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Evoc Bigby’s Clenched Fist: Large hand provides cover, pushes, Prismatic Sphere: As prismatic wall, but surrounds on all or attacks your foes. sides. Otiluke’s Telekinetic Sphere: As Otiluke’s resilient sphere, Conj Gate X: Connects two planes for travel or summoning. but you move sphere telekinetically. Refuge M: Alters item to transport its possessor to you. Polar Ray: Ranged touch attack deals 1d6/level cold Summon Monster IX: Calls extraplanar creature to fight damage. for you. Shout, Greater: Devastating yell deals 10d6 sonic damage; Teleportation Circle M: Circle teleports any creature inside stuns creatures, damages objects. to designated spot. Sunburst: Blinds all within 10 ft., deals 6d6 damage. Div Foresight: “Sixth sense” warns of impending danger. confuse Illus Scintillating Pattern: Twisting colors , stun, or Ench Dominate Monster: As dominate person, but any creature. render unconscious. Hold Monster, Mass: As hold monster, but all within 30 ft. Screen: Illusion hides area from vision, scrying. Power Word Kill: Kills one creature with 100 hp or less. Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real. Evoc Bigby’s Crushing Hand: Large hand provides cover, SPELLS Necro Clone M F: Duplicate awakens when original dies. pushes, or crushes your foes. Create Greater Undead M: Create shadows, wraiths, spec- Meteor Swarm: Four exploding spheres each deal 6d6 fire CHAPTER 11: tres, or devourers. damage. Horrid Wilting: Deals 1d6/level damage within 30 ft. Illus Shades: As shadow conjuration, but up to 8th level and 80% Symbol of Death M: Triggered rune slays nearby creatures. real. Trans Iron Body: Your body becomes living iron. Weird: As phantasmal killer, but affects all within 30 ft. Polymorph Any Object: Changes any subject into any- Necro Astral Projection M: Projects you and companions onto thing else. Astral Plane. Temporal Stasis M: Puts subject into suspended animation. Energy Drain: Subject gains 2d4 negative levels. Soul Bind F: Traps newly dead soul to prevent resurrection. 9TH-LEVEL SORCERER/WIZARD SPELLS Wail of the Banshee: Kills one creature/level. Abjur Freedom: Releases creature from imprisonment. Trans Etherealness: Travel to Ethereal Plane with companions. F Imprisonment: Entombs subject beneath the earth. Shapechange : Transforms you into any creature, and Mordenkainen’s Disjunction: Dispels magic, disenchants change forms once per round. magic items. Time Stop: You act freely for 1d4+1 rounds. Univ Wish X: As limited wish, but with fewer limits.

SPELLS The spells herein are presented in alpha- Acid Splash Air Walk betical order (with the exception of those Conjuration (Creation) [Acid] Transmutation [Air] whose names begin with “greater,” “lesser,” Level: Sor/Wiz 0 Level: Air 4, Clr 4, Drd 4 or “mass”; see Order of Presentation, page Components: V, S Components: V, S, DF 181). Casting Time: 1 standard action Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Range: Touch Acid Fog Effect: One missile of acid Target: Creature (Gargantuan or smaller) Conjuration (Creation) [Acid] Duration: Instantaneous touched Level: Sor/Wiz 6, Water 7 Saving Throw: None Duration: 10 min./level Components: V, S, M/DF Spell Resistance: No Saving Throw: None Casting Time: 1 standard action Spell Resistance: Yes (harmless) Range: Medium (100 ft. + 10 ft./level) You fire small orb of acid at the target. You must succeed on a ranged touch attack The subject can tread on air as if walking Effect: Fog spreads in 20-ft. radius, 20 ft. to hit your target. The orb deals 1d3 points on solid ground. Moving upward is similar high of acid damage. to walking up a hill. The maximum Duration: 1 round/level upward or downward angle possible is 45 Saving Throw: None degrees, at a rate equal to one-half the air Spell Resistance: No Aid walker’s normal speed. Enchantment (Compulsion) A strong wind (21+ mph) can push the Acid fog creates a billowing mass of misty [Mind-Affecting] subject along or hold it back. At the end of vapors similar to that produced by a solid Level: Clr 2, Good 2, Luck 2 its turn each round, the wind blows the air fog spell (page 281). In addition to slowing Components: V, S, DF walker 5 feet for each 5 miles per hour of creatures down and obscuring sight, this Casting Time: 1 standard action wind speed. The creature can, at the DM’s spell’s vapors are highly acidic. Each round Range: Touch option, be subject to additional penalties in on your turn, starting when you cast the Target: Living creature touched exceptionally strong or turbulent winds, spell, the fog deals 2d6 points of acid Duration: 1 min./level such as loss of control over movement or damage to each creature and object within Saving Throw: None physical damage from being buffeted it. Spell Resistance: Yes (harmless) about. Arcane Material Component: A pinch of Should the spell duration expire while dried, powdered peas combined with pow- Aid grants the target a +1 morale bonus on the subject is aloft, the magic fails dered animal hoof. attack rolls and saves against fear effects, slowly. The subject floats downward 60 plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 tem- feet per round for 1d6 rounds. If it reaches porary hit points at caster level 10th). the ground in that amount of time, it lands 196

safely. If not, it falls the rest of the dis- Saving Throw: Will negates (harmless, bonus, natural weapons (such as claws, tance, taking 1d6 points of damage per 10 object) bite, and so on), racial skill bonuses, racial feet of fall. Since dispelling a spell effect- Spell Resistance: Yes (harmless, object) bonus feats, and any gross physical quali- tively ends it, the subject also descends in ties (presence or absence of wings, number this way if the air walk spell is dispelled, Align weapon makes a weapon good, evil, of extremities, and so forth). A body with but not if it is negated by an antimagic field. lawful, or chaotic, as you choose. A weapon extra limbs does not allow you to make You can cast air walk on a specially that is aligned can bypass the damage more attacks (or more advantageous two- trained mount so it can be ridden through reduction of certain creatures, usually out- weapon attacks) than normal. the air. You can train a mount to move siders of the opposite alignment. This spell You do not gain any extraordinary spe- CHAPTER 11: with the aid of air walk (counts as a trick; has no effect on a weapon that already has cial attacks or special qualities not noted above under physical qualities, such as see page 74) with one week of work and a an alignment, such as a holy sword. SPELLS DC 25 Handle Animal check. You can’t cast this spell on a natural darkvision, low-light vision, blindsense, weapon, such as an unarmed strike. blindsight, fast healing, regeneration, scent, and so forth.

When you make a weapon good, evil, Alarm You do not gain any supernatural special lawful, or chaotic, align weapon is a good, Abjuration attacks, special qualities, or spell-like evil, lawful, or chaotic spell, respectively. Level: Brd 1, Rgr 1, Sor/Wiz 1 abilities of the new form. Your creature Components: V, S, F/DF type and subtype (if any) remain the same Casting Time: 1 standard action Alter Self regardless of your new form. You cannot Range: Close (25 ft. + 5 ft./2 levels) Transmutation take the form of any creature with a tem- Area: 20-ft.-radius emanation centered on Level: Brd 2, Sor/Wiz 2 plate, even if that template doesn’t change a point in space Components: V, S the creature type or subtype. Duration: 2 hours/level (D) Casting Time: 1 standard action You can freely designate the new form’s Saving Throw: None Range: Personal minor physical qualities (such as hair co- Spell Resistance: No Target: You lor, hair texture, and skin color) within the Duration: 10 min./level (D) normal ranges for a creature of that kind. Alarm sounds a mental or audible alarm The new form’s significant physical quali- each time a creature of Tiny or larger size You assume the form of a creature of the ties (such as height, weight, and gender) enters the warded area or touches it. A same type as your normal form (such as are also under your control, but they must creature that speaks the password (deter- humanoid or magical beast). The new form fall within the norms for the new form’s mined by you at the time of casting) does must be within one size category of your kind. You are effectively disguised as an not set off the alarm. You decide at the normal size. The maximum HD of an average member of the new form’s race. If time of casting whether the alarm will be assumed form is equal to your caster level, you use this spell to create a disguise, you mental or audible. to a maximum of 5 HD at 5th level. You get a +10 bonus on your Disguise check. Mental Alarm: A mental alarm alerts you can change into a member of your own When the change occurs, your equip- (and only you) so long as you remain kind or even into yourself. ment, if any, either remains worn or held within 1 mile of the warded area. You note You retain your own ability scores. Your by the new form (if it is capable of wearing a single mental “ping” that awakens you class and level, hit points, alignment, base or holding the item), or melds into the from normal sleep but does not otherwise attack bonus, and base save bonuses all new form and becomes nonfunctional. disturb concentration. A silence spell has no remain the same. You retain all supernatu- When you revert to your true form, any effect on a mental alarm. ral and spell-like special attacks and quali- objects previously melded into the new Audible Alarm: An audible alarm pro- ties of your normal form, except for those duces the sound of a hand bell, and anyone form reappear in the same location on your requiring a body part that the new form body they previously occupied and are within 60 feet of the warded area can hear does not have (such as a mouth for a breath once again functional. Any new items you it clearly. Reduce the distance by 10 feet weapon or eyes for a gaze attack). You keep wore in the assumed form and can’t wear for each interposing closed door and by 20 all extraordinary special attacks and in your normal form fall off and land at feet for each substantial interposing wall. qualities derived from class levels (such as In quiet conditions, the ringing can be a barbarian’s rage ability), but you lose any your feet; any that you could wear in either heard faintly as far as 180 feet away. The from your normal form that are not form or carry in a body part common to sound lasts for 1 round. Creatures within a derived from class levels (such as a both forms (mouth, hands, or the like) at silence spell cannot hear the ringing. dragon’s frightful presence ability). the time of reversion are still held in the Ethereal or astral creatures do not trig- If the new form is capable of speech, same way. Any part of the body or piece of ger the alarm. you can communicate normally. You equipment that is separated from the Alarm can be made permanent with a retain any spellcasting ability you had in whole reverts to its true form. permanency spell. your original form, but the new form must Arcane Focus: A tiny bell and a piece of be able to speak intelligibly (that is, speak a very fine silver wire Analyze Dweomer language) to use verbal components and Divination

must have limbs capable of fine manipu- Level: Brd 6, Sor/Wiz 6 Align Weapon lation to use somatic or material compo- Components: V, S, F Transmutation [see text] nents. Casting Time: 1 standard action Level: Clr 2 You acquire the physical qualities of the Range: Close (25 ft. + 5 ft./2 levels) Components: V, S, DF new form while retaining your own mind. Targets: One object or creature per caster Casting Time: 1 standard action Physical qualities include natural size, level Range: Touch mundane movement capabilities (such as Duration: 1 round/level (D) Target: Weapon touched or fifty projec- burrowing, climbing, walking, swimming, Saving Throw: None or Will negates; see tiles (all of which must be in contact and flight with wings, to a maximum speed text with each other at the time of casting) of 120 feet for flying or 60 feet for Spell Resistance: No Duration: 1 min./level nonflying movement), natural armor 197

You discern all spells and magical proper- All equipment worn or carried by an Casting Time: 1 standard action ties present in a number of creatures or animal is similarly enlarged by the spell, Range: Close (25 ft. + 5 ft./2 levels) objects. Each round, you may examine a though this change has no effect on the Targets: Up to one willing creature per single creature or object that you can see as magical properties of any such equipment. level, all within 30 ft. of each other a free action. In the case of a magic item, Any enlarged item that leaves the enlarged Duration: 1 hour/level (D) you learn its functions, how to activate its creature’s possession instantly returns to Saving Throw: None; see text functions (if appropriate), and how many its normal size. Spell Resistance: Yes (harmless) charges are left (if it uses charges). In the The spell gives no means of command case of an object or creature with active or influence over the enlarged animals. You transform up to one willing creature spells cast upon it, you learn each spell, its Multiple magical effects that increase per caster level into an animal of your effect, and its caster level. size do not stack, which means (among choice; the spell has no effect on unwill-

An attended object may attempt a Will other things) that you can’t use a second ing creatures. See Errata. All creatures save to resist this effect if its holder so casting of this spell to further increase the must take the same kind of animal form; desires. If the save succeeds, you learn size of an animal that’s still under the for example, you can’t turn one subject SPELLS nothing about the object except what you effect of the first casting. into a hawk and another into a dire wolf. can discern by looking at it. An object that Recipients remain in the animal form until CHAPTER 11: makes its save cannot be affected by any Animal Messenger the spell expires or until you dismiss it for other analyze dweomer spells for 24 hours. Enchantment (Compulsion) [Mind- all recipients. In addition, an individual Analyze dweomer does not function when Affecting] subject may choose to resume its normal used on an artifact (see the Dungeon Level: Brd 2, Drd 2, Rgr 1 form as a full-round action; doing so ends Master’s Guide for details on artifacts). Components: V, S, M the spell for that subject . The Focus: A tiny lens of ruby or sapphire set Casting Time: 1 standard action maximum HD of an assumed form is equal in a small golden loop. The gemstone must Range: Close (25 ft. + 5 ft./2 levels) to the subject’s HD or your caster level, be at least 1,500 gp. Target: One Tiny animal whichever is lower, to a maximum of 20 Duration: One day/level HD at 20th level. Animal Growth Saving Throw: None; see text Transmutation Spell Resistance: Yes Animal Trance Level: Drd 5, Rgr 4, Sor/Wiz 5 Enchantment (Compulsion) [Mind- Components: V, S You compel a Tiny animal to go to a spot Affecting, Sonic] Casting Time: 1 standard action you designate. The most common use for Level: Brd 2, Drd 2 Range: Medium (100 ft. + 10 ft./level) this spell is to get an animal to carry a Components: V, S Targets: Up to one animal (Gargantuan or message to your allies. The animal cannot Casting Time: 1 standard action smaller) per two levels, no two of which be one tamed or trained by someone else, Range: Close (25 ft. + 5 ft./2 levels) can be more than 30 ft. apart including such creatures as familiars and Targets: Animals or magical beasts with Duration: 1 min./level animal companions. Intelligence 1 or 2 Saving Throw: Fortitude negates Using some type of food desirable to the Duration: Concentration Spell Resistance: Yes animal as a lure, you call the animal to you. Saving Throw: Will negates; see text It advances and awaits your bidding. You Spell Resistance: Yes A number of animals grow to twice their can mentally impress on the animal a cer- normal size and eight times their normal tain place well known to you or an obvious Your swaying motions and music (or weight. This alteration changes each landmark (such as the peak of a distant singing, or chanting) compel animals and animal’s size category to the next largest mountain). The directions must be simple, magical beasts to do nothing but watch (from Large to Huge, for example), grants because the animal depends on your you. Only a creature with an Intelligence it a +8 size bonus to Strength and a +4 size knowledge and can’t find a destination on score of 1 or 2 can be fascinated by this bonus to Constitution (and thus an extra 2 its own. You can attach some small item or spell. Roll 2d6 to determine the total hit points per HD), and imposes a –2 size note to the messenger. The animal then number of HD worth of creatures that you goes to the designated location and waits penalty to Dexterity. The creature’s fascinate. The closest targets are selected there until the duration of the spell existing natural armor bonus increases by first until no more targets within range can expires, whereupon it resumes its normal 2. The size change also affects the animal’s activities. be affected. For example, if Vadania affects modifier to AC and attack rolls and its base During this period of waiting, the mes- 7 HD worth of animals and there are sev- damage, as detailed on Table 2–2 in the senger allows others to approach it and eral 2 HD wolves within close range, only Dungeon Master’s Guide. The animal’s space remove any scroll or token it carries. the three closest wolves are affected. and reach change as indicated on Table 8– Unless the intended recipient of a message A magical beast, a dire animal, or an an- 4: Creature Size and Scale (page 149), but is expecting a messenger in the form of a imal trained to attack or guard is allowed a its speed does not change. bird or other small animal, the carrier may saving throw; an animal not trained to The spell also grants each subject be ignored. The intended recipient gains attack or guard is not. damage reduction 10/magic and a +4 no special ability to communicate with the resistance bonus on saving throws. animal or read any attached message (if it’s Animate Dead If insufficient room is available for the written in a language he or she doesn’t Necromancy [Evil] desired growth, the creature attains the know, for example). Level: Clr 3, Death 3, Sor/Wiz 4 maximum possible size and may make a Material Component: A morsel of food Components: V, S, M Strength check (using its increased the animal likes. Casting Time: 1 standard action Strength) to burst any enclosures in the Range: Touch process. If it fails, it is constrained without Animal Shapes Targets: One or more corpses touched harm by the materials enclosing it—the Transmutation Duration: Instantaneous spell cannot be used to crush a creature by Level: Animal 7, Drd 8 Saving Throw: None increasing its size. Components: V, S, DF Spell Resistance: No 198

This spell turns the bones or bodies of You imbue inanimate objects with mobil- spell. Spell resistance does not keep crea- dead creatures into undead skeletons or ity and a semblance of life. Each such ani- tures from being entangled. This effect zombies that follow your spoken com- mated object then immediately attacks lasts 1 hour per caster level. mands. The undead can follow you, or they whomever or whatever you initially des- can remain in an area and attack any ignate. An animated object can be of any Animate Rope creature (or just a specific kind of creature) nonmagical material—wood, metal, stone, Transmutation entering the place. They remain animated fabric, leather, ceramic, glass, or the like.. Level: Brd 1, Sor/Wiz 1 until they are destroyed. (A destroyed You may animate one Small or smaller Components: V, S skeleton or zombie can’t be animated

object (such as a chair) or an equivalent Casting Time: 1 standard action CHAPTER 11: again.) number of larger objects per caster level. A Range: Medium (100 ft. + 10 ft./level) Regardless of the type of undead you Medium object (such as a coat rack) counts Target: One ropelike object, length up to SPELLS create with this spell, you can’t create more as two Small or smaller objects, a Large 50 ft. + 5 ft./level; see text HD of undead than twice your caster level object (such as a table) as four, a Huge Duration: 1 round/level with a single casting of animate dead. (The object as eight, a Gargantuan object as Saving Throw: None desecrate spell doubles this limit; see page sixteen, and a Colossal object as thirty-two. Spell Resistance: No 218.) You can change the designated target or The undead you create remain under targets as a move action, as if directing an You can animate a nonliving ropelike your control indefinitely. No matter how active spell. object, such as string, yarn, cord, line, rope, many times you use this spell, however, The Monster Manual has game statistics or even a cable. The maximum length you can control only 4 HD worth of assumes a rope with a 1-inch diameter. undead creatures per caster level. If you for animated objects. This spell cannot animate objects car- Reduce the maximum length by 50% for exceed this number, all the newly created every additional inch of thickness, and creatures fall under your control, and any ried or worn by a creature. Animate objects can be made permanent increase it by 50% for each reduction of the excess undead from previous castings rope’s diameter by half. with a permanency spell. become uncontrolled. (You choose which The possible commands are “coil” (form

creatures are released.) If you are a cleric, a neat, coiled stack), “coil and knot,” “loop,” any undead you might command by virtue Animate Plants “loop and knot,” “tie and knot,” and the of your power to command or rebuke Transmutation opposites of all of the above (“uncoil,” and undead do not count toward the limit. Level: Drd 7, Plant 7 so forth). You can give one command each Skeletons: A skeleton can be created only Components: V round as a move action, as if directing an from a mostly intact corpse or skeleton. Casting Time: 1 standard action active spell. The corpse must have bones, so creating a Range: Close (25 ft. + 5 ft./2 levels) The rope can enwrap only a creature or skeleton from a purple worm, for example, Targets: One Large plant per three caster an object within 1 foot of it—it does not is not possible. If a skeleton is made from a levels or all plants within range; see text snake outward—so it must be thrown near corpse, the flesh falls off the bones. The Duration: 1 round/level or 1 hour/level; the intended target. Doing so requires a statistics for a skeleton depend on its size; see text successful ranged touch attack roll (range they do not depend on what abilities the Saving Throw: None increment 10 feet). A typical 1-inch- creature may have had while alive. The Spell Resistance: No diameter hempen rope has 2 hit points, AC Monster Manual has game statistics for 10, and requires a DC 23 Strength check to skeletons. You imbue inanimate plants with mobility burst it. The rope does not deal damage, Zombies: A zombie can be created only and a semblance of life. Each animated but it can be used as a trip line or to cause a from a mostly intact corpse. The corpse plant then immediately attacks whomever single opponent that fails a Reflex saving must be that of a creature with a true or whatever you initially designate as throw to become entangled. A creature anatomy, so a dead gelatinous cube, for though it were an animated object of the capable of spellcasting that is bound by example, cannot be animated as a zombie. appropriate size category. You may ani- this spell must make a DC 15 Concen- The statistics for a zombie depend on its mate one Large or smaller plant (such as a tration check to cast a spell. An entangled size, not on what abilities the creature may tree), or an equivalent number of larger creature can slip free with a DC 20 Escape have had while alive. The Monster Manual plants, per three caster levels. A Huge Artist check. has game statistics for zombies. plant counts as two Large or smaller plants, The rope itself and any knots tied in it Material Component: You must place a a Gargantuan plant as four, and a Colossal are not magical. black onyx gem worth at least 25 gp per plant as eight. You can change the This spell grants a +2 bonus on any Use Hit Die of the undead into the mouth or designated target or targets as a move Rope checks you make when using the eye socket of each corpse you intend to action, as if directing an active spell. transmuted rope. animate. The magic of the spell turns these Use the statistics for animated objects The spell cannot animate objects carried gems into worthless, burned-out shells. found in the Monster Manual, except that or worn by a creature. plants smaller than Large don’t have hard- Animate Objects ness unless the DM rules otherwise for a Antilife Shell Transmutation given case. Abjuration Level: Brd 6, Chaos 6, Clr 6 Animate plants cannot affect plant crea- Level: Animal 6, Clr 6, Drd 6 Components: V, S tures (such as treants), nor does it affect Components: V, S, DF Casting Time: 1 standard action nonliving vegetable material (such as a Casting Time: 1 round Range: Medium (100 ft. + 10 ft./level) cotton tunic or hempen rope). Range: 10 ft. Targets: One Small object per caster level; Entangle: Alternatively, you may imbue Area: 10-ft.-radius emanation, centered on see text all plants within range with a degree of you Duration: 1 round/level mobility, which allows to entwine Duration: 10 min./level (D) Saving Throw: None around creatures in the area. This usage of Saving Throw: None Spell Resistance: No the spell duplicates the effect of an entangle Spell Resistance: Yes 199

You bring into being a mobile, hemi- masterwork sword at that). The spell has Arcane Material Component: A lump of spherical energy field that prevents the no effect on golems and other constructs alum soaked in vinegar. entrance of most types of living creatures. that are imbued with magic during their The effect hedges out animals, aberrations, creation process and are thereafter self- Antiplant Shell dragons, fey, giants, humanoids, magical supporting (unless they have been sum- Abjuration beasts, monstrous humanoids, oozes, moned, in which case they are treated like Level: Drd 4 any other summoned creatures). Elemen- plants, and vermin, but not constructs, Components: V, S, DF tals, corporeal undead, and outsiders are elementals, outsiders, or undead. See the Casting Time: 1 standard action likewise unaffected unless summoned. Monster Manual for more about creature Range: 10 ft. These creatures’ spell-like or supernatural types. Area: 10-ft.-radius emanation, centered on abilities, however, may be temporarily This spell may be used only defensively, you nullified by the field. not aggressively. Forcing an abjuration Duration: 10 min./level (D) Dispel magic does not remove the field. Saving Throw: None barrier against creatures that the spell Two or more antimagic fields sharing any of

SPELLS Spell Resistance: Yes keeps at bay collapses the barrier (see the same space have no effect on each

Abjuration, page 172). other. Certain spells, such as wall of force, CHAPTER 11: The antiplant shell spell creates an invisible, prismatic sphere, and prismatic wall, remain mobile barrier that keeps all creatures unaffected by antimagic field (see the indi- Antimagic Field within the shell protected from attacks by Abjuration vidual spell descriptions). Artifacts and plant creatures or animated plants. As with Level: Clr 8, Magic 6, Protection 6, deities are unaffected by mortal magic many abjuration spells, forcing the barrier Sor/Wiz 6 such as this. (See the Dungeon Master’s against creatures that the spell keeps at bay Guide for more about artifacts.) Components: V, S, M/DF strains and collapses the field (see Abjura- Should a creature be larger than the area Casting Time: 1 standard action tion, page 172). enclosed by the barrier, any part of it that Range: 10 ft. Area: 10-ft.-radius emanation, centered on lies outside the barrier is unaffected by the you field. Arcane Eye Duration: 10 min./level (D) Arcane Material Component: A pinch of Divination (Scrying) Saving Throw: None powdered iron or iron filings. Level: Sor/Wiz 4 Spell Resistance: See text Components: V, S, M Casting Time: 10 minutes An invisible barrier surrounds you and Antipathy Range: Unlimited Enchantment (Compulsion) [Mind- moves with you. The space within this Effect: Magical sensor Affecting] barrier is impervious to most magical Duration: 1 min./level (D) Level: Drd 9, Sor/Wiz 8 Saving Throw: None effects, including spells, spell-like abilities, Components: V, S, M/DF and supernatural abilities. Likewise, it Spell Resistance: No Casting Time: 1 hour prevents the functioning of any magic Range: Close (25 ft. + 5 ft./2 levels) You create an invisible magical sensor that items or spells within its confines. Target: One location (up to a 10-ft. sends you visual information. You can An antimagic field suppresses any spell or cube/level) or one object create the arcane eye at any point you can magical effect used within, brought into, Duration: 2 hours/level (D) or cast into the area, but does not dispel it. see, but it can then travel outside your line Saving Throw: Will partial of sight without hindrance. An arcane eye A hasted creature, for example, is not hasted Spell Resistance: Yes travels at 30 feet per round (300 feet per while inside the field, but the spell minute) if viewing an area ahead as a resumes functioning when the creature You cause an object or location to emanate human would (primarily looking at the leaves the field. Time spent within an magical vibrations that repel either a floor) or 10 feet per round (100 feet per antimagic field counts against the sup- specific kind of intelligent creature or minute) if examining the ceiling and walls pressed spell’s duration. creatures of a particular alignment, as as well as the floor ahead. It sees exactly as Summoned creatures of any type and defined by you. The kind of creature to be incorporeal undead wink out if they enter you would see if you were there. The eye affected must be named specifically—for an antimagic field. They reappear in the can travel in any direction as long as the example, red dragons, hill giants, wererats, same spot once the field goes away. Time spell lasts. Solid barriers block its passage, lammasus, cloakers, or vampires. A spent winked out counts normally against but it can pass through a hole or space as creature subtype (such as goblinoid) is not the duration of the conjuration that is small as 1 inch in diameter. The eye can’t specific enough. Likewise, the specific maintaining the creature. If you cast enter another plane of existence, even alignment to be repelled must be named— antimagic field in an area occupied by a through a gate or similar magical portal. for example, chaotic evil, chaotic good, summoned creature that has spell resist- You must concentrate to use an arcane lawful neutral, or neutral. ance, you must make a caster level check eye. If you do not concentrate, the eye is Creatures of the designated kind or (1d20 + caster level) against the creature’s inert until you again concentrate. spell resistance to make it wink out. (The alignment feel an overpowering urge to Material Component: A bit of bat fur. effects of instantaneous conjurations, such leave the area or to avoid the affected item.

as create water, are not affected by an A compulsion forces them to abandon the antimagic field because the conjuration area or item, shunning it and never will- Arcane Lock itself is no longer in effect, only its result.) ingly returning to it while the spell is in Abjuration A normal creature (a normally encoun- effect. A creature that makes a successful Level: Sor/Wiz 2 tered griffon rather than a conjured one, saving throw can stay in the area or touch Components: V, S, M for instance) can enter the area, as can the item but feels uncomfortable doing so. Casting Time: 1 standard action normal missiles. Furthermore, while a This distracting discomfort reduces the Range: Touch magic sword does not function magically creature’s Dexterity score by 4 points. Target: The door, chest, or portal touched, within the area, it is still a sword (and a Antipathy counters and dispels sympathy. up to 30 sq. ft./level in size 200

Duration: Permanent require concentration and discerns aura You project your astral self onto the Saving Throw: None location and power more quickly. Astral Plane, leaving your physical body Spell Resistance: No You know the location and power of all behind on the Material Plane in a state of magical auras within your sight. An aura’s suspended animation. The spell projects an An arcane lock spell cast upon a door, chest, power depends on a spell’s functioning astral copy of you and all you wear or carry or portal magically locks it. You can freely level or an item’s caster level, as noted in onto the Astral Plane. Since the Astral pass your own arcane lock without affecting the description of the detect magic spell Plane touches upon other planes, you can it; otherwise, a door or object secured with (page 219). If the items or creatures bear- travel astrally to any of these other planes this spell can be opened only by breaking ing the auras are in line of sight, you can

as you will. To enter one, you leave the CHAPTER 11: in or with a successful dispel magic or knock make Spellcraft skill checks to determine Astral Plane, forming a new physical body the school of magic involved in each. spell. Add 10 to the normal DC to break (and equipment) on the plane of existence SPELLS (Make one check per aura; DC 15 + spell open a door or portal affected by this spell. you have chosen to enter. (A knock spell does not remove an arcane level, or 15 + one-half caster level for a nonspell effect.) While you are on the Astral Plane, your

lock; it only suppresses the effect for 10 If you concentrate on a specific creature astral body is connected at all times to your minutes.) within 120 feet of you as a standard action, physical body by a silvery cord. If the cord Material Component: Gold dust worth 25 you can determine whether it has any is broken, you are killed, astrally and phys- gp. spellcasting or spell-like abilities, whether ically. Luckily, very few things can destroy these are arcane or divine (spell-like a silver cord (see the Dungeon Master’s Guide Arcane Mark abilities register as arcane), and the for more information). When a second Universal strength of the most powerful spell or body is formed on a different plane, the Level: Sor/Wiz 0 spell-like ability the creature currently has incorporeal silvery cord remains invisibly Components: V, S available for use. In some cases, arcane sight attached to the new body. If the second body or the astral form is slain, the cord Casting Time: 1 standard action may give a deceptively low reading—for simply returns to your body where it rests Range: 0 ft. example, when you use it on a spellcaster on the Material Plane, thereby reviving it Effect: One personal rune or mark, all of who has used up most of his or her daily from its state of suspended animation. which must fit within 1 sq. ft. spell allotment. Although astral projections are able to Duration: Permanent Arcane sight can be made permanent function on the Astral Plane, their actions Saving Throw: None with a permanency spell. affect only creatures existing on the Astral Spell Resistance: No Plane; a physical body must be material-

Arcane Sight, Greater ized on other planes. This spell allows you to inscribe your per- Divination You and your companions may travel sonal rune or mark, which can consist of Level: Sor/Wiz 7 through the Astral Plane indefinitely. Your no more than six characters. The writing bodies simply wait behind in a state of can be visible or invisible. An arcane mark This spell functions like arcane sight, except suspended animation until you choose to spell enables you to etch the rune upon that you automatically know which spells return your spirits to them. The spell lasts any substance (even stone or metal) with- or magical effects are active upon any until you desire to end it, or until it is out harm to the material upon which it is individual or object you see. terminated by some outside means, such as placed. If an invisible mark is made, a detect Greater arcane sight doesn’t let you iden- dispel magic cast upon either the physical magic spell causes it to glow and be visible, tify magic items. body or the astral form, the breaking of the though not necessarily understandable. See Unlike arcane sight, this spell cannot be silver cord, or the destruction of your body invisibility, true seeing, a gem of seeing, or a made permanent with a permanency spell. back on the Material Plane (which kills robe of eyes likewise allows the user to see you). an invisible arcane mark. A read magic spell Material Component: A jacinth worth at reveals the words, if any. The mark cannot Astral Projection be dispelled, but it can be removed by the Necromancy least 1,000 gp, plus a silver bar worth 5 gp caster or by an erase spell. If an arcane mark Level: Clr 9, Sor/Wiz 9, Travel 9 for each person to be affected. is placed on a living being, normal wear Components: V, S, M gradually causes the effect to fade in about Casting Time: 30 minutes Atonement a month. Range: Touch Abjuration Arcane mark must be cast on an object Targets: You plus one additional willing Level: Clr 5, Drd 5 prior to casting Drawmij’s instant summons creature touched per two caster levels Components: V, S, M, F, DF, XP on the same object (see that spell descrip- Duration: See text Casting Time: 1 hour tion for details). Saving Throw: None Range: Touch Spell Resistance: Yes Target: Living creature touched Arcane Sight Duration: Instantaneous Divination By freeing your spirit from your physical Saving Throw: None Level: Sor/Wiz 3 body, this spell allows you to project an Spell Resistance: Yes Components: V, S astral body onto another plane altogether. Casting Time: 1 standard action You can bring the astral forms of other This spell removes the burden of evil acts Range: Personal willing creatures with you, provided that or misdeeds from the subject. The creature Target: You these subjects are linked in a circle with seeking atonement must be truly Duration: 1 min./level (D) you at the time of the casting. These fellow repentant and desirous of setting right its travelers are dependent upon you and misdeeds. If the atoning creature com- This spell makes your eyes glow blue and must accompany you at all times. If mitted the evil act unwittingly or under allows you to see magical auras within 120 something happens to you during the some form of compulsion, atonement feet of you. The effect is similar to that of a journey, your companions are stranded operates normally at no cost to you. How- detect magic spell, but arcane sight does not wherever you left them. ever, in the case of a creature atoning for 201

deliberate misdeeds and acts of a knowing XP Cost: When cast for the benefit of a Will save (DC 10 + the animal’s current and willful nature, you must intercede creature whose guilt was the result of HD, or the HD the tree will have once with your deity (requiring you to expend deliberate acts, the cost to you is 500 XP awakened). 500 XP) in order to expunge the subject’s per casting (see above). The awakened animal or tree is friendly burden. Many casters first assign a subject toward you. You have no special empathy of this sort a quest (see geas/quest) or Augury or connection with a creature you awaken, similar penance to determine whether the Divination although it serves you in specific tasks or creature is truly contrite before casting the Level: Clr 2 endeavors if you communicate your atonement spell on its behalf. Components: V, S, M, F desires to it. Atonement may be cast for one of several Casting Time: 1 minute An awakened tree has characteristics as if purposes, depending on the version it were an animated object (see the Monster

Range: Personal selected. Target: You Manual), except that it gains the plant type Reverse Magical Alignment Change: If a Duration: Instantaneous and its Intelligence, Wisdom, and creature has had its alignment magically Charisma scores are each 3d6. An awakened SPELLS changed, atonement returns its alignment An augury can tell you whether a particular plant gains the ability to move its limbs, to its original status at no cost in experi-

CHAPTER 11: action will bring good or bad results for roots, vines, creepers, and so forth, and it ence points. you in the immediate future. For example, has senses similar to a human’s. Restore Class: A paladin who has lost her if a character is considering destroying a An awakened animal gets 3d6 Intel- class features due to committing an evil act weird seal that closes a portal, an augury ligence, +1d3 Charisma, and +2 HD. Its may have her paladinhood restored to her might determine whether that act is a good type becomes magical beast (augmented by this spell. idea. animal). An awakened animal can’t serve as Restore Cleric or Druid Spell Powers: A The base chance for receiving a mean- an animal companion, familiar, or special cleric or druid who has lost the ability to ingful reply is 70% + 1% per caster level, to mount. cast spells by incurring the anger of his or a maximum of 90%; the DM makes the roll An awakened tree or animal can speak her deity may regain that ability by seek- secretly. The DM may determine that a one language that you know, plus one ing atonement from another cleric of the question is so straightforward that a suc- additional language that you know per same deity or another druid. If the trans- cessful result is automatic, or so vague as to point of Intelligence bonus (if any). have no chance of success. If the augury gression was intentional, the casting cleric XP Cost: 250 XP. succeeds, you get one of four results: loses 500 XP for his intercession. If the transgression was unintentional, he does Weal (if the action will probably bring not lose XP. good results). Baleful Polymorph Redemption or Temptation: You may cast Woe (for bad results). Transmutation Level: Drd 5, Sor/Wiz 5 this spell upon a creature of an opposing Weal and woe (for both). Components: V, S alignment in order to offer it a chance to Nothing (for actions that don’t have Casting Time: 1 standard action change its alignment to match yours. The especially good or bad results). Range: Close (25 ft. + 5 ft./2 levels) prospective subject must be present for the If the spell fails, you get the “nothing” Target: One creature entire casting process. Upon completion of result. A cleric who gets the “nothing” Duration: Permanent the spell, the subject freely chooses result has no way to tell whether it was the Saving Throw: Fortitude negates, Will whether it retains its original alignment or consequence of a failed or successful partial; see text acquiesces to your offer and changes to augury. Spell Resistance: Yes your alignment. No duress, compulsion, or The augury can see into the future only magical influence can force the subject to about half an hour, so anything that might You change the subject into a Small or take advantage of the opportunity offered happen that does not affect the result. smaller animal of no more than 1 HD (such if it is unwilling to abandon its old Thus, the result might not take into as a dog, lizard, monkey, or toad). The alignment. This use of the spell does not account the long-term consequences of a subject takes on all the statistics and spec- work on outsiders or any creature contemplated action. All auguries cast by ial abilities of an average member of the incapable of changing its alignment the same person about the same topic use new form in place of its own except as naturally. the same dice result as the first casting. follows: Though the spell description refers to Material Component: Incense worth at o The target retains its own alignment evil acts, atonement can also be used on any least 25 gp. (and personality, within the limits of the creature that has performed acts against its Focus: A set of marked sticks, bones, or new form's ability scores). alignment, whether those acts are evil, similar tokens of at least 25 gp value. o If the target has the shapechanger good, chaotic, or lawful. subtype, it retains that subtype. Note: Normally, changing alignment is o The target retains its own hit points. up to the player (for PCs) or the DM (for Awaken Transmutation o The target is treated has having its nor- NPCs). This use of atonement simply offers Level: Drd 5 mal Hit Dice for purpose of adjudicating a believable way for a character to change Components: V, S, DF, XP effects based on HD, such as the sleep his or her alignment drastically, suddenly, Casting Time: 24 hours spell, though it uses the new form's base and definitively. Range: Touch attack bonus, base save bonuses, and all Material Component: Burning incense. Target: Animal or tree touched other statistics derived from Hit Dice. Focus: In addition to your holy symbol or Duration: Instantaneous o The target also retains the ability to normal divine focus, you need a set of Saving Throw: Will negates understand (but not to speak) the langu- prayer beads (or other prayer device, such Spell Resistance: Yes ages it understood in its original form. It as a prayer wheel or prayer book) worth at can write in the languages it understands, least 500 gp. You awaken a tree or animal to humanlike but only the form is capable of writing sentience. To succeed, you must make a in some manner (such as drawing in the 202

dirt with a paw). Barkskin Casting Time: 1 standard action Transmutation Range: Touch See Errata for more. Level: Drd 2, Rgr 2, Plant 2 Target: Creature touched Components: V, S, DF Duration: Permanent Casting Time: 1 standard action Saving Throw: Will negates Bane Range: Touch Spell Resistance: Yes Enchantment (Compulsion) [Fear, Mind- Target: Living creature touched Affecting] Duration: 10 min./level You place a curse on the subject. Choose Level: Clr 1 one of the following three effects. Saving Throw: None CHAPTER 11: Components: V, S, DF Spell Resistance: Yes (harmless) –6 decrease to an ability score (mini- mum 1). Casting Time: 1 standard action SPELLS Range: 50 ft. Barkskin toughens a creature’s skin. The –4 penalty on attack rolls, saves, ability Area: All enemies within 50 ft. effect grants a +2 enhancement bonus to checks, and skill checks. Each turn, the target has a 50% chance

Duration: 1 min./level the creature’s existing natural armor to act normally; otherwise, it takes no Saving Throw: Will negates bonus. This enhancement bonus increases action. Spell Resistance: Yes by 1 for every three caster levels above 3rd,

to a maximum of +5 at caster level 12th. You may also invent your own curse, but it Bane fills your enemies with fear and The enhancement bonus provided by doubt. Each affected creature takes a –1 should be no more powerful than those barkskin stacks with the target’s natural described above, and the DM has final say penalty on attack rolls and a –1 penalty on armor bonus, but not with other enhance- on the curse’s effect. saving throws against fear effects. ment bonuses to natural armor. A creature The curse bestowed by this spell cannot Bane counters and dispels bless. without natural armor has an effective be dispelled, but it can be removed with a natural armor bonus of +0, much as a break enchantment, limited wish, miracle, Banishment character wearing only normal clothing remove curse, or wish spell. Abjuration has an armor bonus of +0. Bestow curse counters remove curse. Level: Clr 6, Sor/Wiz 7 Components: V, S, F Bear’s Endurance Bigby’s Clenched Fist Casting Time: 1 standard action Transmutation Evocation [Force] Range: Close (25 ft. + 5 ft./2 levels) Level: Clr 2, Drd 2, Rgr 2, Sor/Wiz 2 Level: Sor/Wiz 8, Strength 8 Targets: One or more extraplanar Components: V, S, DF Components: V, S, F/DF creatures, no two of which can be more Casting Time: 1 standard action than 30 ft. apart Range: Touch This spell functions like Bigby’s interposing Duration: Instantaneous Target: Creature touched hand, except that the hand can interpose Saving Throw: Will negates Duration: 1 min./level itself, push, or strike one opponent that Spell Resistance: Yes Saving Throw: Will negates (harmless) you select. The floating hand can move as Spell Resistance: Yes far as 60 feet and can attack in the same A banishment spell is a more powerful ver- round. Since this hand is directed by you, sion of the dismissal spell. It enables you to The affected creature gains greater vitality its ability to notice or attack invisible or force extraplanar creatures out of your and stamina. The spell grants the subject a concealed creatures is no better than plane. As many as 2 Hit Dice of +4 enhancement bonus to Constitution, yours. creatures per caster level can be banished. which adds the usual benefits to hit points, The hand attacks once per round, and its You can improve the spell’s chance of suc- Fortitude saves, Constitution checks, and attack bonus equals your caster level + your cess by presenting at least one object or so forth. Intelligence, Wisdom, or Charisma substance that the target hates, fears, or Hit points gained by a temporary modifier (for a wizard, cleric, or sorcerer, otherwise opposes. For each such object or increase in Constitution score are not respectively), +11 for the hand’s Strength substance, you gain a +1 bonus on your temporary hit points. They go away when score (33), –1 for being Large. The hand caster level check to overcome the target’s the subject’s Constitution drops back to deals 1d8+11 points of damage on each spell resistance (if any), the saving throw normal. They are not lost first as temporary attack, and any creature struck must make DC increases by 2. For example, if this hit points are (see page 146). a Fortitude save (against this spell’s save spell were cast on a demon that hated light DC) or be stunned for 1 round. Directing and was vulnerable to holy water and cold Bear’s Endurance, Mass the spell to a new target is a move action. iron weapons, you might use iron, holy Transmutation The clenched fist can also interpose itself water, and a torch in the spell. The three Level: Clr 6, Drd 6, Sor/Wiz 6 as Bigby’s interposing hand does, or it can items would give you a +3 bonus on your Range: Close (25 ft. + 5 ft./2 levels) bull rush an opponent as Bigby’s forceful check to overcome the demon’s spell Targets: One creature/level, no two of hand does, but at a +15 bonus on the resistance and add 6 to the spell’s save DC. which can be more than 30 ft. apart Strength check. At the DM’s option, certain rare items Clerics who cast this spell name it for might work twice as well as a normal item Mass bear’s endurance works like bear’s their deities—Pelor’s clenched fist, for for the purpose of the bonuses (each pro- endurance, except that it affects multiple example. viding a +2 bonus on the caster level check creatures. Arcane Focus: A leather glove. against spell resistance and increasing the save DC by 4). Bestow Curse Bigby’s Crushing Hand Arcane Focus: Any item that is distasteful Necromancy Evocation [Force] to the subject (optional, see above). Level: Clr 3, Sor/Wiz 4 Level: Sor/Wiz 9, Strength 9 Components: V, S Components: V, S, M, F/DF

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This spell functions like Bigby’s interposing Large. Its grapple bonus is this same figure, Binding hand, except that the hand can interpose except with a +4 modifier for being Large Enchantment (Compulsion) [Mind- itself, push, or crush one opponent that instead of –1. The hand holds but does not Affecting] you select. harm creatures it grapples. Directing the Level: Sor/Wiz 8 The crushing hand can grapple an oppo- spell to a new target is a move action. Components: V, S, M nent like Bigby’s grasping hand does. Its The grasping hand can also bull rush an Casting Time: One minute grapple bonus equals your caster level + opponent as Bigby’s forceful hand does, but at Range: Close (25 ft. + 5 ft./2 levels) your Intelligence, Wisdom, or Charisma a +16 bonus on the Strength check (+10 for Target: One living creature modifier (for a wizard, cleric, or sorcerer, Strength 35, +4 for being Large, and a +2 Duration: See text (D) respectively), +12 for the hand’s Strength bonus for charging, which it always gets), Saving Throw: Will negates; see text score (35), +4 for being Large. The hand or interpose itself as Bigby’s interposing hand

Spell Resistance: Yes deals 2d6+12 points of damage (lethal, not does. nonlethal) on each successful grapple Clerics who cast this spell name it for A binding spell creates a magical restraint check against an opponent. their deities—Kord’s grasping hand, for to hold a creature. The target gets an initial SPELLS The crushing hand can also interpose example. saving throw only if its Hit Dice equal at itself as Bigby’s interposing hand does, or it Arcane Focus: A leather glove.

