/level
**Saving Throw:** None or Reflex half; see text
**Spell Resistance:** No
A luminous ring of holy power appears above the head of a good creature and remains in place until the spell expires or the creature is slain (reduced to ?10 hp). If the latter event occurs, the halo discharges an arc of divine energy that deals 1d6 points of damage per caster level (maximum 20d6) to the target's slayer. The creature subject to the attack can make a Reflex save to reduce the damage by half. Once the vengeance halo unleashes its energy, it disappears and the spell ends.
Abstinence Component: You must abstain from alcohol for 1 week prior to casting this spell.
```
@@---
Spell: Ventriloquism
School: Illusion
Subschool: Figment
NSch:
NSubSch:
Level: Bard 1, Wizard 1
Save: Will disbelief (if interacted with)
SR: No
---
!!
```
## Ventriloquism
Illusion (Figment)
**Level:** Bard 1, Wizard 1
**Components:** V, F
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Intelligible sound, usually speech
**Duration:** 1 min./level (D)
**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). Focus: A parchment rolled up into a small cone.
```
@@---
Spell: Vertigo
School: Illusion
Subschool: Phantasm
Descriptor: Fear, Mind- Affecting
NSch:
NSubSch:
Level: Bard 2, beguiler 2, Wizard 2
Save: Will disbelief
SR: No
---
!!
```
## Vertigo
Illusion (Phantasm) [Fear, Mind- Affecting]
**Level:** Bard 2, beguiler 2, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 round/level (D)
**Saving Throw:** Will disbelief
**Spell Resistance:** No
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. 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.
```
@@---
Spell: Vertigo Field
School: Illusion
Subschool: Pattern
NSch:
NSubSch:
Level: Beguiler 3, Wizard 3
Save: Fortitude partial; see text
SR: Yes
---
!!
```
## Vertigo Field
Illusion (Pattern)
**Level:** Beguiler 3, Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 20-ft. radius spread
**Duration:** 1 round/level
**Saving Throw:** Fortitude partial; see text
**Spell Resistance:** Yes
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.
```
@@---
Spell: Vestigewrack
Source: Tome of Magic
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Blackguard 2, Cleric 2, Wizard 2
Save: Will negates
SR: Yes
---
!!
```
## Vestigewrack
Source: Tome of Magic
Necromancy [Evil]
**Level:** Blackguard 2, Cleric 2, Wizard 2
**Components:** V, S, AF, **Casting Time:** 1 standard action **Range:** 20 ft.
**Target:** One incorporeal creature or apparition/level in a 20-ft. radius emanation centered on you **Duration:** 1 round/level (D)
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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.
Focus: An ornate sacrificial dagger or kukri worth 300 gp.
```
@@---
Spell: Vigilant Slumber
School: Divination
NSch:
NSubSch:
Level: Assassin 1, bard 1, sorcerer/ wizard 1
Save: Personal
**Target:** You
---
!!
```
## Vigilant Slumber
Divination
**Level:** Assassin 1, bard 1, sorcerer/ wizard 1
**Components:** V, S
**Casting Time:** 1 full round
**Range:** Personal
**Target:** You
**Duration:** 12 hours or until awakened
You set a specific condition under which you automatically wake up. This condition might be anything from "If any Tiny or larger creature comes within 10 feet of me" to "When the moon is at its zenith." The condition must be something that you would normally be able to observe if you were awake. Thus, you can't set the spell to wake you when something happens elsewhere, or when an invisible foe sneaks into your campsite. You awaken fully alert and ready for action.
```
@@---
Spell: Vigor
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Cleric 3, druid 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Vigor
Conjuration (Healing)
**Level:** Cleric 3, druid 3
**Duration:** 10 rounds + 1 round/level (max 25 rounds)
This spell functions like lesser vigor, except as noted here and that it grants fast healing 2.
## Vigor, Greater
Conjuration (Healing)
**Level:** Cleric 5, druid 5
**Duration:** 10 rounds + 1 round/level (max 35 rounds)
This spell functions like lesser vigor, except as noted here and that it grants fast healing 4.
## Vigor, Lesser
Conjuration (Healing)
**Level:** Cleric 1, druid 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** 10 rounds + 1 round/level (max 15 rounds)
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The subject gains fast healing 1, enabling it to heal 1 hit point per round until the spell ends and automatically becoming stabilized if it begins dying from hit point loss during that time. Lesser vigor does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple vigor spells do not stack; only the highest-level effect applies.
```
@@---
Spell: Vigor, Mass Lesser
School: Conjuration
Subschool: Healing NSch:
NSubSch:
Level: Cleric 3, druid 3 **Range:** 20 ft.
Save: None
SR: Yes
---
!!
```
## Vigor, Mass Lesser
Conjuration (Healing) **Level:** Cleric 3, druid 3 **Range:** 20 ft.
**Target:** One creature/2 levels, no two of which are more than 30 ft. apart
**Duration:** 10 rounds + 1 round/level (max 25 rounds) This spell functions like lesser vigor, except that it affects multiple creatures.
## Vigorous Circle
Conjuration (Healing)
**Level:** Cleric 6, druid 6
**Duration:** 10 rounds + 1 round/level (max 40 rounds)
This spell functions like mass lesser vigor, except as noted here and that it grants fast healing 3.
## Vile Death
Conjuration (Calling) [Evil]
**Level:** Cleric 9, sorcerer/ wizard 9
**Components:** V, S, M, XP
**Casting Time:** 1 hour
**Range:** Touch
**Target:** One corporeal undead creature
**Duration:** Permanent (D)
**Saving Throw:** None
**Spell Resistance:** Yes
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?either a bodak, devourer, ghast, ghoul, mohrg, mummy, nightshade, skeleton, vampire, vampire spawn, wight, or 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.
Material Component: A bit of brimstone and a bloodstone worth at least 500 gp. XP Cost: 100 XP.
```
@@---
Spell: Vile Lance
School: Evocation
Descriptor: Evil
NSch:
NSubSch:
Level: Blackguard 4, Cleric 3, Mortal Hunter 3, Wizard 3
Save: See text
SR: Yes
---
!!
```
## Vile Lance
Evocation [Evil]
**Level:** Blackguard 4, Cleric 3, Mortal Hunter 3, Wizard 3
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Touch
Effect: One shortspear
**Duration:** 10 minutes/level
Vile lance creates a weapon of blackness that the caster (and only the caster) can wield with proficiency.
The caster can throw it, but if he does, the spell ends after the ranged attack is resolved.
The vile lance is treated in all ways like a +2 shortspear, except that the damage dealt is vile damage. Arcane Material Component: A bone fragment of a good-aligned creature.
## Vine Mine
Conjuration (Creation)
**Level:** Druid 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 10-ft. radius/level spread
**Duration:** 10 minutes/level
**Saving Throw:** See text
**Spell Resistance:** Yes
You create and direct the rapid growth of vines. When you cast the spell, choose one of the following effects.
- Climbing aid (treat as knotted ropes)
- Bind helpless targets (Escape Artist DC 25 to escape)
- Hamper movement (as heavy underangerowth)
- Camouflage (add +4 competence bonus on Hide checks) As a standard action, you can redirect the vines? growth (thus changing the effect).
Material Component: A crown of ivy leaves.
```
@@---
Spell: Vine Strike
School: Divination
NSch:
NSubSch:
Level: Druid 1, ranger 1
Save: Personal
**Target:** You
---
!!
```
## Vine Strike
Divination
**Level:** Druid 1, ranger 1
**Components:** V, DF
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1
While this spell is in effect, you have a special connection to the forces of nature that allows you to deliver sneak attacks on plant creatures as if they were not immune to sneak attacks. To attack a plant creature 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 plant creatures with critical hits, nor does it confer any special ability to overcome the damage reduction or other defenses of plant creatures.
```
@@---
Spell: Vipergout
School: Conjuration
Subschool: Summoning
Descriptor: see text
NSch:
NSubSch:
Level: Wizard 3
Save: None
SR: Yes
---
!!
```
## Vipergout
Conjuration (Summoning) [see text]
**Level:** Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: 1d4+3 summoned creatures
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** Yes
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.
Material Component: A snakeskin.
```
@@---
Spell: Virtue
School: Transmutation
NSch:
NSubSch:
Level: Cleric 0, Druid 0, Paladin 1
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Virtue
Transmutation
**Level:** Cleric 0, Druid 0, Paladin 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched **Duration:** 1 min.
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
The subject gains 1 temporary hit point.
```
@@---
Spell: Visage Of The Deity
School: Transmutation
Descriptor: Evil or Good
NSch:
NSubSch:
Level: Cleric 6, Mysticism 6
Save: Personal
**Target:** You
---
!!
```
## Visage Of The Deity
Transmutation [Evil or Good]
**Level:** Cleric 6, Mysticism 6
This spell functions like lesser visage of the deity, except that you take on many qualities of a celestial or fiendish creature, as follows.
You take on a shining, metallic appearance (for good clerics) or a more fearsome appearance (for evil clerics). You gain the ability to smite evil (for good clerics) or good (for evil clerics) once a day. Add your Charisma modifier to your attack roll and your character level to your damage roll against a foe of the appropriate alignment.
You gain darkvision out to 60 feet.
You gain resistance to acid 20, cold 20, and electricity 20 (for good clerics) or resistance to cold 20 and fire 20 (for evil clerics).
You gain damage reduction 10/ magic.
You gain spell resistance 20.
Your creature type does not change (you do not become an outsider).
##
## Visage Of The Deity, Greater
Transmutation [Evil or Good]
**Level:** Cleric 9, Competition 9, Mysticism 9, Purification 9
This spell functions like lesser visage of the deity, except that you take on many qualities of a half-celestial or halffiendish creature. Your creature type changes to outsider for the duration of the spell.
Unlike other outsiders, you can be brought back from the dead if you are killed in this form. Good clerics undergo the following transformations.
- You grow feathered wings that allow you to fly at twice your normal speed (good maneuverability).
- You gain +1 natural armor.
- You gain low-light vision.
- You gain resistance to acid 10, cold 10, and electricity 10.
- You gain immunity to disease.
- You gain a +4 racial bonus on saving throws against poison.
- You gain damage reduction 10/ magic.
- You gain spell resistance 25.
- You gain the following bonuses to your ability scores: +4 Str, +2 Dex, +4 Con, +2 Int, +4 Wis, +4 Cha.
Evil clerics undergo the following transformations.
- You grow batlike wings that allow you to fly at your normal speed (average maneuverability).
- You gain +1 natural armor.
- You gain bite and claw attacks. If you are size Medium or larger, your bite deals 1d6 points of damage and each claw attack deals 1d4 points of damage. If you are Small, your bite deals 1d4 points of damage and each claw attack deals 1d3 points of damage.
- You gain darkvision out to 60 feet.
- You gain immunity to poison.
- You gain resistance to acid 10, cold 10, electricity 10, and fire 10.
- You gain damage reduction 10/ magic.
- You gain spell resistance 25.
- You gain the following bonuses to your ability scores: +4 Str, +4 Dex, +2 Con, +4 Int, +2 Cha.
## Visage Of The Deity, Lesser
Transmutation [Evil or Good]
**Level:** Blackguard 4, cleric 3, Mysticism 3, paladin 4
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
You gain a +4 enhancement bonus to Charisma. You also gain resistance to acid 10, cold 10, and electricity 10 if you are good, or resistance to cold 10 and fire 10 if you are evil.
```
@@---
Spell: Viscid Glob
School: Conjuration
NSch:
NSubSch:
Level: Wizard 5
Save: Reflex negates
SR: Yes
---
!!
```
## Viscid Glob
Conjuration
**Level:** Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** 1 hour/level
**Saving Throw:** Reflex negates
**Spell Resistance:** Yes
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 determine 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.
Material Component: A tiny ball of spider silk.
```
@@---
Spell: Vision
School: Divination
NSch:
NSubSch:
Level: Wizard 7
Save: Will negates; see text
SR: Yes
---
!!
```
## Vision
Divination
**Level:** Wizard 7
**Components:** V, S, M, XP
**Casting Time:** 1 standard action
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.
XP Cost: 100 XP.
## Vision Of Entropy
Illusion (Phantasm) [Fear, Mind-Affecting]
**Level:** Bard 2, Entropy 2, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft/2 levels)
**Target:** One creature
**Duration:** 1 round/level
**Saving Throw:** Will negates; see text
**Spell Resistance:** Yes
Each round, the subject must make a successful Will save or be overwhelmed with madness and awe at the sight of the images of the Abyss forming in its mind. The subject becomes shaken on the first failure, frightened on the second, panicked on the third, and unconscious on the fourth. A creature that faints from the effect of this spell remains unconscious for 1 hour or until revived. Any successful saving throw merely spares the subject the effect of the next failure for that round; any already existing condition persists until the next failure changes it or until the spell ends.
```
@@---
Spell: Vision Of Glory
School: Divination
NSch:
NSubSch:
Level: Cleric 1, paladin 1
Save: None
SR: Yes
---
!!
```
## Vision Of Glory
Divination
**Level:** Cleric 1, paladin 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 minute or until discharged
**Saving Throw:** None
**Spell Resistance:** Yes
You give the subject creature a brief vision of a divine entity that is giving it support and inspiring it to continue. The creature gets a morale bonus equal to your Charisma modifier on a single saving throw. It must choose to use the bonus before making the roll to which it applies. Using the bonus discharges the spell.
```
@@---
Spell: Vision Of Heaven
School: Enchantment
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Apostle of peace 1, cleric 1, Celestial 1, exalted arcanist 1, Joy 1, slayer of Domiel 1 **Components:** V
Save: Will negates
SR: Yes
---
!!
```
## Vision Of Heaven
Enchantment [Mind-Affecting]
**Level:** Apostle of peace 1, cleric 1, Celestial 1, exalted arcanist 1, Joy 1, slayer of Domiel 1 **Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One evil creature
**Duration:** 1 round
**Saving Throw:** Will negates
**Spell Resistance:** Yes
Your words allow the target creature the merest glimpse of the blessed joy of the Seven Heavens, spurring the target to a moment of regret for its evil deeds. For 1 round, the target is dazed. In addition, the creature is more susceptible to future redemption. For the next 24 hours, the creature takes a ?1 penalty on all Will saves related to redemption (see Chapter 2).
```
@@---
Spell: Vision Of Punishment
Source: Champions of Valor
School: Divination
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Sanctified 1
Save: Will partial
SR: Yes
---
!!
```
## Vision Of Punishment
Source: Champions of Valor
Divination [Mind-Affecting]
**Level:** Sanctified 1
**Components:** V, DF, Sacrifice
**Casting Time:** 1 swift action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One evil living creature
**Duration:** 1 round/3 levels
**Saving Throw:** Will partial
**Spell Resistance:** Yes
You give the target a vision of what awaits it in the afterlife.
Since most evil creatures go to an evil plane where they take the form of a lowly and much-tortured petitioner (barring special arrangements with evil gods or fiends that grant them higher status in the afterlife), this is usually a gut-wrenching vision.
The target is nauseated; if it makes its saving throw, it is instead sickened (see page 301 of the Dungeon Master's Guide for definitions of these conditions.
Sacrifice Component: 1d2 points of Strength damage.
```
@@---
Spell: Visions Of The Future
School: Divination
NSch:
NSubSch:
Level: Cleric 8
Save: Personal
**Target:** You
---
!!
```
## Visions Of The Future
Divination
**Level:** Cleric 8
**Components:** V, S
**Casting Time:** 10 minutes
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level or until discharged
You gain a +2 sacred bonus on all saving throws and +2 dodge bonus to Armor Class. Once during the spell's duration, as an immediate action, you can choose to discharge the spell to gain a greater bonus. When you discharge the spell in this manner, you gain a sacred bonus on all saving throws and a dodge bonus to your Armor Class equal to 1/2 your caster level (maximum +25). This bonus lasts until the beginning of your next turn.
```
@@---
Spell: Vision Of The Omniscient Eye
School: Divination/Evocation
Descriptor: Light
NSch:
NSubSch:
Level: Bard 3, cleric 3, druid 3, Wizard 3
Save: Personal
**Target:** You
---
!!
```
## Vision Of The Omniscient Eye
Divination/Evocation [Light]
**Level:** Bard 3, cleric 3, druid 3, Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level
You gain great vision, allowing you to see everything in the surrounding area clearly. You gain a +10 insight bonus on Spot checks and immunity to being dazzled or blinded (if you are alreadydazzled or blinded, you can see normally for the duration of the spell).
Additionally, if you cast this while under the effect of see invisibility, true seeing, or any other spell that allows you to see invisible creatures, you can activate a faerie fire effect (as the spell) on any invisible creature or object within 60 feet as a swift action. Doing this ends the duration of vision of the omniscient eye; the faerie fire effect lasts for 1 minute.
Special: A character who learns this spell gains a +1 competence bonus on Spot checks.
```
@@---
Spell: Vital Strike
School: Divination
NSch:
NSubSch:
Level: Assassin 3
Save: Personal
**Target:** You
---
!!
```
## Vital Strike
Divination
**Level:** Assassin 3
**Components:** S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** One attack
You gain temporary, intuitive insight into the actions of your foes. Your next single attack roll (if it is made before the end of the next round) is considered a sneak attack, even if your foe is neither flat-footed nor flanked. This spell does not allow you to sneak attack creatures normally immune to such attacks, nor does it allow you to make use of other abilities'such as certain feats?that deal ability damage, or otherwise grant you extra benefits, when you make a sneak attack.
```
@@---
Spell: Vitrify
School: Transmutation
Descriptor: Earth
NSch:
NSubSch:
Level: Sand 7, Wizard 7
Save: See text
SR: No
---
!!