CHAPTER 11: least one-half your caster level. can bull rush an opponent as Bigby’s forceful You may have as many as six assistants hand does, but at a +18 bonus. Bigby’s Interposing Hand help you with the spell. For each assistant Directing the spell to a new target is a Evocation [Force] who casts suggestion, your caster level for move action. Level: Sor/Wiz 5 this casting of binding increases by 1. For Clerics who cast this spell name it for Components: V, S, F each assistant who casts dominate animal, their deities—St. Cuthbert’s crushing hand, Casting Time: 1 standard action dominate person, or dominate monster, your for example. Range: Medium (100 ft. + 10 ft./level) caster level for this casting of binding Arcane Material Component: The shell of Effect: 10-ft. hand increases by a number equal to one-third an egg. Duration: 1 round/level (D) of that assistant’s level, provided that the Arcane Focus: A glove of snakeskin. Saving Throw: None spell’s target is appropriate for a binding Spell Resistance: Yes spell. Since the assistants’ spells are cast Bigby’s Forceful Hand simply to improve your caster level for the Evocation [Force] Bigby’s Interposing hand creates a Large purpose of the binding spell, saving throws Level: Sor/Wiz 6 magic hand that appears between you and and spell resistance against the assistants’ Components: V, S, F one opponent. This floating, disembodied spells are irrelevant. Your caster level hand then moves to remain between the determines whether the target gets an This spell functions like Bigby’s interposing two of you, regardless of where you move initial Will saving throw and how long the hand, except that the forceful hand pursues or how the opponent tries to get around it, binding lasts. All binding spells are dis- and pushes away the opponent that you providing cover (+4 AC) for you against missible. designate. Treat this attack as a bull rush that opponent. Nothing can fool the Regardless of the version of binding you with a +14 bonus on the Strength check hand—it sticks with the selected oppo- cast, you can specify triggering conditions (+8 for Strength 27, +4 for being Large, and nent in spite of darkness, invisibility, that end the spell and release the creature a +2 bonus for charging, which it always polymorphing, or any other attempt at whenever they occur. These triggers can gets). The hand always moves with the hiding or disguise. The hand does not be as simple or elaborate as you desire, but opponent to push that target back the full pursue an opponent, however. the DM must agree that the condition is distance allowed, and it has no speed limit. A Bigby’s hand is 10 feet long and about reasonable and has a likelihood of coming Directing the spell to a new target is a that wide with its fingers outstretched. It to pass. The conditions can be based on a move action. has as many hit points as you do when creature’s name, identity, or alignment but A very strong creature could not push you’re undamaged, and its AC is 20 (–1 otherwise must be based on observable the hand out of its way because the latter size, +11 natural). It takes damage as a actions or qualities. Intangibles such as would instantly reposition itself between normal creature, but most magical effects level, class, Hit Dice, or hit points don’t the creature and you, but an opponent that don’t cause damage do not affect it. qualify. For example, a bound creature can could push the hand up against you by The hand never provokes attacks of op- be released when a lawful good creature successfully bull rushing it. portunity from opponents. It cannot push approaches, but not when a paladin Focus: A sturdy glove made of leather or through a wall of force or enter an antimagic approaches. Once the spell is cast, its heavy cloth. triggering conditions cannot be changed. field, but it suffers the full effect of a prismatic wall or prismatic sphere. The hand Setting a release condition increases the Bigby’s Grasping Hand makes saving throws as its caster. save DC (assuming a saving throw is Evocation [Force] Disintegrate or a successful dispel magic allowed) by 2. Level: Sor/Wiz 7, Strength 7 destroys it. If you are casting any of the first three Components: V, S, F/DF Any creature weighing 2,000 pounds or versions of binding (those with limited

less that tries to push past the hand is durations), you may cast additional binding This spell functions like Bigby’s interposing spells to prolong the effect, since the slowed to half its normal speed. The hand hand, except the hand can also grapple one durations overlap. If you do so, the target cannot reduce the speed of a creature opponent that you select. The grasping gets a saving throw at the end of the first hand gets one grapple attack per round. Its weighing more than 2,000 pounds, but it spell’s duration, even if your caster level attack bonus to make contact equals your still affects the creature’s attacks. was high enough to disallow an initial caster level + your Intelligence, Wisdom, Directing the spell to a new target is a saving throw. If the creature succeeds on or Charisma modifier (for wizards, clerics, move action. this save, all the binding spells it has and sorcerers, respectively), +10 for the Focus: A soft glove. received are broken. hand’s Strength score (31), –1 for being 204

The binding spell has six versions. In addition to the specially made props Dazed: The creature can take no actions Choose one of the following versions suited to the specific type of binding (cost for 1 round, though it defends itself nor- when you cast the spell. 500 gp), the spell requires opals worth at mally. Chaining: The subject is confined by least 500 gp for each HD of the target and a Weakened: The creature’s Strength score restraints that generate an antipathy spell vellum depiction or carved statuette of the decreases by 2d6 points for 2d4 rounds. affecting all creatures who approach the subject to be captured. Paralyzed: The creature is paralyzed and subject, except you. The duration is one helpless for 1d10 minutes. year per caster level. The subject of this Blade Barrier Killed: Living creatures die. Undead form of binding is confined to the spot it Evocation [Force] creatures are destroyed. CHAPTER 11: occupied when it received the spell. Level: Clr 6, Good 6, War 6 Furthermore, if you are on your home plane when you cast this spell, nonevil Slumber: This version causes the subject Components: V, S SPELLS extraplanar creatures within the area are to become comatose for as long as one year Casting Time: 1 standard action instantly banished back to their home per caster level. The subject does not need Range: Medium (100 ft. + 10 ft./level) Effect: Wall of whirling blades up to 20 ft. planes. Creatures so banished cannot re- to eat or drink while slumbering, nor does it long/ level, or a ringed wall of whirling turn for at least 24 hours. This effect takes age. This form of binding is more difficult place regardless of whether the creatures to cast than chaining, making it slightly blades with a radius of up to 5 ft. per two levels; either form 20 ft. high hear the blasphemy. The banishment effect easier to resist. Reduce the spell’s save DC allows a Will save (at a –4 penalty) to by 1. Duration: 1 min./level (D) Reflex half or Reflex negate. Bound Slumber: This combination of Saving Throw: negates; see text Creatures whose Hit Dice exceed your chaining and slumber lasts for as long as one Spell Resistance: Yes caster level are unaffected by blasphemy. month per caster level. Reduce the save

DC by 2. An immobile, vertical curtain of whirling Bless Hedged Prison: The subject is transported blades shaped of pure force springs into Enchantment (Compulsion) [Mind- to or otherwise brought within a confined existence. Any creature passing through Affecting] area (such as a labyrinth) from which it the wall takes 1d6 points of damage per Level: Clr 1, Pal 1 cannot wander by any means. The effect is caster level (maximum 15d6), with a Reflex Components: V, S, DF permanent. Reduce the save DC by 3. save for half damage. Casting Time: 1 standard action Metamorphosis: The subject assumes If you evoke the barrier so that it ap- Range: 50 ft. gaseous form, except for its head or face. It pears where creatures are, each creature Area: The caster and all allies within a 50- is held harmless in a jar or other container, takes damage as if passing through the ft. burst, centered on the caster which may be transparent if you so choose. wall. Each such creature can avoid the wall Duration: 1 min./level The creature remains aware of its (ending up on the side of its choice) and Saving Throw: None surroundings and can speak, but it cannot thus take no damage by making a Spell Resistance: Yes (harmless) leave the container, attack, or use any of its successful Reflex save. powers or abilities. The binding is per- A blade barrier provides cover (+4 bonus Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and manent. The subject does not need to to AC, +2 bonus on Reflex saves) against on saving throws against fear effects. breathe, eat, or drink while metamorphosed, attacks made through it. nor does it age. Reduce the save DC by 4. Bless counters and dispels bane.

Minimus Containment: The subject is Blasphemy Bless Water shrunk to a height of 1 inch or even less Evocation [Evil, Sonic] and held within some gem, jar, or similar Transmutation [Good] Level: Clr 7, Evil 7 Level: Clr 1, Pal 1 object. The binding is permanent. The Components: V subject does not need to breathe, eat, or Components: V, S, M Casting Time: 1 standard action Casting Time: 1 minute drink while contained, nor does it age. Range: 40 ft. Reduce the save DC by 4. Range: Touch Area: Nonevil creatures in a 40-ft.-radius Target: Flask of water touched You can’t dispel a binding spell with spread centered on you Duration: Instantaneous dispel magic or a similar effect, though an Duration: Instantaneous Saving Throw: Will negates (object) antimagic field or Mordenkainen’s disjunction Saving Throw: None or Will negates; see Spell Resistance: Yes (object) affects it normally. A bound extraplanar text creature cannot be sent back to its home Spell Resistance: Yes This transmutation imbues a flask (1 pint) plane due to dismissal, banishment, or a of water with positive energy, turning it similar effect. Any nonevil creature within the area of a into holy water (page 128). Components: The components for a blasphemy spell suffers the following ill Material Component: 5 pounds of pow- binding spell vary according to the version effects. dered silver (worth 25 gp). of the spell, but they always include a continuous chanting utterance read from HD Effect Bless Weapon Equal to caster level Dazed the scroll or spellbook page containing the Transmutation Up to caster level –1 Weakened, dazed spell, somatic gestures, and materials Level: Pal 1 Up to caster level –5 Paralyzed, appropriate to the form of binding used. Components: V, S These components can include such items weakened, dazed Up to caster level –10 Killed, paralyzed, Casting Time: 1 standard action as miniature chains of special metals weakened, dazed Range: Touch (silver for lycanthropes, cold iron for Target: Weapon touched demons, and so forth), soporific herbs of The effects are cumulative and concurrent. Duration: 1 min./level the rarest sort (for slumber bindings), a bell No saving throw is allowed against these Saving Throw: None jar of the finest crystal, and the like. effects. Spell Resistance: No 205

This transmutation makes a weapon strike Like a blink dog (see the Monster Manual), Their effects extend onto the Ethereal true against evil foes. The weapon is you “blink” back and forth between the Plane from the Material Plane, but not vice treated as having a +1 enhancement bonus Material Plane and the Ethereal Plane. You versa. An ethereal creature can’t attack for the purpose of bypassing the damage look as though you’re winking in and out material creatures, and spells you cast reduction of evil creatures or striking evil of reality very quickly and at random. while ethereal affect only other ethereal incorporeal creatures (though the spell Blinking has several effects, as follows. things. Certain material creatures or doesn’t grant an actual enhancement Physical attacks against you have a 50% objects have attacks or effects that work on bonus). The weapon also becomes good, miss chance, and the Blind-Fight feat the Ethereal Plane (such as the basilisk and which means it can bypass the damage doesn’t help opponents, since you’re ethe- its gaze attack. Treat other ethereal reduction of certain creatures, particularly real and not merely invisible. If the attack creatures and objects as material. evil outsiders. (This effect overrides and is capable of striking ethereal creatures, suppresses any other alignment the the miss chance is only 20% (for conceal- weapon might have.) Individual arrows or Blur bolts can be transmuted, but affected ment). If the attacker can see invisible Illusion (Glamer) SPELLS projectile weapons (such as bows) don’t creatures, the miss chance is also only 20%. Level: Brd 2,Sor/Wiz 2 confer the benefit to the projectiles they (For an attacker who can both see and Components: V CHAPTER 11: shoot. strike ethereal creatures, there is no miss Casting Time: 1 standard action In addition, all critical hit rolls against chance.) Likewise, your own attacks have a Range: Touch evil foes are automatically successful, so 20% miss chance, since you sometimes go Target: Creature touched every threat is a critical hit. This last effect ethereal just as you are about to strike. Duration: 1 min./level (D) does not apply to any weapon that already Any individually targeted spell has a Saving Throw: Will negates (harmless) has a magical effect related to critical hits, 50% chance to fail against you while you’re Spell Resistance: Yes (harmless) such as a keen weapon or a vorpal sword. blinking unless your attacker can target invisible, ethereal creatures. Your own The subject’s outline appears blurred, Blight spells have a 20% chance to activate just as shifting and wavering. This distortion grants the subject concealment (20% miss Necromancy you go ethereal, in which case they chance). Level: Drd 4, Sor/Wiz 5 typically do not affect the Material Plane. A see invisibility spell does not counteract Components: V, S, DF While blinking, you take only half the blur effect, but a true seeing spell does. Casting Time: 1 standard action damage from area attacks (but full damage Opponents that cannot see the subject Range: Touch from those that extend onto the Ethereal ignore the spell’s effect (though fighting Duration: Instantaneous Plane). You strike as an invisible creature an unseen opponent carries penalties of its Saving Throw: Fortitude half; see text (with a +2 bonus on attack rolls), denying own; see page 151). Spell Resistance: Yes your target any Dexterity bonus to AC. You take only half damage from falling, since This spell withers a single plant of any size. you fall only while you are material. An affected plant creature takes 1d6 points While blinking, you can step through of damage per level (maximum 15d6) and (but not see through) solid objects. For may attempt a Fortitude saving throw for each 5 feet of solid material you walk half damage. A plant that isn’t a creature through, there is a 50% chance that you (such as a tree or shrub) doesn’t receive a become material. If this occurs, you are save and immediately withers and dies. shunted off to the nearest open space and This spell has no effect on the soil or take 1d6 points of damage per 5 feet so surrounding plant life. traveled. You can move at only three-quar-

ters speed (because movement on the Blindness/Deafness Ethereal Plane is at half speed, and you Necromancy about half your time there and half Level: Brd 2, Clr 3, Sor/Wiz 2 your time material.) Components: V Since you spend about half your time on Casting Time: 1 standard action the Ethereal Plane, you can see and even Range: Medium (100 ft. + 10 ft./level) attack ethereal creatures. You interact with Target: One living creature ethereal creatures roughly the same way Duration: Permanent (D) you interact with material ones. For Saving Throw: Fortitude negates instance, your spells against ethereal Spell Resistance: Yes creatures are 20% likely to activate just as You call upon the powers of unlife to you go material and be lost. render the subject blinded or deafened, as An ethereal creature is invisible, incor- you choose. poreal, and capable of moving in any direction, even up or down. As an incor- poreal creature, you can move through Blink solid objects, including living creatures. Transmutation An ethereal creature can see and hear the Level: Brd 3, Sor/Wiz 3 Material Plane, but everything looks gray Components: V, S and insubstantial. Sight and hearing on the Casting Time: 1 standard action Material Plane are limited to 60 feet. Force Range: Personal effects (such as magic missile and wall of Target: You The subject of a blur spell. Duration: 1 round/level (D) force) and abjurations affect you normally. 206

Break Enchantment Targets: One creature/level, no two of Call Lightning Storm Abjuration which can be more than 30 ft. apart Evocation [Electricity] Level: Brd 4, Clr 5, Luck 5, Pal 4, Level: Drd 5 Sor/Wiz 5 This spell functions like bull’s strength, Range: Long (400 ft. + 40 ft./level) Components: V, S except that it affects multiple creatures. Casting Time: 1 minute This spell functions like call lightning, Range: Close (25 ft. + 5 ft./2 levels) Burning Hands except that each bolt deals 5d6 points of Targets: Up to one creature per level, all Evocation [Fire] electricity damage (or 5d10 if created out- within 30 ft. of each other Level: Fire 1, Sor/Wiz 1 doors in a stormy area), and you may call a CHAPTER 11: Duration: Instantaneous Components: V, S maximum of 15 bolts.

Saving Throw: See text Casting Time: 1 standard action SPELLS Spell Resistance: No Range: 15 ft. Calm Animals Area: Cone-shaped burst Enchantment (Compulsion) [Mind- This spell frees victims from enchant- Duration: Instantaneous Affecting] ments, transmutations, and curses. Break Saving Throw: Reflex half Level: Animal 1, Drd 1, Rgr 1 enchantment can reverse even an instanta- Spell Resistance: Yes Components: V, S neous effect, such as flesh to stone. For each Casting Time: 1 standard action such effect, you make a caster level check A cone of searing flame shoots from your Range: Close (25 ft. + 5 ft./2 levels) (1d20 + caster level, maximum +15) against fingertips. Any creature in the area of the Targets: Animals within 30 ft. of each a DC of 11 + caster level of the effect. flames takes 1d4 points of fire damage per other Success means that the creature is free of caster level (maximum 5d4). Flammable Duration: 1 min./level the spell, curse, or effect. For a cursed materials, such as cloth, paper, parchment, Saving Throw: Will negates; see text magic item, the DC is 25. and thin wood burn if the flames touch Spell Resistance: Yes If the spell is one that cannot be dis- them. A character can extinguish burning pelled by dispel magic, break enchantment items as a full-round action. This spell soothes and quiets animals, ren- works only if that spell is 5th level or dering them docile and harmless. Only lower. For instance, bestow curse cannot be ordinary animals (those with Intelligence dispelled by dispel magic, but break enchant- Call Lightning Evocation [Electricity] scores of 1 or 2) can be affected by this ment can dispel it. spell. All the subjects must be of the same If the effect comes from some perma- Level: Drd 3 Components: V, S kind, and no two may be more than 30 feet nent magic item, such as a cursed sword, apart. The maximum number of Hit Dice break enchantment does not remove the Casting Time: 1 round Range: Medium (100 ft. + 10 ft./level) of animals you can affect is equal to 2d4 + curse from the item, but it does frees the caster level. A dire animal or an animal victim from the item’s effects. For Effect: One or more 30-ft.-long vertical lines of lightning trained to attack or guard is allowed a example, a cursed item can change the saving throw; other animals are not. (A alignment of its user. Break enchantment Duration: 1 min./level Saving Throw: Reflex half druid could calm a normal bear or wolf allows the victim to be rid of the item and with little trouble, but it’s more difficult to Spell Resistance: Yes negates the alignment change, but the affect a trained guard dog.)

item’s curse is intact and affects the next The affected creatures remain where Immediately upon completion of the spell, creature to pick up the item—even if it’s they are and do not attack or flee. They are and once per round thereafter, you may the recent recipient of the break enchant- not helpless and defend themselves nor- call down a 5-foot-wide, 30-foot-long, ment spell. mally if attacked. Any threat (such as fire, a vertical bolt of lightning that deals 3d6 hungry predator, or an imminent attack) Bull’s Strength points of electricity damage. The bolt of breaks the spell on the threatened crea- Transmutation lightning flashes down in a vertical stroke tures. Level: Clr 2, Drd 2, Pal 2, Sor/Wiz 2, at whatever target point you choose within Strength 2 the spell’s range (measured from your position at the time). Any creature in the Calm Emotions Components: V, S, M/DF Enchantment (Compulsion) [Mind- target square or in the path of the bolt is Casting Time: 1 standard action Affecting] Range: Touch affected. Level: Brd 2, Clr 2, Law 2 Target: Creature touched You need not call a bolt of lightning Components: V, S, DF Duration: 1 min./level immediately; other actions, even spell- Casting Time: 1 standard action Saving Throw: Will negates (harmless) casting, can be performed. However, each Range: Medium (100 ft. + 10 ft./level) Spell Resistance: Yes (harmless) round after the first you may use a stan- Area: Creatures in a 20-ft.-radius spread dard action (concentrating on the spell) to Duration: Concentration, up to 1 The subject becomes stronger. The spell call a bolt. You may call a total number of round/level (D) grants a +4 enhancement bonus to bolts equal to your caster level (maximum Saving Throw: Will negates Strength, adding the usual benefits to 10 bolts). Spell Resistance: Yes melee attack rolls, melee damage rolls, and If you are outdoors and in a stormy other uses of the Strength modifier. area—a rain shower, clouds and wind, hot This spell calms agitated creatures. You Arcane Material Component: A few hairs, and cloudy conditions, or even a tornado have no control over the affected creatures, or a pinch of dung, from a bull. (including a whirlwind formed by a djinni but calm emotions can stop raging creatures or an air elemental of at least Large size; see from fighting or joyous ones from Bull’s Strength, Mass the Monster Manual)—each bolt deals 3d10 reveling. Creatures so affected cannot take Transmutation points of electricity damage instead of 3d6. violent actions (although they can defend Level: Clr 6, Drd 6, Sor/Wiz 6 This spell functions indoors or under- themselves) or do anything destructive. Range: Close (25 ft. + 5 ft./2 levels) ground but not underwater. Any aggressive action against or damage 207

dealt to a calmed creature immediately Chain Lightning control trees. If the staff-treant is reduced breaks the spell on all calmed creatures. Evocation [Electricity] to 0 or fewer hit points, it crumbles to This spell automatically suppresses (but Level: Air 6, Sor/Wiz 6 powder and the staff is destroyed. does not dispel) any morale bonuses Components: V, S, F Otherwise, the staff returns to its normal granted by spells such as bless, good hope, Casting Time: 1 standard action form when the spell duration expires (or and rage, as well as negating a bard’s ability Range: Long (400 ft. + 40 ft./level) when the spell is dismissed), and it can be to inspire courage or a barbarian’s rage Targets: One primary target, plus one used as the focus for another casting of the ability. It also suppresses any fear effects secondary target/level (each of which spell. The staff-treant is always at full and removes the confused condition from must be within 30 ft. of the primary strength when created, despite any all targets. While the spell lasts, a sup- target) wounds it may have incurred the last time

pressed spell or effect has no effect. When Duration: Instantaneous it appeared. the calm emotions spell ends, the original Saving Throw: Reflex half Focus: The quarterstaff, which must be spell or effect takes hold of the creature Spell Resistance: Yes specially prepared. The staff must be a

SPELLS again, provided that its duration has not sound limb cut from an ash, oak, or yew, expired in the meantime. This spell creates an electrical discharge then cured, shaped, carved, and polished (a CHAPTER 11: that begins as a single stroke commencing process requiring twenty-eight days). You from your fingertips. Unlike lightning bolt, cannot adventure or engage in other Cat’s Grace chain lightning strikes one object or strenuous activity during the shaping and Transmutation creature initially, then arcs to other targets. carving of the staff. Level: Brd 2, Drd 2, Rgr 2, Sor/Wiz 2 The bolt deals 1d6 points of electricity Components: V, S, M damage per caster level (maximum 20d6) Chaos Hammer Casting Time: 1 standard action to the primary target. After it strikes, Range: Touch Evocation [Chaotic] lightning can arc to a number of secondary Level: Chaos 4 Target: Creature touched targets equal to your caster level (max- Components: V, S Duration: 1 min./level imum 20). The secondary bolts each strike Casting Time: 1 standard action Saving Throw: Will negates (harmless) one target and deal half as much damage as Range: Medium (100 ft. + 10 ft./level) Spell Resistance: Yes the primary one did (rounded down). For Area: 20-ft.-radius burst example, a 19th-level sorcerer generates a Duration: Instantaneous (1d6 rounds); see The transmuted creature becomes more primary bolt (19d6 points of damage) and text graceful, agile, and coordinated. The spell as many as nineteen secondary bolts (each Saving Throw: Will partial; see text grants a +4 enhancement bonus to Dex- of which deals half as much as the primary Spell Resistance: Yes terity, adding the usual benefits to AC, bolt dealt). Each target can attempt a Reflex saves, and other uses of the Dex- Reflex saving throw for half damage. You You unleash chaotic power to smite your terity modifier. choose secondary targets as you like, but enemies. The power takes the form of a Material Component: A pinch of cat fur. they must all be within 30 feet of the multicolored explosion of leaping, rico- primary target, and no target can be struck cheting energy. Only lawful and neutral Cat’s Grace, Mass more than once. You can choose to affect (not chaotic) creatures are harmed by the Transmutation fewer secondary targets than the max- spell. Level: Brd 6, Drd 6, Sor/Wiz 6 imum (to avoid allies in the area, for The spell deals 1d8 points of damage per Range: Close (25 ft. + 5 ft./2 levels) example). two caster levels (maximum 5d8) to lawful creatures (or 1d6 points of damage per Targets: One creature/level, no two of Focus: A bit of fur; a piece of amber, glass, caster level, maximum 10d6, to lawful which can be more than 30 ft. apart or a crystal rod; plus one silver pin for each outsiders) and slows them for 1d6 rounds. of your caster levels. See the slow spell for effects. This spell functions like cat’s grace, except that it affects multiple creatures. Changestaff Transmutation Cause Fear Level: Drd 7 Necromancy [Fear, Mind-Affecting] Components: V, S, F A successful Will save reduces the Level: Brd 1, Clr 1, Death 1, Sor/Wiz 1 Casting Time: 1 round damage by half and negates the slow effect. Components: V, S Range: Touch The spell deals only half damage against Casting Time: 1 standard action Target: Your touched staff creatures who are neither lawful nor Range: Close (25 ft. + 5 ft./2 levels) Duration: 1 hour/level (D) chaotic, and they are not slowed. Such a Target: One living creature with 5 or Saving Throw: None creature can reduce the damage by half fewer HD Spell Resistance: No again (down to one-quarter) with a suc- Duration: 1d4 rounds or 1 round; see text cessful Will save. You change a specially prepared quarter- Saving Throw: Will partial staff into a Huge treantlike creature, about Spell Resistance: Yes Charm Animal 24 feet tall. When you plant the end of the Enchantment (Charm) [Mind-Affecting] staff in the ground and speak a special The affected creature becomes frightened. Level: Drd 1, Rgr 1 command to conclude the casting of the If the subject succeeds on a Will save, it is Target: One animal spell, your staff turns into a creature that shaken for 1 round. Creatures with 6 or looks and fights just like a treant (see the more Hit Dice are immune to this effect. This spell functions like charm person, Monster Manual). The staff-treant defends Cause fear counters and dispels remove except that it affects a creature of the you and obeys any spoken commands. fear. animal type. See the Monster Manual for However, it is by no means a true treant; it more information on creature types. cannot converse with actual treants or 208

Charm Monster Chill Metal Chill Touch Enchantment (Charm) [Mind-Affecting] Transmutation [Cold] Necromancy Level: Brd 3, Sor/Wiz 4 Level: Drd 2 Level: Sor/Wiz 1 Target: One living creature Components: V, S, DF Components: V, S Duration: One day/level Casting Time: 1 standard action Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Range: Touch This spell functions like charm person, Target: Metal equipment of one creature Targets: Creature or creatures touched (up except that the effect is not restricted by per two levels, no two of which can be to one/level)

creature type or size. more than 30 ft. apart; or 25 lb. of Duration: Instantaneous CHAPTER 11: metal/level, none of which can be more Saving Throw: Fortitude partial or Will Charm Monster, Mass than 30 ft. away from any of the rest negates; see text SPELLS Enchantment (Charm) [Mind-Affecting] Duration: 7 rounds Spell Resistance: Yes Level: Brd 6, Sor/Wiz 8 Saving Throw: Will negates (object)

Components: V Spell Resistance: Yes (object) A touch from your hand, which glows with Targets: One or more creatures, no two of blue energy, disrupts the life force of living which can be more than 30 ft. apart Chill metal makes metal extremely cold. creatures. Each touch channels negative Duration: One day/level Unattended, nonmagical metal gets no energy that deals 1d6 points of damage. saving throw. Magical metal is allowed a The touched creature also takes 1 point of This spell functions like charm monster, saving throw against the spell (Magic Strength damage unless it makes a success- except that mass charm monster affects a item’s saving throws are covered in the ful Fortitude saving throw. You can use this melee touch attack up to one time per number of creatures whose combined HD Dungeon Master’s Guide.) An item in a crea- ture’s possession uses the creature’s saving level. do not exceed twice your level, or at least throw bonus unless its own is higher. An undead creature you touch takes no one creature regardless of HD. If there are A creature takes cold damage if its damage of either sort, but it must make a more potential targets than you can affect, equipment is chilled. It takes full damage successful Will saving throw or flee as if you choose them one at a time until you if its armor is affected or if it is holding, panicked for 1d4 rounds +1 round per choose a creature with too many HD. touching, wearing, or carrying metal caster level. weighing one-fifth of its weight. The crea- Charm Person ture takes minimum damage (1 point or 2 Circle of Death Enchantment (Charm) [Mind-Affecting] points; see the table) if it’s not wearing Necromancy [Death] Level: Brd 1, Sor/Wiz 1 metal armor and the metal that it’s carry- Level: Sor/Wiz 6 Components: V, S ing weighs less than one-fifth of its weight. Components: V, S, M Casting Time: 1 standard action On the first round of the spell, the metal Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) becomes chilly and uncomfortable to Range: Medium (100 ft. + 10 ft./level) Target: One humanoid creature touch but deals no damage. The same Area: Several living creatures within a 40- Duration: 1 hour/level effect also occurs on the last round of the ft.-radius burst Saving Throw: Will negates spell’s duration. During the second (and Duration: Instantaneous Spell Resistance: Yes also the next-to-last) round, icy coldness Saving Throw: Fortitude negates causes pain and damage. In the third, Spell Resistance: Yes This charm makes a humanoid creature fourth, and fifth rounds, the metal is regard you as its trusted friend and ally freezing cold, causing more damage, as A circle of death snuffs out the life force of (treat the target’s attitude as friendly; see shown on the table below. living creatures, killing them instantly. Influencing NPC Attitudes, page 72). If The spell slays 1d4 HD worth of living the creature is currently being threatened Metal creatures per caster level (maximum 20d4). or attacked by you or your allies, however, Round Temperature Damage Creatures with the fewest HD are affected it receives a +5 bonus on its saving throw. 1 Cold None first; among creatures with equal HD, The spell does not enable you to control 2 Icy 1d4 points those who are closest to the burst’s point of the charmed person as if it were an 3–5 Freezing 2d4 points origin are affected first. No creature of 9 or automaton, but it perceives your words 6 Icy 1d4 points more HD can be affected, and Hit Dice and actions in the most favorable way. You 7 Cold None that are not sufficient to affect a creature can to give the subject orders, but you are wasted. must win an opposed Charisma check to Any heat intense enough to damage the Material Component: The powder of a convince it to do anything it wouldn’t creature negates cold damage from the crushed black pearl with a minimum value of 500 gp. ordinarily do. (Retries are not allowed.) An spell (and vice versa) on a point-for-point affected creature never obeys suicidal or basis. For example, if the damage roll from obviously harmful orders, but a charmed a chill metal spell indicates 5 points of cold Clairaudience/Clairvoyance fighter, for example, might believe you if damage and the subject plunges through a Divination (Scrying) Level: Brd 3, Knowledge 3, Sor/Wiz 3 you assured him that the only chance to wall of fire in the same round and takes 8 Components: V, S, F/DF save your life is for him to hold back an points of fire damage, it winds up taking Casting Time: 10 minutes onrushing red dragon for “just a few no cold damage and only 3 points of fire Range: Long (400 ft. + 40 ft./level) seconds.” Any act by you or your apparent damage. Underwater, chill metal deals no Effect: Magical sensor allies that threatens the charmed person damage, but ice immediately forms around Duration: 1 min./level (D) breaks the spell. You must speak the the affected metal, making it more Saving Throw: None person’s language to communicate your buoyant. Spell Resistance: No commands, or else be good at panto- Chill metal counters and dispels heat miming. metal. Clairaudience/clairvoyance creates an invis- ible magical sensor at a specific location 209

that enables you to hear or see (your Casting Time: 10 minutes Duration: 1 min./level choice) almost as if you were there. You Range: 0 ft. Saving Throw: Fortitude partial; see text don’t need line of sight or line of effect, Effect: One clone Spell Resistance: No but the locale must be known—a place Duration: Instantaneous familiar to you or an obvious one, such as Saving Throw: None This spell generates a bank of fog, similar behind a door, around a corner, or in a Spell Resistance: No to a fog cloud, except that its vapors are yel- grove of trees. Once you have selected the lowish green and poisonous. These vapors locale, the sensor doesn’t move, but you This spell makes an inert duplicate of a automatically kill any living creature with can rotate it in all directions to view the creature. If the original individual has 3 or fewer HD (no save). A living creature area as desired. Unlike other scrying spells, been slain, its soul immediately transfers with 4 to 6 HD is slain unless it succeeds this spell does not allow magically or on a Fortitude save (in which case it takes

to the clone, creating a replacement (pro- supernaturally enhanced senses to work vided that the soul is free and willing to 1d4 points of Constitution damage on your through it. If the chosen locale is magically return; see Bringing Back the Dead, page turn each round while in the cloud). A dark, you see nothing. If it is naturally 171). The original’s physical remains, living creature with 6 or more HD takes SPELLS pitch black, you can see in a 10- foot radius should they still exist, become inert and 1d4 points of Constitution damage on your around the center of the spell’s effect. turn each round while in the cloud (a CHAPTER 11: cannot thereafter be restored to life. If the Clairaudience/clairvoyance functions only successful Fortitude save halves this original creature has reached the end of its on the plane of existence you are currently damage). Holding one’s breath doesn’t natural life span (that is, it has died of occupying. help, but creatures immune to poison are natural causes), any cloning attempt fails. Arcane Focus: A small horn (for hearing) unaffected by the spell. or a glass eye (for seeing). To create the duplicate, you must have a Unlike a fog cloud, the cloudkill moves piece of flesh (not hair, nails, scales, or the away from you at 10 feet per round, rolling like) with a volume of at least 1 cubic inch along the surface of the ground. Figure out Cloak of Chaos that was taken from the original creature’s Abjuration [Chaotic] the cloud’s new spread each round based living body. The piece of flesh need not be on its new point of origin, which is 10 feet Level: Chaos 8, Clr 8 fresh, but it must be kept from rotting (for Components: V, S, F farther away from the point of origin example, by the gentle repose spell). Once where you cast the spell. Casting Time: 1 standard action the spell is cast, the duplicate must be Range: 20 ft. Because the vapors are heavier than air, grown in a laboratory for 2d4 months. they sink to the lowest level of the land, Targets: One creature/level in a 20-ft.- When the clone is completed, the origi- radius burst centered on you even pouring down den or sinkhole open- nal’s soul enters it immediately, if that ings; thus, the spell is ideal for slaying Duration: 1 round/level (D) creature is already dead. The clone is phys- Saving Throw: See text hives of giant ants, for example. It cannot ically identical with the original and pos- penetrate liquids, nor can it be cast under- Spell Resistance: Yes (harmless) sesses the same personality and memories water. as the original. In other respects, treat the A random pattern of color surrounds the clone as if it were the original character subjects, protecting them from attacks, Color Spray raised from the dead, including the loss of granting them resistance to spells cast by Illusion (Pattern) [Mind-Affecting] lawful creatures, and causing lawful crea- one level or 2 points of Constitution (if the Level: Sor/Wiz 1 tures that strike the subjects to become original was a 1st-level character). If this Components: V, S, M confused. This abjuration has four effects. Constitution adjustment would give the Casting Time: 1 standard action First, each warded creature gains a +4 clone a Constitution score of 0, the spell Range: 15 ft. deflection bonus to AC and a +4 resistance fails. If the original creature has lost levels Area: Cone-shaped burst bonus on saves. Unlike protection from law, since the flesh sample was taken and died Duration: Instantaneous; see text the benefit of this spell applies against all at a lower level than the clone would oth- Saving Throw: Will negates attacks, not just against attacks by lawful erwise be, the clone is one level below the Spell Resistance: Yes creatures. level at which the original died. Second, each warded creature gains The spell duplicates only the original’s A vivid cone of clashing colors springs spell resistance 25 against lawful spells and body and mind, not its equipment. forth from your hand, causing creatures to spells cast by lawful creatures. A duplicate can be grown while the become stunned, perhaps also blinded, and Third, the abjuration blocks possession original still lives, or when the original possibly knocking them unconscious. and mental influence, just as protection from soul is unavailable, but the resulting body Each creature within the cone is affected law does. is merely a soulless bit of inert flesh, which according to its Hit Dice. Finally, if a lawful creature succeeds on rots if not preserved. 2 HD or less: The creature is unconscious, a melee attack against a warded creature, Material Component: The piece of flesh blinded, and stunned for 2d4 rounds, then the offending attacker is confused for 1 and various laboratory supplies (cost 1,000 blinded and stunned for 1d4 rounds, and round (Will save negates, as with the con- gp). then stunned for 1 round. (Only living fusion spell, but against the save DC of cloak Focus: Special laboratory equipment creatures are knocked unconscious.) of chaos). (cost 500 gp). 3 or 4 HD: The creature is blinded and Focus: A tiny reliquary containing some stunned for 1d4 rounds, then stunned for 1 sacred relic, such as a scrap of parchment Cloudkill round. from a chaotic text. The reliquary costs at Conjuration (Creation) 5 or more HD: The creature is stunned for least 500 gp. Level: Sor/Wiz 5 1 round. Components: V, S Sightless creatures are not affected by Clone Casting Time: 1 standard action color spray. Necromancy Range: Medium (100 ft. + 10 ft./level) Material Component: A pinch each of Level: Sor/Wiz 8 Effect: Cloud spreads in 20-ft. radius, 20 ft. powder or sand that is colored red, yellow, Components: V, S, M, F high and blue. 210

Command Duration: One day/level Commune Enchantment (Compulsion) [Language- Saving Throw: Will negates Divination Dependent, Mind-Affecting] Spell Resistance: Yes Level: Clr 5 Level: Clr 1 Components: V, S, M, DF, XP Components: V This spell allows you some degree of con- Casting Time: 10 minutes Casting Time: 1 standard action trol over one or more plant creatures. Range: Personal Range: Close (25 ft. + 5 ft./2 levels) Affected plant creatures can understand Target: You Target: One living creature you, and they perceive your words and Duration: 1 round/level actions in the most favorable way (treat

Duration: 1 round CHAPTER 11: Saving Throw: Will negates their attitude as friendly). They will not You contact your deity—or agents thereof

Spell Resistance: Yes attack you while the spell lasts. You can try —and ask questions that can be answered SPELLS to give a subject orders, but you must win by a simple yes or no. (A cleric of no You give the subject a single command, an opposed Charisma check to convince it particular deity contacts a philosophically

which it obeys to the best of its ability at its to do anything it wouldn’t ordinarily do. allied deity.) You are allowed one such earliest opportunity. You may select from (Retries are not allowed.) A commanded question per caster level. The answers the following options. plant never obeys suicidal or obviously given are correct within the limits of the Approach: On its turn, the subject moves harmful orders, but it might be convinced entity’s knowledge. “Unclear” is a toward you as quickly and directly as that something very dangerous is worth legitimate answer, because powerful possible for 1 round. The creature may do doing (see charm person). beings of the Outer Planes are not neces- nothing but move during its turn, and it You can affect a number of plant crea- sarily omniscient. In cases where a one- provokes attacks of opportunity for this tures whose combined level or HD do not word answer would be misleading or con- movement as normal. exceed twice your level. trary to the deity’s interests, the DM Drop: On its turn, the subject drops should give a short phrase (five words or whatever it is holding. It can’t pick up any less) as an answer instead. dropped item until its next turn. Command Undead The spell, at best, provides information Fall: On its turn, the subject falls to the Necromancy to aid character decisions. The entities ground and remains prone for 1 round. It Level: Sor/Wiz 2 contacted structure their answers to fur- may act normally while prone but takes Components: V, S, M ther their own purposes. If you lag, discuss any appropriate penalties. Casting Time: 1 standard action the answers, or go off to do anything else, Flee: On its turn, the subject moves away Range: Close (25 ft. + 5 ft./2 levels) the spell ends. from you as quickly as possible for 1 round. Targets: One undead creature Material Component: Holy (or unholy) It may do nothing but move during its Duration: One day/level water and incense. turn, and it provokes attacks of oppor- Saving Throw: Will negates; see text XP Cost: 100 XP. tunity for this movement as normal. Spell Resistance: Yes Halt: The subject stands in place for 1 This spell allows you some degree of con- Commune with Nature round. It may not take any actions but is Divination trol over an undead creature. Assuming not considered helpless. Level: Animal 5, Drd 5, Rgr 4 the subject is intelligent, it perceives your If the subject can’t carry out your com- Components: V, S words and actions in the most favorable mand on its next turn, the spell automati- Casting Time: 10 minutes cally fails. way (treat its attitude as friendly). It will Range: Personal not attack you while the spell lasts. You Target: You can try to give the subject orders, but you Duration: Instantaneous Command, Greater must win an opposed Charisma check to Enchantment (Compulsion) [Language- convince it to do anything it wouldn’t Dependent, Mind-Affecting] You become one with nature, attaining ordinarily do. (Retries are not allowed.) An Level: Clr 5 knowledge of the surrounding territory. Targets: One creature/level, no two of intelligent commanded undead never You instantly gain knowledge of as many which can be more than 30 ft. apart obeys suicidal or obviously harmful orders, as three facts from among the following Duration: 1 round/level but it might be convinced that something subjects: the ground or terrain, plants, very dangerous is worth doing (see charm minerals, bodies of water, people, general This spell functions like command, except person). animal population, presence of woodland that up to one creature per level may be A nonintelligent undead creature (such creatures, presence of powerful unnatural affected, and the activities continue as a skeleton or zombie) gets no saving creatures, or even the general state of the beyond 1 round. At the start of each com- throw against this spell. When you control natural setting. For example, you could manded creature’s action after the first, it a mindless being, you can communicate determine the location of any powerful gets another Will save to attempt to break only basic commands, such as “come here,” undead creatures, the location of all major free from the spell. Each creature must “go there,” “fight,” “stand still,” and so on. sources of safe drinking water, and the receive the same command. Nonintelligent undead won’t resist sui- location of any buildings (which register as cidal or obviously harmful orders. blind spots). In outdoor settings, the spell operates in Any act by you or your apparent allies Command Plants a radius of 1 mile per caster level. In Transmutation that threatens the commanded undead natural underground settings—caves, Level: Drd 4, Plant 4, Rgr 3 (regardless of its Intelligence) breaks the caverns, and the like—the radius is limited Components: V spell. Casting Time: 1 standard action Your commands are not telepathic. The to 100 feet per caster level. The spell does Range: Close (25 ft. + 5 ft./2 levels) undead creature must be able to hear you. not function where nature has been Targets: Up to 2 HD/level of plant Material Component: A shred of raw meat replaced by construction or settlement, creatures, no two of which can be more and a splinter of bone. such as in dungeons and towns. than 30 ft. apart 211

Comprehend Languages This spell causes the targets to become giving it a –1 penalty on attack rolls, Divination confused, making them unable to inde- damage rolls, and saves. Undead cannot be Level: Brd 1, Clr 1, Sor/Wiz 1 pendently determine what they will do. created within or summoned into a Components: V, S, M/DF Roll on the following table at the begin- consecrated area. Casting Time: 1 standard action ning of each subject’s turn each round to If the consecrated area contains an altar, Range: Personal see what the subject does in that round. shrine, or other permanent fixture dedi- Target: You cated to your deity, pantheon, or aligned Duration: 10 min./level d% Behavior higher power, the modifiers given above 01–10 Attack caster with melee or are doubled (+6 sacred bonus on turning You can understand the spoken words of ranged weapons (or close with checks, –2 penalties for undead in the caster if attack is not possible). area). You cannot consecrate an area with a creatures or read otherwise incomprehen- sible written messages. In either case, you 11–20 Act normally. similar fixture of a deity other than your must touch the creature or the writing. 21–50 Do nothing but babble own patron. incoherently. If the area does contain an altar, shrine,

SPELLS The ability to read does not necessarily impart insight into the material, merely its 51–70 Flee away from caster at top or other permanent fixture of a deity, pan- possible speed. CHAPTER 11: literal meaning. The spell enables you to theon, or higher power other than your 71–100 Attack nearest creature (for this understand or read an unknown language, patron, the consecrate spell instead curses purpose, a familiar counts as part the area, cutting off its connection with not speak or write it. of the subject’s self). Written material can be read at the rate the associated deity or power. This sec- ondary function, if used, does not also of one page (250 words) per minute. A confused character who can’t carry out the grant the bonuses and penalties relating to Magical writing cannot be read, though indicated action does nothing but babble undead, as given above. the spell reveals that it is magical, but incoherently. Attackers are not at any Consecrate counters and dispels desecrate. comprehend languages is often useful when special advantage when attacking a confused deciphering treasure maps. This spell can Material Component: A vial of holy water character. Any confused character who is and 25 gp worth (5 pounds) of silver dust, be foiled by certain warding magic (such as attacked automatically attacks its attackers all of which must be sprinkled around the the secret page and illusory script spells). It on its next turn, as long as it is still confused area. does not decipher codes or reveal messages when its turn comes. Note that a confused concealed in otherwise normal text. character will not make attacks of Contact Other Plane Comprehend languages can be made per- opportunity against any creature that it is Divination manent with a permanency spell. not already devoted to attacking (either Arcane Material Component: A pinch of Level: Sor/Wiz 5 because of its most recent action or Components: V soot and a few grains of salt. because it has just been attacked). Casting Time: 10 minutes Arcane Material Component: A set of three Range: Personal Cone of Cold nut shells. Target: You Evocation [Cold] Duration: Concentration Level: Sor/Wiz 5, Water 6 Confusion, Lesser Components: V, S, M/DF Enchantment (Compulsion) [Mind- You send your mind to another plane of Casting Time: 1 standard action Affecting] existence (an Elemental Plane or some Range: 60 ft. Level: Brd 1 plane farther removed) in order to receive Area: Cone-shaped burst Components: V, S, DF advice and information from powers there. Duration: Instantaneous Range: Close (25 ft. + 5 ft./2 levels) (See the accompanying table for possible Saving Throw: Reflex half Target: One living creature consequences and results of the attempt.) Spell Resistance: Yes Duration: 1 round The powers reply in a language you

Cone of cold creates an area of extreme cold, understand, but they resent such contact This spell causes a single creature to originating at your hand and extending and give only brief answers to your become confused for 1 round. See the con- outward in a cone. It drains heat, dealing questions. (The DM answers all questions fusion spell, above, to determine the exact 1d6 points of cold damage per caster level with “yes,” “no,” “maybe,” “never,” “irrele- effect on the subject. (maximum 15d6). vant,” or some other one-word answer.)

Arcane Material Component: A very small You must concentrate on maintaining the crystal or glass cone. Consecrate spell (a standard action) in order to ask Evocation [Good] questions at the rate of one per round. A Level: Clr 2 question is answered by the power during Confusion Components: V, S, M, DF the same round. For every two caster Enchantment (Compulsion) [Mind- Casting Time: 1 standard action levels, you may ask one question. Affecting] Range: Close (25 ft. + 5 ft./2 levels) Contact with minds far removed from Level: Brd 3, Sor/Wiz 4, Trickery 4 your home plane increases the probability Components: V, S, M/DF Area: 20-ft.-radius emanation that you will incur a decrease to Casting Time: 1 standard action Duration: 2 hours/level Range: Medium (100 ft. + 10 ft./level) Saving Throw: None Intelligence and Charisma, but the chance Targets: All creatures in a 15-ft. radius Spell Resistance: No of the power knowing the answer, as well burst as the probability of the entity answering Duration: 1 round/level This spell blesses an area with positive correctly, are likewise increased by moving Saving Throw: Will negates energy. Each Charisma check made to turn to distant planes. Once the Outer Planes Spell Resistance: Yes undead within this area gains a +3 sacred are reached, the power of the deity bonus. Every undead creature entering a contacted determines the effects. (Random consecrated area suffers minor disruption, results obtained from the table are subject 212

Contact Other Plane called on. The companion spell occurs Avoid Int/Cha True Don’t Random based solely on the stated conditions, Plane Contacted Decrease Answer Know Lie Answer regardless of whether you want it to. Elemental Plane DC 7/1 week 01–34 35–62 63–83 84–100 You can use only one contingency spell at (appropriate) (DC 7/1 week) (01–68) (69–75) (76–98) (99–100) a time; if a second is cast, the first one (if Positive/Negative Energy Plane DC 8/1 week 01–39 40–65 66–86 87–100 still active) is dispelled. Astral Plane DC 9/1 week 01–44 45–67 68–88 89–100 Material Component: That of the com- Outer Plane, demideity DC 10/2 weeks 01–49 50–70 71–91 92–100 panion spell, plus quicksilver and an eye- Outer Plane, lesser deity DC 12/3 weeks 01–60 61–75 76–95 96–100 lash of an ogre mage, rakshasa, or similar CHAPTER 11: Outer Plane, intermediate deity DC 14/4 weeks 01–73 74–81 82–98 99–100 spell-using creature.

Outer Plane, greater deity DC 16/5 weeks 01–88 89–90 91–99 100 Focus: A statuette of you carved from SPELLS Avoid Int/Cha Decrease: You must succeed on an Intelligence check against this DC to avoid a elephant ivory and decorated with gems decrease in Intelligence and Charisma. If the check fails, your Intelligence and Charisma scores each (worth at least 1,500 gp). You must carry fall to 8 for the stated duration, and you become unable to cast arcane spells. If you lose Intelligence the focus for the contingency to work. 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.) Continual Flame Results of a Successful Contact: d% is rolled for the result shown on the table: Evocation [Light] True Answer: You get a true, one-word answer. Questions that cannot be answered in this way are Level: Clr 3, Sor/Wiz 2 answered randomly. Components: V, S, M Don’t Know: The entity tells you that it doesn’t know. Casting Time: 1 standard action 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. Range: Touch Target: Object touched Effect: Magical, heatless flame to DM changes, the personalities of indivi- Contingency Duration: Permanent dual deities, and so on.) Evocation Saving Throw: None On rare occasions, this divination may Level: Sor/Wiz 6 Spell Resistance: No be blocked by an act of certain deities or Components: V, S, M, F forces. Casting Time: At least 10 minutes; see A flame, equivalent in brightness to a text torch, springs forth from an object that Contagion Range: Personal you touch. The effect looks like a regular Necromancy [Evil] Target: You flame, but it creates no heat and doesn’t use oxygen. A continual flame can be cov- Level: Clr 3, Destruction 3, Drd 3, Duration: One day/level (D) or until ered and hidden but not smothered or Sor/Wiz 4 discharged quenched. Components: V, S Light spells counter and dispel darkness Casting Time: 1 standard action You can place another spell upon your person so that it comes into effect under spells of an equal or lower level. Range: Touch Material Component: You sprinkle ruby Target: Living creature touched some condition you dictate when casting contingency contingency dust (worth 50 gp) on the item that is to Duration: Instantaneous . The spell and the companion spell are cast at the same time. carry the flame. Saving Throw: Fortitude negates The 10-minute casting time is the mini- Spell Resistance: Yes mum total for both castings; if the com- Control Plants Transmutation The subject contracts a disease selected panion spell has a casting time longer than 10 minutes, use that instead. Level: Drd 8, Plant 8 from the table below, which strikes Components: V, S, DF immediately (no incubation period). The The spell to be brought into effect by the contingency must be one that affects Casting Time: 1 standard action DC noted is for the subsequent saves (use Range: Close (25 ft. + 5 ft./2 levels) contagion’s normal save DC for the initial your person (feather fall, levitate, fly, teleport, and so forth) and be of a spell level no Targets: Up to 2 HD/level of plant saving throw). creatures, no two of which can be more higher than one-third your caster level than 30 ft. apart (rounded down, maximum 6th level). Disease DC Damage Duration: 1 min./level 1 The conditions needed to bring the spell Blinding sickness 16 1d4 Str Saving Throw: Will negates Cackle fever 16 1d6 Wis into effect must be , although they Spell Resistance: No Filth fever 12 1d3 Dex can be general. For example, a contingency and 1d3 Con cast with water breathing might prescribe This spell enables you to control the Mindfire 12 1d4 Int that any time you are plunged into or actions of one or more plant creatures for a Red ache 15 1d6 Str otherwise engulfed in water or similar short period of time. You command the Shakes 13 1d8 Dex liquid, the water breathing spell instantly creatures by voice and they understand Slimy doom 14 1d4 Con comes into effect. Or a contingency could you, no matter what language you speak. 1 Each time a victim takes 2 or more points bring a feather fall spell into effect any time Even if vocal communication is impossible of Strength damage from blinding you fall more than 4 feet. In all cases, the (in the area of a silence spell, for instance), sickness, he or she must make another contingency immediately brings into effect the controlled plants do not attack you. At Fortitude save (using the disease’s save the companion spell, the latter being “cast” the end of the spell, the subjects revert to DC) or be permanently blinded. instantaneously when the prescribed cir- their normal behavior. Suicidal or self-destructive commands See the Dungeon Master’s Guide for des- cumstances occur. If complicated or con- are simply ignored. criptions of each disease, as well as for the voluted conditions are prescribed, the

general effects of disease. whole spell combination (contingency and the companion magic) may fail when 213

Control Undead one horizontal dimension by half and Area: 40 ft./level radius cylinder 40 ft. Necromancy double the other horizontal dimension. high Level: Sor/Wiz 7 Arcane Material Component: A drop of Duration: 10 min./level Components: V, S, M water (for raise water) or a pinch of dust (for Saving Throw: Fortitude negates Casting Time: 1 standard action lower water). Spell Resistance: No Range: Close (25 ft. + 5 ft./2 levels) Targets: Up to 2 HD/level of undead Control Weather You alter wind force in the area surround- creatures, no two of which can be more Transmutation ing you. You can make the wind blow in a than 30 ft. apart Level: Air 7, Clr 7, Drd 7, Sor/Wiz 7 certain direction or manner, increase its Duration: 1 min./level Components: V, S strength, or decrease its strength. The new wind direction and strength persist until Saving Throw: Will negates Casting Time: 10 minutes; see text Spell Resistance: Yes Range: 2 miles the spell ends or until you choose to alter Area: 2-mile-radius circle, centered on your handiwork, which requires con- This spell enables you to command undead you; see text centration. You may create an “eye” of calm SPELLS creatures for a short period of time. You Duration: 4d12 hours; see text air up to 80 feet in diameter at the center of the area if you so desire, and you may CHAPTER 11: command them by voice and they Saving Throw: None understand you, no matter what language Spell Resistance: No choose to limit the area to any cylindrical you speak. Even if vocal communication is area less than your full limit (for example, a impossible (in the area of a silence spell, for You change the weather in the local area. It 20-foot-diameter tornado centered 100 feet instance), the controlled undead do not takes 10 minutes to cast the spell and an away). attack you. At the end of the spell, the additional 10 minutes for the effects to Wind Direction: You may choose one of subjects revert to their normal behavior. manifest. The current, natural weather four basic wind patterns to function over Intelligent undead creatures remember conditions are determined by the DM. You the spell’s area. that you controlled them. can call forth weather appropriate to the A downdraft blows from the center Material Component: A small piece of climate and season of the area you are in. outward in equal strength in all direc- bone and a small piece of raw meat. tions. An updraft blows from the outer edges Season Possible Weather Spring Tornado, thunderstorm, sleet in toward the center in equal strength Control Water from all directions, veering upward Transmutation [Water] storm, or hot weather Summer Torrential rain, heat wave, or before impinging on the eye in the Level: Clr 4, Drd 4, Sor/Wiz 6, Water 4 hailstorm center. Components: V, S, M/DF Autumn Hot or cold weather, fog, or A rotation causes the winds to circle the 1 standard action Casting Time: sleet center in clockwise or counter- Range: Long (400 ft. + 40 ft./level) Winter Frigid cold, blizzard, or thaw clockwise fashion. Area: Water in a volume of 10 ft./level by Late winter Hurricane-force winds or early A blast simply causes the winds to blow 10 ft./level by 2 ft./level (S) spring (coastal area) in one direction across the entire area Duration: 10 min./level (D) from one side to the other. Saving Throw: None; see text You control the general tendencies of the Wind Strength: For every three caster Spell Resistance: No weather, such as the direction and inten- levels, you can increase or decrease wind sity of the wind. You cannot control spe- strength by one level. (The categories of Depending on the version you choose, the cific applications of the weather—where wind strength are briefly described below, control water spell raises or lowers water. lightning strikes, for example, or the exact with more detail to be found in the Dun- Lower Water: This causes water or similar path of a tornado. When you select a geon Master’s Guide.) Each round on your liquid to reduce its depth by as much as 2 certain weather condition to occur, the turn, a creature in the wind must make a feet per caster level (to a minimum depth weather assumes that condition 10 min- Fortitude save or suffer the effect of being of 1 inch). The water is lowered within a utes later (changing gradually, not in the windy area. squarish depression whose sides are up to abruptly). The weather continues as you Strong winds (21+ mph) make sailing caster level × 10 feet long. In extremely left it for the duration, or until you use a difficult. large and deep bodies of water, such as a standard action to designate a new kind of A severe wind (31+ mph) causes minor deep ocean, the spell creates a whirlpool weather (which fully manifests itself 10 ship and building damage. that sweeps ships and similar craft minutes later). Contradictory conditions A windstorm (51+ mph) drives most downward, putting them at risk and are not possible simultaneously—fog and flying creatures from the skies, uproots rendering them unable to leave by normal strong wind, for example. small trees, knocks down light wooden movement for the duration of the spell. Control weather can do away with structures, tears off roofs, and endangers When cast on water elementals and other atmospheric phenomena (naturally oc- ships. water-based creatures, this spell acts as a curring or otherwise) as well as create Hurricane force winds (75+ mph) de- slow spell (Will negates). The spell has no them. stroy wooden buildings, sometimes uproot effect on other creatures. A druid casting this spell doubles the even large trees, and cause most ships to Raise Water: This causes water or similar duration and affects a circle with a 3-mile founder. liquid to rise in height, just as the lower radius. A tornado (175+ mph) destroys all non- water version causes it to lower. Boats fortified buildings and often uproots large raised in this way slide down the sides of Control Winds trees. the hump that the spell creates. If the area Transmutation [Air] affected by the spell includes riverbanks, a Level: Air 5, Drd 5 Create Food and Water beach, or other land nearby, the water can Components: V, S Conjuration (Creation) spill over onto dry land. Casting Time: 1 standard action Level: Clr 3 With either version, you may reduce Range: 40 ft./level Components: V, S 214

Casting Time: 10 minutes create a ghoul or a ghast instead of a you command the creeping doom to move Range: Close (25 ft. + 5 ft./2 levels) mummy. Doing this may be a good idea, (a standard action). As a standard action, Effect: Food and water to sustain three because created undead are not automati- you can command any number of the humans or one horse/level for 24 cally under the control of their animator. swarms to move toward any within hours If you are capable of commanding undead, 100 feet of you. You cannot command any Duration: 24 hours; see text you may attempt to command the undead swarm to move more than 100 feet away Saving Throw: None creature as it forms (see Turn or Rebuke from you, and if you move more than 100 Spell Resistance: No Undead, page 159). feet from any swarm, that swarm remains This spell must be cast at night. stationary, attacking any creatures in its The food that this spell creates is simple Material Component: A clay pot filled area (but it can be commanded again if you CHAPTER 11: with grave dirt and another filled with move within 100 feet).

fare of your choice—highly nourishing, if SPELLS rather bland. Food so created decays and brackish water. The spell must be cast on a becomes inedible within 24 hours, dead body. You must place a black onyx Crushing Despair although it can be kept fresh for another gem worth at least 50 gp per HD of the

Enchantment (Compulsion) [Mind- 24 hours by casting a purify food and water undead to be created into the mouth or eye Affecting] spell on it. The water created by this spell socket of each corpse. The magic of the Level: Brd 3, Sor/Wiz 4 is just like clean rain water, and it doesn’t spell turns these gems into worthless Components: V, S, M go bad as the food does. shells. Casting Time: 1 standard action Range: 30 ft. Create Greater Undead Create Water Area: Cone-shaped burst Necromancy [Evil] Conjuration (Creation) [Water] Duration: 1 min./level Level: Clr 8, Death 8, Sor/Wiz 8 Level: Clr 0, Drd 0, Pal 1 Saving Throw: Will negates Components: V, S Spell Resistance: Yes This spell functions like create undead, Casting Time: 1 standard action except that you can create more powerful Range: Close (25 ft. + 5 ft./2 levels) An invisible cone of despair causes great and intelligent sorts of undead: shadows, Effect: Up to 2 gallons of water/level sadness in the subjects. Each affected wraiths, spectres, and devourers (see the Duration: Instantaneous creature takes a –2 penalty on attack rolls, Monster Manual for more information on Saving Throw: None saving throws, ability checks, skill checks, all types of undead). The type or types of Spell Resistance: No and weapon damage rolls. undead you can create is based on your Crushing despair counters and dispels caster level, as shown on the table below. This spell generates wholesome, drinkable good hope. water, just like clean rain water. Water can Material Component: A vial of tears. Caster Level Undead Created be created in an area as small as will 15th or lower Shadow actually contain the liquid, or in an area Cure Critical Wounds 16th–17th Wraith three times as large—possibly creating a Conjuration (Healing) 18th–19th Spectre downpour or filling many small recep- Level: Brd 4, Clr 4, Drd 5, Healing 4 20th or higher Devourer tacles. Note: Conjuration spells can’t create This spell functions like cure light wounds, Create Undead substances or objects within a creature. except that it cures 4d8 points of damage Necromancy [Evil] Water weighs about 8 pounds per gallon. +1 point per caster level (maximum +20). Level: Clr 6, Death 6, Evil 6, Sor/Wiz 6 One cubic foot of water contains roughly 8 Components: V, S, M gallons and weighs about 60 pounds. Cure Critical Wounds, Mass Casting Time: 1 hour Conjuration (Healing) Range: Close (25 ft. + 5 ft./2 levels) Creeping Doom Level: Clr 8, Drd 9, Healing 8 Target: One corpse Conjuration (Summoning) Duration: Instantaneous Level: Drd 7 This spell functions like mass cure light Saving Throw: None Components: V, S wounds, except that it cures 4d8 points of Spell Resistance: No Casting Time: 1 round damage +1 point per caster level (max- Range: Close (25 ft. + 5 ft./2 levels)/ 100 imum +40). A much more potent spell than animate ft.; see text dead, this evil spell allows you to create Effect: One swarm of centipedes per two more powerful sorts of undead: ghouls, levels Cure Light Wounds ghasts, mummies, and mohrgs (see the Duration: 1 min./level Conjuration (Healing) Monster Manual for more information on Saving Throw: None Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, all types of undead). The type or types of Spell Resistance: No Rgr 2 undead you can create is based on your Components: V, S caster level, as shown on the table below. When you utter the spell of creeping doom, Casting Time: 1 standard action you call forth a mass of centipede swarms Range: Touch Caster Level Undead Created (one per two caster levels, to a maximum of Target: Creature touched 11th or lower Ghoul ten swarms at 20th level), which need not Duration: Instantaneous 12th–14th Ghast appear adjacent to one another. (See the Saving Throw: Will half (harmless); see 15th–17th Mummy Monster Manual for details on centipede text 18th or higher Mohrg swarms.) Spell Resistance: Yes (harmless); see text You may summon the centipede swarms You may create less powerful undead than so that they share the area of other crea- When laying your hand upon a living your level would allow if you choose. For tures. The swarms remain stationary, creature, you channel positive energy that example, at 16th level you could decide to attacking any creatures in their area, unless cures 1d8 points of damage +1 point per caster level (maximum +5). 215

Since undead are powered by negative This spell functions like mass cure light radius. All creatures in the area gain con- energy, this spell deals damage to them wounds, except that it cures 3d8 points of cealment (20% miss chance). Even crea- instead of curing their wounds. An undead damage +1 point per caster level (maxi- tures that can normally see in such con- creature can apply spell resistance, and can mum +35). ditions (such as with darkvision or low- attempt a Will save to take half damage. light vision) have the miss chance in an Curse Water area shrouded in magical darkness. Normal Cure Light Wounds, Mass Necromancy [Evil] lights (torches, candles, lanterns, and so Conjuration (Healing) Level: Clr 1 forth) are incapable of brightening the Level: Brd 5, Clr 5, Drd 6, Healing 5 Components: V, S, M area, as are light spells of lower level (such Components: V, S Casting Time: 1 minute as light or dancing lights). Higher level light spells (such as daylight) are not affected by Casting Time: 1 standard action Range: Touch Range: Close (25 ft. + 5 ft./2 levels) Target: Flask of water touched darkness. Target: One creature/level, no two of Duration: Instantaneous If darkness is cast on a small object that is which can be more than 30 ft. apart Saving Throw: Will negates (object) then placed inside or under a lightproof SPELLS Duration: Instantaneous Spell Resistance: Yes (object) covering, the spell’s effect is blocked until the covering is removed. CHAPTER 11: Saving Throw: Will half (harmless) or Will half; see text This spell imbues a flask (1 pint) of water Darkness counters or dispels any light spell of equal or lower spell level. Spell Resistance: Yes (harmless) or Yes; with negative energy, turning it into Arcane Material Component: A bit of bat see text unholy water. Unholy water damages good fur and either a drop of pitch or a piece of outsiders the way holy water damages You channel positive energy to cure 1d8 coal. undead and evil outsiders. points of damage +1 point per caster level Material Component: 5 pounds of pow- (maximum +25) in each selected creature. dered silver (worth 25 gp). Darkvision Like other cure spells, mass cure light Transmutation wounds deals damage to undead in its area Level: Rgr 3, Sor/Wiz 2 rather than curing them. Each affected Dancing Lights Components: V, S, M undead may attempt a Will save for half Evocation [Light] Casting Time: 1 standard action damage. Level: Brd 0, Sor/Wiz 0 Range: Touch Components: V, S Target: Creature touched Casting Time: 1 standard action Cure Minor Wounds Duration: 1 hour/level Range: Medium (100 ft. + 10 ft./level) Saving Throw: Will negates (harmless) Conjuration (Healing) Effect: Up to four lights, all within a 10- Level: Clr 0, Drd 0 ft.-radius area Spell Resistance: Yes (harmless) Duration: 1 minute (D) This spell functions like cure light wounds, Saving Throw: None The subject gains the ability to see 60 feet except that it cures only 1 point of damage. Spell Resistance: No even in total darkness. Darkvision is black and white only but otherwise like normal Cure Moderate Wounds Depending on the version selected, you sight. Darkvision does not grant one the Conjuration (Healing) create up to four lights that resemble lan- ability to see in magical darkness. Level: Brd 2, Clr 2, Drd 3, Healing 2, Pal 3, terns or torches (and cast that amount of Darkvision can be made permanent with Rgr 3 light), or up to four glowing spheres of a permanency spell. light (which look like will-o’-wisps), or one Material Component: Either a pinch of This spell functions like cure light wounds, faintly glowing, vaguely humanoid shape. dried carrot or an agate. except that it cures 2d8 points of damage The dancing lights must stay within a 10- +1 point per caster level (maximum +10). foot-radius area in relation to each other but otherwise move as you desire (no Daylight concentration required): forward or back, Evocation [Light] Cure Moderate Wounds, Mass Level: Brd 3, Clr 3, Drd 3, Pal 3, Sor/Wiz 3 Conjuration (Healing) up or down, straight or turning corners, or the like. The lights can move up to 100 feet Components: V, S Level: Brd 6, Clr 6, Drd 7 Casting Time: 1 standard action per round. A light winks out if the distance between you and it exceeds the spell’s Range: Touch This spell functions like mass cure light Target: Object touched wounds, except that it cures 2d8 points of range. Dancing lights can be made permanent Duration: 10 min./level (D) damage +1 point per caster level (maxi- with a permanency spell. Saving Throw: None mum +30). Spell Resistance: No

Darkness The object touched sheds light as bright as Cure Serious Wounds Evocation [Darkness] full daylight in a 60-foot radius, and dim Conjuration (Healing) Level: Brd 2, Clr 2, Sor/Wiz 2 light for an additional 60 feet beyond that. Level: Brd 3, Clr 3, Drd 4, Pal 4, Rgr 4, Components: V, M/DF Healing 3 Casting Time: 1 standard action Creatures that take penalties in bright

Range: Touch light also take them while within the This spell functions like cure light wounds, Target: Object touched radius of this magical light. Despite its except that it cures 3d8 points of damage Duration: 10 min./level (D) name, this spell is not the equivalent of +1 point per caster level (maximum +15). Saving Throw: None daylight for the purposes of creatures that Spell Resistance: No are damaged or destroyed by bright light Cure Serious Wounds, Mass (such as vampires). If daylight is cast on a Conjuration (Healing) This spell causes an object to radiate small object that is then placed inside or Level: Clr 7, Drd 8 shadowy illumination out to a 20-foot under a light-proof covering, the spell’s 216

effects are blocked until the covering is caster level does not grant you access to This spell functions like darkness, except removed. more spells.) These effects last for 10 min- that the object radiates shadowy illumina- Daylight brought into an area of magical utes per HD of the subject creature. tion in a 60-foot radius and the darkness darkness (or vice versa) is temporarily lasts longer. negated, so that the otherwise prevailing Death Ward Daylight brought into an area of deeper light conditions exist in the overlapping Necromancy darkness (or vice versa) is temporarily areas of effect. Level: Clr 4, Death 4, Drd 5, Pal 4 negated, so that the otherwise prevailing Daylight counters or dispels any dark- Components: V, S, DF light conditions exist in the overlapping ness spell of equal or lower level, such as areas of effect. Casting Time: 1 standard action CHAPTER 11: darkness. Range: Touch Deeper darkness counters and dispels any

Target: Living creature touched light spell of equal or lower level, SPELLS Daze Duration: 1 min./level including daylight and light. Enchantment (Compulsion) [Mind- Saving Throw: Will negates (harmless) Affecting] Spell Resistance: Yes (harmless) Delay Poison Level: Brd 0, Sor/Wiz 0 Conjuration (Healing) Components: V, S, M The subject is immune to all death spells, Level: Brd 2, Clr 2, Drd 2, Pal 2, Rgr 1 Casting Time: 1 standard action magical death effects, energy drain, and Components: V, S, DF Range: Close (25 ft. + 5 ft./2 levels) any negative energy effects (such as from Casting Time: 1 standard action Target: One humanoid creature of 4 HD inflict spells or chill touch). Range: Touch or less This spell doesn’t remove negative Target: Creature touched Duration: 1 round Duration: 1 hour/level Saving Throw: Will negates levels that the subject has already gained, Saving Throw: Fortitude negates Spell Resistance: Yes nor does it affect the saving throw neces- (harmless) sary 24 hours after gaining a negative level. Spell Resistance: Yes (harmless) This enchantment clouds the mind of a Death ward does not protect against

humanoid creature with 4 or fewer Hit other sorts of attacks, such as hit point loss, The subject becomes temporarily immune Dice so that it takes no actions. Human- poison, or petrification, even if those to poison. Any poison in its system or any oids of 5 or more HD are not affected. A attacks might be lethal. dazed subject is not stunned, so attackers poison to which it is exposed during the get no special advantage against it. spell’s duration does not affect the subject Deathwatch until the spell’s duration has expired. Delay Material Component: A pinch of wool or Necromancy [Evil] poison does not cure any damage that similar substance. Level: Clr 1 poison may have already done. Components: V, S

Daze Monster Casting Time: 1 standard action Enchantment (Compulsion) [Mind- Range: 30 ft. Delayed Blast Fireball Affecting] Area: Cone-shaped emanation Evocation [Fire] Level: Brd 2, Sor/Wiz 2 Duration: 10 min./level Level: Sor/Wiz 7 Range: Medium (100 ft. + 10 ft./level) Saving Throw: None Duration: 5 rounds or less; see text Target: One living creature of 6 HD or less Spell Resistance: No This spell functions like fireball, except that This spell functions like daze, but daze Using the foul sight granted by the powers it is more powerful and can detonate up to monster can affect any one living creature of unlife, you can determine the condition 5 rounds after the spell is cast. The burst of of any type. Creatures of 7 or more HD are of creatures near death within the spell’s flame deals 1d6 points of fire damage per not affected. range. You instantly know whether each caster level (maximum 20d6). creature within the area is dead, fragile The glowing bead created by delayed Death Knell (alive and wounded, with 3 or fewer hit blast fireball can detonate immediately if Necromancy [Death, Evil] points left), fighting off death (alive with 4 you desire, or you can choose to delay the Level: Clr 2, Death 2 or more hit points), undead, or neither burst for as many as 5 rounds. You select Components: V, S alive nor dead (such as a construct). the amount of delay upon completing the Casting Time: 1 standard action Deathwatch sees through any spell or spell, and that time cannot change once it Range: Touch ability that allows creatures to feign death. has been set unless someone touches the Target: Living creature touched bead (see below). If you choose a delay, the Duration: Instantaneous/10 minutes per Deep Slumber glowing bead sits at its destination until it HD of subject; see text Enchantment (Compulsion) [Mind- detonates. A creature can pick up and hurl Saving Throw: Will negates Affecting] the bead as a thrown weapon (range Spell Resistance: Yes Level: Brd 3, Sor/Wiz 3 increment 10 feet). If a creature handles

Range: Close (25 ft. + 5 ft./2 levels) and moves the bead within 1 round of its You draw forth the ebbing life force of a detonation, there is a 25% chance that the creature and use it to fuel your own power. bead detonates while being handled. Upon casting this spell, you touch a living This spell functions like sleep, except that it

creature that has –1 or fewer hit points. If affects 10 HD of creatures. the subject fails its saving throw, it dies, Demand and you gain 1d8 temporary hit points and Deeper Darkness Enchantment (Compulsion) [Mind- a +2 bonus to Strength. Additionally, your Evocation [Darkness] Affecting] effective caster level goes up by +1, Level: Clr 3 Level: Sor/Wiz 8 improving spell effects dependent on Duration: One day/level (D) Saving Throw: Will partial caster level. (This increase in effective Spell Resistance: Yes 217

This spell functions like sending, but the Destruction If a creature falls into more than one message can also contain a suggestion (see Necromancy [Death] category, the spell indicates the weaker of the suggestion spell), which the subject does Level: Clr 7, Death 7 the two. its best to carry out. A successful Will save Components: V, S, F Each round you can turn to detect a negates the suggestion effect but not the Casting Time: 1 standard action kind of animal or plant in a new area. The contact itself. The demand, if received, is Range: Close (25 ft. + 5 ft./2 levels) spell can penetrate barriers, but 1 foot of understood even if the subject’s Intel- Target: One creature stone, 1 inch of common metal, a thin ligence score is as low as 1. If the message Duration: Instantaneous sheet of lead, or 3 feet of wood or dirt is impossible or meaningless according to Saving Throw: Fortitude partial blocks it. the circumstances that exist for the subject Spell Resistance: Yes The DM decides if a specific kind of at the time the demand is issued, the animal or plant is present.

message is understood but the suggestion is This spell instantly slays the subject and ineffective. consumes its remains (but not its equip- Detect Chaos The demand’s message to the creature ment and possessions) utterly. If the Divination SPELLS must be twenty-five words or less, include- target’s Fortitude saving throw succeeds, it Level: Clr 1 ing the suggestion. The creature can also

CHAPTER 11: instead takes 10d6 points of damage. The give a short reply immediately. only way to restore life to a character who This spell functions like detect evil, except Material Component: A short piece of has failed to save against this spell is to use that it detects the auras of chaotic crea- copper wire and some small part of the true resurrection, a carefully worded wish tures, clerics of chaotic deities, chaotic subject—a hair, a bit of nail, or the like. spell followed by resurrection, or miracle. spells, and chaotic magic items, and you Focus: A special holy (or unholy) symbol are vulnerable to an overwhelming chaotic Desecrate of silver marked with verses of anathema aura if you are lawful. Evocation [Evil] (cost 500 gp). Level: Clr 2, Evil 2 Detect Evil Components: V, S, M, DF Detect Animals or Plants Divination Casting Time: 1 standard action Divination Level: Clr 1 Range: Close (25 ft. + 5 ft./2 levels) Level: Drd 1, Rgr 1 Components: V, S, DF Area: 20-ft.-radius emanation Components: V, S Casting Time: 1 standard action Duration: 2 hours/level Casting Time: 1 standard action Range: 60 ft. Saving Throw: None Range: Long (400 ft. + 40 ft./level) Area: Cone-shaped emanation Spell Resistance: Yes Area: Cone-shaped emanation Duration: Concentration, up to 10 min./ Duration: Concentration, up to 10 level (D) This spell imbues an area with negative min./level (D) Saving Throw: None energy. Each Charisma check made to turn Saving Throw: None Spell Resistance: No undead within this area takes a –3 profane Spell Resistance: No penalty, and every undead creature You can sense the presence of evil. The entering a desecrated area gains a +1 profane You can detect a particular kind of animal amount of information revealed depends bonus on attack rolls, damage rolls, and or plant in a cone emanating out from you on how long you study a particular area or saving throws. An undead creature created in whatever direction you face. You must subject. within or summoned into such an area think of a kind of animal or plant when 1st Round: Presence or absence of evil. gains +1 hit points per HD. using the spell, but you can change the If the desecrated area contains an altar, 2nd Round: Number of evil auras (crea- animal or plant kind each round. The tures, objects, or spells) in the area and the shrine, or other permanent fixture dedi- amount of information revealed depends cated to your deity or aligned higher power of the most potent evil aura present. on how long you search a particular area or If you are of good alignment, and the power, the modifiers given above are dou- focus on a specific kind of animal or plant. bled (–6 profane penalty on turning strongest evil aura’s power is overwhelm- 1st Round: Presence or absence of that ing (see below), and the HD or level of the checks, +2 profane bonus and +2 hit points kind of animal or plant in the area. aura’s source is at least twice your character per HD for undead in the area). Further- 2nd Round: Number of individuals of the level, you are stunned for 1 round and the more, anyone who casts animate dead specified kind in the area, and the within this area may create as many as condition of the healthiest specimen. spell ends. double the normal amount of undead (that 3rd Round: The condition (see below) 3rd Round: The power and location of is, 4 HD per caster level rather than 2 HD and location of each individual present. If each aura. If an aura is outside your line of per caster level). an animal or plant is outside your line of sight, then you discern its direction but If the area contains an altar, shrine, or sight, then you discern its direction but not its exact location. other permanent fixture of a deity, pan- not its exact location. Aura Power: An evil aura’s power de- theon, or higher power other than your Conditions: For purposes of this spell, the pends on the type of evil creature or object patron, the desecrate spell instead curses the categories of condition are as follows: that you’re detecting and its HD, caster area, cutting off its connection with the Normal: Has at least 90% of full normal level, or (in the case of a cleric) class level; associated deity or power. This secondary hit points, free of disease. see the accompanying table. If an aura falls function, if used, does not also grant the Fair: 30% to 90% of full normal hit points into more than one strength category, the bonuses and penalties relating to undead, remaining. spell indicates the stronger of the two. as given above. Poor: Less than 30% of full normal hit For example, as indicated on the table, Desecrate counters and dispels consecrate. points remaining, afflicted with a disease, an evil outsider with 12 HD has an over- Material Component: A vial of unholy or suffering from a debilitating injury. whelming aura of evil. A good cleric who water and 25 gp worth (5 pounds) of silver Weak: 0 or fewer hit points remaining, casts this spell and directs it at the location dust, all of which must be sprinkled afflicted with a disease in the terminal of such a creature for longer than 1 round around the area. stage, or crippled. loses the spell and is stunned for 1 round if 218