```
## Vitrify
Transmutation [Earth]
**Level:** Sand 7, Wizard 7
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** Up to one 10-ft. cube/5 levels (S)
**Duration:** Permanent
**Saving Throw:** See text
**Spell Resistance:** No
This spell transforms normal sand of any depth into crude glass. The sand is instantly heated to the melting point and then slowly hardens in its new form. Objects on or in the sand sink into the hot glass. A creature is allowed a Reflex save to escape before the area is changed. A creature that fails its save and that is unable to levitate, fly, or otherwise free itself sinks partway into the molten glass, reducing its speed to 5 feet and giving it a ?2 penalty on attack rolls and to AC. Creatures of the earth subtype can move only 10 feet per round slower in molten glass. If a creature is only partially in the area (such as a Large or larger creature on the edge of the effect), it still takes full damage, but its speed is reduced only by half (instead of to 5 feet). A creature caught in molten glass takes 10d6 points of fire damage on the first round. The transmuted material cools over a period of 10 rounds. Each round, the number of dice of damage the cooling glass deals is reduced by one, until it deals no damage. The glass is solid enough to trap creatures by the sixth round.
Creatures unable to escape the glass before it hardens become trapped and must be broken out. A creature so caught can break free by making a Strength check to break the glass or by dealing damage to the glass. Glass has hardness 1, 1 hit point per inch of thickness, and a break DC of 12, + 1 per inch of thickness. A creature partially caught in the glass takes a ?2 penalty on attack rolls, a ?4 penalty to Dexterity, and is unable to move. When breaking glass, a creature takes 1d6 points of damage each time it makes a successful Strength check to break free. If broken free by others, the creature takes 1d6 points of damage from broken glass. A creature trapped beneath the surface of the glass might begin to suffocate (see page 304 of the Dungeon Master's Guide). Arcane Material Component: A small glass marble.
```
@@---
Spell: Vitriolic Sphere
School: Conjuration
Subschool: Creation
Descriptor: Acid
NSch:
NSubSch:
Level: Wizard 5, WuJen 5
Save: Reflex partial; see text
SR: No
---
!!
```
## Vitriolic Sphere
Conjuration (Creation) [Acid]
**Level:** Wizard 5, WuJen 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
**Area:** 10-ft. radius burst
**Duration:** Instantaneous; see text
**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. Material Component: A tiny glass vial filled with aqua regia.
```
@@---
Spell: Voice Of The Dragon
School: Transmutation
NSch:
NSubSch:
Level: Bard 4, Dragon 4, sorcerer/ wizard 4
Save: Personal
**Target:** You
---
!!
```
## Voice Of The Dragon
Transmutation
**Level:** Bard 4, Dragon 4, sorcerer/ wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level (D)
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.
```
@@---
Spell: Vortex Of Teeth
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Druid 4, Wizard 4
Save: None
SR: Yes
---
!!
```
## Vortex Of Teeth
Evocation [Force]
**Level:** Druid 4, Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** Hollow cylinder (40-ft. radius, 20 ft. high, with a 5-ft. radius safe zone at the center) **Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** Yes
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.
Material Component: A fish tooth.
```
@@---
Spell: Vulnerability
School: Transmutation
NSch:
NSubSch:
Level: Assassin 4, cleric 5, sorcerer/ wizard 5
Save: Will negates
SR: Yes
---
!!
```
## Vulnerability
Transmutation
**Level:** Assassin 4, cleric 5, sorcerer/ wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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.
```
@@---
Spell: Wages Of Sin
School: Enchantment
Subschool: Compulsion
Descriptor: Good, Mind-Affecting
NSch:
NSubSch:
Level: Wizard 6
Save: Will negates
SR: Yes
---
!!
```
## Wages Of Sin
Enchantment (Compulsion) [Good, Mind-Affecting]
**Level:** Wizard 6
**Components:** V, Abstinence
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft/level)
**Target:** One evil creature/level
**Duration:** 1 round/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.
Abstinence Component: You must refrain from intoxicants and stimulants for one week before casting this spell.
```
@@---
Spell: Wail Of Doom
School: Necromancy
Descriptor: Fear, Mind-Affecting, Sonic
NSch:
NSubSch:
Level: Bard 5
Save: Will partial; see text
SR: Yes
---
!!
```
## Wail Of Doom
Necromancy [Fear, Mind-Affecting, Sonic]
**Level:** Bard 5
**Components:** V
**Casting Time:** 1 standard action **Range:** 30 ft.
**Area:** Cone-shaped burst
**Duration:** Instantaneous + 1 round/ level or 1 round; see text
**Saving Throw:** Will partial; see text
**Spell Resistance:** Yes
Anyone caught in the area of this spell suffers excruciating pain and becomes demoralized. Each creature takes 1d4 points of damage per caster level (maximum 15d4) and becomes panicked for 1 round per caster level. A successful Will save halves the damage, reduces the panicked effect to shaken, and reduces the duration of the shaken effect to 1 round.
```
@@---
Spell: Wail Of The Banshee
School: Necromancy
Descriptor: Death, Sonic
NSch:
NSubSch:
Level: Death 9, Wizard 9
Save: Fortitude negates
SR: Yes
---
!!
```
## Wail Of The Banshee
Necromancy [Death, Sonic]
**Level:** Death 9, Wizard 9
**Components:** V
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** One living creature/level within a 40-ft. radius spread
**Duration:** Instantaneous
**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.
```
@@---
Spell: Wake Trailing
School: Divination
Descriptor: Water
NSch:
NSubSch:
Level: Druid 4, ranger 3
Save: None
SR: No
---
!!
```
## Wake Trailing
Divination [Water]
**Level:** Druid 4, ranger 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One ship
**Duration:** 24 hours
**Saving Throw:** None
**Spell Resistance:** No
You are able to track a vessel over open water by following flotsam and other signs of a ship's recent presence. These signs of passage are relatively subtle, but as long as the spell is active you can find those signs on a Survival check, as though you were tracking a Huge, Gargantuan, or Colossal creature (depending on the size of the ship) over soft ground. The following modifiers are used in place of those given on page 101 of the Player's Handbook. The caster must have the Track feat to use this spell.
Condition Survival DC Modifier
Every 4 hours since the trail was made
+1
Every hour of water-affecting weather since the trail was made
+1
Trail leads through vigorous current
+2
Trail leads through dangerous or stronger currents
+5
Poor visibility (apply only the largest):
Moonlight
+3
Fog or precipitation
+3
Overcast or moonless night +6
If multiple ships have passed in a given area, you can track a specific ship only if you have some knowledge of the size or type of the ship, or other knowledge that differentiates that ship from the other vessels (for instance, if you know the ship is made from a unique type of wood or is crewed by minotaurs). Material Component: A bit of driftwood wrapped with red thread.
```
@@---
Spell: Walk The Mountain'S Path
School: Transmutation
NSch:
NSubSch:
Level: Druid 3, Wizard 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Walk The Mountain'S Path
Transmutation
**Level:** Druid 3, Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 10 min./level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You infuse the subject with the strength and power of the earth, granting it great ability to climb, jump, and maneuver through mountain pathways. While under the effect of this spell, a creature is not slowed by slopes (see page 89 of the Dungeon Master's Guide for information on terrain effects), gains a climb speed equal to its base land speed, and gains a +10 enhancement bonus on Jump checks and Balance checks. Material Component: A small rock or pebble taken from the top of a mountain.
```
@@---
Spell: Wall Of Bones
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Wu Jen 4
Save: None
SR: No
---
!!
```
## Wall Of Bones
Conjuration (Creation)
**Level:** Wu Jen 4
**Components:** V, S, M
**Casting Time:** 1 round
**Range:** Medium (100 ft. + 10 ft./ level)
Effect: Wall whose area is up to one 10-ft. square/level
**Duration:** 10 minutes
**Saving Throw:** None
**Spell Resistance:** No
This spell causes a wall of bones to erupt from the earth. The wall can be whatever shape you desire as long as its base is solidly on the ground, but it cannot be conjured so that it occupies the same space as a creature or another object. Though solid, the wall has many small openings and gaps, and creatures on either side have cover and concealment against attacks from the opposite side.
A wall of bones can be passed through as a full-round action, but its sharp spikes and edges deal 1d8 points of damage to any Small or Medium creature that attempts to do so. Small creatures can slip and wriggle through the wall at will, but a Medium creature must make a successful DC 20 Escape Artist check. Failure means that a creature takes damage as normal and becomes stuck in the wall. It must make another move attempt the following round to either pass through the wall or pull back from it (taking damage from the movement either way). Tiny or smaller creatures can slip freely through the wall at half speed, and Large or larger creatures cannot pass through it but might be able to break through (see below) or climb over, taking no damage. Any creature trapped in the wall can choose to remain motionless until the spell expires to avoid taking any more damage. The wall is 6 inches thick per caster level. Each 5-foot square has 10 hit points per 6 inches of thickness, but the wall takes only half damage from slashing or piercing weapons. A creature can make a Strength check (DC 15 + 2 per caster level, maximum + 10) to break through the wall with a single attack. The wall is composed of bones of many different types of creatures, fused at bizarre angles, but it cannot be animated by an animate dead spell nor communicated with via speak with dead.
Material Component: A withered tree branch taken from a cemetery.
```
@@---
Spell: Wall Of Chains
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Wizard 3
Save: None
SR: No
---
!!
```
## Wall Of Chains
Conjuration (Creation)
**Level:** Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: A wall whose area is up to one 5-ft. square/level (S) (see text)
**Duration:** 1 minute/level
**Saving Throw:** None
**Spell Resistance:** No
The caster causes a flat, vertical wall of woven, spiked chains to spring into being. This wall can be used to seal off a passage or close a breach, for 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 the caster can shape its edges to fit the available space.
A wall of chains is 1 inch thick per four caster levels. The caster can double the wall's area by halving its thickness.
Each 5-foot square of the wall has 20 hit points per inch of thickness and hardness 10. A section of wall brought to 0 hit points is breached. If a creature tries to break through the wall, the DC for the Strength check is 20 +2 per inch of thickness. Creatures who use a Strength check to breach the wall take 1d6 points of damage from the spikes and barbs covering the chains.
Material Component: A single link from an iron chain.
```
@@---
Spell: Wall Of Chaos
School: Abjuration
Descriptor: Chaotic
NSch:
NSubSch:
Level: Cleric 4, Wizard 4
Save: None
SR: Yes
---
!!
```
## Wall Of Chaos
Abjuration [Chaotic]
**Level:** Cleric 4, Wizard 4
This spell functions like wall of good (see below), except that lawful creatures are blocked.
## Wall Of Coldfire
Evocation [Cold]
**Level:** Druid 5, Wizard 4
**Components:** V, S, Coldfire
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Opaque sheet of coldfire up to 20 ft. long/level or a ring of coldfire with a radius of up to 5 ft. per two levels; either form 20 ft. high
**Duration:** Concentration + 1 round/level
**Saving Throw:** None
**Spell Resistance:** Yes
An immobile, opaque curtain of frosty coldfi re springs into existence. One side of the wall, selected by you, sends forth waves of cold, dealing 2d4 points of cold damage to creatures within 10 feet and 1d4 points of cold 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 frostburn damage +1 point of frostburn damage per caster level (maximum +20) to any creature passing through it.
If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall.
The opaqueness of the coldfire grants concealment (20% miss chance) against attacks made from the opposite side of the wall. If any 5-foot length of wall takes 20 points of fire damage or more in 1 round, that length goes out.
(Do not divide fire damage by 4, as for normal objects.)
Wall of coldfire can be made permanent with a permanency spell.
A permanent wall of coldfire that is extinguished by fire damage becomes inactive for 10 minutes, then reforms at normal strength.
Coldfire Component: Three ounces of coldfire.
```
@@---
Spell: Wall Of Deadly Chains
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Wizard 4
Save: Reflex half
---
!!
```
## Wall Of Deadly Chains
Conjuration (Creation)
**Level:** Wizard 4
**Saving Throw:** Reflex half
As wall of chains, except as noted above, and the wall sports loose lengths of spiked chain that strike anyone within 5 feet of the wall. Those within that area take 3d6 points of damage each round.
```
@@---
Spell: Wall Of Dispel Magic
School: Abjuration
NSch:
NSubSch:
Level: Cleric 5, Wizard 5
Save: None
SR: No
---
!!
```
## Wall Of Dispel Magic
Abjuration
**Level:** Cleric 5, Wizard 5
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: A straight wall whose area is up to one 10-ft. square/level
**Duration:** 1 minute/level
**Saving Throw:** None
**Spell Resistance:** No
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.
```
@@---
Spell: Wall Of Evil
School: Abjuration
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 4, Wizard 4
Save: Will negates (see text)
SR: No
---
!!
```
## Wall Of Evil
Abjuration [Evil]
**Level:** Cleric 4, Wizard 4
This spell functions like wall of good (see below), except that good creatures are blocked.
## Wall Of Eyes
Conjuration (Creation) [Evil]
**Level:** Wizard 7
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./ level)
Effect: A wall whose area is up to one 5-ft. square/level (S) (see text)
**Duration:** Instantaneous
**Saving Throw:** Will negates (see text)
**Spell Resistance:** No
The caster causes a flat, vertical wall of living, glistening eyes of all different sizes and types to spring into being. This wall can be used to seal off a passage or close a breach, for 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 the caster can shape its edges to fit the available space.
A wall of eyes is 1 inch thick per four caster levels. The caster can double the wall's area by halving its thickness.
Each 5- foot square of the wall has 10 hit points per inch of thickness and hardness 5.
A section of wall brought to 0 hit points is breached. If a creature tries to break through the wall, the DC for the Strength check is 15 +2 per inch of thickness. Any creature touching the wall must succeed at a Will saving throw or be held motionless as if affected by a hold monster spell. The wall magically consumes held creatures after 10 rounds, disintegrating them and adding more eyes to its mass.
At any time, from any distance (even across planes), the caster can take a standard action to look through the wall of eyes, seeing in all directions from the wall as if she were actually standing there. Material Component: A single humanoid eye.
```
@@---
Spell: Wall Of Fire
School: Evocation
Descriptor: Fire
NSch:
NSubSch:
Level: Druid 5, Fire 4, Wizard 4
Save: None
SR: Yes
---
!!
```
## Wall Of Fire
Evocation [Fire]
**Level:** Druid 5, Fire 4, Wizard 4
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
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
**Duration:** Concentration + 1 round/level
**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. Arcane Material Component: A small piece of phosphorus.
```
@@---
Spell: Wall Of Force
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 5
Save: None
SR: No
---
!!
```
## Wall Of Force
Evocation [Force]
**Level:** Wizard 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Wall whose area is up to one 10-ft. square/level
**Duration:** 1 round /level (D)
**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.
Material Component: A pinch of powder made from a clear gem.
```
@@---
Spell: Wall Of Gears
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Mechanus 6, Wizard 6
Save: See text
SR: No
---
!!
```
## Wall Of Gears
Conjuration (Creation)
**Level:** Mechanus 6, Wizard 6
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: A straight wall of moving gears whose area is up to one 10-ft. square/level; see text **Duration:** 1 minute/level
**Saving Throw:** See text
**Spell Resistance:** No
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. Material Component: A small gear.
```
@@---
Spell: Wall Of Gloom
School: Illusion
Subschool: Shadow
Descriptor: Darkness, Fear, Mind-Affecting
NSch:
NSubSch:
Level: Wizard 2
Save: None
SR: No
---
!!
```
## Wall Of Gloom
Illusion (Shadow) [Darkness, Fear, Mind-Affecting]
**Level:** Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: A straight wall whose area is up to one 10-ft. square/level
**Duration:** Concentration + 1 round/ level
**Saving Throw:** None
**Spell Resistance:** No
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.
Material Component: A bit of fleece from a black sheep.
```
@@---
Spell: Wall Of Good
School: Abjuration
Descriptor: Good
NSch:
NSubSch:
Level: Cleric 4, Wizard 4
Save: See text
SR: Yes
---
!!
```
## Wall Of Good
Abjuration [Good]
**Level:** Cleric 4, Wizard 4
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
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
**Duration:** 10 minutes/level
**Saving Throw:** See text
**Spell Resistance:** Yes
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.
Arcane Material Component: Powdered silver worth 25 gp.
```
@@---
Spell: Wall Of Greater Dispel Magic
School: Abjuration
NSch:
NSubSch:
Level: Cleric 8, Wizard 8
Save: Reflex negates; see text
SR: Yes
---
!!
```
## Wall Of Greater Dispel Magic
Abjuration
**Level:** Cleric 8, Wizard 8
This spell functions like wall of dispel magic (see above), except that the effect is that of greater dispel magic (PH 223).
## Wall Of Ice
Evocation [Cold]
**Level:** Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
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
**Duration:** 1 min./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-footsquare 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.
Material Component: A small piece of quartz or similar rock crystal.
```
@@---
Spell: Wall Of Iron
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Wizard 6
Save: See text
SR: No
---
!!
```
## Wall Of Iron
Conjuration (Creation)
**Level:** Wizard 6
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Iron wall whose area is up to one 5-ft. square/level; see text
**Duration:** Instantaneous
**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.
Material Component: A small piece of sheet iron plus gold dust worth 50 gp (1 pound of gold dust).
```
@@---
Spell: Wall Of Incarnum
School: Conjuration
Subschool: Creation
Descriptor: Incarnum
NSch:
NSubSch:
Level: Incarnum 3, Wizard 3
Save: Will partial; see text
SR: No
---
!!
```
## Wall Of Incarnum
Conjuration (Creation) [Incarnum]
**Level:** Incarnum 3, Wizard 3
**Components:** V, S, M (E)
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level) Effect: Incarnum wall whose area is up to one 5-ft. square/level **Duration:** 1 minute/level (D)
**Saving Throw:** Will partial; see text
**Spell Resistance:** No
You cause a flat, vertical, opaque barrier of incarnum to spring into being. The wall cannot be conjured so that it occupies the same space as a creature or another object, but it can be adjacent to such. It must always be a flat plane, although you can shape its edges to fit the available space. The wall of incarnum must be anchored to a surface, but this can be a floor, a ceiling, or even a wall. The wall of incarnum can?t be moved once it is created. A wall of incarnum is 1 inch thick. It can be dispelled, but it cannot be damaged or broken, and spells cannot pass through it.
Ethereal creatures can pass through it, but any other creature (including the caster) attempting to pass through a wall must succeed on a Will save or be blocked by the barrier.
Regardless of the save's result, the wall of incarnum deals 1d4 points of essentia damage (or Wisdom damage if the creature has no essentia) to the creature.
Essentia: Every point of essential invested in the wall of incarnum increases the damage dealt on a failed Will save by 1 point.
Material Component: A tiny, shieldshaped piece of blue quartz.
```
@@---
Spell: Wall Of Law
School: Abjuration
Descriptor: Lawful
NSch:
NSubSch:
Level: Cleric 4, Wizard 4
Save: None
SR: Yes; see text
---
!!
```
## Wall Of Law
Abjuration [Lawful]
**Level:** Cleric 4, Wizard 4
This spell functions like wall of good (see above), except that chaotic creatures are blocked.
## Wall Of Light
Evocation [Light]
**Level:** Cleric 3, Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
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
**Duration:** 1 minute/level (D)
**Saving Throw:** None
**Spell Resistance:** Yes; see text
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. Sightless 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. Material Component: A pinch of powdered sunstone.
```
@@---
Spell: Wall Of Limbs
School: Evocation
NSch:
NSubSch:
Level: Wizard 5
Save: Reflex negates; see text
SR: Yes
---
!!
```
## Wall Of Limbs
Evocation
**Level:** Wizard 5
**Components:** V, S
**Casting Time:** 1 round
**Range:** Medium (100 ft. + 10 ft./level)
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 **Duration:** 1 round/level (D)
**Saving Throw:** Reflex negates; see text
**Spell Resistance:** Yes
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.
```
@@---
Spell: Wall Of Magma
School: Conjuration
Subschool: Creation
Descriptor: Earth, Fire
NSch:
NSubSch:
Level: Cleric 5, druid 6, Wizard 5
Save: See text
SR: Yes
---
!!
```
## Wall Of Magma
Conjuration (Creation) [Earth, Fire]
**Level:** Cleric 5, druid 6, Wizard 5
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Wall of molten stone whose area is up to one 5-ft. square/level (S)
**Duration:** 1 min./level
**Saving Throw:** See text
**Spell Resistance:** Yes
This spell creates a wall of thick magma that glows with a dull red heat. It merges into adjoining rock surfaces, melting the rock at the point of connection to form a smooth bond. The wall can seal off a passage or breach, but the intense heat causes flammable materials in contact with the wall of magma to catch fire instantly. A wall of magma is 1 inch thick per four caster levels. 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.
You can shape a wall of magma into sheets and curves, but the molten wall cannot form domes or unsupported horizontal surfaces more than 5 feet across. The wall need not be vertical but must rest upon a firm foundation; it must merge with and be solidly supported by existing stone. The wall cannot hold complex forms such as crenellations. It is possible (though difficult) to form the wall into a ring to enclose creatures, but they can avoid this with successful Reflex saves.
The wall sends forth waves of heat, dealing 2d6 points of fire damage to creatures within 10 feet and 1d6 points of fire damage to those past 10 feet but within 20 feet. Unlike a wall of fire, both sides of a wall of magma radiate heat. Since it is molten, the wall cannot be broken as such, but an object or creature could force its way through. It costs 4 squares of movement to move through a square containing a wall of magma, but creatures of the earth subtype can pass through the wall at normal speed. A wall of magma deals 5d6 points of fire damage +1 point of fire damage per caster level (maximum +20) to creatures passing through it, the same amount each round to any creature within it, and 2d6 points of fire damage per round for 1d3 rounds after a creature leaves the area of the wall. It deals double damage to undead and creatures with the water subtype.
The wall can be destroyed normally by a disintegrate spell. If any 5-foot section of the wall takes 40 points of cold damage or more in a round, that section hardens into normal stone (hardness 8, 15 hit points per inch of thickness), which can then be chipped or broken as normal (DC 20 Strength check, +2 per inch of thickness). Do not divide cold damage by four, as normal for objects. Casting create water on the surface of a wall of magma creates a cloud of steamy fog that fi lls a cube with the dimensions of the length of wall affected. The fog dissipates after 10 minutes. Only the surface of the stone hardens; the wall is not cooled completely.
Wall of magma can be made permanent with a permanency spell. A permanent wall of magma that is chilled by cold damage stays solid for 10 minutes, then returns to its molten state.
Arcane Material Component: A small piece of pumice, obsidian, or other volcanic rock.
```
@@---
Spell: Wall Of Moonlight
Source: Player's Guide to Faerûn
School: Evocation
Descriptor: Good, Light
NSch:
NSubSch:
Level: Initiate of sel–ne 4
Save: None
SR: Yes
---
!!
```
## Wall Of Moonlight
Source: Player's Guide to Faerûn
Evocation [Good, Light]
**Level:** Initiate of sel–ne 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Vertical plane with an area up to one 5-ft. square/level
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** Yes
An immobile, shimmering tapestry of swirling, pearl-white light springs into existence.
This wall need not be anchored to any surface, and creatures can readily pass through it.
Any undead creature that comes into contact with the wall takes 4d12 points of damage.
A creature of evil alignment, or any creature carrying the holy symbol of Shar or Umberlee, takes 2d10 points of damage.
Magic items that come into contact with the wall glow with a red faerie fire effect for 1d4+1 rounds.
The wall sheds bright light for 20 feet in all directions and creates shadowy illumination in a 40-foot radius.
The wall of moonlight counters and dispels any darkness spell of 4th level or lower within 40 feet of any part of it. If you evoke the wall so that it appears in a spot occupied by creatures, each creature takes damage as if passing through the wall.
Wall of moonlight can be made permanent with a permanency spell by a caster of at least 12th level at a cost of 2,000 XP.
```
@@---
Spell: Wall Of Ooze
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Cleric 5, Wizard 5
Save: Fortitude partial (see text)
SR: No
---
!!
```
## Wall Of Ooze
Conjuration (Creation)
**Level:** Cleric 5, Wizard 5
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: A wall whose area is up to one 5-ft. square/level (S) (see text)
**Duration:** Concentration + 1 round/level
**Saving Throw:** Fortitude partial (see text)
**Spell Resistance:** No
The caster causes a flat, vertical wall of festering, stinking organic ooze to bubble into being. This wall can be used to seal off a passage or close a breach, for 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 the caster can shape its edges to fit the available space.
A wall of ooze is 1 inch thick per four caster levels. The caster can double the wall's area by halving its thickness. Each 5-foot square of the wall has 50 hit points per inch of thickness and hardness 0. A section of wall brought to 0 hit points is breached. If a creature tries to break through the wall, the DC for the Strength check is 15 +2 per inch of thickness.
Any creature touching the wall takes 2d6 points of acid damage per round from the corrosive, burning nature of the ooze. Only the surrounding material that the wall initially is conjured to touch'such as the floor or an adjoining wall?is immune to this damage. Furthermore, a creature that touches the wall must succeed at a Fortitude saving throw or be paralyzed by the ooze. The wall then consumes the creature in 1d6 rounds, digesting it and adding the creature's full normal hit point total to its own. Arcane Material Component: A bit of an ochre jelly or gray ooze.
```
@@---
Spell: Wall Of Salt
School: Conjuration
Subschool: Creation
Descriptor: Earth
NSch:
NSubSch:
Level: Cleric 4, druid 4, Wizard 4
Save: See text
SR: No
---
!!
```
## Wall Of Salt
Conjuration (Creation) [Earth]
**Level:** Cleric 4, druid 4, Wizard 4
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Salt wall whose area is up to one 5-ft. square/level (S)
**Duration:** Instantaneous
**Saving Throw:** See text
**Spell Resistance:** No
This spell creates a gleaming wall of salt crystal that merges into adjoining rock surfaces. The wall can seal off a passage or breach, or be used to construct new walls. A wall of salt is 1 inch thick per caster 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.
You can form a wall of salt into nearly any shape desired. The wall 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 or as a ramp. If such a span is more than 20 feet long, the wall must be arched and buttressed, reducing the spell's area by half. For example, a 10th-level caster could create a salt span with a surface area of five 5-foot squares. The wall can be crudely shaped to allow crenellations, battlements, and so forth, by likewise reducing the area.
The wall can be destroyed normally by a disintegrate spell or by chipping and breaking. Each 5-foot square of the wall has 3 hit points per inch and hardness 2. 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 + 1 per inch of thickness. Directing a constant blast of water at a wall of salt (for example, a geyser from a decanter of endless water) dissolves the mineral, dealing 10 points of damage per minute (which hardness does not reduce).
It is possible, but difficult, to trap mobile opponents within or under a wall of salt, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex saves. Arcane Material Component: A crystal of rock salt.
```
@@---
Spell: Wall Of Sand
School: Conjuration
Subschool: Creation
Descriptor: Earth
NSch:
NSubSch:
Level: Cleric 4, druid 5, sorcerer/ wizard 4
Save: None
SR: No
---
!!
```
## Wall Of Sand
Conjuration (Creation) [Earth]
**Level:** Cleric 4, druid 5, sorcerer/ wizard 4
**Components:** V, S, M/DF
**Range:** Medium (100 ft. + 10 ft./level)
Effect: A straight wall whose area is up to one 10-ft. square/level (S)
**Duration:** Concentration + 1 round/ level
**Saving Throw:** None
**Spell Resistance:** No
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.
Arcane Material Component: A handful of sand.
```
@@---
Spell: Wall Of Scales
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Sorcerer 4
Save: See text
SR: No
---
!!
```
## Wall Of Scales
Conjuration (Creation)
**Level:** Sorcerer 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level) Effect: Dragonhide wall whose area is up to one 5-ft. square per level (S)
**Duration:** 1 minute/level
**Saving Throw:** See text
**Spell Resistance:** No
You create a barrier of living dragonhide that is anchored to the ground or floor, or between two vertical surfaces. A wall of scales is 1 inch thick per two 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.
You can create a wall of scales in almost any shape you desire, provided it is anchored in some fashion. It need not be vertical, and you can shape it into a circular or domeshaped enclosure about yourself or another creature. The wall can be destroyed by normal means of dealing damage, as well as by disintegrate spells and so forth. It is immune to acid and fire. In addition, the wall of scales has damage reduction 5/magic. For every five caster levels above 5th, this damage reduction increases by 5, reaching a maximum of 20/magic at 20th level. Each 5-foot square of wall has 10 hit points per inch of thickness. A section of wall whose hit points are reduced to 0 is breached. It is not possible to break a wall of scales with a Strength check. It is possible, but difficult, to trap mobile opponents within or under a wall of scales, provided the wall is shaped so it can hold the creatures.
Creatures can avoid entrapment with successful Reflex saves. Material Component: A pristine dragon scale.
```
@@---
Spell: Wall Of Smoke
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Druid 1, Wizard 1
Save: Fortitude partial; see text
SR: No
---
!!
```
## Wall Of Smoke
Conjuration (Creation)
**Level:** Druid 1, Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: A straight wall whose area is up to one 10-ft. square/level (S)
**Duration:** 1 round/level
**Saving Throw:** Fortitude partial; see text
**Spell Resistance:** No
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.
```
@@---
Spell: Wall Of Stone
School: Conjuration
Subschool: Creation
Descriptor: Earth
NSch:
NSubSch:
Level: Cleric 5, Druid 6, Earth 5, Wizard 5
Save: See text
SR: No
---
!!
```
## Wall Of Stone
Conjuration (Creation) [Earth]
**Level:** Cleric 5, Druid 6, Earth 5, Wizard 5
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Stone wall whose area is up to one 5-ft. square/level (S)
**Duration:** Instantaneous
**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. Arcane Material Component: A small block of granite.
```
@@---
Spell: Wall Of Thorns
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Druid 5, Plant 5
Save: None
SR: No
---
!!
```
## Wall Of Thorns
Conjuration (Creation)
**Level:** Druid 5, Plant 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Wall of thorny brush, up to one 10-ft. cube/level (S)
**Duration:** 10 min./level (D)
**Saving Throw:** None
**Spell Resistance:** No
A wall of thorns spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a human's finger. Any creature forced into or attempting to move through a wall of thorns takes slashing damage per round of movement equal to 25 minus the creature's AC. Dexterity and dodge bonuses to AC do not count for this calculation. (Creatures with an Armor Class of 25 or higher, without considering Dexterity and dodge bonuses, take no damage from contact with the wall.)
You can make the wall as thin as 5 feet thick, which allows you to shape the wall as a number of 10-by-10-by-5foot blocks equal to twice your caster level. This has no effect on the damage dealt by the thorns, but any creature attempting to break through takes that much less time to force its way through the barrier.
Creatures can force their way slowly through the wall by making a Strength check as a full-round action. For every 5 points by which the check exceeds 20, a creature moves 5 feet (up to a maximum distance equal to its normal land speed). Of course, moving or attempting to move through the thorns incurs damage as described above. A creature trapped in the thorns can choose to remain motionless in order to avoid taking any more damage. Any creature within the area of the spell when it is cast takes damage as if it had moved into the wall and is caught inside. In order to escape, it must attempt to push its way free, or it can wait until the spell ends. Creatures with the ability to pass through overangerown areas unhindered can pass through a wall of thorns at normal speed without taking damage.
A wall of thorns can be breached by slow work with edged weapons. Chopping away at the wall creates a safe passage 1 foot deep for every 10 minutes of work. Normal fire cannot harm the barrier, but magical fire burns it away in 10 minutes.
Despite its appearance, a wall of thorns is not actually a living plant, and thus is unaffected by spells that affect plants.
```
@@---
Spell: Wall Of Vermin
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Druid 3
Save: Fortitude partial; see text
SR: Yes
---
!!
```
## Wall Of Vermin
Conjuration (Creation)
**Level:** Druid 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: Wall of pests whose area is up to four 5-ft. squares (S)
**Duration:** Concentration + 1 round/level
**Saving Throw:** Fortitude partial; see text
**Spell Resistance:** Yes
You cause a thick but porous wall, alive with hungry bugs, to buzz and scuttle into existence. It provides concealment in both directions, imposing a 20% miss chance on any attacks passing through it. You cannot conjure the wall so that it occupies the same space as a creature.
Any living creature passing through the wall is subjected to hundreds of tiny bites. It takes 2d6 points of damage and must succeed on a Fortitude save or be nauseated for 1 round. Any creature becoming nauseated while moving through the wall can complete its move action, but cannot take a standard action in that round. The wall of vermin is immune to weapon damage, though it can be affected by area spells and effects (such as burning hands or cone of cold). It has 20 hit points and automatically fails any save. Disintegrate has no effect on a wall of vermin, since it is not a single physical object, though any wind of 50 mph or greater breaks it up for 1 round. Despite its appearance, a wall of vermin is not made up of natural creatures, and thus is unaffected by spells that affect animals or vermin.
```
@@---
Spell: Wall Of Water
School: Conjuration
Subschool: Creation
Descriptor: Water
NSch:
NSubSch:
Level: Druid 4, Wizard 4
Save: Reflex negates; see text
SR: No
---
!!
```
## Wall Of Water
Conjuration (Creation) [Water]
**Level:** Druid 4, Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: A straight wall whose area is up to one 10-ft. square/level (S)
**Duration:** 10 minutes/level
**Saving Throw:** Reflex negates; see text
**Spell Resistance:** No
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 outside 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.
Material Component: A sponge.
```
@@---
Spell: Wand Modulation
School: Transmutation
NSch:
NSubSch:
Level: Wizard 3
Save: Yes (harmless, object)
SR: Yes (harmless, object)
---
!!
```
## Wand Modulation
Transmutation
**Level:** Wizard 3
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Touch
**Target:** One touched wand
**Duration:** 1 minute/level (D)
**Saving Throw:** Yes (harmless, object)
**Spell Resistance:** Yes (harmless, object)
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.
```
@@---
Spell: War Cry
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting, Sonic
NSch:
NSubSch:
Level: Bard 2
Save: Personal
**Target:** You
---
!!
```
## War Cry
Enchantment (Compulsion) [Mind-Affecting, Sonic]
**Level:** Bard 2
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round
You gain a +4 morale bonus on attack rolls and damage rolls made as part of a charge. If you deal damage with a charge attack, your foe must succeed on a Will save or become panicked for 1 round (spell resistance applies to this effect).
```
@@---
Spell: War-Mount
Source: Complete Champion
School: Transmutation
NSch:
NSubSch:
Level: Blackguard 3, paladin 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## War-Mount
Source: Complete Champion
Transmutation
**Level:** Blackguard 3, paladin 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Special mount or fiendish companion touched
**Duration:** 1 minute/level (D)
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You render the natural attacks of your mount or fiendish companion magical with a touch. The creature gains a +2 enhancement bonus on attack rolls and damage rolls with its natural weapons for the duration of the spell. They are treated as both magic and good-aligned (paladin) or evil aligned (blackguard) weapons for the purpose of overcoming damage reduction.