Detect Evil the conjuration spell registers. ———————— Aura Power ———————— Each round, you can turn to detect Creature/Object Faint Moderate Strong Overwhelming magic in a new area. The spell can pene- Evil creature1 (HD) 10 or lower 11–25 26–50 51 or higher trate barriers, but 1 foot of stone, 1 inch of Undead (HD) 2 or lower 3–8 9–20 21 or higher common metal, a thin sheet of lead, or 3 Evil outsider (HD) 1 or lower 2–4 5–10 11 or higher feet of wood or dirt blocks it. Cleric of an evil deity2 (class levels) 1 2–4 5–10 11 or higher Detect magic can be made permanent Evil magic item or spell (caster level) 2nd or lower 3rd–8th 9th–20th 21st or higher with a permanency spell. 1 Except for undead and outsiders, which have their own entries on the table. CHAPTER 11: 2 Some characters who are not clerics may radiate an aura of equivalent power. The class Detect Poison

description will indicate whether this applies. Divination SPELLS Level: Clr 0, Drd 0, Pal 1, Rgr 1, his character level is 6th or lower. Range: 60 ft. Sor/Wiz 0

Lingering Aura: An evil aura lingers after Area: Cone-shaped emanation Components: V, S its original source dissipates (in the case of Duration: Concentration, up to 1 Casting Time: 1 standard action a spell) or is destroyed (in the case of a min./level (D) Range: Close (25 ft. + 5 ft./2 levels) creature or magic item). If detect evil is cast Saving Throw: None Target or Area: One creature, one object, and directed at such a location, the spell Spell Resistance: No or a 5-ft. cube indicates an aura strength of dim (even Duration: Instantaneous weaker than a faint aura). How long the You detect magical auras. The amount of Saving Throw: None aura lingers at this dim level depends on information revealed depends on how Spell Resistance: No its original power: long you study a particular area or subject. 1st Round: Presence or absence of magi- You determine whether a creature, object, Duration of cal auras. or area has been poisoned or is poisonous. Original Strength Lingering Aura 2nd Round: Number of different magical You can determine the exact type of Faint 1d6 rounds auras and the power of the most potent poison with a DC 20 Wisdom check. A Moderate 1d6 minutes aura. character with the Craft (alchemy) skill Strong 1d6×10 minutes 3rd Round: The strength and location of may try a DC 20 Craft (alchemy) check if Overwhelming 1d6 days each aura. If the items or creatures bearing the Wisdom check fails, or may try the the auras are in line of sight, you can make Craft (alchemy) check prior to the Wis- Animals, traps, poisons, and other poten- Spellcraft skill checks to determine the dom check. tial perils are not evil, and as such this spell school of magic involved in each. (Make The spell can penetrate barriers, but 1 does not detect them. one check per aura; DC 15 + spell level, or foot of stone, 1 inch of common metal, a Each round, you can turn to detect evil 15 + half caster level for a nonspell effect.) thin sheet of lead, or 3 feet of wood or dirt in a new area. The spell can penetrate bar- Magical areas, multiple types of magic, blocks it. riers, but 1 foot of stone, 1 inch of common or strong local magical emanations may metal, a thin sheet of lead, or 3 feet of distort or conceal weaker auras. Detect Scrying wood or dirt blocks it. Aura Strength: An aura’s power depends Divination on a spell’s functioning spell level or an Level: Brd 4, Sor/Wiz 4 Detect Good item’s caster level. If an aura falls into more Components: V, S, M Divination than one category, detect magic indicates Casting Time: 1 standard action Level: Clr 1 the stronger of the two. Range: 40 ft. Lingering Aura: A magical aura lingers Area: 40-ft.-radius emanation centered on This spell functions like detect evil, except after its original source dissipates (in the you that it detects the auras of good creatures, case of a spell) or is destroyed (in the case Duration: 24 hours clerics or paladins of good deities, good of a magic item). If detect magic is cast and Saving Throw: None spells, and good magic items, and you are directed at such a location, the spell indi- Spell Resistance: No vulnerable to an overwhelming good aura cates an aura strength of dim (even weaker if you are evil. Healing potions, antidotes, than a faint aura). How long the aura You immediately become aware of any and similar beneficial items are not good. lingers at this dim level depends on its attempt to observe you by means of a div- original power: ination (scrying) spell or effect. The spell’s area radiates from you and moves as you Detect Law Duration of Divination move. You know the location of every Original Strength Lingering Aura magical sensor within the spell’s area. Level: Clr 1 Faint 1d6 rounds If the scrying attempt originates within Moderate 1d6 minutes the area, you also know its location; This spell functions like detect evil, except Strong 1d6×10 minutes that it detects the auras of lawful creatures, otherwise, you and the scrier immediately Overwhelming 1d6 days make opposed caster level checks (1d20 + clerics of lawful deities, lawful spells, and lawful magic items, and you are vulnerable caster level). If you at least match the Outsiders and elementals are not magical scrier’s result, you get a visual image of the to an overwhelming lawful aura if you are in themselves, but if they are summoned, chaotic. scrier and an accurate sense of his or her

Detect Magic Detect Magic Divination ————————— Aura Power ————————— Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 Spell or Object Faint Moderate Strong Overwhelming Components: V, S Functioning spell (spell level) 3rd or lower 4th–6th 7th–9th 10th+ (deity-level) Casting Time: 1 standard action Magic item (caster level) 5th or lower 6th–11th 12th–20th 21st+ (artifact) 219

direction and distance from you. pit, deadfall, or snaring; see the spell snare), Casting Time: 1 standard action Material Component: A small piece of nor mechanically complex ones, nor those Range: 60 ft. mirror and a miniature brass hearing that have been rendered safe or inactive. Area: Cone-shaped emanation trumpet. The amount of information revealed Duration: Concentration, up to 1 minute/ depends on how long you study a particu- level (D) Detect Secret Doors lar area. Saving Throw: None Divination 1st Round: Presence or absence of Spell Resistance: No Level: Brd 1, Knowledge 1, Sor/Wiz 1 hazards. Components: V, S 2nd Round: Number of hazards and the You can detect the aura that surrounds Casting Time: 1 standard action location of each. If a hazard is outside your undead creatures. The amount of informa- line of sight, then you discern its direction tion revealed depends on how long you

Range: 60 ft. Area: Cone-shaped emanation but not its exact location. study a particular area. Duration: Concentration, up to 1 Each Additional Round: The general type 1st Round: Presence or absence of undead min./level (D) and trigger for one particular hazard auras. SPELLS Saving Throw: None closely examined by you. 2nd Round: Number of undead auras in Each round, you can turn to detect

CHAPTER 11: Spell Resistance: No the area and the strength of the strongest snares and pits in a new area. The spell can undead aura present. If you are of good You can detect secret doors, compart- penetrate barriers, but 1 foot of stone, 1 alignment, and the strongest undead aura’s ments, caches, and so forth. Only passages, inch of common metal, a thin sheet of strength is overwhelming (see below), and doors, or openings that have been spec- lead, or 3 feet of wood or dirt blocks it. the creature has HD of at least twice your

ifically constructed to escape detection are character level, you are stunned for 1 detected by this spell—an ordinary Detect Thoughts round and the spell ends. trapdoor underneath a pile of crates would Divination [Mind-Affecting] 3rd Round: The strength and location of not be detected. The amount of infor- Level: Brd 2, Knowledge 2, Sor/Wiz 2 each undead aura. If an aura is outside your mation revealed depends on how long you Components: V, S, F/DF line of sight, then you discern its direction study a particular area or subject. Casting Time: 1 standard action but not its exact location. 1st Round: Presence or absence of secret Range: 60 ft. Aura Strength: The strength of an undead doors. Area: Cone-shaped emanation aura is determined by the HD of the 2nd Round: Number of secret doors and Duration: Concentration, up to 1 undead creature, as given on the following the location of each. If an aura is outside min./level (D) table: your line of sight, then you discern its Saving Throw: Will negates; see text

direction but not its exact location. Spell Resistance: No HD Strength Each Additional Round: The mechanism or trigger for one particular secret portal You detect surface thoughts. The amount 1 or lower Faint 2–4 Moderate closely examined by you. of information revealed depends on how 5–10 Strong Each round, you can turn to detect long you study a particular area or subject. secret doors in a new area. The spell can 11 or higher Overwhelming 1st Round: Presence or absence of penetrate barriers, but 1 foot of stone, 1 thoughts (from conscious creatures with inch of common metal, a thin sheet of Lingering Aura: An undead aura lingers Intelligence scores of 1 or higher). after its original source is destroyed. If lead, or 3 feet of wood or dirt blocks it. 2nd Round: Number of thinking minds detect undead is cast and directed at such a and the Intelligence score of each. If the location, the spell indicates an aura Detect Snares and Pits highest Intelligence is 26 or higher (and at strength of dim (even weaker than a faint Divination least 10 points higher than your own aura). How long the aura lingers at this Level: Drd 1, Rgr 1 Intelligence score), you are stunned for 1 dim level depends on its original power: Components: V, S round and the spell ends. This spell does Casting Time: 1 standard action not let you determine the location of the Duration of Range: 60 ft. thinking minds if you can’t see the crea- Original Strength Lingering Aura Area: Cone-shaped emanation tures whose thoughts you are detecting. Faint 1d6 rounds Duration: Concentration, up to 10 3rd Round: Surface thoughts of any mind Moderate 1d6 minutes min./level (D) in the area. A target’s Will save prevents Strong 1d6×10 minutes Saving Throw: None you from reading its thoughts, and you Overwhelming 1d6 days Spell Resistance: No must cast detect thoughts again to have Each round, you can turn to detect undead You can detect simple pits, deadfalls, and another chance. Creatures of animal intel- in a new area. The spell can penetrate snares as well as mechanical traps con- ligence (Int 1 or 2) have simple, instinctual barriers, but 1 foot of stone, 1 inch of structed of natural materials. The spell thoughts that you can pick up. common metal, a thin sheet of lead, or 3 does not detect complex traps, including Each round, you can turn to detect feet of wood or dirt blocks it. trapdoor traps. thoughts in a new area. The spell can pen- Arcane Material Component: A bit of earth Detect snares and pits does detect certain etrate barriers, but 1 foot of stone, 1 inch of from a grave. natural hazards—quicksand (a snare), a common metal, a thin sheet of lead, or 3

sinkhole (a pit), or unsafe walls of natural feet of wood or dirt blocks it. rock (a deadfall). However, it does not Arcane Focus: A copper piece. Dictum reveal other potentially dangerous condi- Evocation [Lawful, Sonic] tions, such as a cavern that floods during Detect Undead Level: Clr 7, Law 7 rain, an unsafe construction, or a naturally Divination Components: V poisonous plant. The spell does not detect Level: Clr 1, Pal 1, Sor/Wiz 1 Casting Time: 1 standard action Range: 40 ft. magic traps (except those that operate by Components: V, S, M/DF 220

Area: Nonlawful creatures in a 40-ft.- load. You may also bring one additional Range: Medium (100 ft. + 10 ft./level) radius spread centered on you willing Medium or smaller creature Area: 20-ft.-radius emanation centered on Duration: Instantaneous (carrying gear or objects up to its maxi- a point in space Saving Throw: None or Will negates; see mum load) or its equivalent per three Duration: One day/level text caster levels. A Large creature counts as Saving Throw: None Spell Resistance: Yes two Medium creatures, a Huge creature Spell Resistance: Yes counts as two Large creatures, and so forth. Any nonlawful creature within the area of All creatures to be transported must be in You create a shimmering emerald barrier a dictum spell suffers the following ill contact with one another, and at least one that completely blocks extradimensional effects. of those creatures must be in contact with travel. Forms of movement barred include CHAPTER 11: you. astral projection, blink, dimension door, SPELLS HD Effect If you arrive in a place that is already ethereal jaunt, etherealness, gate, maze, plane Equal to caster level Deafened occupied by a solid body, you and each shift, shadow walk, teleport, and similar spell- Up to caster level –1 Slowed, deafened creature traveling with you take 1d6 points like or psionic abilities. Once dimensional Up to caster level –5 Paralyzed, slowed, of damage and are shunted to a random lock is in place, extradimensional travel deafened open space on a suitable surface within 100 into or out of the area is not possible. Up to caster level –10 Killed, paralyzed, feet of the intended location. If there is no A dimensional lock does not interfere slowed, deafened free space within 100 feet, you and each with the movement of creatures already in creature traveling with you take an ethereal or astral form when the spell is The effects are cumulative and concurrent. additional 2d6 points of damage and are cast, nor does it block extradimensional No saving throw is allowed against these shunted to a free space within 1,000 feet. If perception or attack forms, such as a effects. there is no free space within 1,000 feet, you basilisk’s gaze. Also, the spell does not pre- Deafened: The creature is deafened for and each creature travelling with you take vent summoned creatures from disap- 1d4 rounds. an additional 4d6 points of damage and the pearing at the end of a summoning spell. Slowed: The creature is slowed, as by the spell simply fails. slow spell, for 2d4 rounds.

Paralyzed: The creature is paralyzed and Diminish Plants Transmutation helpless for 1d10 minutes. Dimensional Anchor Level: Drd 3, Rgr 3 Killed: Living creatures die. Undead Abjuration Level: Clr 4, Sor/Wiz 4 Components: V, S, DF creatures are destroyed. Casting Time: 1 standard action Furthermore, if you are on your home Components: V, S Casting Time: 1 standard action Range: See text plane when you cast this spell, nonlawful Range: Medium (100 ft. + 10 ft./level) Target or Area: See text extraplanar creatures within the area are Effect: Ray Duration: Instantaneous instantly banished back to their home Duration: 1 min./level Saving Throw: None planes. Creatures so banished cannot Saving Throw: None Spell Resistance: No return for at least 24 hours. This effect Spell Resistance: Yes (object) takes place regardless of whether the crea- This spell has two versions. tures hear the dictum. The banishment A green ray springs from your out- Prune Growth: This version causes nor- effect allows a Will save (at a –4 penalty) to stretched hand. You must make a ranged mal vegetation (grasses, briars, bushes, negate. touch attack to hit the target. Any creature creepers, hedges, thistles, trees, vines, and Creatures whose HD exceed your caster or object struck by the ray is covered with so forth) within long range (400 feet + 40 level are unaffected by dictum. a shimmering emerald field that com- feet per level) to shrink to about one-third pletely blocks extradimensional travel. of their normal size, becoming untangled Dimension Door Forms of movement barred by a dimen- and less bushy. The affected vegetation Conjuration (Teleportation) sional anchor include astral projection, blink, appears to have been carefully pruned and Level: Brd 4, Sor/Wiz 4, Travel 4 dimension door, ethereal jaunt, etherealness, trimmed. Components: V gate, maze, plane shift, shadow walk, teleport, At your option, the area can be a 100- Casting Time: 1 standard action and similar spell-like or psionic abilities. foot-radius circle, a 150-foot-radius semi- Range: Long (400 ft. + 40 ft./level) The spell also prevents the use of a gate or circle, or a 200-foot-radius quarter-circle. Target: You and touched objects or other teleportation circle for the duration of the You may also designate portions of the area touched willing creatures spell. that are not affected. Duration: Instantaneous A dimensional anchor does not interfere Stunt Growth: This version targets nor- Saving Throw: None and Will negates with the movement of creatures already in mal plants within a range of 1/2 mile, (object) ethereal or astral form when the spell is reducing their potential productivity over Spell Resistance: No and Yes (object) cast, nor does it block extradimensional the course of the following year to one-

perception or attack forms, such as a third below normal. You instantly transfer yourself from your basilisk’s gaze. Also, dimensional anchor Diminish plants counters plant growth. current location to any other spot within This spell has no effect on plant crea- range. You always arrive at exactly the spot does not prevent summoned creatures tures. desired—whether by simply visualizing from disappearing at the end of a sum-

the area or by stating direction, such as moning spell. “900 feet straight downward,” or “upward Discern Lies to the northwest, 45-degree angle, 1,200 Dimensional Lock Divination feet.” After using this spell, you can’t take Abjuration Level: Clr 4, Pal 3 any other actions until your next turn. You Level: Clr 8, Sor/Wiz 8 Components: V, S, DF can bring along objects as long as their Components: V, S Casting Time: 1 standard action weight doesn’t exceed your maximum Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) 221

Targets: One creature/level, no two of an entirely different person. Target: One extraplanar creature which can be more than 30 ft. apart The spell does not provide the abilities Duration: Instantaneous Duration: Concentration, up to 1 or mannerisms of the chosen form, nor Saving Throw: Will negates; see text round/level does it alter the perceived tactile (touch) or Spell Resistance: Yes Saving Throw: Will negates audible (sound) properties of you or your Spell Resistance: No equipment. A battleaxe made to look like a This spell forces an extraplanar creature dagger still functions as a battleaxe. back to its proper plane if it fails a special Each round, you concentrate on one sub- If you use this spell to create a disguise, Will save (DC = spell’s save DC – creature’s ject, who must be within range. You know you get a +10 bonus on the Disguise check. HD + your caster level). If the spell is if the subject deliberately and knowingly A creature that interacts with the glamer successful, the creature is instantly

speaks a lie by discerning disturbances in gets a Will save to recognize it as an whisked away, but there is a 20% chance of its aura caused by lying. The spell does not actually sending the subject to a plane illusion. For example, a creature that reveal the truth, uncover unintentional other than its own. touched you and realized that the tactile inaccuracies, or necessarily reveal evasions. SPELLS sensation did not match the visual one Each round, you may concentrate on a Dispel Chaos different subject. would be entitled to such a save. CHAPTER 11: Abjuration [Lawful] Level: Clr 5, Law 5, Pal 4 Discern Location Disintegrate Divination Transmutation This spell functions like dispel evil, except Level: Clr 8, Knowledge 8, Sor/Wiz 8 Level: Destruction 7, Sor/Wiz 6 that you are surrounded by constant, blue, Components: V, S, DF Components: V, S, M/DF lawful energy, and the spell affects chaotic Casting Time: 10 minutes Casting Time: 1 standard action creatures and spells rather than evil ones. Range: Unlimited Range: Medium (100 ft. + 10 ft./level) Target: One creature or object Effect: Ray Dispel Evil Duration: Instantaneous Duration: Instantaneous Abjuration [Good] Saving Throw: None Saving Throw: Fortitude partial (object) Level: Clr 5, Good 5, Pal 4 Spell Resistance: No Spell Resistance: Yes Components: V, S, DF

Casting Time: 1 standard action A discern location spell is among the most A thin, green ray springs from your point- Range: Touch powerful means of locating creatures or ing finger. You must make a successful Target or Targets: You and a touched evil objects. Nothing short of a mind blank spell ranged touch attack to hit. Any creature creature from another plane; or you and or the direct intervention of a deity keeps struck by the ray takes 2d6 points of an enchantment or evil spell on a you from learning the exact location of a damage per caster level (to a maximum of touched creature or object single individual or object. Discern location 40d6). Any creature reduced to 0 or fewer Duration: 1 round/level or until circumvents normal means of protection hit points by this spell is entirely disinte- discharged, whichever comes first from scrying or location. The spell reveals grated, leaving behind only a trace of fine Saving Throw: See text the name of the creature or object’s dust. A disintegrated creature’s equipment Spell Resistance: See text location (place, name, business name,

building name, or the like), community, is unaffected. Shimmering, white, holy energy sur- county (or similar political division), When used against an object, the ray country, continent, and the plane of simply disintegrates as much as one 10- rounds you. This power has three effects. existence where the target lies. foot cube of nonliving matter. Thus, the First, you gain a +4 deflection bonus to To find a creature with the spell, you spell disintegrates only part of any very AC against attacks by evil creatures. must have seen the creature or have some large object or structure targeted. The ray Second, on making a successful melee item that once belonged to it. To find an affects even objects constructed entirely of touch attack against an evil creature from object, you must have touched it at least force, such as Bigby’s forceful hand or a wall another plane, you can choose to drive that once. of force, but not magical effects such as a creature back to its home plane. The globe of invulnerability or an antimagic field. creature can negate the effects with a suc- Disguise Self A creature or object that makes a suc- cessful Will save (spell resistance applies). Illusion (Glamer) cessful Fortitude save is partially affected, This use discharges and ends the spell. Level: Brd 1, Sor/Wiz 1, Trickery 1 taking only 5d6 points of damage. If this Third, with a touch you can automati- Components: V, S damage reduces the creature or object to 0 cally dispel any one enchantment spell Casting Time: 1 standard action or fewer hit points, it is entirely disinte- cast by an evil creature or any one evil Range: Personal grated. spell. Exception: Spells that can’t be dis- Target: You Only the first creature or object struck pelled by dispel magic also can’t be dispelled Duration: 10 min./level (D) can be affected; that is, the ray affects only by dispel evil. Saving throws and spell one target per casting. resistance do not apply to this effect. This You make yourself—including clothing, Arcane Material Component: A lodestone use discharges and ends the spell. armor, weapons, and equipment—look and a pinch of dust. different. You can seem 1 foot shorter or Dispel Good taller, thin, fat, or in between. You cannot Dismissal Abjuration [Evil] change your body type. For example, a hu- Abjuration Level: Clr 5, Evil 5 man caster could look human, humanoid, Level: Clr 4, Sor/Wiz 5 or like any other human-shaped bipedal Components: V, S, DF This spell functions like dispel evil, except creature. Otherwise, the extent of the Casting Time: 1 standard action that you are surrounded by dark, wavering, apparent change is up to you. You could Range: Close (25 ft. + 5 ft./2 levels) unholy energy, and the spell affects good add or obscure a minor feature or look like creatures and spells rather than evil ones. 222

Dispel Law (the drow’s spell resistance doesn’t help check to counter the other spellcaster’s Abjuration [Chaotic] him); if she fails, that spell remains in spell. Level: Chaos 5, Clr 5 effect. If you target an object or creature that is Dispel Magic, Greater This spell functions like dispel evil, except the effect of an ongoing spell (such as a Abjuration that you are surrounded by flickering, monster summoned by monster summon- Level: Brd 5, Clr 6, Drd 6, Sor/Wiz 6 yellow, chaotic energy, and the spell af- ing), you make a dispel check to end the fects lawful creatures and spells rather spell that conjured the object or creature. This spell functions like dispel magic, If the object that you target is a magic

than evil ones. except that the maximum caster level on CHAPTER 11: item, you make a dispel check against the your dispel check is +20 instead of +10. item’s caster level. If you succeed, all the Additionally, greater dispel magic has a SPELLS Dispel Magic item’s magical properties are suppressed Abjuration chance to dispel any effect that remove curse for 1d4 rounds, after which the item can remove, even if dispel magic can’t dispel Level: Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, recovers on its own. A suppressed item Sor/Wiz 3 that effect. becomes nonmagical for the duration of Components: V, S the effect. An interdimensional interface Casting Time: 1 standard action (such as a bag of holding) is temporarily Displacement Range: Medium (100 ft. + 10 ft./level) closed. A magic item’s physical properties Illusion (Glamer) Target or Area: One spellcaster, creature, are unchanged: A suppressed magic sword Level: Brd 3, Sor/Wiz 3 or object; or 20-ft.-radius burst is still a sword (a masterwork sword, in Components: V, M Duration: Instantaneous fact). Artifacts and deities are unaffected by Casting Time: 1 standard action Saving Throw: None mortal magic such as this. Range: Touch Spell Resistance: No You automatically succeed on your Target: Creature touched dispel check against any spell that you cast Duration: 1 round/level (D) Because magic is so powerful, so too is the yourself. Saving Throw: Will negates (harmless) ability to dispel magic. You can use dispel Area Dispel: When dispel magic is used in Spell Resistance: Yes (harmless) magic to end ongoing spells that have been this way, the spell affects everything cast on a creature or object, to temporarily within a 20-foot radius. Emulating the natural ability of the dis- suppress the magical abilities of a magic For each creature within the area that is placer beast (see the Monster Manual), the item, to end ongoing spells (or at least the subject of one or more spells, you make subject of this spell appears to be about 2 their effects) within an area, or to counter a dispel check against the spell with the feet away from its true location. The crea- ture benefits from a 50% miss chance as if another spellcaster’s spell. A dispelled spell highest caster level. If that check fails, you it had total concealment. However, unlike ends as if its duration had expired. Some make dispel checks against progressively actual total concealment, displacement does spells, as detailed in their descriptions, weaker spells until you dispel one spell not prevent enemies from targeting the can’t be defeated by dispel magic. Dispel (which discharges the dispel magic spell so creature normally. True seeing reveals its magic can dispel (but not counter) spell- far as that target is concerned) or until you true location. like effects just as it does spells. fail all your checks. The creature’s magic Material Component: A small strip of Note: The effect of a spell with an in- items are not affected. leather made from displacer beast hide, stantaneous duration can’t be dispelled, For each object within the area that is twisted into a loop. because the magical effect is already over the target of one or more spells, you make before the dispel magic can take effect. dispel checks as with creatures. Magic Disrupt Undead Thus, you can’t use dispel magic to repair items are not affected by an area dispel. Necromancy damage caused by a fireball or to turn a For each ongoing area or effect spell Level: Sor/Wiz 0 petrified character back to flesh. In these whose point of origin is within the area of Components: V, S cases, the magic has departed, leaving only the dispel magic spell, you can make a dispel Casting Time: 1 standard action burned flesh or perfectly normal stone in check to dispel the spell. Range: Close (25 ft. + 5 ft./2 levels) its wake. For each ongoing spell whose area Effect: Ray You choose to use dispel magic in one of overlaps that of the dispel magic spell, you Duration: Instantaneous three ways: a targeted dispel, an area dispel, can make a dispel check to end the effect, Saving Throw: None or a counterspell: but only within the overlapping area. Spell Resistance: Yes Targeted Dispel: One object, creature, or If an object or creature that is the effect spell is the target of the dispel magic spell. of an ongoing spell (such as a monster You direct a ray of positive energy. You You make a dispel check (1d20 + your summoned by monster summoning) is in the must make a ranged touch attack to hit, caster level, maximum +10) against the area, you can make a dispel check to end and if the ray hits an undead creature, it spell or against each ongoing spell the spell that conjured that object or deals 1d6 points of damage to it. currently in effect on the object or creature (returning it whence it came) in creature. The DC for this dispel check is 11 addition to attempting to dispel spells Disrupting Weapon + the spell’s caster level. targeting the creature or object. Transmutation For example, Mialee, at 5th level, targets You may choose to automatically suc- Level: Clr 5 dispel magic on a drow who is under the ceed on dispel checks against any spell that Components: V, S effects of haste, mage armor, and bull’s you have cast. Casting Time: 1 standard action strength. All three spells were cast on the Counterspell: When dispel magic is used in Range: Touch drow by a 7th-level wizard. Mialee makes a this way, the spell targets a spellcaster and Targets: One melee weapon dispel check (1d20 + 5 against DC 18) three is cast as a counterspell (page 170). Unlike Duration: 1 round/level times, once each for the haste, mage armor, a true counterspell, however, dispel magic Saving Throw: Will negates (harmless, and bull’s strength effects. If she succeeds on may not work; you must make a dispel object); see text a particular check, that spell is dispelled Spell Resistance: Yes (harmless, object) 223

This spell makes a melee weapon deadly to and weapon damage rolls for every three This spell functions like dominate person, undead. Any undead creature with HD caster levels you have (at least +1, maxi- except that the spell is not restricted by equal to or less than your caster level must mum +3). The bonus doesn’t apply to spell creature type. succeed on a Will save or be destroyed damage. utterly if struck in combat with this weapon. Spell resistance does not apply Dominate Person against the destruction effect. Divine Power Enchantment (Compulsion) [Mind- Evocation Affecting] Level: Clr 4, War 4 Divination Level: Brd 4, Sor/Wiz 5 Components: V, S, DF V, S Divination Components: Casting Time: 1 standard action Casting Time: 1 round Level: Clr 4, Knowledge 4 Range: Personal Range: Close (25 ft. + 5 ft./2 levels) Components: V, S, M Target: You Target: One humanoid Casting Time: 10 minutes Duration: 1 round/level Duration: One day/level Range: Personal SPELLS Saving Throw: Will negates Target: You Calling upon the divine power of your Spell Resistance: Yes Duration: Instantaneous CHAPTER 11: patron, you imbue yourself with strength

and skill in combat. Your base attack bonus You can control the actions of any hu- Similar to augury but more powerful, a becomes equal to your character level divination spell can provide you with a manoid creature through a telepathic link (which may give you additional attacks), useful piece of advice in reply to a question that you establish with the subject’s mind. concerning a specific goal, event, or you gain a +6 enhancement bonus to If you and the subject have a common activity that is to occur within one week. Strength, and you gain 1 temporary hit language, you can generally force the sub- The advice can be as simple as a short point per caster level. ject to perform as you desire, within the phrase, or it might take the form of a cryp- limits of its abilities. If no common lan- tic rhyme or omen. Dominate Animal guage exists, you can communicate only For example, suppose the question is Enchantment (Compulsion) [Mind- basic commands, such as “Come here,” “Go “Will we do well if we venture into the Affecting] there,” “Fight,” and “Stand still.” You know ruined temple of Erythnul?” The DM Level: Animal 3, Drd 3 what the subject is experiencing, but you knows that a terrible troll guarding 10,000 Components: V, S do not receive direct sensory input from it, gp and a +1 shield lurks near the entrance Casting Time: 1 round nor can it communicate with you but estimates that your party could beat Range: Close (25 ft. + 5 ft./2 levels) telepathically. the troll after a hard fight. Therefore the Target: One animal Once you have given a dominated crea- divination response might be: “Ready oil Duration: 1 round/level ture a command, it continues to attempt to and open flame light your way to wealth.” Saving Throw: Will negates carry out that command to the exclusion of In all cases, the DM controls what infor- Spell Resistance: Yes all other activities except those necessary mation you receive. If your party doesn’t for day-to-day survival (such as sleeping, act on the information, the conditions may You can enchant an animal and direct it eating, and so forth). Because of this change so that the information is no with simple commands such as “Attack,” limited range of activity, a Sense Motive longer useful. (For example, the troll could “Run,” and “Fetch.” Suicidal or self-de- check against DC 15 (rather than DC 25) move away and take the treasure with it.) structive commands (including an order to can determine that the subject’s behavior The base chance for a correct divination attack a creature two or more size cate- is being influenced by an enchantment is 70% + 1% per caster level, to a maximum gories larger than the dominated animal) effect (see the Sense Motive skill des- of 90%. The DM adjusts the chance if are simply ignored. cription, page 81). unusual circumstances require it (if, for Dominate animal establishes a mental Changing your instructions or giving a example, unusual precautions against link between you and the subject creature. divination spells have been taken). If the dominated creature a new command is the The animal can be directed by silent equivalent of redirecting a spell, so it is a dice roll fails, you know the spell failed, mental command as long as it remains in move action. unless specific magic yielding false infor- range. You need not see the creature to By concentrating fully on the spell (a mation is at work. control it. You do not receive direct sen- standard action), you can receive full As with augury, multiple divinations sory input from the creature, but you about the same topic by the same caster know what it is experiencing. Because you sensory input as interpreted by the mind use the same dice result as the first are directing the animal with your own of the subject, though it still can’t divination spell and yield the same answer intelligence, it may be able to undertake communicate with you. You can’t actually each time. actions normally beyond its own com- see through the subject’s eyes, so it’s not as Material Component: Incense and a sac- prehension. You need not concentrate good as being there yourself, but you still rificial offering appropriate to your reli- exclusively on controlling the creature get a good idea of what’s going on (the gion, together worth at least 25 gp. unless you are trying to direct it to do subject is walking through a smelly something it normally couldn’t do. courtyard, the subject is talking to a guard, Divine Favor Changing your instructions or giving a the guard looks suspicious, and so forth). Evocation dominated creature a new command is the Subjects resist this control, and any Level: Clr 1, Pal 1 equivalent of redirecting a spell, so it is a subject forced to take actions against its Components: V, S, DF move action. nature receives a new saving throw with a Casting Time: 1 standard action +2 bonus. Obviously self-destructive or- Range: Personal ders are not carried out. Once control is Target: You Dominate Monster Duration: 1 minute Enchantment (Compulsion) [Mind- established, the range at which it can be Affecting] exercised is unlimited, as long as you and Calling upon the strength and wisdom of a Level: Sor/Wiz 9 the subject are on the same plane. You deity, you gain a +1 luck bonus on attack Target: One creature need not see the subject to control it. 224

If you don’t spend at least 1 round con- Dream of the Charisma modifier. Sorcerers and centrating on the spell each day, the sub- Illusion (Phantasm) [Mind-Affecting] bards (and other spellcasters who rely on ject receives a new saving throw to throw Level: Brd 5, Sor/Wiz 5 Charisma) affected by this spell do not off the domination. Components: V, S gain any additional bonus spells for the Protection from evil or a similar spell can Casting Time: 1 minute increased Charisma, but the save DCs for prevent you from exercising control or spells they cast while under this spell’s using the telepathic link while the subject Range: Unlimited Target: One living creature touched effect do increase. is so warded, but such an effect neither Arcane Material Component: A few feath- prevents the establishment of domination Duration: See text Saving Throw: None ers or a pinch of droppings from an eagle. CHAPTER 11: nor dispels it. Spell Resistance: Yes Eagle’s Splendor, Mass SPELLS Doom You, or a messenger touched by you, sends Transmutation Necromancy [Fear, Mind-Affecting] Level: Brd 6, Clr 6, Sor/Wiz 6 Level: Clr 1 a phantasmal message to others in the Range: Close (25 ft. + 5 ft./2 levels) Components: V, S, DF form of a dream. At the beginning of the Casting Time: 1 standard action spell, you must name the recipient or Target: One creature/level, no two of Range: Medium (100 ft. + 10 ft./level) identify him or her by some title that which can be more than 30 ft. apart Target: One living creature leaves no doubt as to identity. The mes- Duration: 1 min./level senger then enters a trance, appears in the This spell functions like eagle’s splendor, Saving Throw: Will negates intended recipient’s dream, and delivers except that it affects multiple creatures. Spell Resistance: Yes the message. The message can be of any length, and the recipient remembers it Earthquake This spell fills a single subject with a feel- perfectly upon waking. The communi- Evocation [Earth] ing of horrible dread that causes it to cation is one-way. The recipient cannot ask Level: Clr 8, Destruction 8, Drd 8, Earth 7 become shaken. questions or offer information, nor can the Components: V, S, DF messenger gain any information by Casting Time: 1 standard action Drawmij’s Instant Summons observing the dreams of the recipient. Range: Long (400 ft. + 40 ft./level) Conjuration (Summoning) Once the message is delivered, the mes- Area: 80-ft.-radius spread (S) Level: Sor/Wiz 7 senger’s mind returns instantly to its body. Duration: 1 round Components: V, S, M The duration of the spell is the time Saving Throw: See text Casting Time: 1 standard action required for the messenger to enter the Spell Resistance: No Range: See text recipient’s dream and deliver the message. Target: One object weighing 10 lb. or If the recipient is awake when the spell When you cast earthquake, an intense but less whose longest dimension is 6 ft. begins, the messenger can choose to wake highly localized tremor rips the ground. or less up (ending the spell) or remain in the The shock knocks creatures down, col- Duration: Permanent until discharged trance. The messenger can remain in the lapses structures, opens cracks in the Saving Throw: None trance until the recipient goes to sleep, ground, and more. The effect lasts for 1 Spell Resistance: No then enter the recipient’s dream and de- round, during which time creatures on the liver the message as normal. A messenger ground can’t move or attack. A spellcaster You call some nonliving item from virtu- that is disturbed during the trance comes on the ground must make a Concentration ally any location directly to your hand. awake, ending the spell. check (DC 20 + spell level) or lose any spell First, you must place your arcane mark Creatures who don’t sleep (such as elves, he or she tries to cast. The earthquake (page 201) on the item. Then you cast this but not half-elves) or don’t dream cannot affects all terrain, vegetation, structures, spell, which magically and invisibly be contacted by this spell. and creatures in the area. The specific inscribes the name of the item on a sap- The messenger is unaware of its own effect of an earthquake spell depends on the phire worth at least 1,000 gp. Thereafter, nature of the terrain where it is cast. you can summon the item by speaking a surroundings or of the activities around it Cave, Cavern, or Tunnel: The spell col- special word (set by you when the spell is while in the trance. It is defenseless both lapses the roof, dealing 8d6 points of blud- cast) and crushing the gem. The item physically and mentally (always fails any appears instantly in your hand. Only you saving throw) while in the trance. geoning damage to any creature caught can use the gem in this way. under the cave-in (Reflex DC 15 half ) and If the item is in the possession of Eagle’s Splendor pinning that creature beneath the rubble (see below). An earthquake cast on the roof another creature, the spell does not work, Transmutation but you know who the possessor is and Level: Brd 2, Clr 2, Pal 2, Sor/Wiz 2 of a very large cavern could also endanger roughly where that creature is located Components: V, S, M/DF those outside the actual area but below the when the summons occurs. Casting Time: 1 standard action falling debris. The inscription on the gem is invisible. Range: Touch Cliffs: Earthquake causes a cliff to crum- It is also unreadable, except by means of a Target: Creature touched ble, creating a landslide that travels hori- read magic spell, to anyone but you. Duration: 1 min./level zontally as far as it fell vertically. An earth- The item can be summoned from an- Saving Throw: Will negates (harmless) quake cast at the top of a 100-foot cliff other plane, but only if no other creature Spell Resistance: Yes would sweep debris 100 feet outward from has ownership of it. the base of the cliff. Any creature in the Material Component: A sapphire worth at The transmuted creature becomes more path takes 8d6 points of bludgeoning least 1,000 gp. poised, articulate, and personally forceful. damage (Reflex DC 15 half ) and is pinned The spell grants a +4 enhancement bonus beneath the rubble (see below). to Charisma, adding the usual benefits to Open Ground: Each creature standing in Charisma-based skill checks and other uses the area must make a DC 15 Reflex save or 225

fall down. Fissures open in the earth, and The elementals obey you explicitly and Casting Time: 1 standard action every creature on the ground has a 25% never attack you, even if someone else Range: Close (25 ft. + 5 ft./2 levels) chance to fall into one (Reflex DC 20 to manages to gain control over them. You do Effect: Ray of negative energy avoid a fissure). At the end of the spell, all not need to concentrate to maintain Duration: Instantaneous fissures grind shut, killing any creatures control over the elementals. You can dis- Saving Throw: None still trapped within. miss them singly or in groups at any time. Spell Resistance: Yes Structure: Any structure standing on When you use a summoning spell to open ground takes 100 points of damage, summon an air, earth, fire, or water crea- You point your finger and utter the incan- enough to collapse a typical wooden or ture, it is a spell of that type. For example, tation, releasing a black ray of crackling masonry building, but not a structure built elemental swarm is a fire spell when you negative energy that suppresses the life cast it to summon fire elementals and a force of any living creature it strikes. You

of stone or reinforced masonry. Hardness does not reduce this damage, nor is it water spell when you use it to summon must make a ranged touch attack to hit. If halved as damage dealt to objects normally water elementals. the attack succeeds, the subject gains 1d4 is (See the Dungeon Master’s Guide for negative levels. SPELLS information on hit points for walls and the Endure Elements If the subject has at least as many nega- tive levels as HD, it dies. Each negative

CHAPTER 11: like.) Any creature caught inside a Abjuration collapsing structure takes 8d6 points of Level: Clr 1, Drd 1, Pal 1, Rgr 1, Sor/Wiz 1, level gives a creature a –1 penalty on attack bludgeoning damage (Reflex DC 15 half ) Sun 1 rolls, saving throws, skill checks, ability and is pinned beneath the rubble (see Components: V, S checks, and effective level (for deter- below). Casting Time: 1 standard action mining the power, duration, DC, and other River, Lake, or Marsh: Fissures open Range: Touch details of spells or special abilities). underneath the water, draining away the Target: Creature touched Additionally, a spellcaster loses one spell water from that area and forming muddy Duration: 24 hours or spell slot from his or her highest avail- ground. Soggy marsh or swampland Saving Throw: Will negates (harmless) able level. Negative levels stack. becomes quicksand for the duration of the Spell Resistance: Yes (harmless) Assuming the subject survives, it re- spell, sucking down creatures and gains lost levels after a number of hours structures. Each creature in the area must A creature protected by endure elements equal to your caster level (maximum 15 make a DC 15 Reflex save or sink down in suffers no harm from being in a hot or cold hours). Usually, negative levels have a the mud and quicksand. At the end of the environment. It can exist comfortably in chance of permanently draining the spell, the rest of the body of water rushes conditions between –50 and 140 degrees victim’s levels, but the negative levels from in to replace the drained water, possibly Fahrenheit without having to make enervation don’t last long enough to do so. drowning those caught in the mud. Fortitude saves (as described in the An undead creature struck by the ray Pinned beneath Rubble: Any creature Dungeon Master’s Guide). The creature’s pinned beneath rubble takes 1d6 points of gains 1d4×5 temporary hit points for 1 equipment is likewise protected. nonlethal damage per minute while hour. Endure elements doesn’t provide any pro- pinned. If a pinned character falls uncon- tection from fire or cold damage, nor does scious, he or she must make a DC 15 Enlarge Person it protect against other environmental Constitution check or take 1d6 points of Transmutation lethal damage each minute thereafter until hazards such as smoke, lack of air, and so Level: Sor/Wiz 1, Strength 1 freed or dead. forth. Components: V, S, M Casting Time: 1 round Elemental Swarm Energy Drain Range: Close (25 ft. + 5 ft./2 levels) Conjuration (Summoning) [see text] Necromancy Target: One humanoid creature Level: Air 9, Drd 9, Earth 9, Fire 9, Level: Clr 9, Sor/Wiz 9 Duration: 1 min./level (D) Water 9 Saving Throw: Fortitude partial; see text Saving Throw: Fortitude negates Components: V, S for enervation Spell Resistance: Yes Casting Time: 10 minutes Range: Medium (100 ft. + 10 ft./level) This spell functions like enervation, except This spell causes instant growth of a hu- Effect: Two or more summoned creatures, that the creature struck gains 2d4 negative manoid creature, doubling its height and no two of which can be more than 30 ft. levels, and the negative levels last longer. multiplying its weight by 8. This increase apart There is no saving throw to avoid gain- changes the creature’s size category to the Duration: 10 min./level (D) ing the negative levels, but 24 hours after next larger one. The target gains a +2 size Saving Throw: None gaining them, the subject must make a bonus to Strength, a –2 size penalty to Spell Resistance: No Fortitude saving throw (DC = energy drain Dexterity (to a minimum of 1), and a –1 spell’s save DC) for each negative level. If penalty on attack rolls and AC due to its This spell opens a portal to an Elemental the save succeeds, that negative level is increased size. Plane and summons elementals from it. A removed. If it fails, the negative level also A humanoid creature whose size in- druid can choose the plane (Air, Earth, goes away, but one of the subject’s charac- creases to Large has a space of 10 feet and a Fire, or Water); a cleric opens a portal to ter levels is permanently drained. natural reach of 10 feet. This spell does not the plane matching his domain. An undead creature struck by the ray change the target’s speed. When the spell is complete, 2d4 Large gains 2d4×5 temporary hit points for 1 If insufficient room is available for the elementals appear. Ten minutes later, 1d4 hour. desired growth, the creature attains the Huge elementals appear. Ten minutes after maximum possible size and may make a that, one greater elemental appears. Each Enervation Strength check (using its increased elemental has maximum hit points per Necromancy Strength) to burst any enclosures in the HD. Once these creatures appear, they Level: Sor/Wiz 4 process. If it fails, it is constrained without serve you for the duration of the spell. Components: V, S harm by the materials enclosing it—the 226

spell cannot be used to crush a creature by only half speed through the area. Each diately unfriendly toward you. Each crea- increasing its size. round on your turn, the plants once again ture with 4 or more HD or with a Wisdom All equipment worn or carried by a attempt to entangle all creatures that have score of 16 or higher becomes hostile. creature is similarly enlarged by the spell. avoided or escaped entanglement. Melee and projectile weapons affected by Note: The DM may alter the effects of Entropic Shield this spell deal more damage (see Table 2–2 the spell somewhat, based on the nature of Abjuration in the Dungeon Master’s Guide). Other mag- the entangling plants. Level: Clr 1, Luck 1 ical properties are not affected by this Components: V, S spell. Any enlarged item that leaves an Casting Time: 1 standard action Enthrall CHAPTER 11: enlarged creature’s possession (including a Enchantment (Charm) [Language Range: Personal projectile or thrown weapon) instantly Dependent, Mind-Affecting, Sonic] Target: You SPELLS returns to its normal size. This means that Level: Brd 2, Clr 2 Duration: 1 min./level (D) thrown weapons deal their normal Components: V, S damage, and projectiles deal damage based Casting Time: 1 round A magical field appears around you, glow-

on the size of the weapon that fired them. Range: Medium (100 ft. + 10 ft./level) ing with a chaotic blast of multicolored Magical properties of enlarged items are not Targets: Any number of creatures hues. This field deflects incoming arrows, increased by this spell—an enlarged +1 Duration: 1 hour or less rays, and other ranged attacks. Each ranged sword still has only a +1 enhancement Saving Throw: Will negates; see text attack directed at you for which the bonus, a staff-sized wand is still only Spell Resistance: Yes attacker must make an attack roll (in- capable of its normal functions, a giant- cluding arrows, magic arrows, Melf’s acid sized potion merely requires a greater fluid If you have the attention of a group of arrow, ray of enfeeblement, and so forth) has a intake to make its magical effects operate, creatures, you can use this spell to hold 20% miss chance (similar to the effects of and so on. them spellbound. To cast the spell, you concealment). Other attacks that simply Multiple magical effects that increase must speak or sing without interruption work at a distance, such as a dragon’s size do not stack, which means (among for 1 full round. Thereafter, those affected breath weapon, are not affected. other things) that you can’t use a second give you their undivided attention, ignor- casting of this spell to further increase the ing their surroundings. They are consid- Erase size of a humanoid that’s still under the ered to have an attitude of friendly while Transmutation effect of the first casting. under the effect of the spell (see the Dun- Level: Brd 1, Sor/Wiz 1 Enlarge person counters and dispels geon Master’s Guide for information about Components: V, S reduce person. NPC attitudes). Any potentially affected Casting Time: 1 standard action Enlarge person can be made permanent creature of a race or religion unfriendly to Range: Close (25 ft. + 5 ft./2 levels) with a permanency spell. yours gets a +4 bonus on the saving throw. Target: One scroll or two pages Material Component: A pinch of pow- Duration: Instantaneous A creature with 4 or more HD or with a dered iron. Saving Throw: See text Wisdom score of 16 or higher remains Spell Resistance: No aware of its surroundings and has an atti- Enlarge Person, Mass tude of indifferent. It gains a new saving Erase removes writings of either magical or Transmutation throw if it witnesses actions that it mundane nature from a scroll or from one Level: Sor/Wiz 4 opposes. or two pages of paper, parchment, or Target: One humanoid creature/level, no The effect lasts as long as you speak or similar surfaces. With this spell, you can two of which can be more than 30 ft. sing, to a maximum of 1 hour. Those remove explosive runes, a glyph of warding, a apart enthralled by your words take no action sepia snake sigil, or an arcane mark, but not while you speak or sing and for 1d3 rounds illusory script or a symbol spell. Nonmagical This spell functions like enlarge person, thereafter while they discuss the topic or writing is automatically erased if you touch except that it affects multiple creatures. performance. Those entering the area it and no one else is holding it. Otherwise,

during the performance must also the chance of erasing nonmagical writing Entangle successfully save or become enthralled. The is 90%. Transmutation speech ends (but the 1d3-round delay still Magic writing must be touched to be Level: Drd 1, Plant 1, Rgr 1 applies) if you lose concentration or do erased, and you also must succeed on a Components: V, S, DF anything other than speak or sing. caster level check (1d20 + caster level) 1 standard action against DC 15. (A natural 1 or 2 is always a Casting Time: If those not enthralled have unfriendly Range: Long (400 ft. + 40 ft./level) failure on this check.) If you fail to erase or hostile attitudes toward you, they can Area: Plants in a 40-ft.-radius spread explosive runes, a glyph of warding, or a sepia collectively make a Charisma check to try Duration: 1 min./level (D) snake sigil, you accidentally activate that to end the spell by jeering and heckling. Saving Throw: Reflex partial; see text writing instead. Spell Resistance: No For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma Ethereal Jaunt Grasses, weeds, bushes, and even trees Transmutation checks to assist (as described in Aid wrap, twist, and entwine about creatures in Level: Clr 7, Sor/Wiz 7 the area or those that enter the area, Another, page 65). The heckling ends the Components: V, S holding them fast and causing them to spell if this check result beats your Casting Time: 1 standard action become entangled. The creature can break Charisma check result. Only one such Range: Personal free and move half its normal speed by challenge is allowed per use of the spell. Target: You using a full-round action to make a DC 20 If any member of the audience is at- Duration: 1 round/level (D) Strength check or a DC 20 Escape Artist tacked or subjected to some other overtly check. A creature that succeeds on a Reflex hostile act, the spell ends and the previ- You become ethereal, along with your save is not entangled but can still move at ously enthralled members become imme- equipment. For the duration of the spell, 227

you are in a place called the Ethereal Plane, members seem to spring forth from the read, dealing 6d6 points of force damage. which overlaps the normal, physical, earth, floor, or whatever surface is Anyone next to the runes (close enough to Material Plane. When the spell expires, underfoot—including water. They grasp read them) takes the full damage with no you return to material existence. and entwine around creatures that enter saving throw; any other creature within 10 An ethereal creature is invisible, insub- the area, holding them fast and crushing feet of the runes is entitled to a Reflex save stantial, and capable of moving in any them with great strength. for half damage. The object on which the direction, even up or down, albeit at half Every creature within the area of the runes were written also takes full damage normal speed. As an insubstantial creature, spell must make a grapple check, opposed (no saving throw). you can move through solid objects, by the grapple check of the tentacles. Treat You and any characters you specifically including living creatures. An ethereal the tentacles attacking a particular target as instruct can read the protected writing creature can see and hear on the Material without triggering the runes. Likewise, you a Large creature with a base attack bonus Plane, but everything looks gray and equal to your caster level and a Strength can remove the runes whenever desired. ephemeral. Sight and hearing onto the score of 19. Thus, its grapple check modi- Another creature can remove them with a Material Plane are limited to 60 feet. Force successful dispel magic or erase spell, but

SPELLS fier is equal to your caster level +8. The ten- effects (such as magic missile and wall of attempting to dispel or erase the runes and force) and abjurations affect an ethereal tacles are immune to all types of damage.

CHAPTER 11: failing to do so triggers the explosion. creature normally. Their effects extend Once the tentacles grapple an opponent, they may make a grapple check each round Note: Magic traps such as explosive runes onto the Ethereal Plane from the Material are hard to detect and disable. A rogue Plane, but not vice versa. An ethereal on your turn to deal 1d6+4 points of (only) can use the Search skill to find the creature can’t attack material creatures, and bludgeoning damage. The tentacles runes and Disable Device to thwart them. spells you cast while ethereal affect only continue to crush the opponent until the other ethereal things. Certain material spell ends or the opponent escapes. The DC in each case is 25 + spell level, or creatures or objects have attacks or effects Any creature that enters the area of the 28 for explosive runes. that work on the Ethereal Plane (such as a spell is immediately attacked by the ten- basilisk’s gaze attack). Treat other ethereal tacles. Even creatures who aren’t grappling Eyebite creatures and ethereal objects as if they with the tentacles may move through the Necromancy [Evil] were material. area at only half normal speed. Level: Brd 6, Sor/Wiz 6 If you end the spell and become mate- Material Component: A piece of tentacle Components: V, S rial while inside a material object (such as a from a giant octopus or a giant squid. Casting Time: 1 standard action solid wall), you are shunted off to the Range: Close (25 ft. + 5 ft./2 levels) nearest open space and take 1d6 points of Expeditious Retreat Target: One living creature damage per 5 feet that you so travel. Duration: 1 round per three levels; see Transmutation text Level: Brd 1, Sor/Wiz 1 Saving Throw: Fortitude negates Etherealness Components: V, S Spell Resistance: Yes Transmutation Casting Time: 1 standard action

Level: Clr 9, Sor/Wiz 9 Range: Personal Each round, you may target a single living Range: Touch; see text Target: You creature, striking it with waves of evil Targets: You and one other touched Duration: 1 min./level (D) creature per three levels power. Depending on the target’s HD, this Duration: 1 min./level (D) This spell increases your base land speed attack has as many as three effects. Spell Resistance: Yes by 30 feet. (This adjustment is treated as an enhancement bonus.) There is no effect on HD Effect 10 or more Sickened This spell functions like ethereal jaunt, other modes of movement, such as burrow, 5–9 Panicked, sickened except that you and other willing creatures climb, fly, or swim. As with any effect that joined by linked hands (along with their 4 or less Comatose, panicked, increases your speed, this spell affects your sickened equipment) become ethereal. Besides jumping distance (see the Jump skill, page yourself, you can bring one creature per 77). The effects are cumulative and concurrent. three caster levels to the Ethereal Plane. This spell need not be used as part of a Once ethereal, the subjects need not stay Sickened: Sudden pain and fever sweeps retreat; the name of the spell merely hints over the subject’s body. A sickened crea- together. at the typical wizard’s attitude towards When the spell expires, all affected ture takes a –2 penalty on attack rolls, combat. weapon damage rolls, saving throws, skill creatures on the Ethereal Plane return to material existence. checks, and ability checks. A creature Explosive Runes affected by this spell remains sickened for Abjuration [Force] 10 minutes per caster level. The effects Evard’s Black Tentacles Level: Sor/Wiz 3 cannot be negated by a remove disease or Conjuration (Creation) Components: V, S heal spell, but a remove curse is effective. Level: Sor/Wiz 4 Casting Time: 1 standard action Panicked: The subject becomes panicked Components: V, S, M Range: Touch for 1d4 rounds. Even after the panic ends, Casting Time: 1 standard action Target: One touched object weighing no the creature remains shaken for 10 Range: Medium (100 ft. + 10 ft./level) more than 10 lb. minutes per caster level, and it automati- Area: 20-ft.-radius spread Duration: Permanent until discharged (D) cally becomes panicked again if it comes Duration: 1 round/level (D) Saving Throw: See text Saving Throw: None within sight of you during that time. This Spell Resistance: Yes is a fear effect. Spell Resistance: No Comatose: The subject falls into a cata- You trace these mystic runes upon a book, This spell conjures a field of rubbery black map, scroll, or similar object bearing writ- tonic coma for 10 minutes per caster level. tentacles, each 10 feet long. These waving ten information. The runes detonate when During this time, it cannot be awakened by 228

any means short of dispelling the effect. casting. The faerie fire does not cause any tures.) If the Will save succeeds, the crea- This is not a sleep effect, and thus elves are harm to the objects or creatures thus ture is shaken for 1 round. not immune to it. outlined. Material Component: Either the heart of a The spell lasts for 1 round per three hen or a white feather. caster levels. You must spend a move False Life action each round after the first to target a Necromancy Feather Fall foe. Level: Sor/Wiz 2 Transmutation Components: V, S, M Level: Brd 1, Sor/Wiz 1 Components: V

Fabricate Casting Time: 1 standard action CHAPTER 11: Transmutation Range: Personal Casting Time: 1 free action

Level: Sor/Wiz 5 Target: You Range: Close (25 ft. + 5 ft./2 levels) SPELLS Components: V, S, M Duration: 1 hour/level or until Targets: One Medium or smaller free- Casting Time: See text discharged; see text falling object or creature/level, no two of which may be more than 20 ft. apart

Range: Close (25 ft. + 5 ft./2 levels) Target: Up to 10 cu. ft./level; see text You harness the power of unlife to grant Duration: Until landing or 1 round/level Duration: Instantaneous yourself a limited ability to avoid death. Saving Throw: Will negates (harmless) or Saving Throw: None While this spell is in effect, you gain tem- Will negates (object) Spell Resistance: No porary hit points equal to 1d10 +1 per Spell Resistance: Yes (object) caster level (maximum +10). You convert material of one sort into a Material Component: A small amount of The affected creatures or objects fall product that is of the same material. Thus, alcohol or distilled spirits, which you use slowly, though faster than feathers typi- you can fabricate a wooden bridge from a to trace certain sigils on your body during cally do. Feather fall instantly changes the clump of tress, a rope from a patch of casting. These sigils cannot be seen once rate at which the targets fall to a mere 60 hemp, clothes from flax or wool, and so the alcohol or spirits evaporate. feet per round (equivalent to the end of a forth. Creatures or magic items cannot be fall from a few feet), and the subjects take created or transmuted by the fabricate spell. no damage upon landing while the spell is False Vision in effect. However, when the spell dura- The quality of items made by this spell is Illusion (Glamer) tion expires, a normal rate of falling resu- commensurate with the quality of material Level: Brd 5, Sor/Wiz 5, Trickery 5 mes. used as the basis for the new fabrication. If Components: V, S, M The spell affects one or more Medium you work with a mineral, the target is Casting Time: 1 standard action or smaller creatures (including gear and reduced to 1 cubic foot per level instead of Range: Touch 10 cubic feet. carried objects up to each creature’s maxi- Area: 40-ft.-radius emanation mum load) or objects, or the equivalent in You must make an appropriate Craft Duration: 1 hour/level (D) check to fabricate articles requiring a high larger creatures: A Large creature or object Saving Throw: None counts as two Medium creatures or degree of craftsmanship (jewelry, swords, Spell Resistance: No glass, crystal, and the like). objects, a Huge creature or object counts as two Large creatures or objects, and so Casting requires 1 round per 10 cubic Any divination (scrying) spell used to view feet (or 1 cubic foot) of material to be forth. anything within the area of this spell You can cast this spell with an instant affected by the spell. instead receives a false image (as the major Material Component: The original mate- utterance, quickly enough to save yourself image spell), as defined by you at the time if you unexpectedly fall. Casting the spell rial, which costs the same amount as the of casting. As long as the duration lasts, raw materials required to craft the item to is a free action, like casting a quickened you can concentrate to change the image spell, and it counts toward the normal be created. as desired. While you aren’t concentrating, limit of one quickened spell per round. the image remains static. You may even cast this spell when it isn’t Faerie Fire Arcane Material Component: The ground your turn. Evocation [Light] dust of a piece of jade worth at least 250 gp, This spell has no special effect on Level: Drd 1 which is sprinkled into the air when the ranged weapons unless they are falling Components: V, S, DF spell is cast. quite a distance. If the spell is cast on a Casting Time: 1 standard action falling item, such as a boulder dropped Range: Long (400 ft. + 40 ft./level) Fear from the top of a castle wall, the object Area: Creatures and objects within a 5-ft.- does half normal damage based on its radius burst Necromancy [Fear, Mind-Affecting] weight, with no bonus for the height of the Duration: 1 min./level (D) Level: Brd 3, Sor/Wiz 4 drop. (See the Dungeon Master’s Guide for Saving Throw: None Components: V, S, M Spell Resistance: Yes Casting Time: 1 standard action information on falling objects.) Range: 30 ft. Feather fall works only upon free-falling A pale glow surrounds and outlines the Area: Cone-shaped burst objects. It does not affect a sword blow or a subjects. Outlined subjects shed light as Duration: 1 round/level or 1 round; see charging or flying creature. candles. Outlined creatures do not benefit text from the concealment normally provided Saving Throw: Will partial Feeblemind by darkness (though a 2nd-level or higher Spell Resistance: Yes Enchantment (Compulsion) [Mind- magical darkness effect functions nor- Affecting] mally), blur, displacement, invisibility, or An invisible cone of terror causes each Level: Sor/Wiz 5 similar effects. The light is too dim to have living creature in the area to become pan- Components: V, S, M any special effect on undead or dark- icked unless it succeeds on a Will save. If Casting Time: 1 standard action dwelling creatures vulnerable to light. The cornered, a panicked creature begins cow- Range: Medium (100 ft. + 10 ft./level) faerie fire can be blue, green, or violet, ering. (See the Dungeon Master’s Guide for Target: One creature according to your choice at the time of more information on fear-panicked crea- Duration: Instantaneous 229

Saving Throw: Will negates; see text Find Traps one 11d6 and three 3d6 missiles, or any Spell Resistance: Yes Divination other combination totalling up to four Level: Clr 2 acorns and 20d6 points of damage. If the target creature fails a Will saving Components: V, S Each acorn explodes upon striking any throw, its Intelligence and Charisma Casting Time: 1 standard action hard surface. In addition to its regular fire scores each drop to 1, giving it roughly the Range: Personal damage, it deals 1 point of splash damage intellect of a lizard. The affected creature is Target: You per die, and it ignites any combustible unable to use Intelligence- or Charisma- Duration: 1 min./level materials within 10 feet. A creature within based skills, cast spells, understand this area that makes a successful Reflex language, or communicate coherently. You gain intuitive insight into the work- saving throw takes only half damage; a Still, it knows who its friends are and can creature struck directly is not allowed a

ings of traps. You can use the Search skill follow them and even protect them. The to detect traps just as a rogue can. In addi- saving throw. subject remains in this state until a heal, tion, you gain an insight bonus equal to Holly Berry Bombs: You turn as many as limited wish, miracle, or wish spell is used to one-half your caster level (maximum +10) eight holly berries into special bombs. The SPELLS cancel the effect of the feeblemind. A on Search checks made to find traps while holly berries are usually placed by hand, creature that can cast arcane spells, such as since they are too light to make effective CHAPTER 11: the spell is in effect. a sorcerer or a wizard, takes a –4 penalty on Note that find traps grants no ability to thrown weapons (they can be tossed only 5 its saving throw. disable the traps that you may find. feet). If you are within 200 feet and speak a Material Component: A handful of clay, word of command, each berry instantly crystal, glass, or mineral spheres. bursts into flame, causing 1d8 points of Finger of Death Necromancy [Death] fire damage +1 point per caster level to Find the Path Level: Drd 8, Sor/Wiz 7 every creature in a 5-foot-radius burst and Divination Components: V, S igniting any combustible materials within Level: Brd 6, Clr 6, Drd 6, Knowledge 6, Casting Time: 1 standard action 5 feet. A creature in the area that makes a Travel 6 Range: Close (25 ft. + 5 ft./2 levels) successful Reflex saving throw takes only Components: V, S, F Target: One living creature half damage. Casting Time: 3 rounds Duration: Instantaneous Material Component: The acorns or holly Range: Personal or touch Saving Throw: Fortitude partial berries. Target: You or creature touched Spell Resistance: Yes Duration: 10 min./level Fire Shield Saving Throw: None or Will negates You can slay any one living creature within (harmless) Evocation [Fire or Cold] range. The target is entitled to a Fortitude Level: Fire 5, Sor/Wiz 4, Sun 4 Spell Resistance: No or Yes (harmless) saving throw to survive the attack. If the Components: V, S, M/DF save is successful, the creature instead Casting Time: 1 standard action The recipient of this spell can find the takes 3d6 points of damage +1 point per shortest, most direct physical route to a Range: Personal caster level (maximum +25). The subject Target: You specified destination, be it the way into or might die from damage even if it succeeds out of a locale. The locale can be outdoors, Duration: 1 round/level (D) on its saving throw. underground, or even inside a maze spell. Find the path works with respect to lo- This spell wreathes you in flame and cations, not objects or creatures at a locale. Fire Seeds causes damage to each creature that attacks Thus, the subject could not find the way to Conjuration (Creation) [Fire] you in melee. The flames also protect you “a forest where a green dragon lives” or “a Level: Drd 6, Fire 6, Sun 6 from either cold-based or fire-based attacks hoard of platinum pieces,” but it could find Components: V, S, M (your choice). the exit to a labyrinth. The location must Casting Time: 1 standard action Any creature striking you with its body be on the same plane as you are at the time Range: Touch or a handheld weapon deals normal of casting. Targets: Up to four touched acorns or up damage, but at the same time the attacker The spell enables the subject to sense to eight touched holly berries takes 1d6 points of damage +1 point per the correct direction that will eventually Duration: 10 min./level or until used caster level (maximum +15). This damage lead it to its destination, indicating at ap- Saving Throw: None or Reflex half; see is either cold damage (if the shield protects text propriate times the exact path to follow or against fire-based attacks) or fire damage (if Spell Resistance: No physical actions to take. For example, the the shield protects against cold-based

spell enables the subject to sense trip wires Depending on the version of fire seeds you attacks). If the attacker has spell resistance, or the proper word to bypass a glyph of choose, you turn acorns into splash it applies to this effect. Creatures wielding warding. The spell ends when the desti- weapons that you or another character can weapons with exceptional reach are not nation is reached or the duration expires, throw, or you turn holly berries into subject to this damage if they attack you. whichever comes first. Find the path can be bombs that you can detonate on command. When casting this spell, you appear to used to remove the subject and its com- Acorn Grenades: As many as four acorns immolate yourself, but the flames are thin panions from the effect of a maze spell in a turn into special splash weapons that can and wispy, giving off light equal to only single round. be hurled as far as 100 feet. A ranged touch half the illumination of a normal torch (10 This divination is keyed to the recipient, attack roll is required to strike the feet). The color of the flames is determined not its companions, and its effect does not intended target. Together, the acorns are randomly (50% chance of either color)— predict or allow for the actions of creatures capable of dealing 1d6 points of fire blue or green if the chill shield is cast, violet (including guardians). damage per caster level (maximum 20d6), or blue if the warm shield is employed. The Focus: A set of divination counters of the divided up among the acorns as you wish. special powers of each version are as sort you favor—bones, ivory counters, For example, a 20th-level druid could follows. sticks, carved runes, or the like. create one 20d6 missile, two 10d6 missiles, 230

Warm Shield: The flames are warm to the Underwater, this ward deals half dam- Casting Time: 1 standard action touch. You take only half damage from age and creates a large cloud of steam. Range: Close (25 ft. + 5 ft./2 levels) cold-based attacks. If such an attack allows You can use the fire trapped object with- Target: Fifty projectiles, all of which must a Reflex save for half damage, you take no out discharging it, as can any individual to be in contact with each other at the time damage on a successful save. whom the object was specifically attuned of casting Chill Shield: The flames are cool to the when cast. Attuning a fire trapped object to Duration: 10 min./level touch. You take only half damage from an individual usually involves setting a Saving Throw: None fire-based attacks. If such an attack allows a password that you can share with friends. Spell Resistance: No Reflex save for half damage, you take no Note: Magic traps such as fire trap are

CHAPTER 11: damage on a successful save. hard to detect and disable. A rogue (only) You turn ammunition (such as arrows, Arcane Material Component: A bit of can use the Search skill to find a fire trap bolts, shuriken, and stones) into fiery pro- SPELLS phosphorus for the warm shield; a live fire- and Disable Device to thwart it. The DC in jectiles. Each piece of ammunition deals an fly or glowworm or the tail portions of four each case is 25 + spell level (DC 27 for a dead ones for the chill shield. druid’s fire trap or DC 29 for the arcane extra 1d6 points of fire damage to any version). target it hits. A flaming projectile can easily ignite a flammable object or struc- Fire Storm Material Component: A half-pound of gold dust (cost 25 gp) sprinkled on the ture, but it won’t ignite a creature it strikes. Evocation [Fire] Material Component: A drop of oil and a Level: Clr 8, Drd 7, Fire 7 warded object. small piece of flint. Components: V, S

Casting Time: 1 round Fireball Range: Medium (100 ft. + 10 ft./level) Evocation [Fire] Flame Blade Area: Two 10-ft. cubes per level (S) Level: Sor/Wiz 3 Evocation [Fire] Duration: Instantaneous Components: V, S, M Level: Drd 2 Saving Throw: Reflex half Casting Time: 1 standard action Components: V, S, DF Spell Resistance: Yes Range: Long (400 ft. + 40 ft./level) Casting Time: 1 standard action Area: 20-ft.-radius spread Range: 0 ft. When a fire storm spell is cast, the whole Duration: Instantaneous Effect: Sword-like beam area is shot through with sheets of roaring Saving Throw: Reflex half Duration: 1 min./level (D) flame. The raging flames do not harm nat- Spell Resistance: Yes Saving Throw: None ural vegetation, ground cover, and any Spell Resistance: Yes plant creatures in the area that you wish to A fireball spell is an explosion of flame that exclude from damage. Any other creature detonates with a low roar and deals 1d6 A 3-foot-long, blazing beam of red-hot fire within the area takes 1d6 points of fire points of fire damage per caster level springs forth from your hand. You wield damage per caster level (maximum 20d6). (maximum 10d6) to every creature within this bladelike beam as if it were a scimitar. the area. Unattended objects also take this Attacks with the flame blade are melee Fire Trap damage. The explosion creates almost no touch attacks. The blade deals 1d8 points Abjuration [Fire] pressure. of fire damage +1 point per two caster Level: Drd 2, Sor/Wiz 4 You point your finger and determine levels (maximum +10). Since the blade is Components: V, S, M the range (distance and height) at which immaterial, your Strength modifier does Casting Time: 10 minutes the fireball is to burst. A glowing, pea-sized not apply to the damage. A flame blade can Range: Touch bead streaks from the pointing digit and, ignite combustible materials such as Target: Object touched unless it impacts upon a material body or parchment, straw, dry sticks, and cloth. Duration: Permanent until discharged solid barrier prior to attaining the The spell does not function underwater. (D) prescribed range, blossoms into the fireball at that point. (An early impact results in an Saving Throw: Reflex half; see text Flame Strike Spell Resistance: Yes early detonation.) If you attempt to send the bead through a narrow passage, such as Evocation [Fire] Level: Clr 5, Drd 4, Sun 5, War 5 Fire trap creates a fiery explosion when an through an arrow slit, you must “hit” the opening with a ranged touch attack, or else Components: V, S, DF intruder opens the item that the trap pro- the bead strikes the barrier and detonates Casting Time: 1 standard action tects. A fire trap can ward any object that prematurely. Range: Medium (100 ft. + 10 ft./level) can be opened and closed (book, box, The fireball sets fire to combustibles and Area: Cylinder (10-ft. radius, 40 ft. high) bottle, chest, coffer, coffin, door, drawer, damages objects in the area. It can melt Duration: Instantaneous and so forth). metals with low melting points, such as Saving Throw: Reflex half When casting fire trap, you select a point lead, gold, copper, silver, and bronze. If the Spell Resistance: Yes on the object as the spell’s center. When damage caused to an interposing barrier someone other than you opens the object, shatters or breaks through it, the fireball A flame strike produces a vertical column of a fiery explosion fills the area within a 5- may continue beyond the barrier if the divine fire roaring downward. The spell foot radius around the spell’s center. The area permits; otherwise it stops at the deals 1d6 points of damage per caster level flames deal 1d4 points of fire damage +1 barrier just as any other spell effect does. (maximum 15d6). Half the damage is fire point per caster level (maximum +20). The Material Component: A tiny ball of bat damage, but the other half results directly item protected by the trap is not harmed guano and sulfur. from divine power and is therefore not by this explosion. subject to being reduced by resistance to A fire trapped item cannot have a second fire-based attacks, such as that granted by closure or warding spell placed on it. Flame Arrow protection from energy (fire), fire shield (chill A knock spell does not bypass a fire trap. Transmutation [Fire] An unsuccessful dispel magic spell does not Level: Sor/Wiz 3 shield), and similar magic. detonate the spell. Components: V, S, M 231

Flaming Sphere Duration: Instantaneous A bank of fog billows out from the point Evocation [Fire] Saving Throw: Fortitude negates you designate. The fog obscures all sight, Level: Drd 2, Sor/Wiz 2 Spell Resistance: Yes including darkvision, beyond 5 feet. A Components: V, S, M/DF creature within 5 feet has concealment Casting Time: 1 standard action The subject, along with all its carried gear, (attacks have a 20% miss chance). Creatures Range: Medium (100 ft. + 10 ft./level) turns into a mindless, inert statue. If the farther away have total concealment (50% Effect: 5-ft.-diameter sphere statue resulting from this spell is broken or miss chance, and the attacker can’t use Duration: 1 round/level damaged, the subject (if ever returned to sight to locate the target). Saving Throw: Reflex negates its original state) has similar damage or A moderate wind (11+ mph) disperses Spell Resistance: Yes deformities. The creature is not dead, but it the fog in 4 rounds; a strong wind (21+ does not seem to be alive either when mph) disperses the fog in 1 round. viewed with spells such as deathwatch. A burning globe of fire rolls in whichever The spell does not function underwater. Only creatures made of flesh are affected direction you point and burns those it by this spell.

SPELLS strikes. It moves 30 feet per round. As part Material Component: Lime, water, and Forbiddance of this movement, it can ascend or jump earth. Abjuration CHAPTER 11: up to 30 feet to strike a target. If it enters a Level: Clr 6 space with a creature, it stops moving for Components: V, S, M, DF the round and deals 2d6 points of fire Fly Transmutation Casting Time: 6 rounds damage to that creature, though a suc- Range: Medium (100 ft. + 10 ft./level) cessful Reflex save negates that damage. A Level: Sor/Wiz 3, Travel 3 Components: V, S, F/DF Area: 60-ft. cube/level (S) flaming sphere rolls over barriers less than 4 Casting Time: 1 standard action Duration: Permanent feet tall, such as furniture and low walls. It Range: Touch Saving Throw: See text ignites flammable substances it touches Target: Creature touched Spell Resistance: Yes and illuminates the same area as a torch Duration: 1 min./level would. Saving Throw: Will negates (harmless) Forbiddance seals an area against all planar The sphere moves as long as you actively Spell Resistance: Yes (harmless) travel into or within it. This includes all direct it (a move action for you); otherwise, teleportation spells (such as dimension door it merely stays at rest and burns. It can be The subject can fly at a speed of 60 feet (or and teleport), plane shifting, astral travel, extinguished by any means that would put 40 feet if it wears medium or heavy armor, ethereal travel, and all summoning spells. out a normal fire of its size. The surface of or if it carries a medium or heavy load). It Such effects simply fail automatically. the sphere has a spongy, yielding con- can ascend at half speed and descend at In addition, it damages entering crea- sistency and so does not cause damage double speed, and its maneuverability is tures whose alignments are different from except by its flame. It cannot push aside good. Using a fly spell requires only as yours. The effect on those attempting to unwilling creatures or batter down large much concentration as walking, so the enter the warded area is based on their subject can attack or cast spells normally. obstacles. A flaming sphere winks out if it alignment relative to yours (see below). A The subject of a fly spell can charge but not exceeds the spell’s range. creature inside the area when the spell is run, and it cannot carry aloft more weight Arcane Material Component: A bit of tal- cast takes no damage unless it exits the low, a pinch of brimstone, and a dusting of than its maximum load, plus any armor it wears. area and attempts to reenter, at which time powdered iron. it is affected as normal. Should the spell duration expire while the subject is still aloft, the magic fails Alignments identical: No effect. The crea- Flare slowly. The subject floats downward 60 ture may enter the area freely (although Evocation [Light] feet per round for 1d6 rounds. If it reaches not by planar travel). Level: Brd 0, Drd 0, Sor/Wiz 0 the ground in that amount of time, it lands Alignments different with respect to either Components: V law/chaos or good/evil: The creature takes Casting Time: 1 standard action safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 6d6 points of damage. A successful Will Range: Close (25 ft. + 5 ft./2 levels) save halves the damage, and spell resist- Effect: Burst of light 10 feet of fall. Since dispelling a spell effectively ends it, the subject also ance applies. Duration: Instantaneous Alignments different with respect to both Saving Throw: Fortitude negates descends in this way if the fly spell is dis- pelled, but not if it is negated by an law/chaos and good/evil: The creature takes Spell Resistance: Yes 12d6 points of damage. A successful Will antimagic field. save halves the damage, and spell resist- This cantrip creates a burst of light. If you Arcane Focus: A wing feather from any ance applies. cause the light to burst directly in front of bird. a single creature, that creature is dazzled At your option, the abjuration can include a password, in which case crea- for 1 minute unless it makes a successful Fog Cloud Fortitude save. Sightless creatures, as well tures of alignments different from yours Conjuration (Creation) can avoid the damage by speaking the as creatures already dazzled, are not Level: Drd 2, Sor/Wiz 2, Water 2 password as they enter the area. You must affected by flare. Components: V, S select this option (and the password) at the Casting Time: 1 standard action time of casting. Flesh to Stone Range: Medium (100 ft. + 10 ft. level) Transmutation Effect: Fog spreads in 20-ft. radius, 20 ft. Dispel magic does not dispel a forbiddance Level: Sor/Wiz 6 high effect unless the dispeller’s level is at least Components: V, S, M Duration: 10 min./level as high as your caster level. Casting Time: 1 standard action Saving Throw: None You can’t have multiple overlapping for- Range: Medium (100 ft. + 10 ft./level) Spell Resistance: No biddance effects. In such a case, the more Target: One creature 232

recent effect stops at the boundary of the Duration: 10 min./level Fox’s Cunning, Mass older effect. Saving Throw: None or Will negates Transmutation Material Component: A sprinkling of holy (harmless) Level: Brd 6, Sor/Wiz 6 water and rare incenses worth at least Spell Resistance: No or Yes (harmless) Range: Close (25 ft. + 5 ft./2 levels) 1,500 gp, plus 1,500 gp per 60-foot cube. If Target: One creature/level, no two of a password is desired, this requires the This spell grants you a powerful sixth which can be more than 30 ft. apart burning of additional rare incenses worth sense in relation to yourself or another. at least 1,000 gp, plus 1,000 gp per 60-foot Once foresight is cast, you receive instan- This spell functions like fox’s cunning, cube. taneous warnings of impending danger or

except that it affects multiple creatures. CHAPTER 11: harm to the subject of the spell. Thus, if you are the subject of the spell, you would Forcecage SPELLS be warned in advance if a rogue were about Freedom Evocation [Force] Abjuration Level: Sor/Wiz 7 to attempt a sneak attack on you, or if a creature were about to leap out from a Level: Sor/Wiz 9

Components: V, S, M hiding place, or if an attacker were Components: V, S Casting Time: 1 standard action Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) specifically targeting you with a spell or ranged weapon. You are never surprised or Range: Close (25 ft. + 5 ft./2 levels) or see Area: Barred cage (20-ft. cube) or text windowless cell (10-ft. cube) flat-footed. In addition, the spell gives you a general idea of what action you might Target: One creature Duration: 2 hours/level (D) take to best protect yourself—duck, jump Duration: Instantaneous Saving Throw: None right, close your eyes, and so on—and Saving Throw: Will negates (harmless) Spell Resistance: No gives you a +2 insight bonus to AC and Spell Resistance: Yes

Reflex saves. This insight bonus is lost This powerful spell brings into being an whenever you would lose a Dexterity The subject is freed from spells and effects immobile, invisible cubical prison com- bonus to AC. that restrict its movement, including posed of either bars of force or solid walls When another creature is the subject of binding, entangle, grappling, imprisonment, of force (your choice). the spell, you receive warnings about that maze, paralysis, petrification, pinning, sleep, Creatures within the area are caught and creature. You must communicate what you slow, stunning, temporal stasis, and web. To contained unless they are too big to fit learn to the other creature for the warning free a creature from imprisonment or maze, inside, in which case the spell automat- to be useful, and the creature can be you must know its name and background, ically fails. Teleportation and other forms caught unprepared in the absence of such and you must cast this spell at the spot of astral travel provide a means of escape, a warning. Shouting a warning, yanking a where it was entombed or banished into but the force walls or bars extend into the person back, and even telepathically the maze. Ethereal Plane, blocking ethereal travel. communicating (via an appropriate spell) Like a wall of force spell, a forcecage resists can all be accomplished before some dispel magic, but it is vulnerable to a disinte- Freedom of Movement danger befalls the subject, provided you act grate spell, and it can be destroyed by a Abjuration on the warning without delay. The subject, sphere of annihilation or a rod of cancellation. Level: Brd 4, Clr 4, Drd 4, Luck 4, Rgr 4 however, does not gain the insight bonus Barred Cage: This version of the spell Components: V, S, M, DF to AC and Reflex saves. produces a 20-foot cube made of bands of Casting Time: 1 standard action Arcane Material Component: A hum- force (similar to a wall of force spell) for Range: Personal or touch mingbird’s feather. bars. The bands are a half-inch wide, with Target: You or creature touched

half-inch gaps between them. Any creature Duration: 10 min./level capable of passing through such a small Fox’s Cunning Saving Throw: Will negates (harmless) space can escape; others are confined. You Transmutation Spell Resistance: Yes (harmless) can’t attack a creature in a barred cage with Level: Brd 2, Sor/Wiz 2 a weapon unless the weapon can fit Components: V, S, M/DF This spell enables you or a creature you between the gaps. Even against such Casting Time: 1 standard action touch to move and attack normally for the weapons (including arrows and similar Range: Touch duration of the spell, even under the ranged attacks), a creature in the barred Target: Creature touched influence of magic that usually impedes cage has cover. All spells and breath Duration: 1 min./level movement, such as paralysis, solid fog, slow, weapons can pass through the gaps in the Saving Throw: Will negates (harmless) and web. The subject automatically suc- bars. Spell Resistance: Yes ceeds on any grapple check made to resist Windowless Cell: This version of the spell a grapple attempt, as well as on grapple produces a 10-foot cube with no way in The transmuted creature becomes smarter. checks or Escape Artist checks made to and no way out. Solid walls of force form The spell grants a +4 enhancement bonus escape a grapple or a pin. its six sides. to Intelligence, adding the usual benefits The spell also allows the subject to move Material Component: Ruby dust worth to Intelligence-based skill checks and and attack normally while underwater, even with slashing weapons such as axes 1,500 gp, which is tossed into the air and other uses of the Intelligence modifier. and swords or with bludgeoning weapons disappears when you cast the spell. Wizards (and other spellcasters who rely such as flails, hammers, and maces, on Intelligence) affected by this spell do not gain any additional bonus spells for the provided that the weapon is wielded in the Foresight increased Intelligence, but the save DCs hand rather than hurled. The freedom of Divination for spells they cast while under this spell’s movement spell does not, however, allow Level: Drd 9, Knowledge 9, Sor/Wiz 9 effect do increase. This spell doesn’t grant water breathing. Components: V, S, M/DF extra skill points. Material Component: A leather thong, Casting Time: 1 standard action Arcane Material Component: A few hairs, bound around the arm or a similar Range: Personal or touch or a pinch of dung, from a fox. appendage. Target: See text 233