If you cast this spell in conjunction with master cavalier (page 124) and phantom charge (page 125), the three spells have a synergistic effect. See the master cavalier spell description for details.
```
@@---
Spell: Warding Gems
School: Conjuration
Subschool: Healing
NSch:
NSubSch:
Level: Cleric 5
Save: None
SR: No
---
!!
```
## Warding Gems
Conjuration (Healing)
**Level:** Cleric 5
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: 1 gem/3 caster levels
**Duration:** 1 hour/level
**Saving Throw:** None
**Spell Resistance:** No
You cast this spell upon one or more gems, imbuing them with healing energy. The gems leap from your hand, fly to the target, and begin orbiting the target's head like ioun stones.
Each warding gem is a receptacle that holds 10 hp. The target can, as a free action, access the healing energy inside a warding gem; the energy is released as a purple-white arc of divine power that unerringly strikes the target, healing 10 points of damage.
The target cannot choose to absorb only a portion of a warding gem's healing power. A warding gem depleted of its healing energy instantly turns to dust. At the end of the spell's duration, any unspent warding gems lose their healing power and fall to the ground; these can be reused for a later spell.
A single creature can have no more than five warding gems encircling it at one time. A warding gem has AC 24, hardness 10, and 10 hp; if it's destroyed, any healing power contained within is lost. Material **Components:** One 500-gp gem for each warding gem created.
```
@@---
Spell: Warding Hand
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 2
Save: None
SR: Yes
---
!!
```
## Warding Hand
Evocation [Force]
**Level:** Wizard 2
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: One hand of force
**Duration:** 1 round/level (D)
**Saving Throw:** None
**Spell Resistance:** Yes
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.
Focus: A soft glove.
```
@@---
Spell: Warning
Source: Player's Guide to Faerûn
School: Divination
NSch:
NSubSch:
Level: Initiate of helm 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Warning
Source: Player's Guide to Faerûn
Divination
**Level:** Initiate of helm 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 10 min./level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
This spell heightens the subject's senses and awareness of danger.
The subject gains a +4 insight bonus on Listen and Spot checks and gains uncanny dodge for the duration of the spell, retaining its Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker.
(The subject still loses its Dexterity bonus to AC if immobilized).
```
@@---
Spell: Warning Shout
School: Transmutation
Descriptor: Sonic
NSch:
NSubSch:
Level: Paladin 1
Save: None
SR: No
---
!!
```
## Warning Shout
Transmutation [Sonic]
**Level:** Paladin 1
**Components:** V
**Casting Time:** 1 immediate action **Range:** 30 ft.
Targets: All allies within 30 feet
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
All allies within range are no longer considered flat-footed, even if they have not yet acted in the current combat. Anyone sleeping naturally (as opposed to magically induced sleep, such as from a sleep spell) within the area is woken by a warning shout.
```
@@---
Spell: Warp Destiny
School: Transmutation
NSch:
NSubSch:
Level: Destiny 6
Save: Personal
**Target:** You
---
!!
```
## Warp Destiny
Transmutation
**Level:** Destiny 6
**Components:** V, S
**Casting Time:** 1 immediate action
**Range:** Personal
**Target:** You
**Duration:** Instantaneous
You reshape your personal fate to potentially avoid some tragic action, but the ripples caused in your destiny have unpleasant side effects for a brief period. After learning the result of a saving throw that you have rolled, you may cast this spell to reroll the save, but with an insight bonus equal to your caster level (maximum +20).
Alternatively, if you are struck in combat you can apply the insight bonus to your AC against the attack (even if flatfooted); if your new AC exceeds the attack roll, the attack misses you.
Casting this spell has a side effect: until the start of your next turn, you take a ?4 penalty on all saving throws and to your AC.
```
@@---
Spell: Warp Truename
Source: Tome of Magic
School: Transmutation
NSch:
NSubSch:
Level: Druid 4, Wizard 4
Save: Fortitude negates, then Will partial; see text
SR: Yes
---
!!
```
## Warp Truename
Source: Tome of Magic
Transmutation
**Level:** Druid 4, Wizard 4
**Components:** V, S, T
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 round/level
**Saving Throw:** Fortitude negates, then Will partial; see text
**Spell Resistance:** Yes
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 (see Table 5-1 on page 296 of the Monster Manual), 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.
```
@@---
Spell: Warp Wood
School: Transmutation
NSch:
NSubSch:
Level: Druid 2
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Warp Wood
Transmutation
**Level:** Druid 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** 1 Small wooden object/level, all within a 20-ft. radius
**Duration:** Instantaneous
**Saving Throw:** Will negates (object)
**Spell Resistance:** Yes (object)
You cause wood to bend and warp, permanently destroying its straightness, form, and strength. A warped door springs open (or becomes stuck, requiring a Strength check to open, at your option). A boat or ship springs a leak. Warped ranged weapons are useless. A warped melee weapon causes a ?4 penalty on attack rolls.
You may warp one Small or smaller object or its equivalent per caster level. A Medium object counts as two Small objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two.
Alternatively, you can unwarp wood (effectively warping it back to normal) with this spell, straightening wood that has been warped by this spell or by other means. Make whole, on the other hand, does no good in repairing a warped item.
You can combine multiple consecutive warp wood spells to warp (or unwarp) an object that is too large for you to warp with a single spell.
Until the object is completely warped, it suffers no ill effects.
```
@@---
Spell: Waste Strider
School: Transmutation
NSch:
NSubSch:
Level: Druid 1, ranger 1, Sand 1
Save: Will negates(harmless)
SR: Yes (harmless)
---
!!
```
## Waste Strider
Transmutation
**Level:** Druid 1, ranger 1, Sand 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
Targets: One touched creature/level
**Duration:** 1 hour/level (D)
**Saving Throw:** Will negates(harmless)
**Spell Resistance:** Yes (harmless)
The subject can move through desert environments without hindrance, ignoring movement penalties and penalties on skill checks for all types of desert and waste terrain. This spell does not grant a subject immunity to other ill effects of waste environments, such as heat and sun.
```
@@---
Spell: Watchful Ancestors
Source: Magic of Eberron
School: Conjuration
Subschool: Summoning
NSch:
NSubSch:
Level: Bard 4, cleric 4, Wizard 4
Save: Personal
**Target:** You
---
!!
```
## Watchful Ancestors
Source: Magic of Eberron
Conjuration (Summoning)
**Level:** Bard 4, cleric 4, Wizard 4
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level
You are surrounded by manifestations of the spirits of your long-dead ancestors, which provide you with protection in battle. Opponents gain no bonus from fl anking you, as if you had the improved uncanny dodge ability (see the barbarian class feature on page 26 of the Player's Handbook; use your caster level in place of barbarian levels for the purpose of determining whether a rogue can sneak attack you).
In addition, while this spell is in effect, you add your caster level as an insight bonus on any one Refl ex save. Using this function is an immediate action and must be declared before the save is rolled. Using this ability immediately ends the spell, since the protective manifestations expend themselves to provide you with the sudden burst of insight.
Arcane Material Component: A shred of a burial shroud.
```
@@---
Spell: Water Breathing
School: Transmutation
NSch:
NSubSch:
Level: Cleric 3, Druid 3, Wizard 3, Water 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Water Breathing
Transmutation
**Level:** Cleric 3, Druid 3, Wizard 3, Water 3
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creatures touched
**Duration:** 2 hours/level; see text
**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.
Arcane Material Component: A short reed or piece of straw.
```
@@---
Spell: Water To Acid
School: Transmutation
Descriptor: Water
NSch:
NSubSch:
Level: Wizard 3
Save: None
SR: No
---
!!
```
## Water To Acid
Transmutation [Water]
**Level:** Wizard 3
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10. ft./level)
**Area:** Up to 1 cu. ft./level
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
You transform a volume of water into an equal volume of acid, which deals damage to creatures that come into contact with it. You cannot transform water inside a creature's body, but you can affect water surrounding it.
Water containing more than a trace of dissolved or suspended substances can?t be affected by this spell. You can fill a flask with acid produced in this way and throw it as a splash weapon that deals 1d6 points of acid damage on a direct hit and 1 point of acid damage from a splash (see page 128 of the Player's Handbook). Each round a creature is in contact with the acid, it takes 1d6 points of acid damage. Underwater, the acid created by this spell dissipates after 1 round/caster level.
The acid dissolves metallic objects it contacts. It deals 1d6 points of damage per round and ignores the object's hardness. A magic item makes a Fortitude saving throw each round for half damage. Material Component: A few drops of vinegar.
```
@@---
Spell: Water To Poison
School: Transmutation
NSch:
NSubSch:
Level: Wu Jen 4 (water)
Save: None; see text
SR: No
---
!!
```
## Water To Poison
Transmutation
**Level:** Wu Jen 4 (water)
**Components:** V, S, M
**Casting Time:** 1 round
**Range:** Touch
**Target:** One ounce of water/level
**Duration:** Instantaneous
**Saving Throw:** None; see text
**Spell Resistance:** No
This spell transforms a volume of water into an equal volume of colorless, tasteless, ingested poison with a save DC equal to the spell's DC. When ingested, the poison deals 1 point of Constitution damage followed by 1d8 points of Constitution damage 1 minute later. A successful Will save can negate each instance of damage. A single swallow (1 ounce) of poison is enough to affect a single creature; drinking more does not increase the effect. Material Component: The fang of a poisonous snake and a bloodstone worth at least 50 gp.
```
@@---
Spell: Water Walk
School: Transmutation
Descriptor: Water
NSch:
NSubSch:
Level: Cleric 3, Ranger 3
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Water Walk
Transmutation [Water]
**Level:** Cleric 3, Ranger 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
Targets: One touched creature/level
**Duration:** 10 min./level (D)
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The transmuted creatures can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subjects? feet hover an inch or two above the surface. (Creatures crossing molten lava still take damage from the heat because they are near it.) The subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground.
If the spell is cast underwater (or while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward the surface at 60 feet per round until they can stand on it.
```
@@---
Spell: Waterspout
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Druid 7, Ocean 7, Wizard 7
Save: Reflex negates
SR: No
---
!!
```
## Waterspout
Conjuration (Creation)
**Level:** Druid 7, Ocean 7, Wizard 7
**Components:** V, S, DF
**Casting Time:** 1 full round
**Range:** Long (400 ft. + 40 ft./level)
Effect: Cylinder 10 ft. wide and 80 ft. tall
**Duration:** 1 round/level
**Saving Throw:** Reflex negates
**Spell Resistance:** No
Waterspout causes water to rise up into a whirling, cylindrical column that looks exactly like a tornado made of water. A body of water at least 10 feet wide and 20 feet deep must be present, or the spell is wasted. If the waterspout encounters insufficient depth after it has formed, it collapses.
The waterspout moves at a speed of 30 feet and must remain over water. You can concentrate on controlling the waterspout's every movement or specify a simple program, such as move straight ahead, zigzag, circle, or the like. Directing the waterspout's movement or changing its programmed movement is a standard action for you. The waterspout always moves during your turn in the initiative order. If the waterspout exceeds the spell's range, it collapses and the spell ends.
The waterspout batters creatures and objects it touches, and it often sucks them up inside its vortex. Any creature or object that comes in contact with the waterspout must succeed on a Reflex save or take 3d8 points of damage. Medium or smaller creatures who fail their save are sucked into the waterspout and whirled about inside its powerful currents, taking 2d6 points of damage each round with no save allowed.
Trapped creatures remain inside for 1d3 rounds before the waterspout ejects them out the top of the spout, and they fall back to the surface (taking falling damage) 1d8?5 feet from the base of the waterspout. Waterborne creatures or objects within 10 feet of the spout (below and on all sides) also must make Reflex saves or be sucked into the spout if they are Medium or smaller. Anything sucked into the spout takes 3d8 points of damage and is then trapped for 1d3 rounds as explained above.
Only the smallest boats?canoes, kayaks, coracles, and the like?can be sucked into the spout. The occupant of any such craft can make a Profession (sailor) check instead of a Reflex save to avoid being sucked into the waterspout.
```
@@---
Spell: Wave Blessing
School: Transmutation
Descriptor: Water
NSch:
NSubSch:
Level: Wizard 1
Save: None
SR: Yes (harmless)
---
!!
```
## Wave Blessing
Transmutation [Water]
**Level:** Wizard 1
**Components:** V
**Casting Time:** 1 immediate action
**Range:** Medium (100 ft. + 10 ft./level)
Targets: One Medium or smaller object or creature/level, no two of which can be more than 30 ft. apart
**Duration:** 10 min./level
**Saving Throw:** None
**Spell Resistance:** Yes (harmless)
On the seas, there is always the danger of falling overboard, especially to those wearing armor or who simply cannot swim.
The affected targets do not go under the water if they fail a Swim check for any reason, including being tied up, unconscious, or heavily loaded. However, the targets can still be dragged under by the actions of other creatures. You can cast this spell with an instant utterance. Casting this spell is an immediate action. You can even cast this spell when it isn?t your turn.
Wave blessing counters and dispels sink.
```
@@---
Spell: Wave Of Grief
School: Enchantment
Descriptor: Evil, Mind-Affecting Le vel: Bard 2, blackguard 2, cleric 2
**Components:** V, S, M
**Casting Time:** 1 standard action **Range:** 30 ft.
**Area:** Cone-shaped burst
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
All within the cone when the spell is cast take a ?3 penalty on attack rolls, saving throws, ability checks, and skill checks.
Material Component: Three tears.
## Waves Of Cold
Necromancy [Cold]
NSch:
NSubSch:
Level: Wizard 6
Save: Will negates
SR: Yes
---
!!
```
## Wave Of Grief
Enchantment [Evil, Mind-Affecting] Le vel: Bard 2, blackguard 2, cleric 2
**Components:** V, S, M
**Casting Time:** 1 standard action **Range:** 30 ft.
**Area:** Cone-shaped burst
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
All within the cone when the spell is cast take a ?3 penalty on attack rolls, saving throws, ability checks, and skill checks.
Material Component: Three tears.
## Waves Of Cold
Necromancy [Cold]
**Level:** Wizard 6
**Components:** V, S, Coldfi re **Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** Cone-shaped burst
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
Waves of frigid energy render all creatures with the fire subtype in the spell's area shaken for the duration of the spell. Any creature with the cold subtype caught in the area of this spell loses its immunity to cold for the duration of the spell. Whether or not a creature makes its saving throw, it becomes immune to further castings of this spell for 24 hours.
Coldfire Component: Two ounces of coldfire.
```
@@---
Spell: Waves Of Exhaustion
School: Necromancy
NSch:
NSubSch:
Level: Wizard 7
Save: No
SR: Yes
---
!!
```
## Waves Of Exhaustion
Necromancy
**Level:** Wizard 7
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 60 ft.
**Area:** Cone-shaped burst
**Duration:** Instantaneous
**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.
```
@@---
Spell: Waves Of Fatigue
School: Necromancy
NSch:
NSubSch:
Level: Wizard 5
Save: No
SR: Yes
---
!!
```
## Waves Of Fatigue
Necromancy
**Level:** Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 30 ft.
**Area:** Cone-shaped burst
**Duration:** Instantaneous
**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.
```
@@---
Spell: Wave Of Grief
School: Enchantment
Descriptor: Evil, Mind-Affecting
NSch:
NSubSch:
Level: Bard 2, Cleric 2
Save: Will negates
SR: Yes
---
!!
```
## Wave Of Grief
Enchantment [Evil, Mind-Affecting]
**Level:** Bard 2, Cleric 2
**Components:** S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** Cone
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
All within the cone when the spell is cast are overcome with sorrow and grief. They take a ?3 morale penalty on all attack rolls, saving throws, ability checks, and skill checks.
Material Component: Three tears.
```
@@---
Spell: Wave Of Pain
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Bard 6, Pain 7
Save: Fortitude negates
SR: Yes
---
!!
```
## Wave Of Pain
Necromancy [Evil]
**Level:** Bard 6, Pain 7
**Components:** S, M
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** Cone
**Duration:** 1 round/2 levels
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
All living creatures within the cone are overcome with pain and suffering. They are stunned for the duration of the spell. A creature with no discernible anatomy is unaffected by this spell. Material Component: A needle.
```
@@---
Spell: Weapon Augmentation
School: Transmutation
NSch:
NSubSch:
Level: Artificer 4
Save: None (object)
SR: No (object)
---
!!
```
## Weapon Augmentation
Transmutation
**Level:** Artificer 4
As lesser weapon augmentation, but you can choose any special ability whose market price is equivalent to a bonus of up to +3 or up to 70,000 gp, such as speed.
Material Component: An ointment costing 100 gp.
## Weapon Augmentation, Greater
Source: Eberron Campaign Setting
Transmutation
**Level:** Artificer 6
As lesser weapon augmentation, but you can choose any special ability whose market price is equivalent to a bonus of up to +5 or up to 200,000 gp, such as vorpal.
Material Component: An ointment costing 200 gp.
## Weapon Augmentation, Lesser
Source: Eberron Campaign Setting
Transmutation
**Level:** Artificer 2
**Duration:** 10 min./level
**Target:** One weapon or fifty projectiles, all of which must be in contact with each other at the time of casting.
As personal weapon augmentation, but any character can wield the weapon you augment.
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 thrown weapons for the purpose of this spell.) Material Component: An ointment made from rare spices and minerals, costing 20 gp.