Gaseous Form gate. The gate itself is a circular hoop or dangerous. An uncontrolled being may Transmutation disk from 5 to 20 feet in diameter (caster’s return to its home plane at any time. Level: Air 3, Brd 3, Sor/Wiz 3 choice), oriented in the direction you des- A controlled creature can be com- Components: S, M/DF ire when it comes into existence (typically manded to perform a service for you. Such Casting Time: 1 standard action vertical and facing you). It is a two- services fall into two categories: immediate Range: Touch dimensional window looking into the tasks and contractual service. Fighting for Target: Willing corporeal creature plane you specified when casting the spell, you in a single battle or taking any other touched and anyone or anything that moves actions that can be accomplished within 1 Duration: 2 min./level (D) through is shunted instantly to the other round per caster level counts as an Saving Throw: None side. immediate task; you need not make any A gate has a front and a back. Creatures Spell Resistance: No agreement or pay any reward for the moving through the gate from the front are creature’s help. The creature departs at the The subject and all its gear become in- transported to the other plane; creatures end of the spell. substantial, misty, and translucent. Its moving through it from the back are not. SPELLS If you choose to exact a longer or more material armor (including natural armor) Planar Travel: As a mode of planar travel, involved form of service from a called

CHAPTER 11: becomes worthless, though its size, Dex- a gate spell functions much like a plane shift creature, you must offer some fair trade in spell, except that the gate opens precisely at terity, deflection bonuses, and armor return for that service. The service exacted the point you desire (a creation effect). bonuses from force effects (for example, must be reasonable with respect to the from the mage armor spell) still apply. The Deities and other beings who rule a planar realm can prevent a gate from opening in promised favor or reward; see the lesser subject gains damage reduction 10/magic planar ally spell for appropriate rewards. and becomes immune to poison and criti- their presence or personal demesnes if (Some creatures may want their payment cal hits. It can’t attack or cast spells with they so desire. Travelers need not join in “livestock” rather than in coin, which verbal, somatic, material, or focus compo- hands with you—anyone who chooses to nents while in gaseous form. (This does step through the portal is transported. A could involve complications.) Immediately not rule out the use of certain spells that gate cannot be opened to another point on upon completion of the service, the being the subject may have prepared using the the same plane; the spell works only for is transported to your vicinity, and you feats Silent Spell, Still Spell, and Eschew interplanar travel. must then and there turn over the Materials.) The subject also loses super- You could position a gate in a hallway in promised reward. After this is done, the natural abilities while in gaseous form. If it order to absorb any attack or force coming creature is instantly freed to return to its has a touch spell ready to use, that spell is at you by shunting it to another plane. own plane. discharged harmlessly when the gaseous Whether the denizens of that plane Failure to fulfill the promise to the letter form spell takes effect. appreciate this tactic is, of course, another results in your being subjected to service A gaseous creature can’t run, but it can matter. by the creature or by its liege and master, fly at a speed of 10 feet (maneuverability You may hold the gate open only for a at the very least. At worst, the creature or perfect). It can pass through small holes or brief time (no more than 1 round per its kin may attack you. narrow openings, even mere cracks, with caster level), and you must concentrate on Note: When you use a calling spell such all it was wearing or holding in its hands, doing so, or else the interplanar connec- as gate to call an air, chaotic, earth, evil, fire, as long as the spell persists. The creature is tion is severed. good, lawful, or water creature, it becomes subject to the effects of wind, and it can’t Calling Creatures: The second effect of a spell of that type. For example, gate is a enter water or other liquid. It also can’t the gate spell is to call an extraplanar crea- chaotic and evil spell when you cast it to manipulate objects or activate items, even ture to your aid (a calling effect). By call a demon. those carried along with its gaseous form. naming a particular being or kind of being XP Cost: 1,000 XP (only for the calling Continuously active items remain active, as you cast the spell, you cause the gate to creatures function). though in some cases their effects may be open in the immediate vicinity of the

moot (such as those that supply armor or desired creature and pull the subject natural armor bonuses). through, willing or unwilling. Deities and Geas/Quest Arcane Material Component: A bit of unique beings are under no compulsion to Enchantment (Compulsion) [Language- gauze and a wisp of smoke. come through the gate, although they may Dependent, Mind-Affecting] choose to do so of their own accord. This Level: Brd 6, Clr 6, Sor/Wiz 6 Gate use of the spell creates a gate that remains Casting Time: 10 minutes Conjuration (Creation or Calling) open just long enough to transport the Target: One living creature Level: Clr 9, Sor/Wiz 9 called creatures. This use of the spell has Saving Throw: None Components: V, S, XP; see text an XP cost (see below). Casting Time: 1 standard action If you choose to call a kind of creature This spell functions similarly to lesser geas, Range: Medium (100 ft. + 10 ft./level) instead of a known individual—for in- except that it affects a creature of any HD Effect: See text stance, a bearded devil or a ghaele elad- and allows no saving throw. Duration: Instantaneous or concentration rin—you may call either a single creature Instead of taking penalties to ability (up to 1 round/level); see text (of any HD) or several creatures. You can scores (as with lesser geas), the subject takes Saving Throw: None call and control several creatures as long as 3d6 points of damage each day it does not Spell Resistance: No their HD total does not exceed your caster attempt to follow the geas/quest. Addi- level. In the case of a single creature, you tionally, each day it must make a Fortitude can control it if its HD do not exceed twice Casting a gate spell has two effects. First, it saving throw or become sickened. These creates an interdimensional connection your caster level. A single creature with effects end 24 hours after the creature between your plane of existence and a more HD than twice your caster level can’t plane you specify, allowing travel between be controlled. Deities and unique beings attempts to resume the geas/ quest. those two planes in either direction. cannot be controlled in any event. An A remove curse spell ends a geas/quest Second, you may then call a particular uncontrolled being acts as it pleases, spell only if its caster level is at least two individual or kind of being through the making the calling of such creatures rather higher than your caster level. Break en- 234

chantment does not end a geas/quest, but You preserve the remains of a dead crea- humanoid for the duration of the spell limited wish, miracle, and wish do. ture so that they do not decay. Doing so with a successful melee touch attack. Bards, sorcerers, and wizards usually effectively extends the time limit on rais- Additionally, the paralyzed subject ex- refer to this spell as geas, while clerics call ing that creature from the dead (see raise udes a carrion stench that causes all living the same spell quest. dead). Days spent under the influence of creatures (except you) in a 10-foot-radius this spell don’t count against the time spread to become sickened (Fortitude Geas, Lesser limit. Additionally, this spell makes trans- negates). A neutralize poison spell removes Enchantment (Compulsion) [Language- porting a fallen comrade more pleasant. the effect from a sickened creature, and creatures immune to poison are unaffected

Dependent, Mind-Affecting] The spell also works on severed body CHAPTER 11: Level: Brd 3, Sor/Wiz 4 parts and the like. by the stench.

Components: V Arcane Material Component: A pinch of Material Component: A small scrap of SPELLS Casting Time: 1 round salt, and a copper piece for each eye the cloth taken from clothing worn by a ghoul, Range: Close (25 ft. + 5 ft./2 levels) corpse has (or had). or a pinch of earth from a ghoul’s lair.

Target: One living creature with 7 HD or less Ghost Sound Giant Vermin Duration: One day/level or until Illusion (Figment) Transmutation discharged (D) Level: Brd 0, Sor/Wiz 0 Level: Clr 4, Drd 4 Saving Throw: Will negates Components: V, S, M Components: V, S, DF Spell Resistance: Yes Casting Time: 1 standard action Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Range: Close (25 ft. + 5 ft./2 levels) A lesser geas places a magical command on a Effect: Illusory sounds Targets: Up to three vermin, no two of creature to carry out some service or to Duration: 1 round/level (D) which can be more than 30 ft. apart refrain from some action or course of Saving Throw: Will disbelief (if inter- Duration: 1 min./level activity, as desired by you. The creature acted with) Saving Throw: None must have 7 or fewer Hit Dice and be able Spell Resistance: No Spell Resistance: Yes to understand you. While a geas cannot compel a creature to kill itself or perform Ghost sound allows you to create a volume You turn three normal-sized centipedes, acts that would result in certain death, it of sound that rises, recedes, approaches, or two normal-sized spiders, or a single can cause almost any other course of remains at a fixed place. You choose what normal-sized scorpion into larger forms. activity. The geased creature must follow type of sound ghost sound creates when the given instructions until the geas is com- Only one type of vermin can be trans- casting it and cannot thereafter change the pleted, no matter how long it takes. muted (so a single casting cannot affect sound’s basic character. If the instructions involve some open- both a centipede and a spider), and all ended task that the recipient cannot com- The volume of sound created depends must be grown to the same size. The size to plete through his own actions (such as on your level. You can produce as much which the vermin can be grown depends “Wait here” or “Defend this area against noise as four normal humans per caster on your level; see the table below. The attack”), the spell remains in effect for a level (maximum twenty humans). Thus, Monster Manual has game statistics for maximum of one day per caster level. A talking, singing, shouting, walking, centipedes, spiders, and scorpions, as well clever recipient can subvert some in- marching, or running sounds can be cre- as other kinds of vermin. structions: For example, if you order the ated. The noise a ghost sound spell produces Any giant vermin created by this spell recipient to protect you from all harm, it can be virtually any type of sound within do not attempt to harm you, but your con- might place you in a nice, safe dungeon for the volume limit. A horde of rats running trol of such creatures is limited to simple the duration of the spell. and squeaking is about the same volume as commands (“Attack,” “Defend,” “Stop,” and If the subject is prevented from obeying eight humans running and shouting. A so forth). Orders to attack a certain crea- the lesser geas for 24 hours, it takes a –2 roaring lion is equal to the noise from ture when it appears or guard against a penalty to each of its ability scores. Each sixteen humans, while a roaring dire tiger particular occurrence are too complex for day, another –2 penalty accumulates, up to is equal to the noise from twenty humans. the vermin to understand. Unless com- a total of –8. No ability score can be re- Ghost sound can enhance the effective- manded to do otherwise, the giant vermin duced to less than 1 by this effect. The ness of a silent image spell. attack whoever or whatever is near them. ability score penalties are removed 24 Ghost sound can be made permanent The DM can extend this spell’s effects to hours after the subject resumes obeying with a permanency spell. other kinds of insects, arachnids, or other the lesser geas. Material Component: A bit of wool or a vermin, such as ants, bees, beetles, praying A lesser geas (and all ability score penal- small lump of wax. mantises, and wasps, if he so chooses. ties) can be ended by break enchantment, limited wish, remove curse, miracle, or wish. Ghoul Touch Caster Level Vermin Size Dispel magic does not affect a lesser geas. Necromancy 9th or lower Medium Level: Sor/Wiz 2 10th–13th Large Gentle Repose Components: V, S, M 14th–17th Huge Necromancy Casting Time: 1 standard action 18th–19th Gargantuan Level: Clr 2, Sor/Wiz 3 Range: Touch 20th or higher Colossal Components: V, S, M/DF Target: Living humanoid touched Casting Time: 1 standard action Duration: 1d6+2 rounds Glibness Range: Touch Saving Throw: Fortitude negates Transmutation Target: Corpse touched Spell Resistance: Yes Level: Brd 3 Duration: One day/level Components: S Saving Throw: Will negates (object) Imbuing you with negative energy, this Casting Time: 1 standard action Spell Resistance: Yes (object) spell allows you to paralyze a single living Range: Personal 235

Target: You spell effects of 3rd level or lower. The area subtype, or kind (such as aberration, drow, Duration: 10 min./level (D) or effect of any such spells does not or red dragon). Glyphs can also be set with include the area of the lesser globe of respect to good, evil, law, or chaos, or to Your speech becomes fluent and more invulnerability. Such spells fail to affect any pass those of your religion. They cannot be believable. You gain a +30 bonus on Bluff target located within the globe. Excluded set according to class, Hit Dice, or level. checks made to convince another of the effects include spell-like abilities and spells Glyphs respond to invisible creatures truth of your words. (This bonus doesn’t or spell-like effects from items. However, normally but are not triggered by those apply to other uses of the Bluff skill, such any type of spell can be cast through or out who travel past them ethereally. Multiple as feinting in combat, creating a diversion of the magical globe. Spells of 4th level and glyphs cannot be cast on the same area. to hide, or communicating a hidden mes- higher are not affected by the globe, nor However, if a cabinet has three drawers, sage via innuendo.) are spells already in effect when the globe

each can be separately warded. If a magic effect is attempted against you is cast. The globe can be brought down by When casting the spell, you weave a that would detect your lies or force you to a targeted dispel magic spell, but not by an tracery of faintly glowing lines around the speak the truth (such as discern lies or zone of area dispel magic. You can leave and return warding sigil. A glyph can be placed to SPELLS truth), the caster of the effect must to the globe without penalty. conform to any shape up to the limitations succeed on a caster level check (1d20 + Note that spell effects are not disrupted

CHAPTER 11: of your total square footage. When the caster level) against a DC of 15 + your unless their effects enter the globe, and spell is completed, the glyph and tracery caster level to succeed. Failure means the even then they are merely suppressed, not become nearly invisible. effect does not detect your lies or force dispelled. For example, creatures inside Glyphs cannot be affected or bypassed by you to speak only the truth. the globe would still see a mirror image such means as physical or magical probing,

created by a caster outside the globe. If that though they can be dispelled. Mislead, poly- Glitterdust caster then entered the globe, the images morph, and nondetection (and similar magi- Conjuration (Creation) would wink out, to reappear when the cal effects) can fool a glyph, though non- Level: Brd 2, Sor/Wiz 2 caster exited the globe. Likewise, a caster magical disguises and the like can’t. Components: V, S, M standing in the area of a light spell would Read magic allows you to identify a glyph Casting Time: 1 standard action still receive sufficient illumination for of warding with a DC 13 Spellcraft check. Range: Medium (100 ft. + 10 ft./level) vision, even though that part of the light Identifying the glyph does not discharge it Area: Creatures and objects within 10-ft.- spell’s area that lies within the globe would and allows you to know the basic nature of radius spread not be luminous. the glyph (version, type of damage caused, Duration: 1 round/level If a given spell has more than one level what spell is stored). Saving Throw: Will negates (blinding depending on which character class is The DM may decide that the exact glyphs only) casting it, use the level appropriate to the available to you depend on your deity. He Spell Resistance: No caster to determine whether lesser globe of or she might also make new glyphs avail- invulnerability stops it. able according to the magical research A cloud of golden particles covers every- Material Component: A glass or crystal rules in the Dungeon Master’s Guide. one and everything in the area, causing bead that shatters at the expiration of the Note: Magic traps such as glyph of creatures to become blinded and visibly warding are hard to detect and disable. A spell. outlining invisible things for the duration rogue (only) can use the Search skill to

of the spell. All within the area are covered find the glyph and Disable Device to by the dust, which cannot be removed and Glyph of Warding thwart it. The DC in each case is 25 + spell continues to sparkle until it fades. Abjuration level, or 28 for glyph of warding. Any creature covered by the dust takes a Level: Clr 3 Depending on the version selected, a –40 penalty on Hide checks. Components: V, S, M glyph either blasts the intruder or activates Material Component: Ground mica. Casting Time: 10 minutes a spell. Range: Touch Blast Glyph: A blast glyph deals 1d8 points Globe of Invulnerability Target or Area: Object touched or up to 5 of damage per two caster levels (maximum sq. ft./level Abjuration 5d8) to the intruder and to all within 5 feet Duration: Permanent until discharged Level: Sor/Wiz 6 of him or her. This damage is acid, cold, (D) fire, electricity, or sonic (caster’s choice, See text This spell functions like lesser globe of Saving Throw: made at time of casting). Each creature Spell Resistance: No (object) and Yes; see invulnerability, except that it also excludes affected can attempt a Reflex save to take text 4th-level spells and spell-like effects. half damage. Spell resistance applies

This powerful inscription harms those against this effect. Globe of Invulnerability, Lesser who enter, pass, or open the warded area or Spell Glyph: You can store any harmful spell of 3rd level or lower that you know. Abjuration object. A glyph of warding can guard a All level-dependent features of the spell Level: Sor/Wiz 4 bridge or passage, ward a portal, trap a Components: V, S, M are based on your caster level at the time of chest or box, and so on. casting the glyph. If the spell has a target, it Casting Time: 1 standard action You set the conditions of the ward. Typ- Range: 10 ft. targets the intruder. If the spell has an area ically, any creature entering the warded or an amorphous effect (such as a cloud), Area: 10-ft.-radius spherical emanation, area or opening the warded object without centered on you the area or effect is centered on the speaking a password (which you set when intruder. If the spell summons creatures, Duration: 1 round/level (D) casting the spell) is subject to the magic it Saving Throw: None they appear as close as possible to the stores. Alternatively or in addition to a Spell Resistance: No intruder and attack. Saving throws and password trigger, glyphs can be set spell resistance operate as normal, except An immobile, faintly shimmering magical according to physical characteristics (such that the DC is based on the level of the sphere surrounds you and excludes all as height or weight) or creature type, spell stored in the glyph. 236

Material Component: You trace the glyph Range: Close (25 ft. + 5 ft./2 levels) Area: Up to 200 sq. ft./level (S) with incense, which must first be sprin- Target or Area: One object or a 10-ft. Duration: 2 hours/level (D) kled with powdered diamond worth at square Saving Throw: See text least 200 gp. Duration: 1 round/level (D) Spell Resistance: See text Saving Throw: See text Glyph of Warding, Greater Spell Resistance: No This powerful spell is primarily used to Abjuration defend your stronghold. The ward protects Level: Clr 6 A grease spell covers a solid surface with a 200 square feet per caster level. The layer of slippery grease. Any creature in warded area can be as much as 20 feet high, CHAPTER 11: This spell functions like glyph of warding, the area when the spell is cast must make a and shaped as you desire. You can ward successful Reflex save or fall. This save is several stories of a stronghold by dividing except that a greater blast glyph deals up to SPELLS 10d8 points of damage, and a greater spell repeated on your turn each round that the the area among them; you must be glyph can store a spell of 6th level or lower. creature remains within the area. A crea- somewhere within the area to be warded to Material Component: You trace the glyph ture can walk within or through the area of cast the spell. The spell creates the fol-

with incense, which must first be sprin- grease at half normal speed with a DC 10 lowing magical effects within the warded kled with powdered diamond worth at Balance check. Failure means it can’t move area. least 400 gp. that round (and must then make a Reflex Fog: Fog fills all corridors, obscuring all save or fall), while failure by 5 or more sight, including darkvision, beyond 5 feet. means it falls (see the Balance skill for A creature within 5 feet has concealment Goodberry details). (attacks have a 20% miss chance). Creatures Transmutation The DM should adjust saving throws by farther away have total concealment (50% Level: Drd 1 circumstance. For example, a creature miss chance, and the attacker cannot use Components: V, S, DF charging down an incline that is suddenly sight to locate the target). Saving Throw: Casting Time: 1 standard action greased has little chance to avoid the effect, None. Spell Resistance: No. Range: Touch but its ability to exit the affected area is Arcane Locks: All doors in the warded Targets: 2d4 fresh berries touched almost assured (whether it wants to or area are arcane locked. Saving Throw: None. Duration: One day/level not). Spell Resistance: No. Saving Throw: None The spell can also be used to create a Webs: Webs fill all stairs from top to Spell Resistance: Yes greasy coating on an item—a rope, ladder bottom. These strands are identical with rungs, or a weapon handle, for instance. those created by the web spell, except that Casting goodberry upon a handful of freshly Material objects not in use are always af- they regrow in 10 minutes if they are picked berries makes 2d4 of them magical. fected by this spell, while an object burned or torn away while the guards and You (as well as any other druid of 3rd or wielded or employed by a creature receives wards spell lasts. Saving Throw: Reflex higher level) can immediately discern a Reflex saving throw to avoid the effect. If negates; see text for web. Spell Resistance: which berries are affected. Each trans- the initial saving throw fails, the creature No. muted berry provides nourishment as if it immediately drops the item. A saving Confusion: Where there are choices in were a normal meal for a Medium creature. throw must be made in each round that direction—such as a corridor intersection The berry also cures 1 point of damage the creature attempts to pick up or use the or side passage—a minor confusion-type when eaten, subject to a maximum of 8 greased item. A creature wearing greased effect functions so as to make it 50% points of such curing in any 24-hour armor or clothing gains a +10 circumstance probable that intruders believe they are period. bonus on Escape Artist checks and on going in the opposite direction from the grapple checks made to resist or escape a one they actually chose. This is an en- Good Hope grapple or to escape a pin. chantment, mind-affecting effect. Saving Enchantment (Compulsion) [Mind- Material Component: A bit of pork rind or Throw: None. Spell Resistance: Yes. Affecting] butter. Lost Doors: One door per caster level is Level: Brd 3 covered by a silent image to appear as if it Components: V, S Greater (Spell Name) were a plain wall. Saving Throw: Will dis- Casting Time: 1 standard action Any spell whose name begins with greater belief (if interacted with). Spell Resistance: Range: Medium (100 ft. + 10 ft./level) is alphabetized in this chapter according to No. Targets: One living creature/level, no two the second word of the spell name. Thus, In addition, you can place your choice of which may be more than 30 ft. apart the description of a greater spell appears of one of the following five magical effects. Duration: 1 min./level near the description of the spell on which 1. Dancing lights in four corridors. You Saving Throw: Will negates (harmless) it is based. Spell chains that have greater can designate a simple program that causes Spell Resistance: Yes (harmless) spells in them include those based on the the lights to repeat as long as the guards and

spells arcane sight, command, dispel magic, wards spell lasts. Saving Throw: None. This spell instills powerful hope in the glyph of warding, invisibility, magic fang, Spell Resistance: No. subjects. Each affected creature gains a +2 magic weapon, planar ally, planar binding, 2. A magic mouth in two places. Saving morale bonus on saving throws, attack prying eyes, restoration, scrying, shadow rolls, ability checks, skill checks, and conjuration, shadow evocation, shout, and Throw: None. Spell Resistance: No. weapon damage rolls. teleport. 3. A stinking cloud in two places. The Good hope counters and dispels crushing vapors appear in the places you designate; despair. they return within 10 minutes if dispersed Guards and Wards by wind while the guards and wards spell Abjuration lasts. Saving Throw: Fortitude negates; see Grease Level: Sor/Wiz 6 text for stinking cloud. Spell Resistance: No. Conjuration (Creation) Components: V, S, M, F Level: Brd 1, Sor/Wiz 1 Casting Time: 30 minutes 4. A gust of wind in one corridor or room. Components: V, S, M Range: Anywhere within the area to be Saving Throw: Fortitude negates. Spell Casting Time: 1 standard action warded Resistance: Yes. 237

5. A suggestion in one place. You select an A gust of wind can’t move a creature discern lies, dispel magic, endure elements, area of up to 5 feet square, and any creature beyond the limit of its range. freedom of movement, invisibility purge, who enters or passes through the area Any creature, regardless of size, takes a – protection from energy, remove fear, resist receives the suggestion mentally. Saving 4 penalty on ranged attacks and Listen energy, silence, tongues, and zone of truth. Throw: Will negates. Spell Resistance: Yes. checks in the area of a gust of wind. Saving throws and spell resistance might The whole warded area radiates strong The force of the gust automatically ex- apply to these spells’ effects. (See the magic of the abjuration school. A dispel tinguishes candles, torches, and similar individual spell descriptions for details.) magic cast on a specific effect, if successful, unprotected flames. It causes protected An area can receive only one hallow removes only that effect. A successful flames, such as those of lanterns, to dance spell (and its associated spell effect) at a Mordenkainen’s disjunction destroys the wildly and has a 50% chance to extinguish time. entire guards and wards effect. those lights. Hallow counters but does not dispel Material Component: Burning incense, a In addition to the effects noted, a gust of unhallow. small measure of brimstone and oil, a wind can do anything that a sudden blast of Material Component: Herbs, oils, and knotted string, and a small amount of wind would be expected to do. It can incense worth at least 1,000 gp, plus 1,000

SPELLS blood. create a stinging spray of sand or dust, fan gp per level of the spell to be included in Focus: A small silver rod. a large fire, overturn delicate awnings or the hallowed area. CHAPTER 11: hangings, heel over a small boat, and blow gases or vapors to the edge of its range. Hallucinatory Terrain Guidance Illusion (Glamer) Divination Gust of wind can be made permanent Level: Brd 4, Sor/Wiz 4 Level: Clr 0, Drd 0 with a permanency spell. Components: V, S, M Components: V, S Casting Time: 10 minutes Casting Time: 1 standard action Hallow Range: Long (400 ft. + 40 ft./level) Range: Touch Evocation [Good] Area: One 30-ft. cube/level (S) Target: Creature touched Level: Clr 5, Drd 5 Duration: 2 hours/level (D) Duration: 1 minute or until discharged Components: V, S, M, DF Saving Throw: Will disbelief (if inter- Saving Throw: Will negates (harmless) Casting Time: 24 hours acted with) Range: Touch Spell Resistance: Yes Spell Resistance: No Area: 40-ft. radius emanating from the This spell imbues the subject with a touch touched point You make natural terrain look, sound, and of divine guidance. The creature gets a +1 Duration: Instantaneous smell like some other sort of natural ter- competence bonus on a single attack roll, Saving Throw: See text rain. Thus, open fields or a road can be saving throw, or skill check. It must Spell Resistance: See text made to resemble a swamp, hill, crevasse, choose to use the bonus before making the or some other difficult or impassable roll to which it applies. Hallow makes a particular site, building, or terrain. A pond can be made to seem like a structure a holy site. This has four major grassy meadow, a precipice like a gentle Gust of Wind effects. slope, or a rock-strewn gully like a wide Evocation [Air] First, the site or structure is guarded by and smooth road. Structures, equipment, Level: Drd 2, Sor/Wiz 2 a magic circle against evil effect. and creatures within the area are not hid- Components: V, S Second, all Charisma checks made to den or changed in appearance. Casting Time: 1 standard action turn undead gain a +4 sacred bonus, and Material Component: A stone, a twig, and Range: 60 ft. Charisma checks to command undead take a bit of green plant. Effect: Line-shaped gust of severe wind a –4 penalty. Spell resistance does not emanating out from you to the extreme apply to this effect. (This provision does Halt Undead of the range not apply to the druid version of the spell.) Necromancy Duration: 1 round Third, any dead body interred in a hal- Level: Sor/Wiz 3 Saving Throw: Fortitude negates lowed site cannot be turned into an undead Components: V, S, M Spell Resistance: Yes creature. Casting Time: 1 standard action Finally, you may choose to fix a single Range: Medium (100 ft. + 10 ft./level) This spell creates a severe blast of air (ap- spell effect to the hallowed site. The spell Targets: Up to three undead creatures, no proximately 50 mph) that originates from effect lasts for one year and functions two of which can be more than 30 ft. you, affecting all creatures in its path. throughout the entire site, regardless of apart A Tiny or smaller creature on the the normal duration and area or effect. You Duration: 1 round/level ground is knocked down and rolled may designate whether the effect applies Saving Throw: Will negates (see text) 1d4×10 feet, taking 1d4 points of nonlethal to all creatures, creatures who share your Spell Resistance: Yes

damage per 10 feet. If flying, a Tiny or faith or alignment, or creatures who smaller creature is blown back 2d6×10 feet This spell renders as many as three undead adhere to another faith or alignment. For creatures immobile. A nonintelligent un- and takes 2d6 points of nonlethal damage example, you may create a bless effect that due to battering and buffeting. dead creature (such as a skeleton or aids all creatures of your alignment or faith zombie) gets no saving throw; an intelli- Small creatures are knocked prone by in the area, or a bane effect that hinders the force of the wind, or if flying are blown gent undead creature does. If the spell is creatures of the opposed alignment or an successful, it renders the undead creature back 1d6×10 feet. enemy faith. At the end of the year, the immobile for the duration of the spell Medium creatures are unable to move chosen effect lapses, but it can be renewed (similar to the effect of hold person on a forward against the force of the wind, or if or replaced simply by casting hallow again. living creature). The effect is broken if the flying are blown back 1d6×5 feet. Spell effects that may be tied to a hal- halted creatures are attacked or take Large or larger creatures may move lowed site include aid, bane, bless, cause fear, damage. normally within a gust of wind effect. darkness, daylight, death ward, deeper darkness, Material Component: A pinch of sulfur detect evil, detect magic, dimensional anchor, and powdered garlic. 238

Harm Heal Saving Throw: Will negates (object) Necromancy Conjuration (Healing) Spell Resistance: Yes (object) Level: Clr 6, Destruction 6 Level: Clr 6, Drd 7, Healing 6 Components: V, S Components: V, S Heat metal makes metal extremely warm. Casting Time: 1 standard action Casting Time: 1 standard action Unattended, nonmagical metal gets no Range: Touch Range: Touch saving throw. Magical metal is allowed a Target: Creature touched Target: Creature touched saving throw against the spell. (Magic Duration: Instantaneous Duration: Instantaneous item’s saving throws are covered in the Dungeon Master’s Guide.) An item in a Saving Throw: Will half; see text Saving Throw: Will negates (harmless) CHAPTER 11: Spell Resistance: Yes Spell Resistance: Yes (harmless) creature’s possession uses the creature’s

saving throw bonus unless its own is SPELLS Harm charges a subject with negative en- Heal enables you to channel positive en- higher. ergy that deals 10 points of damage per ergy into a creature to wipe away injury A creature takes fire damage if its

caster level (to a maximum of 150 points at and afflictions. It immediately ends any equipment is heated. It takes full damage if 15th level). If the creature successfully and all of the following adverse conditions its armor is affected or if it is holding, saves, harm deals half this amount, but it affecting the Target: ability damage, touching, wearing, or carrying metal cannot reduce the target’s hit points to less blinded, confused, dazed, dazzled, deafened, weighing one-fifth of its weight. The crea- than 1. diseased, exhausted, fatigued, feebleminded, ture takes minimum damage (1 point or 2 If used on an undead creature, harm acts insanity, nauseated, sickened, stunned, and points; see the table) if it’s not wearing poisoned. It also cures 10 hit points of like heal. metal armor and the metal that it’s carry- damage per level of the caster, to a ing weighs less than one-fifth of its weight. Haste maximum of 150 points at 15th level. Heal does not remove negative levels, On the first round of the spell, the metal Transmutation becomes warm and uncomfortable to Level: Brd 3, Sor/Wiz 3 restore permanently drained levels, or re- store permanently drained ability score touch but deals no damage. The same Components: V, S, M points. effect also occurs on the last round of the Casting Time: 1 standard action If used against an undead creature, heal spell’s duration. During the second (and Range: Close (25 ft. + 5 ft./2 levels) instead acts like harm. also the next-to-last) round, intense heat Targets: One creature/level, no two of causes pain and damage. In the third, which can be more than 30 ft. apart fourth, and fifth rounds, the metal is 1 round/level Heal, Mass Duration: searing hot, causing more damage, as Saving Throw: Fortitude negates (harm- Conjuration (Healing) shown on the table below. less) Level: Clr 9, Healing 9

Spell Resistance: Yes (harmless) Range: Close (25 ft. + 5 ft./2 levels) Metal Targets: One or more creatures, no two of Round Temperature Damage The transmuted creatures move and act which can be more than 30 ft. apart 1 Warm None more quickly than normal. This extra 2 Hot 1d4 points speed has several effects. This spell functions like heal, except as noted above. The maximum number of hit 3–5 Searing 2d4 points When making a full attack action, a 6 Hot 1d4 points hasted creature may make one extra attack points restored to each creature is 250. 7 Warm None with any weapon he is holding. The attack is made using the creature’s full base attack Heal Mount Any cold intense enough to damage the bonus, plus any modifiers appropriate to Conjuration (Healing) creature negates fire damage from the spell the situation. (This effect is not cumulative Level: Pal 3 (and vice versa) on a point-for-point basis. with similar effects, such as that provided Components: V, S For example, if the damage roll from a heat by a weapon of speed, nor does it actually Casting Time: 1 standard action metal spell indicates 2 points of fire grant an extra action, so you can’t use it to Range: Touch damage and the subject is hit by a ray of cast a second spell or otherwise take an Target: Your mount touched frost in the same round and takes 3 points extra action in the round.) Duration: Instantaneous of cold damage, it winds up taking no fire A hasted creature gains a +1 bonus on Saving Throw: Will negates (harmless) damage and only 1 point of cold damage. If attack rolls and a +1 dodge bonus to AC Spell Resistance: Yes (harmless) and Reflex saves. Any condition that cast underwater, heat metal deals half makes you lose your Dexterity bonus to This spell functions like heal, but it affects damage and boils the surrounding water. Armor Class (if any) also makes you lose only the paladin’s special mount (typically Heat metal counters and dispels chill dodge bonuses. a warhorse). metal. All of the hasted creature’s modes of movement (including land movement, Heat Metal Helping Hand burrow, climb, fly, and swim) increase by Transmutation [Fire] Evocation 30 feet, to a maximum of twice the sub- Level: Drd 2, Sun 2 Level: Clr 3 ject’s normal speed using that form of Components: V, S, DF Components: V, S, DF movement. This increase counts as an Casting Time: 1 standard action Casting Time: 1 standard action enhancement bonus, and it affects the Range: Close (25 ft. + 5 ft./2 levels) Range: 5 miles creature’s jumping distance as normal for Target: Metal equipment of one creature Effect: Ghostly hand increased speed. per two levels, no two of which can be Duration: 1 hour/level Multiple haste effects don’t stack. Haste more than 30 ft. apart; or 25 lb. of dispels and counters slow. Saving Throw: None metal/level, all of which must be within Spell Resistance: No Material Component: A shaving of lico- a 30-ft. circle

rice root. Duration: 7 rounds 239

You create the ghostly image of a hand, radius meets the description, the hand and food and drink. The feast takes 1 hour which you can send to find a creature locates the closest creature. If that creature to consume, and the beneficial effects do within 5 miles. The hand then beckons to refuses to follow the hand, the hand does not set in until this hour is over. Every that creature and leads it to you if the crea- not seek out a second subject. creature partaking of the feast is cured of ture is willing to follow. If, at the end of 4 hours of searching, the all diseases, sickness, and nausea; becomes When the spell is cast, the hand appears hand has found no subject that matches immune to poison for 12 hours; and gains in front of you. You then specify a person the description within 5 miles, it returns to 1d8 temporary hit points +1 point per two (or any creature) by physical description, you, displays an outstretched palm (indica- caster levels (maximum +10) after imbi- which can include race, gender, and ting that no such creature was found), and bing the nectar-like beverage that is part of appearance but not ambiguous factors such disappears. the feast. The ambrosial food that is con- sumed grants each creature that partakes a as level, alignment, or class. When the The ghostly hand has no physical form.

+1 morale bonus on attack rolls and Will description is complete, the hand streaks It is invisible to anyone except you and a potential subject. It cannot engage in com- saves and immunity to fear effects for 12 off in search of a subject that fits the hours. description. The amount of time it takes to bat or execute any other task aside from locating a subject and leading it back to If the feast is interrupted for any reason, SPELLS find the subject depends on how far away you. The hand can’t pass through solid the spell is ruined and all effects of the she is. spell are negated. CHAPTER 11: objects but can ooze through small cracks and slits. The hand cannot travel more Distance Time to Locate than 5 miles from the spot it appeared Heroism 100 ft. or less 1 round when you cast the spell. Enchantment (Compulsion) [Mind- 1,000 ft. 1 minute Affecting] 1 mile 10 minutes Level: Brd 2, Sor/Wiz 3 2 miles 1 hour Heroes’ Feast Conjuration [Creation] Components: V, S 3 miles 2 hours Casting Time: 1 standard action 4 miles 3 hours Level: Brd 6, Clr 6 Components: V, S, DF Range: Touch 5 miles 4 hours Target: Creature touched Casting Time: 10 minutes Range: Close (25 ft. + 5 ft./2 levels) Duration: 10 min./level Once the hand locates the subject, it beck- Effect: Feast for one creature/level ons the creature to follow it. If the subject Duration: 1 hour plus 12 hours; see text does so, the hand points in your direction, Saving Throw: None indicating the most direct feasible route. Spell Resistance: No The hand hovers 10 feet in front of the subject, moving before it at a speed of as You bring forth a great feast, including a much as 240 feet per round. Once the magnificent table, chairs, service, hand leads the subject back to you, it disappears. The subject is not compelled to follow the hand or act in any particular way to- ward you. If the subject chooses not to Saving Throw: Will ne- follow, the hand continues to beckon for gates (harmless) the duration of the spell, then disappears. Spell Resistance: Yes (harm- If the spell expires while the subject is en less) route to you, the hand disappears; the subject must then rely on her This spell imbues a own devices to locate you. single creature with great If more than one sub- bravery and morale in ject in a 5-mile battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks.

Heroism, Greater Enchantment (Compulsion) [Mind-Affecting] Level: Brd 5, Sor/Wiz 6 Duration: 1 min./level

This spell functions like heroism, except the crea- ture gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and tem- porary hit points Jozan casts holy smite equal to your caster against a succubus. level (maximum 20).