## Weapon Augmentation, Personal
Source: Eberron Campaign Setting
Transmutation
**Level:** Artificer 1
**Components:** S, M
**Casting Time:** 1 minute
**Range:** Touch
**Target:** Weapon touched
**Duration:** 10 min./level
**Saving Throw:** None (object)
**Spell Resistance:** No (object)
The weapon you touch temporarily gains a special ability commonly found on magic weapons. You can choose any special ability whose market price is equivalent to a +1 bonus or up to 10,000 gp, such as flaming or keen. The weapon does not have to have an existing enhancement bonus, nor does it gain one when you imbue it with this infusion. The weapon gains the benefit of the infusion only if you wield, throw, or fire it. Material Component: A patch of rabbit's fur.
```
@@---
Spell: Weapon Of Energy
School: Transmutation
Descriptor: see text
NSch:
NSubSch:
Level: Cleric 3, Wizard 3
Save: Fortitude negates (object, harmless)
SR: Yes (harmless, object)
---
!!
```
## Weapon Of Energy
Transmutation [see text]
**Level:** Cleric 3, Wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One weapon
**Duration:** 1 round/level
**Saving Throw:** Fortitude negates (object, harmless)
**Spell Resistance:** Yes (harmless, object)
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 1d6 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.
```
@@---
Spell: Weapon Of Impact
School: Transmutation
NSch:
NSubSch:
Level: Bard 3, cleric 3, sorcerer/ wizard 3
Save: Fortitude negates (harmless, object)
SR: Yes (harmless, object)
---
!!
```
## Weapon Of Impact
Transmutation
**Level:** Bard 3, cleric 3, sorcerer/ wizard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One bludgeoning weapon or fifty bludgeoning projectiles, all of which must be in contact with one another at the time of casting **Duration:** 10 minutes/level
**Saving Throw:** Fortitude negates (harmless, object)
**Spell Resistance:** Yes (harmless, object)
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.
```
@@---
Spell: Weapon Of The Deity
School: Transmutation
NSch:
NSubSch:
Level: Blackguard 3, cleric 3, paladin 3
Save: Fortitude negates (harmless, object)
SR: Yes (harmless, object)
---
!!
```
## Weapon Of The Deity
Transmutation
**Level:** Blackguard 3, cleric 3, paladin 3
**Components:** V, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Weapon touched
**Duration:** 1 round/level
**Saving Throw:** Fortitude negates (harmless, object)
**Spell Resistance:** Yes (harmless, object)
You must be holding your deity's favored weapon to cast this spell. You can use the weapon as if you had proficiency with it even if you normally do not. The weapon gains a +1 enhancement bonus on attack rolls and damage rolls and an additional special ability (see the list below). A double weapon gains this enhancement bonus and special ability for only one of its two ends, as chosen by you. When you reach caster level 9th, the enhancement bonus of the weapon increases to +2. At 12th level, the bonus rises to +3, at 15th level it is +4, and at 18th level it becomes +5. The list below includes deities from the core pantheon as well as other deities described in D&D supplements, along with the five alignment
Components. If a cleric worshiping a different deity casts this spell, the DM should assign an appropriate weapon special ability of the same power level as those given here.
Deities
Bahamut:
+1 frost heavy pick
Boccob:
+1 spell storing quarterstaff
Corellon Larethian:
+1 keen longsword
Ehlonna:
+1 frost longsword
Erythnul:
+1 mighty cleaving morningstar
Fharlanghn:
+1 defending quarterstaff
Garl Glittergold:
+1 throwing battleaxe
Gruumsh:
+1 returning shortspear
Heironeous:
+1 shock longsword
Hextor:
+1 mighty cleaving heavy flail
Kord:
+1 mighty cleaving greatsword
Kurtulmak:
+1 shock shortspear
Lolth:
+1 keen whip
Moradin:
+1 throwing warhammer
Nerull:
+1 keen scythe
Obad-Hai:
+1 defending quarterstaff
Olidammara:
+1 keen rapier
Pelor:
+1 flaming heavy mace
St. Cuthbert:
+1 mighty cleaving heavy mace
Vecna:
+1 frost dagger
Wee Jas:
dagger of venom
Tiamat:
+1 flaming heavy pick
Yondalla: +1 defending short sword
Alignments
Good:
+1 frost warhammer
Evil:
+1 mighty cleaving light flail
Neutral:
+1 defending heavy mace
Law:
+1 flaming longsword
Chaos: +1 shock battleaxe
```
@@---
Spell: Weapon Shift
School: Transmutation
NSch:
NSubSch:
Level: Bard 2, Wizard 1
Save: Fortitude negates (object)
SR: Yes (object)
---
!!
```
## Weapon Shift
Transmutation
**Level:** Bard 2, Wizard 1
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One melee weapon of up to 15 lb.
**Duration:** 1 minute/level
**Saving Throw:** Fortitude negates (object)
**Spell Resistance:** Yes (object)
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.
Material Component: A piece of parchment folded into the shape of the weapon type desired.
```
@@---
Spell: Weather Eye
School: Divination
NSch:
NSubSch:
Level: Druid 3
Save: None
SR: No
---
!!
```
## Weather Eye
Divination
**Level:** Druid 3
**Components:** V, S, M, F
**Casting Time:** 1 hour
**Range:** 1 mile + 1 mile/level
**Area:** 1-mile radius + 1-mile/level centered on you
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
You can accurately predict the natural weather up to one week into the future. If unnatural forces currently affect the weather, then weather eye reveals the spells or abilities in effect, though not the source of those abilities.
Material Component: Incense.
Focus: A scrying device of some kind (bowl, mirror, crystal ball, and so forth).
```
@@---
Spell: Web
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Wizard 2
Save: Reflex negates; see text
SR: No
---
!!
```
## Web
Conjuration (Creation)
**Level:** Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Webs in a 20-ft. radius spread
**Duration:** 10 min./level (D)
**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.
Material Component: A bit of spider web.
```
@@---
Spell: Webfoot
School: Transmutation
NSch:
NSubSch:
Level: Druid 1, ranger 1
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Webfoot
Transmutation
**Level:** Druid 1, ranger 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 10 min./level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
The transmuted creature becomes better acclimated to wetlands and watery environments. It gains a +4 bonus on Swim checks and is not hindered when moving through shallow bog terrain. It treats an area of deep bog as shallow bog for purposes of movement and Tumble checks (see Marsh Terrain on page 88 of the Dungeon Master's Guide).
```
@@---
Spell: Weighed In The Balance
School: Necromancy
NSch:
NSubSch:
Level: Balance 9
Save: Will negates
SR: Yes
---
!!
```
## Weighed In The Balance
Necromancy
**Level:** Balance 9
**Components:** V
**Casting Time:** 1 standard action **Range:** 30 ft.
**Area:** Creatures in a 30-ft. radius spread centered on you
**Duration:** Instantaneous
**Saving Throw:** Will negates
**Spell Resistance:** Yes
This spell harms or heals creatures within its area based on their alignments and life status. The effect does the most harm to those creatures most extreme in alignment and most out of balance with the natural world. For living creatures that have an alignment with no neutral component (LG, CG, LE, or CE), this spell acts as an inflict critical wounds spell (PH 244). For living creatures that have an alignment with a neutral component and one other (NG, LN, CN, or NE), this spell acts as an inflict moderate wounds spell (PH 244). For living creatures that have a neutral alignment (N) and all undead creatures, this spell acts as a heal spell (PH 239), dealing damage to undead but acting as a beneficial spell to neutral creatures.
```
@@---
Spell: Weight Of Sin
Source: Complete Champion
School: Evocation
Descriptor: Chaotic, Evil, Good, or Lawful
NSch:
NSubSch:
Level: Cleric 6
Save: Fortitude partial, then Will partial; see text
SR: Yes
---
!!
```
## Weight Of Sin
Source: Complete Champion
Evocation [Chaotic, Evil, Good, or Lawful]
**Level:** Cleric 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** Instantaneous, then 1 round/level or permanent; see text
**Saving Throw:** Fortitude partial, then Will partial; see text
**Spell Resistance:** Yes
You affect the target differently based on how its alignment compares to your own.
If the target's alignment is the same as yours, weight of sin has no effect.
If the target's alignment differs from yours but contains no directly opposing components (for example, the target is neutral good and you are lawful neutral), the spell deals 1 point of damage per caster level (maximum 15) and has no secondary effect.
If the target's alignment has one aspect opposed to yours (such as law/chaos), but not both, the spell deals 1d4 points of damage per caster level (maximum 15d4), and the subject suffers a minor secondary effect (see the table above).
If the target's alignment is diametrically opposed to yours (such as lawful good/chaotic evil), the spell deals 1d6 points of damage per caster level (maximum 15d6), and the subject suffers a moderate secondary effect (see the table below).
If you cast this spell on the same target in 2 consecutive rounds, any secondary effect the spell has increases by one 'step? in severity. That is, if the spell caused a minor effect on the first casting, it now causes a moderate effect, and if it caused a moderate effect, it now causes a major effect. Minor and moderate effects end in 1 round per caster level, but major effects are permanent until dispelled.
In all cases, the subject is entitled to a Fortitude save for half damage, and then a Will save to negate the secondary effect, if any. The target is entitled to this Will save even if the spell duplicated by the secondary effect normally does not permit one.
Opposed Alignments (Yours/Target's)
Minor Effect
Moderate Effect
Major Effect
Chaotic/lawful
?1 on saving throws
Confusion, as the spell
Baleful polymorph, as the spell
Evil/ good
?1 to Armor Class
Crushing despair, as the spell
Weakened, as symbol of weakness
Good/ evil
?1 on attack rolls
Exhausted, as ray of exhaustion
Blinded, as power word blind
Lawful/ chaotic
?1 on damage rolls
Slow, as the spell
Flesh to stone, as the spell
Chaotic evil/lawful good
-
Confusion, as the spell
Weakened, as symbol of weakness
Chaotic good/ lawful evil
-
Exhausted, as ray of exhaustion
Baleful polymorph, as the spell
Lawful evil/ chaotic good
-
Crushing despair, as the spell
Flesh to stone, as the spell
Lawful good/ chaotic evil ? Slow, as the spell Blinded, as power word blind
```
@@---
Spell: Weird
School: Illusion
Subschool: Phantasm
Descriptor: Fear, Mind-Affecting
NSch:
NSubSch:
Level: Wizard 9
Save: Fortitude negates
SR: Yes
---
!!
```
## Weird
Illusion (Phantasm) [Fear, Mind-Affecting]
**Level:** Wizard 9
Targets: Any number of creatures, no two of which can be more than 30 ft. apart
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.
## Were-Doom
Evocation [Evil, Chaos]
**Level:** Bestial 9, Cleric 9, Druid 9
**Components:** V, S, M
**Casting Time:** 1 minute
**Range:** Long (400 ft. + 40 ft./level)
**Area:** 50-ft./level radius
**Duration:** 24 hours
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
This spell must be cast at night. Lycanthropy infects 1d4 humanoid creatures in the area, designated randomly. These creatures immediately change into their animal or hybrid forms (their choice) and begin savagely attacking all around them. To determine the type of lycanthropy that afflicts a subject, roll on the following table.
d% Lycanthrope
Type
01?25
Wererat
26?60
Werewolf
61?80
Wereboar
81?00 Weretiger
See the Lycanthrope template in the Monster Manual for more information on lycanthropy, including how to cure it.
Material Component: A bit of a lycanthrope's fur or skin.
```
@@---
Spell: Whelm
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Beguiler 1, Wizard 1
Save: Will negates
SR: Yes
---
!!
```
## Whelm
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Beguiler 1, Wizard 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** Instantaneous
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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.
```
@@---
Spell: Whelm, Mass
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Beguiler 4, Wizard 4
Save: Will negates
SR: Yes
---
!!
```
## Whelm, Mass
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Beguiler 4, Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One living creature/level
**Duration:** Instantaneous
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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.
```
@@---
Spell: Whelming Blast
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Beguiler 2, Wizard 2
Save: Will negates
SR: Yes
---
!!
```
## Whelming Blast
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Beguiler 2, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 30 ft.
**Area:** Cone-shaped burst
**Duration:** Instantaneous
**Saving Throw:** Will negates
**Spell Resistance:** Yes
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.
```
@@---
Spell: Whip Of Thorns
Source: Champions of Ruin
School: Transmutation
NSch:
NSubSch:
Level: Druid 2
Save: Personal
Effect: 15-foot-long whip covered with sharp thorns
---
!!
```
## Whip Of Thorns
Source: Champions of Ruin
Transmutation
**Level:** Druid 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Personal
Effect: 15-foot-long whip covered with sharp thorns
**Duration:** 1 round/level, or until discharged
**Saving Throw:** None
**Spell Resistance:** No
When you cast this spell, a piece of vine grows into a thorn-studded whip capable of savagely ripping your opponent's flesh.
You can wield this whip as if you were proficient, and it follows all the rules for a whip except that it deals 1d8+1 points of lethal damage per strike.
Any time you strike a Large or smaller opponent successfully with the whip, you can release it and entangle the creature.
Doing this ends the spell, but the thorny vine continues to wrap around your enemy until the opponent breaks free with a successful Escape Artist check (DC equal to the save DC of the spell).
On a failed check, the creature takes an additional 1d4 points of damage and remains entangled.
On a successful check that exceeds the DC by 10 or less, the creature takes the additional damage in the process of freeing itself.
A creature can also attempt to burst the vine with a DC 20 Strength check, although it takes 1d4 points of damage whether or not the attempt succeeds. Material Component: A tiny piece of vine.
```
@@---
Spell: Whirling Blade
School: Transmutation
NSch:
NSubSch:
Level: Bard 2, Wizard 2
Save: None
SR: No
---
!!
```
## Whirling Blade
Transmutation
**Level:** Bard 2, Wizard 2
**Components:** V, S, F
**Casting Time:** 1 standard action **Range:** 60 ft.
Effect: 60-ft. line
**Duration:** Instantaneous **Saving Throw:** None
**Spell Resistance:** No
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. Focus: A slashing melee weapon that you hurl.
```
@@---
Spell: Whirlwind
School: Evocation
Descriptor: Air
NSch:
NSubSch:
Level: Air 8, Druid 8
Save: Reflex negates; see text
SR: Yes
---
!!
```
## Whirlwind
Evocation [Air]
**Level:** Air 8, Druid 8
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
Effect: Cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall
**Duration:** 1 round/level (D)
**Saving Throw:** Reflex negates; see text
**Spell Resistance:** Yes
This spell creates a powerful cyclone of raging wind that moves through the air, along the ground, or over water at a speed of 60 feet per round. You can concentrate on controlling the cyclone's every movement or specify a simple program. Directing the cyclone's movement or changing its programmed movement is a standard action for you. The cyclone always moves during your turn. If the cyclone exceeds the spell's range, it moves in a random, uncontrolled fashion for 1d3 rounds and then dissipates. (You can?t regain control of the cyclone, even if comes back within range.)
Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round on your turn with no save allowed. You may direct the cyclone to eject any carried creatures whenever you wish, depositing the hapless souls wherever the cyclone happens to be when they are released.
```
@@---
Spell: Whirlwind, Greater
School: Evocation
Descriptor: Air
NSch:
NSubSch:
Level: Druid 9, Windstorm 9
Save: Fortitude partial
SR: Yes
---
!!
```
## Whirlwind, Greater
Evocation [Air]
**Level:** Druid 9, Windstorm 9
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: 20-ft. radius tornado, up to 5 ft./level high, centered on a point in space
**Duration:** 1 round/level
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
This spell is a more potent version of whirlwind (PH 301). A greater whirlwind affects creatures differently, depending on their size and where they are in relation to the twister.
Near the Tornado: Large or smaller creatures who start their turn within 60 feet of the center of a greater whirlwind must succeed on a Fortitude save or be dragged 1d4?10 feet toward the center of the twister, taking 1d4 points of nonlethal damage per 10 feet dragged. Huge creatures within 40 feet of the twister must succeed on a Fortitude save or be knocked prone. Gargantuan and Colossal creatures within 40 feet of the twister must succeed on a Fortitude save before moving away from the twister. Flying creatures of Huge size or smaller that fail their Fortitude saves are sucked to the center of the twister, taking 2d6 points of damage from the battering and buffeting. Gargantuan flying creatures must succeed on a Fortitude save or be pulled 1d6?10 feet toward the center of the twister. Colossal flyers must likewise make Fortitude saves or be pulled 1d6?5 feet toward the twister's center. Any Huge or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage. A Large or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds. Any creature picked up is ejected 3 rounds later.
Inside the Tornado: Creatures that start their turn inside the tornado take 6d6 points of damage for each round they remain inside at the beginning of your turn. Creatures inside the tornado can?t do much; attacks, spellcasting, and movement are impossible within a greater whirlwind. When the greater whirlwind ejects a creature, it reappears 4d6?5 feet away from the twister's center in a random direction, and 4d6?5 feet off the ground (immediately falling if it can?t fly).
Terrain and Structures: The tornado uproots trees and other vegetation automatically, and it leaves a trail of dense rubble (Dmg 90) wherever it goes. Structures within a greater whirlwind take 2d6?10 points of damage per round. In a round or two, that amount of damage is sufficient to destroy any building made of materials less sturdy than reinforced masonry. No ranged attacks can pass through the twister. A greater whirlwind extinguishes all flames it touches. Listen checks are impossible within a greater whirlwind. A greater whirlwind remains stationary unless you direct it elsewhere as a move action. It moves up to 60 feet per round.
```
@@---
Spell: Whirlwind Of Teeth
School: Evocation
Descriptor: Evil
NSch:
NSubSch:
Level: Bestial 7, Wizard 7
Save: Reflex half
SR: Yes
---
!!
```
## Whirlwind Of Teeth
Evocation [Evil]
**Level:** Bestial 7, Wizard 7
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 5-ft./level radius cylinder 10 ft./level high
**Duration:** 1 round/level
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
The caster creates an opaque area of swirling energy in the form of roaring, screeching mouths full of teeth. Anyone within the area takes 1d8 points of damage for every two caster levels (maximum 10d8) from the magically created biting mouths and tearing teeth. The whirlwind moves as the caster mentally directs (as a free action), with a speed of 40 feet.
Arcane Material Component: A handful of bloody teeth.
```
@@---
Spell: Whispercast
Source: Lords of Madness
School: Transmutation
NSch:
NSubSch:
Level: Sorcerer 2, Wizard 2
Save: Personal
**Target:** You **Duration:** 1 round
---
!!
```
## Whispercast
Source: Lords of Madness
Transmutation
**Level:** Sorcerer 2, Wizard 2
**Components:** V
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You **Duration:** 1 round
The next spell you cast can be cast as a purely mental action, provided that it is of 5th level or lower and that you can whisper.
It requires no somatic or material components, unless the spell normally requires a focus or an expensive material component (any component worth more than 1 gp).
If the spell does require a focus or an expensive component, you can still whispercast it as long as you have the focus or expensive component on your person?the magic of whispercast causes the focus to be used or the expensive component to be consumed normally, without you having to handle or manipulate it.
If you do not cast a second spell while whispercast is in effect, you gain no benefit from casting whispercast.
Casting this spell is a swift action.
It does not require a move action or standard action, but you can take only one swift, immediate, or quickened action per turn.
Tsochari spellcasters use this spell to permit spellcasting while they inhabit other creatures. It is also useful for grappled spellcasters.
```
@@---
Spell: Whispering Flame
Source: Five Nations
School: Divination
NSch:
NSubSch:
Level: Druid 2, cleric 2
Save: None
SR: No
---
!!
```
## Whispering Flame
Source: Five Nations
Divination
**Level:** Druid 2, cleric 2
**Components:** V, S, M, DF
**Casting Time:** 1 standard action
**Range:** Touch; see text
**Target:** Two candles
**Duration:** 1 day/level
**Saving Throw:** None
**Spell Resistance:** No
This spell is placed on two candles, which the caster must hold at the time of casting. Anything that is spoken into the flame of one candle can be heard issuing from the flame of the other. The candles? ability to transmit and receive messages works over any distance, provided they?re both on the same plane of existence. Both candles must be lit for the message transfer to occur.
Although the spell's effect can last for days, a whispering flame candle can burn only for a total of 8 hours before it melts away and loses its power, so keeping it lit for long periods of time is inadvisable.
A single candle cannot have more than one whispering flame spell cast on it. Material **Components:** Two candles.
```
@@---
Spell: Whispering Sand
School: Transmutation
Descriptor: Language-Dependent
NSch:
NSubSch:
Level: Druid 3, Wizard 3
Save: None
SR: No
---
!!
```
## Whispering Sand
Transmutation [Language-Dependent]
**Level:** Druid 3, Wizard 3
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** See text
**Target:** One creature/level
**Duration:** 10 min./level (D)
**Saving Throw:** None
**Spell Resistance:** No
Sand, ash, or dust serves as a conduit for your conversation with other creatures in far-removed locales. You fix in your mind the identity of the creatures with whom you wish to communicate (you must know, have met, or know the name of the targets), and then speak. You know immediately which of the targets can respond, if any?if the targets possess the appropriate sandy focus (see below), or if the targets are located in areas of sand, dust, or ash, the spell functions; if not, it immediately ends. Barriers and distance are not a factor, as long as both you and the targets have the appropriate focus and are on the same plane. If contact is achieved, the sand whispers your messages back and forth for the duration of the spell, no matter your distance from each other, gleaning a message from a sound akin to wind on sand. The spell does not transcend language barriers. Focus: At least 1 pound of sand, dust, or ash.
```
@@---
Spell: Whispering Wind
School: Transmutation
Descriptor: Air
NSch:
NSubSch:
Level: Bard 2, Wizard 2
Save: None
SR: No
---
!!
```
## Whispering Wind
Transmutation [Air]
**Level:** Bard 2, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** 1 mile/level
**Area:** 10-ft. radius spread
**Duration:** No more than 1 hour/level or until discharged (destination is reached)
**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 whisperquiet 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.
```
@@---
Spell: Whiteout
School: Conjuration
Subschool: Creation
Descriptor: Cold
NSch:
NSubSch:
Level: Druid 7
Save: None (see text)
SR: No
---
!!
```
## Whiteout
Conjuration (Creation) [Cold]
**Level:** Druid 7
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Long (400 ft. + 40 ft./level)
Effect: Cloud centered on target spreads 120 ft. and is 20 ft. high
**Duration:** 1 hour/level
**Saving Throw:** None (see text)
**Spell Resistance:** No
A swirling snow and a strong wind arise around you or a creature you designate, and follows you or the creature from that point on. Characters in whiteout conditions take a ?2 penalty to AC, lose any Dexterity bonus to AC, move at half speed, and take a ?4 penalty on Dexterity-based skill checks, as well as Search, Spot, and any other checks that rely on vision.
The character also gains total concealment (50% miss chance). These effects end when the character leaves the area of whiteout. Whiteout conditions stack with wind and snowfall.
Visibility is 5 feet. In addition, any creature trying to move within the effects of this spell must make a Survival check (DC 10 + caster level) every move action or wander lost inside the whiteout. A creature that fails can?t leave the area, but can move around within it. Groups of creatures roped or otherwise physically held together can use the lead creature's Survival check and stay together. A new check can be made once per minute.
```
@@---
Spell: Wieldskill
Source: Player's Guide to Faerûn
School: Divination
NSch:
NSubSch:
Level: Initiate of gond 1
Save: None
SR: Yes
---
!!
```
## Wieldskill
Source: Player's Guide to Faerûn
Divination
**Level:** Initiate of gond 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 min./level
**Saving Throw:** None
**Spell Resistance:** Yes
This spell imbues the subject with a touch of divine guidance, granting it a +5 competence bonus on a skill check of your choice.
A subject that has no ranks in the designated skill functions as if it had 1/2 rank in the skill and therefore is considered trained in it, even though this 1/2 rank adds nothing to checks made with that skill.
Alternatively, the subject may gain proficiency with a single weapon (simple, martial, or exotic) or armor (light, medium, heavy, or shield) that you designate, as if it had the appropriate feat.
```
@@---
Spell: Wild Instincts
School: Divination
Descriptor: Mindset
NSch:
NSubSch:
Level: Druid 2, ranger 3
Save: Personal
**Target:** You
---
!!
```
## Wild Instincts
Divination [Mindset]
**Level:** Druid 2, ranger 3
**Components:** V, S, DF
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 minute/level
When you cast this spell, you sharpen your instincts and your awareness of your immediate surroundings. While the spell is in effect, you retain your Dexterity bonus to AC even if f lat-footed or attacked by an unseen opponent, and you gain a +10 insight bonus on Listen and Spot checks.
Mindset: The energies you manipulate while preparing this spell enhance your senses, granting you a +1 insight bonus on Listen and Spot checks (or a +2 bonus on Listen and Spot checks if you are a shifter). This bonus is replaced by the bonus granted when the spell is cast.
```
@@---
Spell: Wild Runner
School: Transmutation
NSch:
NSubSch:
Level: Druid 4, ranger 4
Save: Personal
**Target:** You
---
!!
```
## Wild Runner
Transmutation
**Level:** Druid 4, ranger 4
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 10 minutes/level (D)
When you cast this spell, you assume the physical appearance and many of the qualities and abilities of a centaur (MM 32). While under the effect of the spell, your creature type changes to monstrous humanoid, and your size changes to Large. You have the space and reach of a centaur (10 feet/5 feet). You gain the Strength, Dexterity, and Constitution of an average centaur (Str 18, Dex 14, Con 15), but you retain your own mental ability scores. Your base land speed becomes 50 feet. You gain darkvision out to 60 feet. You can still use any extraordinary, spell-like, and supernatural abilities possessed by your normal form. You gain all the advantages of a quadruped form (greater carrying capacity, +4 bonus to resist trip attacks, and so on); this includes the ability to fight effectively while carrying a rider. You can still use your equipment and cast spells normally.
```
@@---
Spell: Willing Sacrifice
Source: Exemplars of Evil
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 3, Wizard 3
Save: None
SR: No
---
!!
```
## Willing Sacrifice
Source: Exemplars of Evil
Necromancy [Evil]
**Level:** Cleric 3, Wizard 3
**Components:** V
**Casting Time:** 1 swift action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 round/level
**Saving Throw:** None
**Spell Resistance:** No
You utter a blasphemous phrase, and an ally erupts in pale gray flames. When the fire sputters out, you feel the power of corruption coursing through your veins.
You deal 1d10 points of damage to a single evil creature within range that is a willing target. As a result, you gain a profane bonus equal to half the number of points of damage dealt. As a free action, you can use the bonus on attack rolls, damage rolls, saving throws, ability checks, or skill checks.
You can use as much or as little of the bonus as you wish, but you must declare the use before the results of the die roll are known. At the end of the spell's duration, any unused bonus points are lost. The effects of multiple willing sacrifice spells are not cumulative; you can benefit from only one spell at a time.
```
@@---
Spell: Wind At Back
School: Evocation
NSch:
NSubSch:
Level: Druid 4
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Wind At Back
Evocation
**Level:** Druid 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Targets: One creature/level, no two of which are more than 30 ft. apart
**Duration:** 12 hours
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
This spell doubles the overland speed (PH 164) of all subjects, assuming they are all traveling together in the same direction, including pack animals and mounts. This spell does not affect nonliving material. The spell does not affect tactical speed.
```
@@---
Spell: Wind Tunnel
School: Evocation
NSch:
NSubSch:
Level: Druid 5
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Wind Tunnel
Evocation
**Level:** Druid 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level
**Duration:** 1 round/level
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
A wind tunnel improves the accuracy of your allies? ranged weapons, granting each subject a +5 competence bonus on ranged attacks. Further, it doubles the range increment of these weapons.
```
@@---
Spell: Wind Walk
School: Transmutation
Descriptor: Air
NSch:
NSubSch:
Level: Cleric 6, Druid 7
Save: No and Will negates (harmless)
SR: No and Yes (harmless)
---
!!
```
## Wind Walk
Transmutation [Air]
**Level:** Cleric 6, Druid 7
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
Targets: You and one touched creature per three levels
**Duration:** 1 hour/level (D); see text
**Saving Throw:** No and Will negates (harmless)
**Spell Resistance:** No and Yes (harmless)
You alter the substance of your body to a cloudlike vapor (as the gaseous form spell) and move through the air, possibly at great speed. You can take other creatures with you, each of which acts independently.
Normally, a wind walker flies at a speed of 10 feet with perfect maneuverability. If desired by the subject, a magical wind wafts a wind walker along at up to 600 feet per round (60 mph) with poor maneuverability. Wind walkers are not invisible but rather appear misty and translucent. If fully clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors, or the like.
A wind walker can regain its physical form as desired and later resume the cloud form. Each change to and from vaporous form takes 5 rounds, which counts toward the duration of the spell (as does any time spent in physical form). As noted above, you can dismiss the spell, and you can even dismiss it for individual wind walkers and not others.
For the last minute of the spell's duration, a wind walker in cloud form automatically descends 60 feet per round (for a total of 600 feet), though it may descend faster if it wishes. This descent serves as a warning that the spell is about to end.
```
@@---
Spell: Wind Wall
School: Evocation
Descriptor: Air
NSch:
NSubSch:
Level: Air 2, Cleric 3, Druid 3, Ranger 2, Wizard 3
Save: None; see text
SR: Yes
---
!!
```
## Wind Wall
Evocation [Air]
**Level:** Air 2, Cleric 3, Druid 3, Ranger 2, Wizard 3
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Wall up to 10 ft./level long and 5 ft./level high (S)
**Duration:** 1 round/level
**Saving Throw:** None; see text
**Spell Resistance:** Yes
An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).
While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points. Arcane Material Component: A tiny fan and a feather of exotic origin.
```
@@---
Spell: Winding Alleys
School: Illusion
Subschool: Phantasm
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Bard 3, City 3
Save: Will negates
SR: Yes
---
!!
```
## Winding Alleys
Illusion (Phantasm) [Mind-Affecting]
**Level:** Bard 3, City 3
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 round/level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
The subject suddenly feels as if the walls of the city are closing in around him. If the subject fails a Will save, he believes he is trapped in a maze of narrow city alleys that twist and turn in circles. The subject remains in his current location, but is effectively stunned as long as the spell lasts. Each round at the end of his turn, the subject may attempt a DC 15 Intelligence check to escape the maze and end the effect. If the subject takes any damage, the spell immediately ends.
The spell must be cast in a community no smaller than a small town, otherwise it has no effect.
```
@@---
Spell: Wind's Favor
Source: Magic of Eberron
School: Transmutation
Descriptor: Air
NSch:
NSubSch:
Level: Druid 3
Save: None
SR: No
---
!!
```
## Wind's Favor
Source: Magic of Eberron
Transmutation [Air]
**Level:** Druid 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: Area of wind 10 ft. wide by 10 ft. high by 100 ft. + 10 ft./level long
**Duration:** 1 hour/level (D)
**Saving Throw:** None
**Spell Resistance:** No
You create a localized area of strong wind (approximately 30 mph). This effect has limited utility in battle (see Table
3?24: Wind Effects, page 95 of the Dungeon Master's Guide), but is often used to propel sailing craft. By concentrating as a full-round action, you can change the direction of the wind by 45 degrees.
This spell is effectively identical to the spell-like ability that can be gained by a character with the lesser
Mark of Storm (see page 66 of the Eberron Campaign Setting), except the range and the affected area are different, as given above.
```
@@---
Spell: Wingbind
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Wizard 4
Save: Reflex negates
SR: Yes
---
!!
```
## Wingbind
Evocation [Force]
**Level:** Wizard 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One creature
**Duration:** 1 round/level (D)
**Saving Throw:** Reflex negates
**Spell Resistance:** Yes
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.
```
@@---
Spell: Wingblast
School: Evocation
Descriptor: Air/Transmutation
NSch:
NSubSch:
Level: Druid 3, shugenja 3 (air), Wizard 3
Save: None or Fortitude negates; see text
SR: No or Yes; see text
---
!!
```
## Wingblast
Evocation [Air]/Transmutation
**Level:** Druid 3, shugenja 3 (air), Wizard 3
**Components:** V. S
**Casting Time:** 1 standard action
**Range:** See text
Effect: See text
**Duration:** 1 round/level (D) or until expended; see text
**Saving Throw:** None or Fortitude negates; see text
**Spell Resistance:** No or Yes; see text
When you cast this spell, large wings of mist?resembling those of a dragon of your choice?form on your back. You can fly at a speed equal to your base land speed (maximum 60 feet) with good maneuverability. You can fly it carrying a medium or heavy load or wearing medium or heavy armor. As a swift action, you can choose to transform the wings into one of the two effects given below. In either case, doing this immediately ends the spell's duration (if you are flying when this occurs, you fall).
- A 60-foot-long line-shaped gust of severe wind (as the gust of wind spell; a Fortitude save negates the effect and spell resistance applies).
- A 20-foot radius cloud of fog centered on you (as the obscuring mist spell; no save or spell resistance applies). The cloud created lasts for 1 minute.
```
@@---
Spell: Winged Mount
School: Transmutation
NSch:
NSubSch:
Level: Blackguard 4, paladin 4 Component: V, S, DF
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Winged Mount
Transmutation
**Level:** Blackguard 4, paladin 4 Component: V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Your touched special mount
**Duration:** 10 minutes/level
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
This spell grants your special mount a fly speed of 60 feet (good). The mount is slowed as normal because of weight carried, barding worn, and environmental factors.
```
@@---
Spell: Winged Watc Her
School: Transmutation
Subschool: Polymorph
NSch:
NSubSch:
Level: Druid 1
Save: Personal
**Target:** You
---
!!
```
## Winged Watc Her
Transmutation (Polymorph)
**Level:** Druid 1
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
You take the form of an owl (MM 277) or raven (MM 278), as chosen when you cast the spell. Even though your Intelligence changes to 2, you retain your normal ability to understand your surroundings (unlike a normal animal).
See the polymorph subschool description on page 91 for more details.
As its name suggests, this spell's most common use is for unobtrusive observation, but it also allows a druid to overcome obstacles that hinder overland travel.
```
@@---
Spell: Wings Of Air
School: Transmutation
NSch:
NSubSch:
Level: Druid 2, Wizard 2
Save: None (harmless)
SR: No (harmless)
---
!!
```
## Wings Of Air
Transmutation
**Level:** Druid 2, Wizard 2
**Components:** V
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Winged creature touched
**Duration:** 1 minute/level
**Saving Throw:** None (harmless)
**Spell Resistance:** No (harmless)
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 good, or good to perfect. A single creature cannot benefit from multiple applications of this spell at one time.
```
@@---
Spell: Wings Of Air, Greater
School: Transmutation
NSch:
NSubSch:
Level: Druid 4, Wizard 4
Save: Personal
**Target:** You
---
!!
```
## Wings Of Air, Greater
Transmutation
**Level:** Druid 4, Wizard 4
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.
## Wings Of Bounding
Evocation [Force]
**Level:** Sorcerer 1
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** Instantaneous
You evoke immense, partially translucent wings that grant you a +20 circumstance bonus on a Jump check you make in the same round when you cast the spell. In addition, if you are intentionally jumping down from a height and you succeed on the DC 15 Jump check to do so, you take falling damage as if you had dropped 30 fewer feet than you actually did.