240

Hide from Animals Hold Monster Casting Time: 1 standard action Abjuration Enchantment (Compulsion) [Mind- Range: Medium (100 ft. + 10 ft./level) Level: Drd 1, Rgr 1 Affecting] Target: One portal, up to 20 sq. ft./level Components: S, DF Level: Brd 4, Law 6, Sor/Wiz 5 Duration: 1 min./level (D) Casting Time: 1 standard action Components: V, S, M/DF Saving Throw: None Range: Touch Target: One living creature Spell Resistance: No Targets: One creature touched/level Duration: 10 min./level (D) This spell functions like hold person, except This spell magically holds shut a door, gate, window, or shutter of wood, metal, or

Saving Throw: Will negates (harmless) that it affects any living creature that fails CHAPTER 11: Spell Resistance: Yes its Will save. stone. The magic affects the portal just as if it were securely closed and normally Arcane Material Component: One hard SPELLS locked. A knock spell or a successful dispel Animals cannot see, hear, or smell the metal bar or rod, which can be as small as a magic spell can negate a hold portal spell. warded creatures. Even extraordinary or three-penny nail. For a portal affected by this spell, add 5 to

supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremor- the normal DC for forcing open the portal. sense, cannot detect or locate warded crea- Hold Monster, Mass tures. Animals simply act as though the Enchantment (Compulsion) [Mind- Holy Aura warded creatures are not there. Warded Affecting] Abjuration [Good] creatures could stand before the hungriest Level: Sor/Wiz 9 Level: Clr 8, Good 8 of lions and not be molested or even Targets: One or more creatures, no two of Components: V, S, F noticed. If a warded character touches an which can be more than 30 ft. apart Casting Time: 1 standard action animal or attacks any creature, even with a Range: 20 ft. spell, the spell ends for all recipients. This spell functions like hold person, except Targets: One creature/level in a 20-ft.- that it affects multiple creatures and holds radius burst centered on you Hide from Undead any living creature that fails its Will save. Duration: 1 round/level (D) Abjuration Saving Throw: See text Level: Clr 1 Hold Person Spell Resistance: Yes (harmless) Components: V, S, DF Enchantment (Compulsion) [Mind- Casting Time: 1 standard action Affecting] A brilliant divine radiance surrounds the Range: Touch Level: Brd 2, Clr 2, Sor/Wiz 3 subjects, protecting them from attacks, Targets: One touched creature/level Components: V, S, F/DF granting them resistance to spells cast by Duration: 10 min./level (D) Casting Time: 1 standard action evil creatures, and causing evil creatures to Saving Throw: Will negates (harmless); Range: Medium (100 ft. + 10 ft./level) become blinded when they strike the see text Target: One humanoid creature subjects. This abjuration has four effects. Spell Resistance: Yes Duration: 1 round/level (D); see text First, each warded creature gains a +4 Saving Throw: Will negates; see text deflection bonus to AC and a +4 resistance Undead cannot see, hear, or smell the Spell Resistance: Yes bonus on saves. Unlike protection from evil, warded creatures. Even extraordinary or this benefit applies against all attacks, not just against attacks by evil creatures. supernatural sensory capabilities, such as The subject becomes paralyzed and freezes Second, each warded creature gains blindsense, blindsight, scent, and tremor- in place. It is aware and breathes normally spell resistance 25 against evil spells and sense, cannot detect or locate warded but cannot take any actions, even speech. spells cast by evil creatures. Each round on its turn, the subject may creatures. Nonintelligent undead creatures Third, the abjuration blocks possession attempt a new saving throw to end the are automatically affected and act as and mental influence, just as protection from effect. (This is a full-round action that does though the warded creatures are not there. evil does. not provoke attacks of opportunity.) An intelligent undead creature gets a Finally, if an evil creature succeeds on a A winged creature who is paralyzed single Will saving throw. If it fails, the melee attack against a warded creature, the cannot flap its wings and falls. A swimmer subject can’t see any of the warded crea- offending attacker is blinded (Fortitude can’t swim and may drown. tures. However, if it has reason to believe save negates, as blindness/deafness, but Arcane Focus: A small, straight piece of unseen opponents are present, it can at- against holy aura’s save DC). iron. tempt to find or strike them. Focus: A tiny reliquary containing some

If a warded creature attempts to turn or sacred relic, such as a scrap of cloth from a command undead, touches an undead Hold Person, Mass saint’s robe or a piece of parchment from a creature, or attacks any creature (even with Enchantment (Compulsion) [Mind- holy text. The reliquary costs at least 500 a spell), the spell ends for all recipients. Affecting] gp. Level: Sor/Wiz 7 Hold Animal Targets: One or more humanoid Holy Smite creatures, no two of which can be more Enchantment (Compulsion) [Mind- Evocation [Good] Affecting] than 30 ft. apart Level: Good 4 Level: Animal 2, Drd 2, Rgr 2 Components: V, S Components: V, S This spell functions like hold person, except Casting Time: 1 standard action Target: One animal as noted above. Range: Medium (100 ft. + 10 ft./level) Area: 20-ft.-radius burst hold person This spell functions like , except Hold Portal Duration: Instantaneous (1 round); see that it affects an animal instead of a Abjuration text humanoid. Level: Sor/Wiz 1 Saving Throw: Will partial; see text Component: V Spell Resistance: Yes 241

You draw down holy power to smite your Any nongood creature within the area that Duration: Concentration + 2 rounds enemies. Only evil and neutral creatures hears the holy word suffers the following ill Saving Throw: Will negates are harmed by the spell; good creatures are effects. Spell Resistance: Yes unaffected. The spell deals 1d8 points of damage per HD Effect A twisting pattern of subtle, shifting colors two caster levels (maximum 5d8) to each Equal to caster level Deafened weaves through the air, fascinating evil creature in the area (or 1d6 points of Up to caster level –1 Blinded, deafened creatures within it. Roll 2d4 and add your damage per caster level, maximum 10d6, to Up to caster level –5 Paralyzed, blinded, caster level (maximum 10) to determine an evil outsider) and causes it to become deafened the total number of Hit Dice of creatures blinded for 1 round. A successful Will Up to caster level –10 Killed, paralyzed, affected. Creatures with the fewest HD are saving throw reduces damage to half and blinded, deafened

affected first; and, among creatures with negates the blinded effect. equal HD, those who are closest to the The spell deals only half damage to The effects are cumulative and concurrent. spell’s point of origin are affected first. Hit creatures who are neither good nor evil, No saving throw is allowed against these Dice that are not sufficient to affect a SPELLS and they are not blinded. Such a creature effects. creature are wasted. Affected creatures can reduce that damage by half (down to Deafened: The creature is deafened for CHAPTER 11: become fascinated by the pattern of colors. one-quarter of the roll) with a successful 1d4 rounds. Sightless creatures are not affected. Will save. Blinded: The creature is blinded for 2d4 A wizard or sorcerer need not utter a rounds. sound to cast this spell, but a bard must Holy Sword Paralyzed: The creature is paralyzed and sing, play music, or recite a rhyme as a Evocation [Good] helpless for 1d10 minutes. verbal component. Level: Pal 4 Killed: Living creatures die. Undead Material Component: A glowing stick of Components: V, S creatures are destroyed. incense or a crystal rod filled with phos- Casting Time: 1 standard action Furthermore, if you are on your home Range: Touch phorescent material. plane when you cast this spell, nongood Target: Melee weapon touched extraplanar creatures within the area are Duration: 1 round/level instantly banished back to their home Hypnotism Saving Throw: None planes. Creatures so banished cannot Enchantment (Compulsion) [Mind- Affecting] Spell Resistance: No return for at least 24 hours. This effect Level: Brd 1, Sor/Wiz 1 takes place regardless of whether the crea- This spell allows you to channel holy Components: V, S tures hear the holy word. The banishment power into your sword, or any other melee Casting Time: 1 round weapon you choose. The weapon acts as a effect allows a Will save (at a –4 penalty) to Range: Close (25 ft. + 5 ft./2 levels) +5 holy weapon (+5 enhancement bonus on negate. Area: Several living creatures, no two of attack and damage rolls, extra 2d6 damage Creatures whose HD exceed your caster which may be more than 30 ft. apart against evil opponents). It also emits a level are unaffected by holy word. Duration: 2d4 rounds (D) magic circle against evil effect (as the spell). Saving Throw: Will negates If the magic circle ends, the sword creates a Horrid Wilting Spell Resistance: Yes new one on your turn as a free action. The Necromancy spell is automatically canceled 1 round Level: Sor/Wiz 8, Water 8 Your gestures and droning incantation after the weapon leaves your hand. You Components: V, S, M/DF fascinate nearby creatures, causing them to cannot have more than one holy sword at a Casting Time: 1 standard action stop and stare blankly at you. In addition, time. Range: Long (400 ft. + 40 ft./level) you can use their rapt attention to make If this spell is cast on a magic weapon, Targets: Living creatures, no two of which your suggestions and requests seem more the powers of the spell supersede any that can be more than 60 ft. apart plausible. Roll 2d4 to see how many total the weapon normally has, rendering the Duration: Instantaneous Hit Dice of creatures you affect. Creatures normal enhancement bonus and powers of Saving Throw: Fortitude half with fewer HD are affected before the weapon inoperative for the duration of Spell Resistance: Yes creatures with more HD. Only creatures the spell. This spell is not cumulative with that can see or hear you are affected, but bless weapon or any other spell that might This spell evaporates moisture from the they do not need to understand you to be modify the weapon in any way. body of each subject living creature, deal- This spell does not work on artifacts. fascinated. ing 1d6 points of damage per caster level If you use this spell in combat, each Note: A masterwork weapon’s bonus to (maximum 20d6). This spell is especially attack does not stack with an enhancement target gains a +2 bonus on its saving throw. devastating to water elementals and plant bonus to attack. If the spell affects only a single creature creatures, which instead take 1d8 points of not in combat at the time, the saving throw damage per caster level (maximum 20d8). Holy Word has a penalty of –2. Arcane Material Component: A bit of While the subject is fascinated by this Evocation [Good, Sonic] sponge. Level: Clr 7, Good 7 spell, it reacts as though it were two steps

Components: V more friendly in attitude (see Influencing Casting Time: 1 standard action Hypnotic Pattern NPC Attitudes, page 72). This allows you Range: 40 ft. Illusion (Pattern) [Mind-Affecting] to make a single request of the affected Area: Nongood creatures in a 40-ft.-radius Level: Brd 2, Sor/Wiz 2 creature (provided you can communicate spread centered on you Components: V (Brd only), S, M; see text with it). The request must be brief and rea- Duration: Instantaneous Casting Time: 1 standard action sonable. Even after the spell ends, the Saving Throw: None or Will negates; see Range: Medium (100 ft. + 10 ft./level) creature retains its new attitude toward text Effect: Colorful lights in a 10-ft.-radius you, but only with respect to that particu- Spell Resistance: Yes spread lar request. 242

A creature that fails its saving throw writing. Only the person (or people) des- another creature. Only a creature with an does not remember that you enspelled it. ignated by you at the time of the casting Intelligence score of at least 5 and a are able to read the writing; it’s unintelli- Wisdom score of at least 9 can receive this Ice Storm gible to any other character, although an bestowal. Only cleric spells from the Evocation [Cold] illusionist recognizes it as illusory script. schools of abjuration, divination, and Level: Drd 4, Sor/Wiz 4, Water 5 Any unauthorized creature attempting conjuration (healing) can be transferred. Components: V, S, M/DF to read the script triggers a potent illusory The number and level of spells that the Casting Time: 1 standard action effect and must make a saving throw. A subject can be granted depends on its Hit Range: Long (400 ft. + 40 ft./level) successful saving throw means the crea- Dice; even multiple castings of imbue with CHAPTER 11: Area: Cylinder (20-ft. radius, 40 ft. high) ture can look away with only a mild sense spell ability can’t exceed this limit. of disorientation. Failure means the crea-

Duration: 1 full round SPELLS ture is subject to a suggestion implanted in Saving Throw: None HD of Spells the script by you at the time the illusory Spell Resistance: Yes Recipient Imbued script spell was cast. The suggestion lasts 2 or lower One 1st-level spell only 30 minutes. Typical suggestions Great magical hailstones pound down for 1 3–4 One or two 1st-level spells include “Close the book and leave,” “Forget full round, dealing 3d6 points of blud- 5 or higher One or two 1st-level spells the existence of the book,” and so forth. If geoning damage and 2d6 points of cold and one 2nd-level spell damage to every creature in the area. A –4 successfully dispelled by dispel magic, the illusory script and its secret message penalty applies to each Listen check made The transferred spell’s variable character- disappear. The hidden message can be read within the ice storm’s effect, and all land istics (range, duration, area, and the like) movement within its area is at half speed. by a combination of the true seeing spell with the read magic or comprehend languages function according to your level, not the At the end of the duration, the hail disap- level of the recipient. pears, leaving no aftereffects (other than spell. The casting time depends on how long a Once you cast imbue with spell ability, the damage dealt). you cannot prepare a new 4th-level spell to Arcane Material Component: A pinch of message you wish to write, but it is always at least 1 minute. replace it until the recipient uses the dust and a few drops of water. imbued spells or is slain, or until you dis- Material Component: A lead-based ink (cost of not less than 50 gp). miss the imbue with spell ability spell. In the Identify meantime, you remain responsible to your Divination deity or your principles for the use to Level: Brd 1, Magic 2, Sor/Wiz 1 Illusory Wall Illusion (Figment) which the spell is put. If the number of Components: V, S, M/DF 4th-level spells you can cast decreases, and Casting Time: 1 hour Level: Sor/Wiz 4 Components: V, S that number drops below your current Range: Touch number of active imbue with spell ability Targets: One touched object Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) spells, the more recently cast imbued Duration: Instantaneous spells are dispelled. Saving Throw: None Effect: Image 1 ft. by 10 ft. by 10 ft. To cast a spell with a verbal component, Spell Resistance: No Duration: Permanent the subject must be able to speak. To cast a Saving Throw: Will disbelief (if inter- The spell determines all magic properties acted with) spell with a somatic component, it must of a single magic item, including how to Spell Resistance: No have humanlike hands. To cast a spell with activate those functions (if appropriate), a material component or focus, it must and how many charges are left (if any). This spell creates the illusion of a wall, have the materials or focus. Identify does not function when used on floor, ceiling, or similar surface. It appears an artifact (see the Dungeon Master’s Guide absolutely real when viewed, but physical Implosion objects can pass through it without diffi- for details on artifacts). Evocation culty. When the spell is used to hide pits, Arcane Material Component: A pearl of at Level: Clr 9, Destruction 9 traps, or normal doors, any detection abil- least 100 gp value, crushed and stirred into Components: V, S ities that do not require sight work nor- wine with an owl feather; the infusion Casting Time: 1 standard action mally. Touch or a probing search reveals must be drunk prior to spellcasting. Range: Close (25 ft. + 5 ft./2 levels) the true nature of the surface, though such Targets: One corporeal creature/round measures do not cause the illusion to Illusory Script Duration: Concentration (up to 4 disappear. Illusion (Phantasm) [Mind-Affecting] rounds)

Level: Brd 3, Sor/Wiz 3 Saving Throw: Fortitude negates Components: V, S, M Imbue with Spell Ability Spell Resistance: Yes Casting Time: 1 minute or longer; see Evocation text Level: Clr 4, Magic 4 You create a destructive resonance in a Components: V, S, DF Range: Touch corporeal creature’s body. For each round Casting Time: 10 minutes Target: One touched object weighing no you concentrate, you cause one creature to Range: Touch more than 10 lb. collapse in on itself, killing it. (This effect, Duration: One day/level (D) Target: Creature touched; see text being instantaneous, cannot be dispelled.) Saving Throw: Will negates; see text Duration: Permanent until discharged You can target a particular creature only Spell Resistance: Yes (D) Saving Throw: Will negates (harmless) once with each casting of the spell. You write instructions or other informa- Spell Resistance: Yes (harmless) Implosion has no effect on creatures in tion on parchment, paper, or any suitable gaseous form or on incorporeal creatures. writing material. The illusory script appears You transfer some of your currently pre- to be some form of foreign or magical pared spells, and the ability to cast them, to 243

Imprisonment Inflict Critical Wounds a Will save negates the damage instead of Abjuration Necromancy halving it. Level: Sor/Wiz 9 Level: Clr 4, Destruction 4 Components: V, S Inflict Moderate Wounds Casting Time: 1 standard action This spell functions like inflict light wounds, Necromancy Range: Touch except that you deal 4d8 points of damage Level: Clr 2 Target: Creature touched +1 point per caster level (maximum +20). Duration: Instantaneous This spell functions like inflict light wounds, Saving Throw: Will negates; see text Inflict Critical Wounds, Mass except that you deal 2d8 points of damage Spell Resistance: Yes Necromancy +1 point per caster level (maximum +10). Level: Clr 8 When you cast imprisonment and touch a Inflict Moderate Wounds, Mass creature, it is entombed in a state of sus- This spell functions like mass inflict light Necromancy SPELLS pended animation (see the temporal stasis wounds, except that it deals 4d8 points of Level: Clr 6 spell) in a small sphere far beneath the damage +1 point per caster level (maxi- CHAPTER 11: surface of the earth. The subject remains mum +40). This spell functions like mass inflict light there unless a freedom spell is cast at the wounds, except that it deals 2d8 points of locale where the imprisonment took place. Inflict Light Wounds damage +1 point per caster level (maxi- Magical search by a crystal ball, a locate object mum +30). spell, or some other similar divination does Necromancy Level: Clr 1, Destruction 1 not reveal the fact that a creature is Components: V, S imprisoned, but discern location does. A wish Inflict Serious Wounds Casting Time: 1 standard action Necromancy or miracle spell will not free the recipient, Range: Touch Level: Clr 3 but will reveal where it is entombed. If you Target: Creature touched know the target’s name and some facts Duration: Instantaneous This spell functions like inflict light wounds, about its life, the target takes a –4 penalty Saving Throw: Will half except that you deal 3d8 points of damage on its save. Spell Resistance: Yes +1 point per caster level (maximum +15).

Incendiary Cloud When laying your hand upon a creature, Inflict Serious Wounds, Mass Conjuration (Creation) [Fire] you channel negative energy that deals 1d8 Necromancy Level: Fire 8, Sor/Wiz 8 points of damage +1 point per caster level Level: Clr 7 Components: V, S (maximum +5). Casting Time: 1 standard action Since undead are powered by negative This spell functions like mass inflict light Range: Medium (100 ft. + 10 ft./level) energy, this spell cures such a creature of a wounds, except that it deals 3d8 points of like amount of damage, rather than harm- Effect: Cloud spreads in 20-ft. radius, 20 ft. damage +1 point per caster level (maxi- ing it. high mum +35).

Duration: 1 round/level Saving Throw: Reflex half; see text Inflict Light Wounds, Mass Spell Resistance: No Necromancy Insanity Enchantment (Compulsion) [Mind- Level: Clr 5, Destruction 5 Affecting] An incendiary cloud spell creates a cloud of Components: V, S Level: Sor/Wiz 7 roiling smoke shot through with white-hot Casting Time: 1 standard action Components: V, S embers. The smoke obscures all sight as a Range: Close (25 ft. + 5 ft./2 levels) Casting Time: 1 standard action fog cloud does. In addition, the white-hot Target: One creature/level, no two of embers within the cloud deal 4d6 points of which can be more than 30 ft. apart Range: Medium (100 ft. + 10 ft./level) Target: One living creature fire damage to everything within the cloud Duration: Instantaneous Duration: Instantaneous on your turn each round. All targets can Saving Throw: Will half Saving Throw: Will negates make Reflex saves each round to take half Spell Resistance: Yes Spell Resistance: Yes damage. As with a cloudkill spell, the smoke Negative energy spreads out in all direc- tions from the point of origin, dealing 1d8 The affected creature suffers from a con- moves away from you at 10 feet per round. tinuous confusion effect, as the spell. Figure out the smoke’s new spread each points of damage +1 point per caster level (maximum +25) to nearby living enemies. Remove curse does not remove insanity. round based on its new point of origin, Greater restoration, heal, limited wish, miracle, which is 10 feet farther away from where Like other inflict spells, mass inflict light wounds cures undead in its area rather than or wish can restore the creature. you were when you cast the spell. By con- centrating, you can make the cloud (actu- damaging them. A cleric capable of ally its point of origin) move as much as 60 spontaneously casting inflict spells can also Insect Plague feet each round. Any portion of the cloud spontaneously cast mass inflict spells. Conjuration (Summoning) that would extend beyond your maximum Level: Clr 5, Drd 5 range dissipates harmlessly, reducing the Inflict Minor Wounds Components: V, S, DF remainder’s spread thereafter. Necromancy Casting Time: 1 round As with fog cloud, wind disperses the Level: Clr 0 Range: Long (400 ft. + 40 ft./level) smoke, and the spell can’t be cast under- Saving Throw: Will negates Effect: One swarm of locusts per three water. levels, each of which must be adjacent This spell functions like inflict light wounds, to at least one other swarm except that you deal 1 point of damage and Duration: 1 min./level 244

Saving Throw: None remotely trigger traps, open a portcullis to Invisibility Sphere Spell Resistance: No release attack dogs, and so forth. If the Illusion (Glamer) subject attacks directly, however, it im- Level: Brd 3, Sor/Wiz 3 You summon a number of swarms of mediately becomes visible along with all Components: V, S, M locusts (one per three levels, to a maxi- its gear. Spells such as bless that specifically Area: 10-ft.-radius emanation around the mum of six swarms at 18th level). The affect allies but not foes are not attacks for creature or object touched swarms must be summoned so that each this purpose, even when they include foes one is adjacent to at least one other swarm in their area. This spell functions like invisibility, except (that is, the swarms must fill one contigu- See Table 8–5: Attack Roll Modifiers

that this spell confers invisibility upon all CHAPTER 11: ous area). You may summon the locust and Table 8–6: Armor Class Modifiers, creatures within 10 feet of the recipient. swarms so that they share the area of other page 151, for the effects of invisibility on The center of the effect is mobile with the SPELLS creatures. Each swarm attacks any combat. recipient. creatures occupying its area. The swarms Invisibility can be made permanent (on Those affected by this spell can see each are stationary after being summoned, and objects only) with a permanency spell.

other and themselves as if unaffected by won’t pursue creatures that flee. Arcane Material Component: An eyelash the spell. Any affected creature moving out See the Monster Manual for details on encased in a bit of gum arabic. of the area becomes visible, but creatures locust swarms. moving into the area after the spell is cast Invisibility, Greater do not become invisible. Affected crea- Invisibility Illusion (Glamer) tures (other than the recipient) who attack Illusion (Glamer) Level: Brd 4, Sor/Wiz 4 negate the invisibility only for themselves. Level: Brd 2, Sor/Wiz 2, Trickery 2 Components: V, S If the spell recipient attacks, the invisibility Components: V, S, M/DF Target: You or creature touched sphere ends. Casting Time: 1 standard action Duration: 1 round/level (D) Range: Personal or touch Saving Throw: Will negates (harmless) Iron Body Target: You or a creature or object weigh- Transmutation ing no more than 100 lb./level This spell functions like invisibility, except Level: Earth 8, Sor/Wiz 8 Duration: 1 min./level (D) that it doesn’t end if the subject attacks. Components: V, S, M/DF Saving Throw: Will negates (harmless) or Casting Time: 1 standard action Will negates (harmless, object) Invisibility, Mass Range: Personal Spell Resistance: Yes (harmless) or Yes Target: You (harmless, object) Illusion (Glamer) Level: Sor/Wiz 7 Duration: 1 min./level (D)

The creature or object touched becomes Components: V, S, M Range: Long (400 ft. + 40 ft./level) This spell transforms your body into living invisible, vanishing from sight, even from Targets: Any number of creatures, no two iron, which grants you several powerful darkvision. If the recipient is a creature of which can be more than 180 ft. apart resistances and abilities. carrying gear, that vanishes, too. If you cast You gain damage reduction 15/adaman- the spell on someone else, neither you nor This spell functions like invisibility, except tine. You are immune to blindness, critical your allies can see the subject, unless you that the effect is mobile with the group hits, ability score damage, deafness, dis- can normally see invisible things or you and is broken when anyone in the group ease, drowning, electricity, poison, stun- employ magic to do so. attacks. Individuals in the group cannot ning, and all spells or attacks that affect Items dropped or put down by an in- see each other. The spell is broken for any your physiology or respiration, because visible creature become visible; items individual who moves more than 180 feet you have no physiology or respiration picked up disappear if tucked into the from the nearest member of the group. (If while this spell is in effect. You take only half damage from acid and fire of all kinds. clothing or pouches worn by the creature. only two individuals are affected, the one However, you also become vulnerable to Light, however, never becomes invisible, moving away from the other one loses its all special attacks that affect iron golems. although a source of light can become so invisibility. If both are moving away from (thus, the effect is that of a light with no You gain a +6 enhancement bonus to each other, they both become visible when your Strength score, but you take a –6 visible source). Any part of an item that the the distance between them exceeds 180 subject carries but that extends more than penalty to Dexterity as well (to a minimum feet.) Dexterity score of 1), and your speed is 10 feet from it becomes visible, such as a Material Component: An eyelash encased trailing rope. reduced to half normal. You have an arcane in a bit of gum arabic. spell failure chance of 50% and a –8 armor Of course, the subject is not magically silenced, and certain other conditions can check penalty, just as if you were clad in render the recipient detectable (such as Invisibility Purge full plate armor. You cannot drink (and stepping in a puddle). The spell ends if the Evocation thus can’t use potions) or play wind instru- subject attacks any creature. For purposes Level: Clr 3 ments. of this spell, an attack includes any spell Components: V, S Your unarmed attacks deal damage targeting a foe or whose area or effect Casting Time: 1 standard action equal to a club sized for you (1d4 for Small includes a foe. (Exactly who is a foe Range: Personal characters or 1d6 for Medium characters), depends on the invisible character’s per- Target: You and you are considered armed when ceptions.) Actions directed at unattended Duration: 1 min./level (D) making unarmed attacks. objects do not break the spell. Causing Your weight increases by a factor of ten, harm indirectly is not an attack. Thus, an You surround yourself with a sphere of causing you to sink in water like a stone. invisible being can open doors, talk, eat, power with a radius of 5 feet per caster However, you could survive the crushing climb stairs, summon monsters and have level that negates all forms of invisibility. pressure and lack of air at the bottom of them attack, cut the ropes holding a rope Anything invisible becomes visible while the ocean—at least until the spell duration bridge while enemies are on the bridge, in the area. expires. 245

Arcane Material Component: A small piece Targets: One weapon or fifty projectiles, Casting Time: 1 standard action of iron that was once part of either an iron all of which must be in contact with Range: Personal golem, a hero’s armor, or a war machine. each other at the time of casting Target: You Duration: 10 min./level Duration: Instantaneous Ironwood Saving Throw: Will negates (harmless, Transmutation object) You instantly know the direction of north Spell Resistance: Yes (harmless, object) from your current position. The spell is Level: Drd 6 effective in any environment in which Components: V, S, M This spell makes a weapon magically keen, “north” exists, but it may not work in Casting Time: 1 minute/lb. created improving its ability to deal telling blows. extraplanar settings. Your knowledge of Range: 0 ft. This transmutation doubles the threat

north is correct at the moment of casting, Effect: An ironwood object weighing up to range of the weapon. A threat range of 20 but you can get lost again within moments 5 lb./level becomes 19–20, a threat range of 19–20 if you don’t find some external reference Duration: One day/level (D) becomes 17–20, and a threat range of 18– point to help you keep track of direction. SPELLS Saving Throw: None 20 becomes 15–20. The spell can be cast Spell Resistance: No

CHAPTER 11: only on piercing or slashing weapons. If Legend Lore cast on arrows or crossbow bolts, the keen Divination Ironwood is a magical substance created by edge on a particular projectile ends after druids from normal wood. While re- Level: Brd 4, Knowledge 7, Sor/Wiz 6 one use, whether or not the missile strikes Components: V, S, M, F maining natural wood in almost every way, its intended target. (Treat shuriken as ironwood is as strong, heavy, and resistant Casting Time: See text arrows, rather than as thrown weapons, for Range: Personal to fire as steel. Spells that affect metal or the purpose of this spell.) iron (such as heat metal) do not function on Target: You Multiple effects that increase a weapon’s Duration: See text ironwood. Spells that affect wood (such as threat range (such as the keen edge spell and wood shape) do affect ironwood, although the Improved Critical feat) don’t stack. You Legend lore brings to your mind legends ironwood does not burn. Using this spell can’t cast this spell on a natural weapon, about an important person, place, or thing. with wood shape or a wood-related Craft such as a claw. If the person or thing is at hand, or if you check, you can fashion wooden items that are in the place in question, the casting function as steel items. Thus, wooden plate Knock time is only 1d4×10 minutes. If you have armor and wooden swords can be created Transmutation only detailed information on the person, that are as durable as their normal steel Level: Sor/Wiz 2 place, or thing, the casting time is 1d10 counterparts. These items are freely usable Components: V days, and the resulting lore is less complete by druids. Casting Time: 1 standard action and specific (though it often provides Further, if you make only half as much Range: Medium (100 ft. + 10 ft./level) enough information to help you find the ironwood as the spell would normally allow, Target: One door, box, or chest with an person, place, or thing, thus allowing a any weapon, shield, or suit of armor so area of up to 10 sq. ft./level better legend lore result next time). If you created is treated as a magic item with a +1 Duration: Instantaneous; see text know only rumors, the casting time is 2d6 enhancement bonus. Saving Throw: None weeks, and the resulting lore is vague and Material Component: Wood shaped into Spell Resistance: No incomplete (though it often directs you to the form of the intended ironwood object. more detailed information, thus allowing a The knock spell opens stuck, barred, better legend lore result next time). locked, held, or arcane locked doors. It opens Jump During the casting, you cannot engage Transmutation secret doors, as well as locked or trick- opening boxes or chests. It also loosens in other than routine activities: eating, Level: Drd 1, Rgr 1, Sor/Wiz 1 sleeping, and so forth. When completed, Components: V, S, M welds, shackles, or chains (provided they serve to hold closures shut). If used to the divination brings legends (if any) Casting Time: 1 standard action about the person, place, or things to your Range: Touch open a arcane locked door, the spell does not remove the arcane lock but simply suspends mind. These may be legends that are still Target: Creature touched current, legends that have been forgotten, Duration: 1 min./level (D) its functioning for 10 minutes. In all other or even information that has never been Saving Throw: Will negates (harmless) cases, the door does not relock itself or generally known. If the person, place, or Spell Resistance: Yes become stuck again on its own. Knock does not raise barred gates or similar impedi- thing is not of legendary importance, you The subject gets a +10 enhancement bonus ments (such as a portcullis), nor does it gain no information. As a rule of thumb, affect ropes, vines, and the like. The effect on Jump checks. The enhancement bonus characters who are 11th level and higher is limited by the area. A 3rd-level caster can increases to +20 at caster level 5th, and to are “legendary,” as are the sorts of creatures cast a knock spell on a door of 30 square feet +30 (the maximum) at caster level 9th. they contend with, the major magic items or less (for example, a standard 4-foot-by-7- they wield, and the places where they Material Component: A grasshopper’s foot door). Each spell can undo as many as hind leg, which you break when the spell perform their key deeds. two means of preventing egress. Thus if a Examples of legend lore results include is cast. door is locked, barred, and held, or the following. quadruple locked, opening it requires two A divination about a mysterious magic Keen Edge knock spells. axe you have at hand: “Woe to the evildoer Transmutation whose hand touches the axe, for even the Level: Sor/Wiz 3 Know Direction haft chops the hand of the evil ones. Only Components: V, S Divination a true Son or Daughter of Stone, one who Casting Time: 1 standard action Level: Brd 0, Drd 0 loves Moradin and whom Moradin loves, Range: Close (25 ft. + 5 ft./2 levels) Components: V, S may awaken the true powers of the axe, 246

and only with the sacred word ‘Rudnogg’ on can be fitted with locks, wards, and so on, (string and a bit of wood) if this benefit is the lips.” just as any normal chest can be. to be included. A divination about a legendary paladin To hide the chest, you cast the spell Focus: The focus of the alarm spell (silver about whom you know many details: while touching both the chest and the wire and a tiny bell) if this benefit is to be “Vanashon has been denied the glory of replica. The chest vanishes into the Ethe- included. death and the duty of life. He waits pa- real Plane. You need the replica to recall tiently beneath the Forbidden Mountain.” the chest. After sixty days, there is a Leomund’s Tiny Hut (The paladin has been turned to stone in cumulative chance of 5% per day that the Evocation [Force] the caverns under the mountain.) chest is irretrievably lost. If the miniature

Level: Brd 3, Sor/Wiz 3 CHAPTER 11: A divination about ancient ruins about of the chest is lost or destroyed, there is no Components: V, S, M which you have only a passing reference in way, not even with a wish spell, that the Casting Time: 1 standard action SPELLS a partially damaged tome: “The sorcerer large chest can be summoned back, al- Range: 20 ft. who called herself Ryth built a library though an extraplanar expedition might be Effect: 20-ft.-radius sphere centered on without words and a temple without gods. mounted to find it.

your location Those tho read and those who pray tore it Living things in the chest eat, sleep, and Duration: 2 hours/level (D) down in a night and a day.” (These clues age normally, and they die if they run out Saving Throw: None may be enough for you to find out more of food, air, water, or whatever they need Spell Resistance: No and get details you need to cast a better to survive. legend lore.) Focus: The chest and its replica. You create an unmoving, opaque sphere of Material Component: Incense worth at force of any color you desire around least 250 gp. yourself. Half the sphere projects above Focus: Four strips of ivory (worth 50 gp Leomund’s Secure Shelter the ground, and the lower hemisphere each) formed into a rectangle. Conjuration (Creation) passes through the ground. As many as Level: Brd 4, Sor/Wiz 4 Components: V, S, M, F; see text nine other Medium creatures can fit into Leomund’s Secret Chest Casting Time: 10 minutes the field with you; they can freely pass into Conjuration (Summoning) Range: Close (25 ft. + 5 ft./2 levels) and out of the hut without harming it. Level: Sor/Wiz 5 Effect: 20-ft.-square structure However, if you remove yourself from the Components: V, S, F Duration: 2 hours/level (D) hut, the spell ends. Casting Time: 10 minutes Saving Throw: None The temperature inside the hut is 70° F Range: See text Spell Resistance: No if the exterior temperature is between 0° Target: One chest and up to 1 cu. ft. of and 100° F. An exterior temperature below goods/caster level You conjure a sturdy cottage or lodge made 0° or above 100° lowers or raises the Duration: Sixty days or until discharged of material that is common in the area interior temperature on a 1-degree-for-1 Saving Throw: None where the spell is cast—stone, timber, or basis (thus, if it’s –20° outside, inside the Spell Resistance: No (at worst) sod. The floor is level, clean, and hut it’s 50°). The hut also provides protec- dry. In all respects the lodging resembles a tion against the elements, such as rain, You hide a chest on the Ethereal Plane for dust, and sandstorms. The hut withstands normal cottage, with a sturdy door, two as long as sixty days and can retrieve it at any wind of less than hurricane force, but a shuttered windows, and a small fireplace. will. The chest can contain up to 1 cubic hurricane (75+ mph wind speed) or greater foot of material per caster level (regardless The shelter has no heating or cooling force destroys it. of the chest’s actual size, which is about 3 source (other than natural insulation The interior of the hut is a hemisphere. feet by 2 feet by 2 feet). If any living qualities). Therefore, it must be heated as a You can illuminate it dimly upon com- creatures are in the chest, there is a 75% normal dwelling, and extreme heat ad- mand or extinguish the light as desired. chance that the spell simply fails. Once the versely affects it and its occupants. The Although the force field is opaque from chest is hidden, you can retrieve it by dwelling does, however, provide consid- the outside, it is transparent from within. concentrating (a standard action), and it erable security otherwise—it is as strong as Missiles, weapons, and most spell effects appears next to you. a normal stone building, regardless of its can pass through the hut without affecting The chest must be exceptionally well material composition. The dwelling resists it, although the occupants cannot be seen crafted and expensive, constructed for you flames and fire as if it were stone. It is from outside the hut (they have total by master crafters. If made principally of impervious to normal missiles (but not the concealment). wood, it must be ebony, rosewood, sandal- sort cast by siege engines or giants). Material Component: A small crystal bead wood, teak, or the like, and all of its corner The door, shutters, and even chimney that shatters when the spell duration fittings, nails, and hardware must be plat- are secure against intrusion, the former expires or the hut is dispelled. inum. If constructed of ivory, the metal two being arcane locked and the latter se- fittings of the chest must be gold. If the cured by an iron grate at the top and a chest is fashioned from bronze, copper, or narrow flue. In addition, these three areas Leomund’s Trap Illusion (Glamer) silver, its fittings must be silver or are protected by an alarm spell. Finally, an Level: Sor/Wiz 2 electrum (a valuable metal). The cost of unseen servant is conjured to provide ser- Components: V,S,M such a chest is never less than 5,000 gp. vice to you for the duration of the shelter. Casting Time: 1 standard action The secure shelter contains rude furnish- Once it is constructed, you must make a Range: Touch tiny replica (of the same materials and ings—eight bunks, a trestle table, eight Target: Object touched perfect in every detail), so that the stools, and a writing desk. Duration: Permanent (D) miniature of the chest appears to be a per- Material Component: A square chip of Saving Throw: None fect copy. (The replica costs 50 gp.) You stone, crushed lime, a few grains of sand, a Spell Resistance: No can have but one pair of these chests at any sprinkling of water, and several splinters of given time—even a wish spell does not wood. These must be augmented by the This spell makes a lock or small allow more. The chests are nonmagical and components of the unseen servant spell mechanism seem to be trapped to anyone 247

who can detect traps. You place the spell Light Duplicate any sorcerer/wizard spell of upon any small mechanism or device, such Evocation [Light] 6th level or lower, provided the spell is as a lock, hinge, hasp, cork, cap, or ratchet. Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 not of a school prohibited to you. Any character able to detect traps, or who Components: V, M/DF Duplicate any other spell of 5th level or uses any spell or device enabling trap Casting Time: 1 standard action lower, provided the spell is not of a detection, is 100% certain a real trap exists. Range: Touch school prohibited to you. Of course, the effect is illusory and Target: Object touched Duplicate any sorcerer/wizard spell of nothing happens if the trap is “sprung”; its Duration: 10 min./level (D) 5th level or lower, even if it’s of a pro- primary purpose is to frighten away Saving Throw: None hibited school. thieves or make them waste precious time. Spell Resistance: No Duplicate any other spell of 4th level or If another Leomund’s trap is active within lower, even if it’s of a prohibited school.

50 feet when the spell is cast, the casting This spell causes an object to glow like a Undo the harmful effects of many fails. torch, shedding bright light in a 20-foot- spells, such as geas/quest or insanity. Material Component: A piece of iron radius (and dim light for an additional 20 Produce any other effect whose power SPELLS pyrite touched to the object to the trapped feet) from the point you touch. The effect level is in line with the above effects, is immobile, but it can be cast on a mov- such as a single creature automatically CHAPTER 11: while the object is sprinkled with a special dust requiring 50gp to prepare. able object. Light taken into an area of hitting on its next attack or taking a –7 magical darkness does not function. penalty on its next saving throw. A light spell (one with the light de- Lesser (Spell Name) scriptor) counters and dispels a darkness A duplicated spell allows saving throws Any spell whose name begins with lesser is spell (one with the darkness descriptor) of and spell resistance as normal (but the save alphabetized in this chapter according to an equal or lower level. DC is for a 7th-level spell). When a limited the second word of the spell name. Thus, Arcane Material Component: A firefly or a wish duplicates a spell that has an XP cost, the description of a lesser spell appears near piece of phosphorescent moss. you must pay that cost or 300 XP, the description of the spell on which it is whichever is more. When a limited wish based. Spell chains that have lesser spells in Lightning Bolt spell duplicates a spell with a material them include those based on the spells Evocation [Electricity] component that costs more than 1,000 gp, confusion, geas, globe of invulnerability, planar Level: Sor/Wiz 3 you must provide that component. ally, planar binding, and restoration. Components: V, S, M XP Cost: 300 XP or more (see above). Casting Time: 1 standard action Levitate Range: 120 ft. Liveoak Transmutation Area: 120-ft. line Transmutation Level: Sor/Wiz 2 Duration: Instantaneous Level: Drd 6 Components: V, S, F Saving Throw: Reflex half Components: V, S Casting Time: 1 standard action Spell Resistance: Yes Casting Time: 10 minutes Range: Personal or close (25 ft. + 5 ft./2 Range: Touch You release a powerful stroke of electrical levels) Target: Tree touched energy that deals 1d6 points of electricity Target: You or one willing creature or one Duration: One day/level (D) damage per caster level (maximum 10d6) object (total weight up to 100 lb./level) Saving Throw: None to each creature within its area. The bolt Spell Resistance: No Duration: 1 min./level (D) begins at your fingertips. Saving Throw: None The lightning bolt sets fire to combusti- This spell turns an oak tree into a protector Spell Resistance: No bles and damages objects in its path. It can or guardian. The spell can be cast on only a melt metals with a low melting point, such single tree at a time; while liveoak is in Levitate allows you to move yourself, an- as lead, gold, copper, silver, or bronze. If effect, you can’t cast it again on another other creature, or an object up and down as the damage caused to an interposing bar- tree. The tree on which the spell is cast you wish. A creature must be willing to be rier shatters or breaks through it, the bolt must be within 10 feet of your dwelling levitated, and an object must be unattended may continue beyond the barrier if the place, within a place sacred to you, or or possessed by a willing creature. You can spell’s range permits; otherwise, it stops at within 300 feet of something that you wish mentally direct the recipient to move up or the barrier just as any other spell effect to guard or protect. down as much as 20 feet each round; doing does. Liveoak must be cast on a healthy, Huge so is a move action. You cannot move the Material Component: A bit of fur and an oak. A triggering phrase of up to one word recipient horizontally, but the recipient amber, crystal, or glass rod. per caster level is placed on the targeted could clamber along the face of a cliff, for oak. For instance, “Attack any persons who example, or push against a ceiling to move Limited Wish come near without first saying ‘sacred laterally (generally at half its base land Universal mistletoe’ “ is an eleven-word trigger speed). Level: Sor/Wiz 7 phrase that you could use at 11th level or A levitating creature that attacks with a Components: V, S, XP higher. The liveoak spell triggers the tree melee or ranged weapon finds itself in- Casting Time: 1 standard action into animating as a treant (see the Monster creasingly unstable; the first attack has a –1 Range: See text Manual). At the DM’s option, you can penalty on attack rolls, the second –2, and Target, Effect, or Area: See text extrapolate statistics for a smaller tree from so on, to a maximum penalty of –5. A full Duration: See text the treant statistics if you cast likeoak on a Saving Throw: None; see text round spent stabilizing allows the creature smaller oak. Spell Resistance: Yes to begin again at –1. If liveoak is dispelled, the tree takes root

Focus: Either a small leather loop or a A limited wish lets you create nearly any immediately, wherever it happens to be. If piece of golden wire bent into a cup shape type of effect. For example, a limited wish released by you, the tree tries to return to with a long shank on one end. can do any of the following things. its original location before taking root. 248

Locate Creature Target: You You point your finger at an object and can Divination Duration: 1 hour/level (D) lift it and move it at will from a distance. Level: Brd 4, Sor/Wiz 4 As a move action, you can propel the ob- Components: V, S, M This spell increases your base land speed ject as far as 15 feet in any direction, Duration: 10 min./level by 10 feet. (This adjustment counts as an though the spell ends if the distance enhancement bonus.) It has no effect on between you and the object ever exceeds This spell functions like locate object, except other modes of movement, such as burrow, the spell’s range. this spell locates a known or familiar climb, fly, or swim. creature. Material Component: A pinch of dirt. Magic Circle against Chaos CHAPTER 11: You slowly turn and sense when you are Abjuration [Lawful]

facing in the direction of the creature to be Lullaby Level: Clr 3, Law 3, Pal 3, Sor/Wiz 3 SPELLS located, provided it is within range. You Enchantment (Compulsion) [Mind- also know in which direction the creature Affecting] This spell functions like magic circle against is moving, if any. Level: Brd 0 evil, except that it is similar to protection