Special: A dragonblooded character, or a character with the dragon type, gains an additional +1 bonus on the Jump check for every two caster levels (maximum +10).
```
@@---
Spell: Wings Of Cover
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Sorcerer 2
Save: Personal
**Target:** You
---
!!
```
## Wings Of Cover
Evocation [Force]
**Level:** Sorcerer 2
**Components:** V, S
**Casting Time:** 1 immediate action
**Range:** Personal
**Target:** You
**Duration:** Instantaneous
Your evoked wings grant cover against a specific attack. If your foe is about to attack you with a melee, ranged, spell, or psionic attack, you can cast this spell immediately, creating a hemispherical barrier (or a spherical barrier if you are not standing on solid ground) of force shaped like dragon wings. The wings of force last just long enough to disrupt your foe's line of effect to you, providing you total cover against a single attack with a weapon, spell, or psionic power.
Your foe's first attack in this round cannot be made and is wasted against you, though he could decide to take any other action, including choosing to attack one of your allies instead, or take a full attack action that grants him additional melee attacks against you in this round (if your foe is of high enough level to have additional attacks).
The wings unfurl and then dissipate an instant later. Your foe could choose to attack the area in which you have taken cover with an area attack (such as a fireball spell). In this case, you gain a +8 bonus to AC (if applicable) and a +4 bonus on Reflex saves.
Special: A dragonblooded character, or a character with the dragon type, can provide cover for one additional adjacent ally for every three caster levels.
```
@@---
Spell: Wings Of Flurry
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Sorcerer 4
Save: Reflex half
SR: Yes
---
!!
```
## Wings Of Flurry
Evocation [Force]
**Level:** Sorcerer 4
**Components:** V, S
**Casting Time:** 1 standard action **Range:** 30 ft.
**Area:** 30-ft. radius burst
**Duration:** Instantaneous
**Saving Throw:** Reflex half
**Spell Resistance:** Yes
You evoke flickering dragon's wings that strike at every target in range, dealing 1d6 points of damage per caster level to all designated targets within 30 feet that fail a Reflex saving throw and half that damage to creatures that succeed on the save.
Creatures that fail the Reflex save are also dazed for 1 round.
Special: A dragonblooded character, or a character with the dragon type, casts this spell at +1 caster level.
```
@@---
Spell: Wings Of Swift Flying
School: Evocation
Descriptor: Force
NSch:
NSubSch:
Level: Sorcerer 1
Save: Personal
**Target:** You
---
!!
```
## Wings Of Swift Flying
Evocation [Force]
**Level:** Sorcerer 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 hour/level or until underlying flight effect lapses; see text
After you have already cast fly or overland flight or are enjoying some other temporary power or magical flight effect, you can cast wings of swift flying to increase your speed. This spell evokes ghostly, translucent wings that add 30 feet to your fly speed granted by the underlying spell for that spell's duration. When the underlying flight effect's duration elapses, the wings of swift flying spell also immediately ends.
Only characters who are already enjoying the effect of flight granted by a spell, power, or other temporary magical or psionic effect can make use of this spell. Characters who are flying through some other means (such as natural wings of their own) gain no benefit from casting this spell.
Special: A dragonblooded character, or a character with the dragon type, adds an additional 10 feet to her fly speed when this spell is cast (total 40-foot bonus to fly speed).
```
@@---
Spell: Wings Of The Sea
School: Transmutation
NSch:
NSubSch:
Level: Cleric 1, druid 1, ranger 1, Wizard 1
Save: Fortitude negates (harmless)
SR: Yes (harmless)
---
!!
```
## Wings Of The Sea
Transmutation
**Level:** Cleric 1, druid 1, ranger 1, Wizard 1
**Components:** S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 minute/level
**Saving Throw:** Fortitude negates (harmless)
**Spell Resistance:** Yes (harmless)
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. Material Component: A drop of water.
```
@@---
Spell: Winter Chill
School: Transmutation
Descriptor: Cold
NSch:
NSubSch:
Level: Druid 1
Save: Fortitude negates
SR: Yes
---
!!
```
## Winter Chill
Transmutation [Cold]
**Level:** Druid 1
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
The target creature must succeed on a Fortitude save or take 1d6 points of cold damage and become fatigued. A creature with immunity to cold is not affected by this spell.
```
@@---
Spell: Winter's Embrace
School: Evocation
Descriptor: Cold
NSch:
NSubSch:
Level: Druid 2
Save: Fortitude negates
SR: Yes
---
!!
```
## Winter's Embrace
Evocation [Cold]
**Level:** Druid 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 round/level
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
A target that fails its save takes 1d8 points of cold damage per round at the beginning of your turn. Each round, the subject can make a new Fortitude saving throw to avoid taking damage that round. The second time a subject takes damage from a single casting of winter's embrace, it becomes fatigued. The fourth time it takes damage from the same spell, it becomes exhausted.
```
@@---
Spell: Wish
School: Universal
NSch:
NSubSch:
Level: Wizard 9
Save: See text
SR: Yes
---
!!
```
## Wish
Universal
**Level:** Wizard 9
**Components:** V, XP
**Casting Time:** 1 standard action
**Range:** See text
Target, Effect, or **Area:** See text
**Duration:** 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.
```
@@---
Spell: Wither
School: Necromancy
NSch:
NSubSch:
Level: Wizard 4
Save: Fortitude partial
SR: Yes
---
!!
```
## Wither
Necromancy
**Level:** Wizard 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One living creature
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
This spell drains moisture from the body of a living creature. The target takes 1d6 points of desiccation damage per caster level (maximum 10d6) and is dehydrated (see page 15). A creature that makes a successful Fortitude save takes half damage and is not dehydrated. A plant or elemental of the water subtype instead takes 1d8 points of desiccation damage per caster level (maximum 15d8).
Material Component: A pinch of powdered bone.
```
@@---
Spell: Wither Limb
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Deathbound 4
Save: Fortitude negates
SR: Yes
---
!!
```
## Wither Limb
Necromancy [Evil]
**Level:** Deathbound 4
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** Limbs of one humanoid
**Duration:** Permanent
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
You choose to wither either the arms or the legs of a humanoid. Withered legs force a subject to fall prone while at the same time reducing the subject's land speed to 5 feet. Withered arms make it impossible for the subject to use objects or cast spells with somatic components. A withered limb can be restored to normal by a successful dispel magic from a spellcaster of a level higher than the level of the wither limb caster.
```
@@---
Spell: Withering Palm
School: Necromancy
NSch:
NSubSch:
Level: Cleric 7
Save: Fortitude negates
SR: Yes
---
!!
```
## Withering Palm
Necromancy
**Level:** Cleric 7
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Living creature touched
**Duration:** Instantaneous
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
Your successful melee touch attack deals 1 point of Strength damage and 1 point of Constitution damage per two caster levels to the target (maximum of 10 points each). If you score a critical hit, the subject takes ability drain instead, but the effect is not doubled.
```
@@---
Spell: Wood Rot
School: Transmutation
NSch:
NSubSch:
Level: Druid 4
Save: None
SR: No
---
!!
```
## Wood Rot
Transmutation
**Level:** Druid 4
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One nonmagical wooden object or a volume of wood; or one plant creature
**Duration:** Instantaneous or 1 round/level; see text
**Saving Throw:** None
**Spell Resistance:** No
When you cast this spell, an insidious rot immediately taints any wooden object or plant creature you touch. Any unattended nonmagical wooden item smaller than 6 feet in diameter, or a 3-foot radius volume of a larger wooden object (such as a wooden door), is instantly destroyed by wood rot.
In combat, you can use the spell to attempt to sunder any wooden or wooden-hafted weapon; the weapon or its wooden portion is destroyed on a successful melee touch attack. Attempting to sunder a weapon generally provokes attacks of opportunity, and wood rot has no effect on wooden or wooden-hafted weapons that strike you, even if you hold the charge. Against wooden shields or armor, you also make a melee touch attack. Such targets too large to be destroyed outright take a ?1d6 penalty to their armor or shield bonus on a successful hit and are rendered unusable if the penalty exceeds the bonus. Any attack against a wooden object discharges the spell, and wooden magic items are immune to the effect of wood rot. Against plant creatures, wood rot deals 3d6 points of damage +1 point per caster level (maximum +15) on a successful attack. Against plant creatures, the spell lasts for 1 round per level, and you can make one melee touch attack per round. Once it is used to make an attack against a plant creature, wood rot cannot be used to attack or destroy wooden items. Material Component: A live termite.
```
@@---
Spell: Wood Shape
School: Transmutation
NSch:
NSubSch:
Level: Druid 2
Save: Will negates (object)
SR: Yes (object)
---
!!
```
## Wood Shape
Transmutation
**Level:** Druid 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** One touched piece of wood no larger than 10 cu. ft. + 1 cu. ft./level
**Duration:** Instantaneous
**Saving Throw:** Will negates (object)
**Spell Resistance:** Yes (object)
Wood shape enables you to form one existing piece of wood into any shape that suits your purpose. While it is possible to make crude coffers, doors, and so forth, fine detail isn?t possible. There is a 30% chance that any shape that includes moving parts simply doesn?t work.
```
@@---
Spell: Wood Wose
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Druid 1
Save: None
SR: No
---
!!
```
## Wood Wose
Conjuration (Creation)
**Level:** Druid 1
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Effect: One nature servant
**Duration:** 1 hour/level
**Saving Throw:** None
**Spell Resistance:** No
A wood wose is a translucent green nature spirit that you can command to perform simple natural tasks. It can build a campfire, gather herbs, feed an animal companion, catch a fish, or perform any other simple task that doesn?t involve knowledge of technology. It cannot, for example, open a latched chest, since it doesn?t know how a latch works. A wood wose can perform only one activity at a time, but it repeats the same activity if told to do so. Thus, if you commanded it to gather leaves, it would continue to do so while you If you are on your home plane when you cast this spell, every lawful good, chaotic good, lawful evil, and chaotic evil elemental and outsider within the area is instantly banished back to its home plane unless it makes a successful Will saving throw at a ?4 penalty. Creatures so banished cannot return for at least 24 hours. The banishment effect occurs whether or not the creatures actually hear the word of balance, though those that do also suffer the appropriate effects (see above). Creatures whose HD exceed your caster level are unaffected by word of balance.
```
@@---
Spell: Wooden Blight
Source: Complete Champion
School: Transmutation
NSch:
NSubSch:
Level: Druid 6
Save: Fortitude partial
SR: Yes
---
!!
```
## Wooden Blight
Source: Complete Champion
Transmutation
**Level:** Druid 6
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Target:** One living creature
**Duration:** 1 round/level (D)
**Saving Throw:** Fortitude partial
**Spell Resistance:** Yes
You transform the subject's body into wood from the inside out. Each round, the subject must make a new saving throw or take 1d4 points of Dexterity damage.
Success halves the Dexterity damage from that round and ends the spell.
A subject whose Dexterity is reduced to 0 or lower by this spell transforms, along with its gear, into a mindless, inert, wooden statue. A creature in this state is not actually dead, but it does not register as alive either when viewed with spells such as deathwatch.
If the target already has Dexterity damage or a penalty to Dexterity, wooden blight is even more debilitating. Each round in which the subject takes Dexterity damage from this spell, its base movement rate is reduced by 5 feet for every point of Dexterity damage it takes (minimum speed 5 feet).
Creatures of the plant type are immune to this spell.
Material Component: A sliver of wood from a living tree.
```
@@---
Spell: Woodland Veil
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Druid 2, ranger 2
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Woodland Veil
Illusion (Glamer)
**Level:** Druid 2, ranger 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
Targets: One or more creatures, no two of which can be more than 30 feet apart
**Duration:** 10 min./level (D)
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
This spell makes its subjects blend in with natural surroundings, hiding them and quieting the sounds they make. All targets gain a +5 competence bonus on Hide and Move Silently checks while outdoors in a natural setting. The spell has no effect in urban settings or indoors (including dungeons).
Those affected by this spell can see and hear each other and themselves as if unaffected by the spell. Any affected creature moving more than 30 feet from another target loses the bonuses the spell provides.
```
@@---
Spell: Woodwisp Arrow
Source: Champions of Ruin
School: Transmutation
NSch:
NSubSch:
Level: Assassin 1, Druid 1, Justice of Weald and Woe 1, Ranger 1
Save: None
SR: No
---
!!
```
## Woodwisp Arrow
Source: Champions of Ruin
Transmutation
**Level:** Assassin 1, Druid 1, Justice of Weald and Woe 1, Ranger 1
**Components:** V, S, M
**Casting Time:** 1 swift action
**Range:** Touch
**Target:** One masterwork arrow or bolt
**Duration:** 1 min./level (D)
**Saving Throw:** None
**Spell Resistance:** No
This spell is cast upon a masterwork arrow or bolt, enabling the missile to pass through wood as though it was air, negating any cover benefit the target might enjoy because of wooden doors, tables, or stockade walls, or negating the AC modifier of a wooden shield.
The spell doesn't grant the spellcaster the ability to see through wooden obstructions, so unless a clairvoyance spell or similar magic is already in effect, the target is treated as having concealment instead of cover.
The arrow or bolt must be fired during the same round the spell is cast, or the magic dissipates and is lost. The projectile is destroyed even if it misses its target.
```
@@---
Spell: Word Of Binding
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Paladin 3
Save: Reflex negates
SR: Yes
---
!!
```
## Word Of Binding
Conjuration (Creation)
**Level:** Paladin 3
**Components:** V, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./level)
**Target:** One Medium or smaller humanoid or monstrous humanoid
**Duration:** 1 round/level (D)
**Saving Throw:** Reflex negates
**Spell Resistance:** Yes
You create masterwork steel manacles that attempt to bind your target. A successful Reflex save allows the target to dodge the forming manacles; otherwise it is bound at its wrists and ankles. The imprisoned creature can slip free with a DC 35 Escape Artist check or a DC 28 Strength check. The manacles have hardness 10 and hit points equal to 10 + 1 per caster level. The manacles automatically scale to fit any Medium or smaller humanoid creature. While imprisoned by the manacles, the subject cannot take any actions requiring the use of its hands and can move only 5 feet per round. The manacles come complete with an average quality lock (Open Lock DC 25).
```
@@---
Spell: Word Of Chaos
School: Evocation
Descriptor: Chaotic, Sonic
NSch:
NSubSch:
Level: Chaos 7, Cleric 7
Save: None or Will negates; see text
SR: Yes
---
!!
```
## Word Of Chaos
Evocation [Chaotic, Sonic]
**Level:** Chaos 7, Cleric 7
**Components:** V
**Casting Time:** 1 standard action **Range:** 40 ft.
**Area:** Nonchaotic creatures in a 40-ft.- radius spread centered on you
**Duration:** Instantaneous
**Saving Throw:** None or Will negates; see text
**Spell Resistance:** Yes
Any nonchaotic creature within the area who hears the word of chaos suffers the following ill effects.
The effects are cumulative and concurrent. No saving throw is allowed against these effects.
Deafened: The creature is deafened for 1d4 rounds.
Stunned: The creature is stunned for 1 round.
Confused: The creature is confused, as by the confusion spell, for 1d10 minutes. This is a mind-affecting enchantment effect.
Killed: Living creatures die. Undead creatures are destroyed.
HD Effect
Equal to caster level
Deafened
Up to caster level ?1
Stunned, deafened
Up to caster level ?5
Confused, stunned, deafened
Up to caster level ?10 Killed, confused, stunned, deafened
Furthermore, if you are on your home plane when you cast this spell, nonchaotic extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the word of chaos. The banishment effect allows a Will save (at a ?4 penalty) to negate.
Creatures whose HD exceed your caster level are unaffected by word of chaos.
```
@@---
Spell: Word Of Genesis
Source: Tome of Magic
School: Conjuration
Subschool: Creation
NSch:
NSubSch:
Level: Cleric 9
Save: None
SR: No
---
!!
```
## Word Of Genesis
Source: Tome of Magic
Conjuration (Creation)
**Level:** Cleric 9
**Components:** V, S, V, TN
**Casting Time:** Six days (8 hours/day)
**Range:** 100 ft. (see text)
Effect: A demiplane coterminous with the Astral Plane, centered on your location
**Duration:** Instantaneous
**Saving Throw:** None
**Spell Resistance:** No
From the silvery haze of the Astral plane, you begin to weave tendrils of mist as you speak words of power.
Floating in space, you begin to construct reality anew with your words and gestures.
You create a finite plane with limited access: a demiplane.
Demiplanes created by this spell are very small, very minor planes.
This spell works best when cast while you are on the Astral Plane (various spells allow access to these planes, including plane shift and gate).
Casting this spell creates a local density fluctuation that precipitates the creation of a demiplane.
At first, the fledgling plane has a 100-foot radius.
Once created, it grows by 1 foot per week (approximately a 50-foot increase in radius per year).
Once your demiplane is created, you can travel to it using plane shift or some other spell or permanent link that you arrange for separately.
You determine the environment within the demiplane when you cast word of genesis, reflecting most any desire you can visualize.
You determine factors such as atmosphere, water, temperature, and the general shape of the terrain. This power cannot create life (including vegetation), nor can it create objects or constructed elements (such as buildings, roads, wells, dungeons, and so forth).
You must add these details in some other fashion if you desire.
You can't create lingering magical effects with this power; you have to add those separately, if desired.
Similarly, you can't create a demiplane out of esoteric material such as silver or uranium; you're limited to stone and dirt.
You can't manipulate the time trait on your demiplane; its time trait is as the Material Plane.
Once your demiplane is complete, you can cast the spell again and again, each time increasing its radius by another 100 feet.
Truename Component: When you cast this spell, you must correctly speak the truename of the place you're creating; the Truespeak DC is 50.
XP Cost: 1,000 XP.
```
@@---
Spell: Word Of Recall
School: Conjuration
Subschool: Teleportation
NSch:
NSubSch:
Level: Cleric 6, Druid 8
Save: None or Will negates (harmless, object)
SR: No or Yes (harmless, object)
---
!!
```
## Word Of Recall
Conjuration (Teleportation)
**Level:** Cleric 6, Druid 8
**Components:** V
**Casting Time:** 1 standard action
**Range:** Unlimited
**Target:** You and touched objects or other willing creatures
**Duration:** Instantaneous
**Saving Throw:** None or Will negates (harmless, object)
**Spell Resistance:** No or Yes (harmless, object)
Word of recall teleports you instantly back to your sanctuary when the word is uttered. You must designate the sanctuary when you prepare the spell, and it must be a very familiar place. The actual point of arrival is a designated area no larger than 10 feet by 10 feet. You can be transported any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, 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.
Exceeding this limit causes the spell to fail.
An unwilling creature can?t be teleported by word of recall. Likewise, a creature's Will save (or spell resistance) prevents items in its possession from being teleported. Unattended, nonmagical objects receive no saving throw.
```
@@---
Spell: Wounding Whispers
School: Abjuration
Descriptor: Sonic NSch:
NSubSch:
Level: Bard 3
Save: Personal
**Target:** You
---
!!
```
## Wounding Whispers
Abjuration [Sonic] **Level:** Bard 3
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level (D)
You surround yourself with whispers that injure any creature that comes into contact with you.
Any creature striking you with its body or handheld weapons suffers 1d6 points of sonic damage +1 point per caster level.
If a creature has spell resistance, it applies to this damage.
Weapons with exceptional reach, such as longspears, do not endanger their users in this way.
You cannot use this spell to deal damage to another target (for instance, with an unarmed attack or by forcing the whispers against a target).
Only if another creature touches you does the spell deal damage.
```
@@---
Spell: Word Of Balance
School: Evocation
Descriptor: Sonic
NSch:
NSubSch:
Level: Balance 7, druid 7
Save: None or Will negates; see text
SR: Yes
---
!!
```
## Word Of Balance
Evocation [Sonic]
**Level:** Balance 7, druid 7
**Components:** V
**Casting Time:** 1 standard action
**Range:** 30 ft. Targets: Creatures in a 30-ft. radius spread centered on you
**Duration:** Instantaneous
**Saving Throw:** None or Will negates; see text
**Spell Resistance:** Yes
Any lawful good, chaotic good, lawful evil, or chaotic evil creature that hears a word of balance suffers ill effects according to its Hit Dice, as given below, with no saving throw. These effects are cumulative.
HD Effect
Equal to caster level Nauseated
Up to caster level ?1 Weakened, nauseated
Up to caster level ?5 Paralyzed, weakened, nauseated
Up to caster level ?10 Killed
Nauseated: The creature is limited to a single move action for 1 round but can defend itself normally.
Weakened: The creature's Strength decreases by 2d6 points for 2d4 rounds.
Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Killed: The creature dies if living or is destroyed if undead.
Any creature striking you with its body or a handheld weapon takes 1d6 points of sonic damage +1 point per caster level. If a creature has spell resistance, it applies to this damage. Weapons with reach, such as longspears, do not endanger their users in this way. You cannot use this spell to deal damage to another target (for instance, with an unarmed attack or by forcing the whispers against a target). Only if another creature touches you does the effect deal damage.
```
@@---
Spell: Wrack
School: Necromancy
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 4, Wizard 5
Save: Fortitude negates
SR: Yes
---
!!
```
## Wrack
Necromancy [Evil]
**Level:** Cleric 4, Wizard 5
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One humanoid
**Duration:** 1 round/level + 3d10 minutes; see text
**Saving Throw:** Fortitude negates
**Spell Resistance:** Yes
Your touch 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.
```
@@---
Spell: Wrack Earth
School: Evocation
Descriptor: Earth
NSch:
NSubSch:
Level: Druid 7
Save: Reflex half; see text
SR: No
---
!!
```
## Wrack Earth
Evocation [Earth]
**Level:** Druid 7
**Components:** V, S, DF
**Casting Time:** 1 standard action **Range:** 30 ft.
**Area:** 30-ft. line
**Duration:** Instantaneous
**Saving Throw:** Reflex half; see text
**Spell Resistance:** No
When you cast this spell, earth and stone blast upward along a 30-foot line, smashing creatures and knocking them out of the way. This spell deals 1d6 points of bludgeoning damage per caster level (maximum 15d6) to every creature it contacts and creates a 5-foot-wide mound of stone and rubble along the path of the line. Creatures within the area that fail their Reflex saves are moved to a random side of the rubble. The rubble created is difficult terrain that requires 2 squares of movement to enter. Creatures that succeed on their saving throws take half damage and are not moved by the mound of rubble.
```
@@---
Spell: Wracking Touch
School: Necromancy
NSch:
NSubSch:
Level: Druid 2, Wizard 2
Save: Fortitude half
SR: Yes
---
!!
```
## Wracking Touch
Necromancy
**Level:** Druid 2, Wizard 2
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** Instantaneous
**Saving Throw:** Fortitude half
**Spell Resistance:** Yes
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.
```
@@---
Spell: Wraithstrike
School: Transmutation
NSch:
NSubSch:
Level: Assassin 3, Wizard 2
Save: Personal
**Target:** You
---
!!
```
## Wraithstrike
Transmutation
**Level:** Assassin 3, Wizard 2
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round
While this spell is in effect, your melee attacks are resolved as melee touch attacks rather than normal melee attacks.
```
@@---
Spell: Wrathful Castigation
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Wizard 8
Save: See text
SR: Yes
---
!!
```
## Wrathful Castigation
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Wizard 8
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 round/level (D)
**Saving Throw:** See text
**Spell Resistance:** Yes
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.
Focus: A whip.
```
@@---
Spell: Wrathful Doom
School: Necromancy
Descriptor: Evil, Incarnum
NSch:
NSubSch:
Level: Wizard 6
Save: Will partial
SR: No
---
!!
```
## Wrathful Doom
Necromancy [Evil, Incarnum]
**Level:** Wizard 6
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 round/level (D)
**Saving Throw:** Will partial
**Spell Resistance:** No
You turn your opponent's essential against him by beckoning to dark powers that prey on soulstuff. Each round on your turn, beginning on the round in which you cast this spell, your opponent takes damage equal to the amount of essentia in his essentia pool (up to a maximum value equal to your caster level) and is dazed for 1 round. A successful Will save halves the damage dealt and negates the daze effect; this save must be repeated each round that the spell lasts.
```
@@---
Spell: Wreath Of Flames
School: Evocation
Descriptor: Fire
NSch:
NSubSch:
Level: Druid 3, Wizard 3, Wu Jen 3 (fire)
Save: Personal
**Target:** You
---
!!
```
## Wreath Of Flames
Evocation [Fire]
**Level:** Druid 3, Wizard 3, Wu Jen 3 (fire)
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
This spell surrounds you with whitehot flames. At the end of each of your turns, any enemy adjacent to you or sharing your space takes 1d6 points of fire damage. Your melee attacks deal an extra 1d6 points of fire damage. Special: A red dragon capable of casting 5th-level sorcerer spells can cast this spell as a swift action.
```
@@---
Spell: Wretched Blight
School: Evocation
Descriptor: Evil
NSch:
NSubSch:
Level: Cleric 7
Save: Fortitude partial (see text)
SR: Yes
---
!!
```
## Wretched Blight
Evocation [Evil]
**Level:** Cleric 7
**Components:** V, S
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
**Area:** 20-ft. radius spread
**Duration:** Instantaneous
**Saving Throw:** Fortitude partial (see text)
**Spell Resistance:** Yes
The caster calls up unholy power to smite his enemies. The power takes the form of a soulchilling mass of clawing darkness. Only good and neutral (not evil) creatures are harmed by the spell.
The spell deals 1d8 pts. of damage per caster level (maximum 15d8) to good creatures and renders them stunned for 1d4 rounds. A successful Fortitude save reduces damage to half and negates the stunning effect. The spell deals only half damage to creatures that are neither evil nor good, and they are not stunned.
Such creatures can reduce the damage in half again (down to one quarter of the roll) with a successful Reflex save.
```
@@---
Spell: Xorn Movement
School: Transmutation
NSch:
NSubSch:
Level: Wizard 5
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Xorn Movement
Transmutation
**Level:** Wizard 5
**Components:** V, S, F
**Casting Time:** 1 standard action
**Range:** Touch
**Target:** Creature touched
**Duration:** 1 round/level; see text
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
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.
Focus: A scale from a xorn's hide.
```
@@---
Spell: Yochlol Blessing
School: Transmutation
Descriptor: Chaotic, Evil
NSch:
NSubSch:
Level: Cleric 4
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Yochlol Blessing
Transmutation [Chaotic, Evil]
**Level:** Cleric 4
**Components:** V, S, DF; Drow
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One living creature
**Duration:** 1 round/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
You infuse a target with the vile power of a yochlol, one of the demonic handmaidens of Lolth, causing its body to erupt with eight tendrils. As a full-round action, the target can make eight primary tentacle attacks (using its normal reach), each dealing 1d4 points of damage. These attacks can?t be combined with any other weapon or natural weapon attacks.
In addition, the target gains a deflection bonus to AC equal to its Charisma bonus (minimum +1, maximum +5) and
resistance 10 to acid and electricity. The target of this spell is also treated as an outsider of the evil and shapechanger subtypes (in addition to its normal type and subtypes).
```
@@---
Spell: Yoke Of Mercy
School: Enchantment
Subschool: Compulsion
Descriptor: Good, Mind-Affecting
NSch:
NSubSch:
Level: Apostle of peace 2, Wizard 2
Save: Will negates
SR: No
---
!!
```
## Yoke Of Mercy
Enchantment (Compulsion) [Good, Mind-Affecting]
**Level:** Apostle of peace 2, Wizard 2
**Components:** V, Abstinence
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Target:** One creature
**Duration:** 1 round/level
**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.
Abstinence Component: You must not have dealt damage, by spell or any other means, to another living creature within the last 8 hours before casting this spell.
```
@@---
Spell: Zeal
School: Abjuration
NSch:
NSubSch:
Level: Competition 2, blackguard 2, paladin 2
Save: Personal
**Target:** You
---
!!
```
## Zeal
Abjuration
**Level:** Competition 2, blackguard 2, paladin 2
**Components:** V, S
**Casting Time:** 1 swift action
**Range:** Personal
**Target:** You
**Duration:** 1 round/level
Choose a foe as you cast this spell. You gain a +4 deflection bonus to AC against all attacks of opportunity from opponents other than the chosen foe. Also, you can move through enemies as if they were allies for the duration of this spell, as long as you finish your movement closer to your chosen foe than when you began it.
```
@@---
Spell: Zealot Pact
School: Evocation
NSch:
NSubSch:
Level: Cleric 6, Competition 6, Pact 6
Save: Will negates (harmless)
SR: Yes (harmless)
---
!!
```
## Zealot Pact
Evocation
**Level:** Cleric 6, Competition 6, Pact 6
**Components:** V, S, DF, XP
**Casting Time:** 10 minutes
**Range:** Touch
**Target:** Willing living creature touched
**Duration:** Permanent until triggered; then 1 round/level
**Saving Throw:** Will negates (harmless)
**Spell Resistance:** Yes (harmless)
Once this spell is cast, the zealot pact remains dormant until the subject successfully hits a foe whose alignment is exactly opposite that of your deity. The subject's subsequent melee attacks gain a +4 bonus and deal double damage. Once the spell is active, the subject must attack foes of opposite alignment every round if able to do so, or the spell effect ends. The subject knows which creatures within 60 feet are of opposite alignment. If you create a zealot pact with a neutral deity (such as Obad-Hai), choose one alignment from among the following that triggers the zealot pact: lawful good, lawful evil, chaotic evil, or -chaotic good. A creature can be subject to only one zealot pact at a time. Casting zealot pact on a subject that already has an untriggered zealot pact voids the earlier pact. XP Cost: 500 XP.
```
@@---
Spell: Zone Of Glacial Cold
School: Conjuration
Descriptor: Cold
NSch:
NSubSch:
Level: Druid 2, ranger 2, Wizard 2
Save: Fortitude half
SR: No
---
!!
```
## Zone Of Glacial Cold
Conjuration [Cold]
**Level:** Druid 2, ranger 2, Wizard 2
**Components:** V, S, M
**Casting Time:** 1 standard action
**Range:** Medium (100 ft. + 10 ft./level)
Effect: 20-ft. radius
**Duration:** 1 round/level
**Saving Throw:** Fortitude half
**Spell Resistance:** No
You create a zone of icy cold within the spell's area, dealing 1d6 points of cold damage per round. Arcane Material Component: A snowball.
```
@@---
Spell: Zone Of Natural Purity
Source: Eberron Campaign Setting
School: Evocation
NSch:
NSubSch:
Level: Druid 2 (Gatekeeper)
Save: None
SR: No
---
!!
```
## Zone Of Natural Purity
Source: Eberron Campaign Setting
Evocation
**Level:** Druid 2 (Gatekeeper)
**Components:** V, S, M, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 20-ft. radius emanation
**Duration:** 2 hours/level
**Saving Throw:** None
**Spell Resistance:** No
This spell sanctifies an area to the forces of nature. Every fey and plant creature in the area gains a +1 sacred bonus on attack rolls, damage rolls, and saving throws, while aberrations in the area take a ?1 penalty on attack rolls, damage rolls, and saves.
Material Component: A bushel of ivy leaves and berries, which must be sprinkled around the area.
```
@@---
Spell: Zone Of Peace
School: Transmutation
NSch:
NSubSch:
Level: Cleric 5, Wizard 5
Save: None
SR: Yes
---
!!
```
## Zone Of Peace
Transmutation
**Level:** Cleric 5, Wizard 5
**Components:** V, S, F
**Casting Time:** 1 minute
**Area:** 10-ft./level emanation
This spell works as peacebond, except that every individual in the area must successfully save, or have all their weapons remain trapped in their sheaths for the duration, or until they leave the area. You cannot designate any exceptions, including yourself. If subjects are attacked, they are immediately entitled to a second save to overcome the effect. They can repeat this save in every round that the assault continues.
## Zone Of Respite
Abjuration
**Level:** Cleric 5, Wizard 5
**Components:** V, S, M **Casting Time:** 2 rounds **Range:** 20 ft.
**Area:** 20-ft. radius emanation centered on you
**Duration:** 1 minute/level
**Saving Throw:** None
**Spell Resistance:** Yes
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 150) must retreat to the edge of the zone of respite and cannot enter the corresponding area on the coterminous or coexistent plane. Material Component: A small amount of blood from a gorgon.
```
@@---
Spell: Zone Of Revelation
School: Divination
NSch:
NSubSch:
Level: Cleric 5
Save: None
SR: Yes
---
!!
```
## Zone Of Revelation
Divination
**Level:** Cleric 5
**Components:** V, S, M/DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 5-ft. radius/level emanation centered on a point in space
**Duration:** 1 minute/level
**Saving Throw:** None
**Spell Resistance:** Yes
All creatures and objects within a zone of revelation are made visible. This includes invisible creatures, as well as those on coexistent planes such as the Ethereal Plane and the Plane of Shadow (Dmg 150). Natives of these planes do not lose any abilities but are simply made visible. Zone of revelation suppresses but does not dispel invisibility, etherealness, or other spells. Once a formerly invisible object or creature leaves the area, it becomes invisible again. Ethereal creatures in the spell's area become nonethereal until they move beyond the spell's range. Arcane Material Component: A handful of dust from the grave clothes of an undead creature.
```
@@---
Spell: Zone Of Silence
School: Illusion
Subschool: Glamer
NSch:
NSubSch:
Level: Bard 4
Save: Personal
**Area:** 5-ft. radius emanation centered on you
---
!!
```
## Zone Of Silence
Illusion (Glamer)
**Level:** Bard 4
**Components:** V, S
**Casting Time:** 1 round
**Range:** Personal
**Area:** 5-ft. radius emanation centered on you
**Duration:** 1 hour/level (D)
By casting zone of silence, you manipulate sound waves in your immediate vicinity so that you and those within the spell's area can converse normally, yet no one outside can hear your voices or any other noises from within, including language-dependent or sonic spell effects. This effect is centered on you and moves with you. Anyone who enters the zone immediately becomes subject to its effects, but those who leave are no longer affected. Note, however, that a successful Spot check to read lips can still reveal what's said inside a zone of silence.
```
@@---
Spell: Zone Of Truth
School: Enchantment
Subschool: Compulsion
Descriptor: Mind-Affecting
NSch:
NSubSch:
Level: Cleric 2, Paladin 2
Save: Will negates
SR: Yes
---
!!
```
## Zone Of Truth
Enchantment (Compulsion) [Mind-Affecting]
**Level:** Cleric 2, Paladin 2
**Components:** V, S, DF
**Casting Time:** 1 standard action
**Range:** Close (25 ft. + 5 ft./2 levels)
**Area:** 20-ft. radius emanation
**Duration:** 1 min./level
**Saving Throw:** Will negates
**Spell Resistance:** Yes
Creatures within the emanation area (or those who enter it) can?t speak any deliberate and intentional lies. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth. Creatures who leave the area are free to speak as they choose.