The spell can locate a creature of a spe- Components: V, S from chaos instead of protection from evil, and cific kind (such as a human or a unicorn) Casting Time: 1 standard action it can imprison a nonlawful called or a specific creature known to you. It Range: Medium (100 ft. + 10 ft./level) creature. cannot find a creature of a certain type Area: Living creatures within a 10-ft.- (such as humanoid or animal). To find a radius burst Magic Circle against Evil kind of creature, you must have seen such Duration: Concentration + 1 Abjuration [Good] a creature up close (within 30 feet) at least round/level (D) Level: Clr 3, Good 3, Pal 3, Sor/Wiz 3 once. Saving Throw: Will negates Components: V, S, M/DF Running water blocks the spell. It Spell Resistance: Yes Casting Time: 1 standard action cannot detect objects. It can be fooled by Range: Touch mislead, nondetection, and polymorph spells. Any creature within the area that fails a Area: 10-ft.-radius emanation from Material Component: A bit of fur from a Will save becomes drowsy and inattentive, touched creature bloodhound. taking a –5 penalty on Listen and Spot Duration: 10 min./level checks and a –2 penalty on Will saves Saving Throw: Will negates (harmless) Locate Object against sleep effects while the lullaby is in Spell Resistance: No; see text Divination effect. Lullaby lasts for as long as the caster Level: Brd 2, Clr 3, Sor/Wiz 2, Travel 2 concentrates, plus up to 1 round per caster All creatures within the area gain the Components: V, S, F/DF level thereafter. effects of a protection from evil spell, and no Casting Time: 1 standard action nongood summoned creatures can enter Range: Long (400 ft. + 40 ft./level) Mage Armor the area either. You must overcome a crea- Area: Circle, centered on you, with a Conjuration (Creation) [Force] ture’s spell resistance in order to keep it at radius of 400 ft. + 40 ft./level Level: Sor/Wiz 1 bay (as in the third function of protection Duration: 1 min./level Components: V, S, F from evil), but the deflection and resistance Saving Throw: None Casting Time: 1 standard action bonuses and the protection from mental Spell Resistance: No Range: Touch control apply regardless of enemies’ spell Target: Creature touched resistance. You sense the direction of a well-known or Duration: 1 hour/level (D) This spell has an alternative version that clearly visualized object. The spell locates Saving Throw: Will negates (harmless) you may choose when casting it. A magic such objects as apparel, jewelry, furniture, Spell Resistance: No circle against evil can be focused inward tools, weapons, or even a ladder. You can rather than outward. When focused search for general items such as a stairway, An invisible but tangible field of force inward, the spell binds a nongood called a sword, or a jewel, in which case you surrounds the subject of a mage armor spell, creature (such as those called by the lesser locate the nearest one of its kind if more providing a +4 armor bonus to AC. Unlike planar binding, planar binding, and greater than one is within range. Attempting to mundane armor, mage armor entails no planar binding spells) for a maximum of 24 find a certain item, such as a particular armor check penalty, arcane spell failure hours per caster level, provided that you piece of jewelry, requires a specific and chance, or speed reduction. Since mage cast the spell that calls the creature within accurate mental image; if the image is not armor is made of force, incorporeal 1 round of casting the magic circle. The close enough to the actual object, the spell creatures can’t bypass it the way they do creature cannot cross the circle’s boun- fails. You cannot specify a unique item normal armor. daries. If a creature too large to fit into the (such as “Baron Vulden’s signet ring”) Focus: A piece of cured leather. spell’s area is the subject of the spell, the unless you have observed that particular item firsthand (not through divination). spell acts as a normal protection from evil Mage Hand spell for that creature only. The spell is blocked by even a thin sheet Transmutation of lead. Creatures cannot be found by this A magic circle leaves much to be desired Level: Brd 0, Sor/Wiz 0 as a trap. If the circle of powdered silver spell. Polymorph any object fools it. Components: V, S Arcane Focus: A forked twig. laid down in the process of spellcasting is Casting Time: 1 standard action broken, the effect immediately ends. The

Range: Close (25 ft. + 5 ft./2 levels) trapped creature can do nothing that dis- Longstrider Target: One nonmagical, unattended turbs the circle, directly or indirectly, but Transmutation object weighing up to 5 lb. other creatures can. If the called creature Level: Drd 1, Rgr 1, Travel 1 Duration: Concentration has spell resistance, it can test the trap Components: V, S, M Saving Throw: None once a day. If you fail to overcome its spell Casting Time: 1 standard action Spell Resistance: No resistance, the creature breaks free, des- Range: Personal troying the circle. A creature capable of 249

any form of dimensional travel (astral This spell functions like magic circle against To cast the spell, the magic jar must be projection, blink, dimension door, etherealness, evil, except that it is similar to protection within spell range and you must know gate, plane shift, shadow walk, teleport, and from law instead of protection from evil, and where it is, though you do not need line of similar abilities) can simply leave the circle it can imprison a nonchaotic called crea- sight or line of effect to it. When you through that means. You can prevent the ture. transfer your soul upon casting, your body creature’s extradimensional escape by cast- is, as near as anyone can tell, dead. ing a dimensional anchor spell on it, but you Magic Fang While in the magic jar, you can sense must cast the spell before the creature acts. Transmutation and attack any life force within 10 feet per If you are successful, the anchor effect lasts Level: Drd 1, Rgr 1 caster level (and on the same plane of as long as the magic circle does. The creature Components: V, S, DF existence). You do need line of effect from cannot reach across the magic circle, but its the jar to the creatures. You cannot deter- Casting Time: 1 standard action ranged attacks (ranged weapons, spells, Range: Touch mine the exact creature types or positions magical abilities, and the like) can. The Target: Living creature touched of these creatures. In a group of life forces, creature can attack any target it can reach you can sense a difference of 4 or more Hit

SPELLS Duration: 1 min./level with its ranged attacks except for the circle Saving Throw: Will negates (harmless) Dice between one creature and another itself. and can determine whether a life force is CHAPTER 11: Spell Resistance: Yes (harmless) You can add a special diagram (a two- powered by positive or negative energy. dimensional bounded figure with no gaps Magic fang gives one natural weapon of the (Undead creatures are powered by along its circumference, augmented with subject a +1 enhancement bonus on attack negative energy. Only sentient undead various magical sigils) to make the magic and damage rolls. The spell can affect a creatures have, or are, souls.) circle more secure. Drawing the diagram by slam attack, fist, bite, or other natural For example, if two 10th-level characters hand takes 10 minutes and requires a DC weapon. (The spell does not change an are attacking a hill giant (12 HD) and four 20 Spellcraft check. The DM makes this unarmed strike’s damage from nonlethal ogres (4 HD), you could determine that check secretly. If the check fails, the damage to lethal damage.) there are three stronger and four weaker diagram is ineffective. You can take 10 (see Magic fang can be made permanent with life forces within the range, all powered by page 65) when drawing the diagram if you a permanency spell. positive energy. You could choose to take over either a stronger or a weaker creature, are under no particular time pressure to but which particular stronger or weaker complete the task. This task also takes 10 Magic Fang, Greater creature you attempt to possess is Transmutation full minutes. If time is no factor at all, and determined randomly. you devote 3 hours and 20 minutes to the Level: Drd 3, Rgr 3 Range: Close (25 ft. + 5 ft./2 levels) Attempting to possess a body is a full- task, you can take 20. round action. It is blocked by protection A successful diagram allows you to cast a Target: One living creature Duration: 1 hour/level from evil or a similar ward. You possess the dimensional anchor spell on the magic circle body and force the creature’s soul into the during the round before casting any This spell functions like magic fang, except magic jar unless the subject succeeds on a summoning spell. The anchor holds any that the enhancement bonus on attack and Will save. Failure to take over the host called creatures in the magic circle for 24 damage rolls is +1 per four caster levels leaves your life force in the magic jar, and hours per caster level. A creature cannot (maximum +5). the target automatically succeeds on fur- use its spell resistance against a magic circle Alternatively, you may imbue all of the ther saving throws if you attempt to pos- prepared with a diagram, and none of its creature’s natural weapons with a +1 en- sess its body again. abilities or attacks can cross the diagram. If hancement bonus (regardless of your cast- If you are successful, your life force oc- the creature tries a Charisma check to er level). cupies the host body, and the host’s life break free of the trap (see the lesser planar Greater magic fang can be made perma- force is imprisoned in the magic jar. You binding spell), the DC increases by 5. The nent with a permanency spell. keep your Intelligence, Wisdom, Cha- creature is immediately released if any- risma, level, class, base attack bonus, base thing disturbs the diagram—even a straw save bonuses, alignment, and mental abili- laid across it. However, the creature itself Magic Jar Necromancy ties. The body retains its Strength, Dex- cannot disturb the diagram either directly terity, Constitution, hit points, natural abi- Level: Sor/Wiz 5 or indirectly, as noted above. lities, and automatic abilities. For example, Components: V, S, F This spell is not cumulative with protec- a fish’s body breathes water and a troll’s Casting Time: 1 standard action tion from evil and vice versa. body regenerates. A body with extra limbs Range: Medium (100 ft. + 10 ft./level) Arcane Material Component: A little pow- does not allow you to make more attacks Target: One creature dered silver with which you trace a 3-foot- (or more advantageous two-weapon at- Duration: 1 hour/level or until you return diameter circle on the floor (or ground) tacks) than normal. You can’t choose to to your body around the creature to be warded. activate the body’s extraordinary or super- Saving Throw: Will negates; see text natural abilities. The creature’s spells and Spell Resistance: Yes spell-like abilities do not stay with the Magic Circle against Good body. Abjuration [Evil] By casting magic jar, you place your soul in As a standard action, you can shift freely Level: Clr 3, Evil 3, Sor/Wiz 3 a gem or large crystal (known as the magic jar), leaving your body lifeless. Then you from a host to the magic jar if within range, This spell functions like magic circle against can attempt to take control of a nearby sending the trapped soul back to its body. evil, except that it is similar to protection body, forcing its soul into the magic jar. The spell ends when you shift from the jar from good instead of protection from evil, and You may move back to the jar (thereby to your own body. it can imprison a nonevil called creature. returning the trapped soul to its body) and If the host body is slain, you return to attempt to possess another body. The spell the magic jar, if within range, and the life Magic Circle against Law ends when you send your soul back to force of the host departs (it is dead). If the Abjuration [Chaotic] your own body, leaving the receptacle host body is slain beyond the range of the Level: Chaos 3, Clr 3, Sor/Wiz 3 empty. spell, both you and the host die. Any life 250

force with nowhere to go is treated as slain. utter verbal components, use command The user of the stones makes a normal If the spell ends while you are in the words, or activate magical effects. It does, ranged attack. Each stone that hits deals magic jar, you return to your body (or die if however, move according to the words 1d6+1 points of damage (including the your body is out of range or destroyed). If articulated; if it were placed upon a statue, spell’s enhancement bonus), or 2d6+2 the spell ends while you are in a host, you the mouth of the statue would move and points against undead. return to your body (or die, if it is out of appear to speak. Of course, magic mouth range of your current position), and the can be placed upon a tree, rock, or any Magic Vestment soul in the magic jar returns to its body (or other object or creature. Transmutation dies if it is out of range). Destroying the The spell functions when specific con- Level: Clr 3, Strength 3, War 3 CHAPTER 11: receptacle ends the spell, and the spell can ditions are fulfilled according to your Components: V, S, DF

be dispelled at either the magic jar or at the command as set in the spell. Commands Casting Time: 1 standard action SPELLS host’s location. can be as general or as detailed as desired, Range: Touch Focus: A gem or crystal worth at least 100 although only visual and audible triggers Target: Armor or shield touched

gp. can be used, such as the following: “Speak Duration: 1 hour/level only when a venerable female human car- Saving Throw: Will negates (harmless, Magic Missile rying a sack sits cross-legged within a dis- object) Evocation [Force] tance of one foot.” Triggers react to what Spell Resistance: Yes (harmless, object) Level: Sor/Wiz 1 appears to be the case. Disguises and illu- Components: V, S sions can fool them. Normal darkness does You imbue a suit of armor or a shield with Casting Time: 1 standard action not defeat a visual trigger, but magical an enhancement bonus of +1 per four Range: Medium (100 ft. + 10 ft./level) darkness or invisibility does. Silent caster levels (maximum +5 at 20th level). Targets: Up to five creatures, no two of movement or magical silence defeats audi- An outfit of regular clothing counts as ar- which can be more than 15 ft. apart ble triggers. Audible triggers can be keyed mor that grants no AC bonus for the pur- pose of this spell. Duration: Instantaneous to general types of noises (footsteps, metal

Saving Throw: None clanking) or to a specific noise or spoken Spell Resistance: Yes word (when a pin drops, or when anyone Magic Weapon says “Boo”). Actions can serve as triggers if Transmutation A missile of magical energy darts forth they are visible or audible. For example, Level: Clr 1, Pal 1, Sor/Wiz 1, War 1 from your fingertip and strikes its target, “Speak when any creature touches the Components: V, S, DF dealing 1d4+1 points of force damage. statue” is an acceptable command if the Casting Time: 1 standard action The missile strikes unerringly, even if creature is visible. A magic mouth cannot Range: Touch the target is in melee combat or has less Weapon touched distinguish alignment, level, Hit Dice, or Target: than total cover or total concealment. Spe- Duration: 1 min./level class except by external garb. cific parts of a creature can’t be singled out. Saving Throw: Will negates (harmless, The range limit of a trigger is 15 feet per Inanimate objects are not damaged by the object) caster level, so a 6th-level caster can spell. Spell Resistance: Yes (harmless, object) command a magic mouth to respond to For every two caster levels beyond 1st, triggers as far as 90 feet away. Regardless of you gain an additional missile—two at 3rd Magic weapon gives a weapon a +1 en- range, the mouth can respond only to hancement bonus on attack and damage level, three at 5th, four at 7th, and the visible or audible triggers and actions in maximum of five missiles at 9th level or rolls. (An enhancement bonus does not line of sight or within hearing distance. stack with a masterwork weapon’s +1 higher. If you shoot multiple missiles, you Magic mouth can be made permanent can have them strike a single creature or bonus on attack rolls.) with a permanency spell. You can’t cast this spell on a natural several creatures. A single missile can Material Component: A small bit of weapon, such as an unarmed strike (in- strike only one creature. You must desig- honeycomb and jade dust worth 10 gp. stead, see magic fang). A monk’s unarmed nate targets before you check for spell strike is considered a weapon, and thus it resistance or roll damage. can be enhanced by this spell. Magic Stone Transmutation Magic Mouth Level: Clr 1, Drd 1, Earth 1 Magic Weapon, Greater Illusion (Glamer) Components: V, S, DF Transmutation Level: Brd 1, Sor/Wiz 2 Casting Time: 1 standard action Level: Clr 4, Pal 3, Sor/Wiz 3 Components: V, S, M Range: Touch Components: V, S, M/DF Casting Time: 1 standard action Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: Up to three pebbles touched Duration: 30 minutes or until discharged Range: Close (25 ft. + 5 ft./2 levels) Target: One creature or object Target: One weapon or fifty projectiles (all Duration: Permanent until discharged Saving Throw: Will negates (harmless, object) of which must be in contact with each Saving Throw: Will negates (object) other at the time of casting) Spell Resistance: Yes (harmless, object) Spell Resistance: Yes (object) Duration: 1 hour/level

Saving Throw: Will negates (harmless, This spell imbues the chosen object or You transmute as many as three pebbles, object) creature with an enchanted mouth that which can be no larger than sling bullets, Spell Resistance: Yes (harmless, object) suddenly appears and speaks its message so that they strike with great force when the next time a specified event occurs. The thrown or slung. If hurled, they have a This spell functions like magic weapon, message, which must be twenty-five or range increment of 20 feet. If slung, treat except that it gives a weapon an enhance- fewer words long, can be in any language them as sling bullets (range increment 50 ment bonus on attack and damage rolls of known by you and can be delivered over a feet). The spell gives them a +1 enhance- +1 per four caster levels (maximum +5). period of 10 minutes. The mouth cannot ment bonus on attack and damage rolls. Alternatively, you can affect as many as 251

fifty arrows, bolts, or bullets. The projec- repair items that have been warped, Target: One creature tiles must be of the same kind, and they burned, disintegrated, ground to powder, Duration: See text have to be together (in the same quiver or melted, or vaporized, nor does it affect Saving Throw: None other container). Projectiles, but not creatures (including constructs). Spell Resistance: Yes thrown weapons, lose their transmutation when used. (Treat shuriken as projectiles, Mark of Justice You banish the subject into an extradi- rather than as thrown weapons, for the Necromancy mensional labyrinth of force planes. Each purpose of this spell.) Level: Clr 5, Pal 4 round on its turn, it may attempt a DC 20 Arcane Material Component: Powdered Components: V, S, DF Intelligence check to escape the labyrinth lime and carbon. Casting Time: 10 minutes as a full-round action. If the subject doesn’t escape, the maze disappears after 10 Range: Touch Major Creation Target: Creature touched minutes, forcing the subject to leave. Conjuration (Creation) Duration: Permanent; see text On escaping or leaving the maze, the Level: Sor/Wiz 5 subject reappears where it had been when SPELLS Saving Throw: None Casting Time: 10 minutes Spell Resistance: Yes the maze spell was cast. If this location is filled with a solid object, the subject CHAPTER 11: Range: Close (25 ft. + 5 ft./2 levels) Duration: See text When moral persuasion fails to win a appears in the nearest open space. criminal over to right conduct, you can use Spells and abilities that move a creature This spell functions like minor creation, ex- mark of justice to encourage the miscreant within a plane, such as teleport and di- cept that you can also create an object of to walk the straight and narrow path. mension door, do not help a creature escape mineral nature: stone, crystal, metal, or the You draw an indelible mark on the sub- a maze spell, although a plane shift spell like. The duration of the created item ject and state some behavior on the part of allows it to exit to whatever plane is desig- varies with its relative hardness and rarity, the subject that will activate the mark. nated in that spell. Minotaurs are not as indicated on the following table. When activated, the mark curses the sub- affected by this spell. ject. Typically, you designate some sort of Hardness and criminal behavior that activates the mark, Meld into Stone Rarity Examples Duration but you can pick any act you please. The Transmutation [Earth] Vegetable matter 2 hr./level effect of the mark is identical with the Level: Clr 3, Drd 3 Stone, crystal, base metals 1 hr./level effect of bestow curse. Components: V, S, DF Precious metals 20 min./level Since this spell takes 10 minutes to cast Casting Time: 1 standard action Gems 10 min./level and involves writing on the target, you can Range: Personal Rare metal1 1 round/level cast it only on a creature that is willing or Target: You 1 Includes adamantine, alchemical silver, and restrained. Duration: 10 min./level mithral. You can’t use major creation to Like the effect of bestow curse, a mark of create a cold iron item. See the Dungeon justice cannot be dispelled, but it can be Meld into stone enables you to meld your Master’s Guide for details. removed with a break enchantment, limited body and possessions into a single block of

wish, miracle, remove curse, or wish spell. stone. The stone must be large enough to Major Image Remove curse works only if its caster level is accommodate your body in all three dim- Illusion (Figment) equal to or higher than your mark of justice ensions. When the casting is complete, you and not more than 100 pounds of Level: Brd 3, Sor/Wiz 3 caster level. These restrictions apply regar- nonliving gear merge with the stone. If Duration: Concentration + 3 rounds dless of whether the mark has activated. either condition is violated, the spell fails

This spell functions like silent image, except and is wasted. that sound, smell, and thermal illusions are Mass (Spell Name) While in the stone, you remain in con- included in the spell effect. While con- Any spell whose name begins with mass is tact, however tenuous, with the face of the centrating, you can move the image within alphabetized in this chapter according to stone through which you melded. You the range. the second word of the spell name. Thus, remain aware of the passage of time and The image disappears when struck by an the description of a mass spell appears near can cast spells on yourself while hiding in opponent unless you cause the illusion to the description of the spell on which it is the stone. Nothing that goes on outside react appropriately. based. Spell chains that have mass spells in the stone can be seen, but you can still hear what happens around you. Minor them include those based on the spells bear’s endurance, bull’s strength, cat’s grace, physical damage to the stone does not Make Whole charm monster, cure critical wounds, cure light harm you, but its partial destruction (to the Transmutation wounds, cure moderate wounds, cure serious extent that you no longer fit within it) Level: Clr 2 wounds, eagle’s splendor, enlarge person, fox’s expels you and deals you 5d6 points of Casting Time: 1 standard action cunning, heal, hold monster, hold person, inflict damage. The stone’s complete destruction Range: Close (25 ft. + 5 ft./2 levels) expels you and slays you instantly unless critical wounds, inflict light wounds, inflict Target: One object of up to 10 cu. ft./ you make a DC 18 Fortitude save. moderate wounds, inflict serious wounds, level Any time before the duration expires, invisibility, owl’s wisdom, reduce person, and you can step out of the stone through the This spell functions like mending, except suggestion. surface that you entered. If the spell’s that make whole completely repairs an ob- duration expires or the effect is dispelled ject made of any substance, even one with Maze before you voluntarily exit the stone, you multiple breaks, to be as strong as new. Conjuration (Teleportation) are violently expelled and take 5d6 points The spell does not restore the magical Level: Sor/Wiz 8 of damage. abilities of a broken magic item made Components: V, S The following spells harm you if cast whole, and it cannot mend broken magic Casting Time: 1 standard action upon the stone that you are occupying: rods, staffs, or wands. The spell does not Range: Close (25 ft. + 5 ft./2 levels) Stone to flesh expels you and deals you 5d6 252

points of damage. Stone shape deals you 3d6 Components: V, S, F rately against each. (Fire resistance applies points of damage but does not expel you. Casting Time: 1 standard action to each sphere’s damage individually.) Transmute rock to mud expels you and then Range: Medium (100 ft. + 10 ft./level) slays you instantly unless you make a DC Targets: One creature/level Mind Blank 18 Fortitude save, in which case you are Duration: 10 min./level Abjuration merely expelled. Finally, passwall expels Saving Throw: None Level: Protection 8, Sor/Wiz 8 you without damage. Spell Resistance: No Components: V, S Casting Time: 1 standard action You can whisper messages and receive Range: Close (25 ft. + 5 ft./2 levels) Melf’s Acid Arrow CHAPTER 11: Conjuration (Creation) [Acid] whispered replies with little chance of be- Target: One creature ing overheard. You point your finger at Level: Sor/Wiz 2 Duration: 24 hours SPELLS Components: V, S, M, F each creature you want to receive the Saving Throw: Will negates (harmless) Casting Time: 1 standard action message. When you whisper, the whis- Spell Resistance: Yes (harmless) Range: Long (400 ft. + 40 ft./level) pered message is audible to all targeted

Effect: One arrow of acid creatures within range. Magical silence, 1 The subject is protected from all devices Duration: 1 round + 1 round per three foot of stone, 1 inch of common metal (or a and spells that detect, influence, or read levels thin sheet of lead), or 3 feet of wood or dirt emotions or thoughts. This spell protects Saving Throw: None blocks the spell. The message does not against all mind-affecting spells and effects Spell Resistance: No have to travel in a straight line. It can as well as information gathering by circumvent a barrier if there is an open divination spells or effects. Mind blank A magical arrow of acid springs from your path between you and the subject, and the even foils limited wish, miracle, and wish hand and speeds to its target. You must path’s entire length lies within the spell’s spells when they are used in such a way as succeed on a ranged touch attack to hit range. The creatures that receive the mes- to affect the subject’s mind or to gain in- your target. The arrow deals 2d4 points of sage can whisper a reply that you hear. The formation about it. In the case of scrying acid damage with no splash damage. For spell transmits sound, not meaning. It that scans an area the creature is in, such as every three caster levels (to a maximum of doesn’t transcend language barriers. arcane eye, the spell works but the creature 18th), the acid, unless somehow neutra- Note: To speak a message, you must simply isn’t detected. Scrying attempts that lized, lasts for another round, dealing ano- mouth the words and whisper, possibly al- are targeted specifically at the subject do ther 2d4 points of damage in that round. lowing observers the opportunity to read not work at all. Material Component: Powdered rhubarb your lips. leaf and an adder’s stomach. Focus: A short piece of copper wire. Mind Fog Focus: A dart. Enchantment (Compulsion) [Mind- Meteor Swarm Affecting] Mending Evocation [Fire] Level: Brd 5, Sor/Wiz 5 Transmutation Level: Sor/Wiz 9 Components: V, S Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Effect: Fog spreads in 20-ft. radius, 20 ft. Range: 10 ft. Area: Four 40-ft.-radius spreads; see text high Target: One object of up to 1 lb. Duration: Instantaneous Duration: 30 minutes and 2d6 rounds; see Duration: Instantaneous Saving Throw: None or Reflex half; see text Saving Throw: Will negates Saving Throw: Will negates (harmless, text Spell Resistance: Yes Spell Resistance: Yes object) Spell Resistance: Yes (harmless, object) Meteor swarm is a very powerful and spec- Mind fog produces a bank of thin mist that weakens the mental resistance of those Mending repairs small breaks or tears in tacular spell that is similar to fireball in many aspects. When you cast it, four 2- caught in it. Creatures in the mind fog take objects (but not warps, such as might be a –10 competence penalty on Wisdom foot-diameter spheres spring from your caused by a warp wood spell). It will weld checks and Will saves. (A creature that suc- outstretched hand and streak in straight broken metallic objects such as a ring, a cessfully saves against the fog is not chain link, a medallion, or a slender lines to the spots you select. The meteor affected and need not make further saves dagger, providing but one break exists. spheres leave a fiery trail of sparks. even if it remains in the fog.) Affected Ceramic or wooden objects with multiple If you aim a sphere at a specific creature, creatures take the penalty as long as they breaks can be invisibly rejoined to be as you may make a ranged touch attack to remain in the fog and for 2d6 rounds strong as new. A hole in a leather sack or a strike the target with the meteor. Any thereafter. The fog is stationary and lasts wineskin is completely healed over by creature struck by one of these spheres for 30 minutes (or until dispersed by mending. The spell can repair a magic item, takes 2d6 points of bludgeoning damage wind). but the item’s magical abilities are not (no save) and receives no saving throw A moderate wind (11+ mph) disperses restored. (For restoring a broken magic against the sphere’s fire damage (see the fog in four rounds; a strong wind (21+ item’s abilities, see the item creation feats below). If a targeted sphere misses its tar- mph) disperses the fog in 1 round. in Chapter 5: Feats.) The spell cannot get, it simply explodes at the nearest The fog is thin and does not signifi- mend broken magic rods, staffs, or wands, corner of the target’s space. You may aim cantly hamper vision. nor does it affect creatures (including more than one meteor at the same target. constructs). Minor Creation Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing Conjuration (Creation) Message 6d6 points of fire damage to each creature Level: Sor/Wiz 4 Transmutation [Language-Dependent] in the area. If a creature is within the area Components: V, S, M Level: Brd 0, Sor/Wiz 0 of more than one sphere, it must save sepa- Casting Time: 1 minute 253

Range: 0 ft. Alternatively, a cleric can make a very Mirror image creates 1d4 images plus one Effect: Unattended, nonmagical object of powerful request. Casting such a miracle image per three caster levels (maximum nonliving plant matter, up to 1 cu. costs the cleric 5,000 XP because of the eight images total). These figments ft./level powerful divine energies involved. Ex- separate from you and remain in a cluster, Duration: 1 hour/level (D) amples of especially powerful miracles of each within 5 feet of at least one other fig- Saving Throw: None this sort could include the following. ment or you. You can move into and Spell Resistance: No Swinging the tide of a battle in your through a mirror image. When you and the favor by raising fallen allies to continue mirror image separate, observers can’t use You create a nonmagical, unattended ob- fighting. vision or hearing to tell which one is you ject of nonliving, vegetable matter—linen Moving you and your allies, with all and which the image. The figments may clothes, a hemp rope, a wooden ladder, and your and their gear, from one plane to also move through each other. The fig- so forth. The volume of the item created another through planar barriers to a ments mimic your actions, pretending to cannot exceed 1 cubic foot per caster level. specific locale with no chance of error. cast spells when you cast a spell, drink You must succeed on an appropriate skill Protecting a city from an earthquake, potions when you drink a potion, levitate SPELLS check to make a complex item, such as volcanic eruption, flood, or other major when you levitate, and so on. Craft (bowmaking) check to make straight natural disaster. Enemies attempting to attack you or CHAPTER 11: arrow shafts. cast spells at you must select from among Attempting to use any created object as In any event, a request that is out of line indistinguishable targets. Generally, roll a material component causes the spell to with the deity’s (or alignment’s) nature is randomly to see whether the selected fail. refused. target is real or a figment. Any successful Material Component: A tiny piece of A duplicated spell allows saving throws attack against an image destroys it. An matter of the same sort of item you plan to and spell resistance as normal, but the save image’s AC is 10 + your size modifier + create with minor creation—a bit of twisted DCs are as for a 9th-level spell. When a your Dex modifier. Figments seem to react hemp to create rope, and so forth. miracle duplicates a spell that has an XP normally to area spells (such as looking cost, you must pay that cost. When a mir- like they’re burned or dead after being hit Minor Image acle spell duplicates a spell with a material by a fireball). Illusion (Figment) component that costs more than 100 gp, While moving, you can merge with and Level: Brd 2, Sor/Wiz 2 you must provide that component. split off from figments so that enemies Duration: Concentration +2 rounds XP Cost: 5,000 XP (for some uses of the who have learned which image is real are miracle spell; see above). again confounded. This spell functions like silent image, except An attacker must be able to see the that minor image includes some minor Mirage Arcana images to be fooled. If you are invisible or sounds but not understandable speech. an attacker shuts his or her eyes, the spell Illusion (Glamer) has no effect. (Being unable to see carries Level: Brd 5, Sor/Wiz 5 Miracle Components: V, S the same penalties as being blinded.) Evocation Casting Time: 1 standard action Level: Clr 9, Luck 9 Area: One 20-ft. cube/level (S) Misdirection Components: V, S, XP; see text Duration: Concentration +1 hour/ Illusion (Glamer) Casting Time: 1 standard action level (D) Level: Brd 2, Sor/Wiz 2 Range: See text Components: V, S Target, Effect, or Area: See text This spell functions like hallucinatory ter- Casting Time: 1 standard action Duration: See text rain, except that it enables you to make any Range: Close (25 ft. + 5 ft./2 levels) Saving Throw: See text area appear to be something other than it Target: One creature or object, up to a 10- Spell Resistance: Yes is. The illusion includes audible, visual, tac- ft. cube in size tile, and olfactory elements. Unlike halluci- Duration: 1 hour/level You don’t so much cast a miracle as request natory terrain, the spell can alter the appear- Saving Throw: None or Will negates; see one. You state what you would like to have ance of structures (or add them where text happen and request that your deity (or the none are present). Still, it can’t disguise, Spell Resistance: No power you pray to for spells) intercede. conceal, or add creatures (though creatures The DM then determines the particular within the area might hide themselves By means of this spell, you misdirect the information from divination spells that effect of the miracle. within the illusion just as they can hide reveal auras (detect evil, detect magic, discern A miracle can do any of the following themselves within a real location). lies, and the like). On casting the spell, you things. Duplicate any cleric spell of 8th level or choose another object within range. For lower (including spells to which you Mirror Image the duration of the spell, the subject of Illusion (Figment) have access because of your domains). misdirection is detected as if it were the Level: Brd 2, Sor/Wiz 2 Duplicate any other spell of 7th level or other object. (Neither the subject nor the Components: V, S other object gets a saving throw against lower. Casting Time: 1 standard action this effect.) Detection spells provide in- Undo the harmful effects of certain Range: Personal; see text formation based on the second object spells, such as feeblemind or insanity. Target: You rather than on the actual target of the Have any effect whose power level is in Duration: 1 min./level (D) detection unless the caster of the detection line with the above effects. succeeds on a Will save. For instance, you Several illusory duplicates of you pop into could make yourself detect as a tree if one If the miracle has any of the above effects, being, making it difficult for enemies to were within range at casting: not evil, not casting it has no experience point cost. know which target to attack. The figments lying, not magical, neutral in alignment, stay near you and disappear when struck. and so forth. This spell does not affect 254

other types of divination magic (augury, Allow the subject to recall with perfect You can’t have more than one moment of detect thoughts, clairaudience/clairvoyance, clarity an event it actually experienced. prescience active on you at the same time. and the like). For instance, it could recall every word from a 5-minute conversation or every Mordenkainen’s Disjunction Mislead detail from a passage in a book. Abjuration Illusion (Figment, Glamer) Change the details of an event the sub- Level: Magic 9, Sor/Wiz 9 Level: Brd 5, Luck 6, Sor/Wiz 6, ject actually experienced. Components: V Trickery 6 Implant a memory of an event the sub- Casting Time: 1 standard action

Components: S ject never experienced. Range: Close (25 ft. + 5 ft./2 levels) CHAPTER 11: Casting Time: 1 standard action Area: All magical effects and magic items

Range: Close (25 ft. + 5 ft./2 levels) Casting the spell takes 1 round. If the sub- within a 40-ft.-radius burst SPELLS Target/Effect: You/one illusory double ject fails to save, you proceed with the spell Duration: Instantaneous Duration: 1 round/level (D) and by spending as much as 5 minutes (a Saving Throw: Will negates (object)

concentration + 3 rounds; see text period of time equal to the amount of Spell Resistance: No Saving Throw: None or Will disbelief (if memory time you want to modify) visual- interacted with); see text izing the memory you wish to modify in All magical effects and magic items within Spell Resistance: No the subject. If your concentration is dis- the radius of the spell, except for those that turbed before the visualization is complete, you carry or touch, are disjoined. That is, You become invisible (as improved invisi- or if the subject is ever beyond the spell’s spells and spell-like effects are separated bility, a glamer), and at the same time, an range during this time, the spell is lost. into their individual components (ending illusory double of you (as major image, a A modified memory does not neces- the effect as a dispel magic spell does), and figment) appears. You are then free to go sarily affect the subject’s actions, particu- each permanent magic item must make a elsewhere while your double moves away. larly if it contradicts the creature’s natural successful Will save or be turned into a The double appears within range but inclinations. An illogical modified mem- normal item. An item in a creature’s thereafter moves as you direct it (which ory, such as the subject recalling how possession uses its own Will save bonus or requires concentration beginning on the much it enjoyed drinking poison, is dis- its possessor’s Will save bonus, whichever first round after the casting). You can make missed by the creature as a bad dream or a is higher. the figment appear superimposed perfectly memory muddied by too much wine. You also have a 1% chance per caster over your own body so that observers don’t More useful applications of modify memory level of destroying an antimagic field. If the notice an image appearing and you turning include implanting memories of friendly antimagic field survives the disjunction, no invisible. You and the figment can then encounters with you (inclining the subject items within it are disjoined. move in different directions. The double to act favorably toward you), changing the Even artifacts are subject to disjunction, moves at your speed and can talk and details of orders given to the subject by a though there is only a 1% chance per caster gesture as if it were real, but it cannot superior, or causing the subject to forget level of actually affecting such powerful attack or cast spells, though it can pretend that it ever saw you or your party. The DM items. Additionally, if an artifact is des- to do so. reserves the right to decide whether a troyed, you must make a DC 25 Will save The illusory double lasts as long as you modified memory is too nonsensical to or permanently lose all spellcasting abili- concentrate upon it, plus 3 additional significantly affect the subject. ties. (These abilities cannot be recovered rounds. After you cease concentration, the by mortal magic, not even miracle or wish.) illusory double continues to carry out the Note: Destroying artifacts is a dangerous Moment of Prescience business, and it is 95% likely to attract the same activity (for instance, fleeing down a Divination attention of some powerful being who has hallway) until the duration expires. The Level: Luck 8, Sor/Wiz 8 an interest in or connection with the improved invisibility lasts for 1 round per Components: V, S level, regardless of concentration. device. Casting Time: 1 standard action

Range: Personal Modify Memory Target: You Mordenkainen’s Faithful Hound Enchantment (Compulsion) [Mind- Duration: 1 hour/level or until Conjuration (Creation) Affecting] discharged Level: Sor/Wiz 5 Level: Brd 4 Components: V, S, M Casting Time: 1 standard action Components: V, S This spell grants you a powerful sixth Range: Close (25 ft. + 5 ft./2 levels) Casting Time: 1 round; see text sense in relation to yourself. Once during Effect: Phantom watchdog Range: Close (25 ft. + 5 ft./2 levels) the spell’s duration, you may choose to use Target: One living creature Duration: 1 hour/caster level or until its effect. This spell grants you an insight discharged, then 1 round/caster level; Duration: Permanent bonus equal to your caster level (maximum see text Saving Throw: Will negates +25) on any single attack roll, opposed Saving Throw: None Spell Resistance: Yes ability or skill check, or saving throw. Spell Resistance: No Alternatively, you can apply the insight You reach into the subject’s mind and bonus to your AC against a single attack You conjure up a phantom watchdog that modify as many as 5 minutes of its memo- (even if flat-footed). Activating the effect is invisible to everyone but yourself. It ries in one of the following ways. doesn’t take an action; you can even then guards the area where it was conjured Eliminate all memory of an event the activate it on another character’s turn if (it does not move). The hound subject actually experienced. This spell needed. You must choose to use the immediately starts barking loudly if any cannot negate charm, geas/quest, sugges- moment of prescience before you make the Small or larger creature approaches within tion, or similar spells. roll it is to modify. Once used, the spell 30 feet of it. (Those within 30 feet of the ends. hound when it is conjured may move 255

about in the area, but if they leave and re- may open it again from your own side at Casting Time: 1 standard action turn, they activate the barking.) The hound will. Once observers have passed beyond Range: Close (25 ft. + 5 ft./2 levels) sees invisible and ethereal creatures. It the entrance, they are in a magnificent Effect: One sword does not react to figments, but it does react foyer with numerous chambers beyond. Duration: 1 round/level (D) to shadow illusions. The atmosphere is clean, fresh, and warm. Saving Throw: None If an intruder approaches to within 5 You can create any floor plan you desire Spell Resistance: Yes feet of the hound, the dog stops barking to the limit of the spell’s effect. The place is and delivers a vicious bite (+10 attack bo- furnished and contains sufficient food- This spell brings into being a shimmering, nus, 2d6+3 points of piercing damage) stuffs to serve a nine-course banquet to a swordlike plane of force. The sword strikes once per round. The dog also gets the bo- dozen people per caster level. A staff of at any opponent within its range, as you nuses appropriate to an invisible creature. desire, starting in the round that you cast

near-transparent servants (as many as two The dog is considered ready to bite per caster level), liveried and obedient, the spell. The sword attacks its designated intruders, so it delivers its first bite on the wait upon all who enter. The servants target once each round on your turn. Its intruder’s turn. Its bite is the equivalent of function as unseen servant spells except that attack bonus is equal to your caster level + SPELLS a magic weapon for the purpose of damage they are visible and can go anywhere in the your Int bonus or your Cha bonus (for reduction. The hound cannot be attacked, wizards or sorcerers, respectively) with an

CHAPTER 11: mansion. but it can be dispelled. Since the place can be entered only additional +3 enhancement bonus. As a The spell lasts for 1 hour per caster level, through its special portal, outside condi- force effect, it can strike ethereal and but once the hound begins barking, it lasts tions do not affect the mansion, nor do incorporeal creatures. It deals 4d6+3 points only 1 round per caster level. If you are conditions inside it pass to the plane of force damage, with a threat range of 19– ever more than 100 feet distant from the beyond. 20 and a critical multiplier of ×2. hound, the spell ends. Focus: A miniature portal carved from The sword always strikes from your Material Component: A tiny silver whis- direction. It does not get a bonus for ivory, a small piece of polished marble, and tle, a piece of bone, and a thread. flanking or help a combatant get one. If a tiny silver spoon (each item worth 5 gp). the sword goes beyond the spell range

Mordenkainen’s Lucubration from you, if it goes out of your sight, or if Transmutation Mordenkainen’s Private Sanctum you are not directing it, the sword returns Level: Wiz 6 Abjuration to you and hovers. Components: V, S Level: Sor/Wiz 5 Each round after the first, you can use a Casting Time: 1 standard action Components: V, S, M standard action to switch the sword to a Range: Personal Casting Time: 10 minutes new target. If you do not, the sword con- Target: You Range: Close (25 ft. + 5 ft./2 levels) tinues to attack the previous round’s target. Duration: Instantaneous Area: 30-ft. cube/level (S) The sword cannot be attacked or harmed Duration: 24 hours (D) by physical attacks, but dispel magic, You instantly recall any one spell of 5th Saving Throw: None disintegrate, a sphere of annihilation, or a rod level or lower that you have used during Spell Resistance: No of cancellation affects it. The sword’s AC is

the past 24 hours. The spell must have 13 (10, +0 size bonus for Medium object, This spell ensures privacy. Anyone looking +3 deflection bonus). been actually cast during that period. The into the area from outside sees only a dark, If an attacked creature has spell resist- recalled spell is stored in your mind as foggy mass. Darkvision cannot penetrate it. ance, the resistance is checked the first through prepared in the normal fashion. If No sounds, no matter how loud, can time Mordenkainen’s sword strikes it. If the the recalled spell requires material escape the area, so nobody can eavesdrop sword is successfully resisted, the spell is components, you must provide them. The from outside. Those inside can see out dispelled. If not, the sword has its normal recovered spell is not usable until the normally. full effect on that creature for the duration material components are available. Divination (scrying) spells cannot per- of the spell.

ceive anything within the area, and those Focus: A miniature platinum sword with Mordenkainen’s Magnificent within are immune to detect thoughts. The a grip and pommel of copper and zinc. It Mansion ward prevents speech between those in- costs 250 gp to construct. Conjuration (Creation) side and those outside (because it blocks Level: Sor/Wiz 7 sound), but it does not prevent other com- Mount Components: V, S, F munication, such as a sending or message Conjuration (Summoning) Casting Time: 1 standard action spell, or telepathic communication, such as Level: Sor/Wiz 1 Range: Close (25 ft. + 5 ft./2 levels) that between a wizard and her familiar. Components: V, S, M Effect: Extradimensional mansion, up to The spell does not prevent creatures or Casting Time: 1 round three 10-ft. cubes/level (S) objects from moving into and out of the Range: Close (25 ft. + 5 ft./2 levels) Duration: 2 hours/level (D) area. Effect: One mount Saving Throw: None Mordenkainen’s private sanctum can be Duration: 2 hours/level (D) Spell Resistance: No made permanent with a permanency spell. Saving Throw: None Material Component: A thin sheet of lead, Spell Resistance: No You conjure up an extradimensional a piece of opaque glass, a wad of cotton or dwelling that has a single entrance on the cloth, and powdered chrysolite. You summon a light horse or a pony (your plane from which the spell was cast. The choice) to serve you as a mount. The steed entry point looks like a faint shimmering Mordenkainen’s Sword serves willingly and well. The mount in the air that is 4 feet wide and 8 feet high. comes with a bit and bridle and a riding Only those you designate may enter the Evocation [Force] Level: Sor/Wiz 7 saddle. mansion, and the portal is shut and made Material Component: A bit of horse hair. invisible behind you when you enter. You Components: V, S, F

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Move Earth The creature is immune to any poison it activities around you while in the trance. Transmutation [Earth] is exposed to during the duration of the You are defenseless, both physically and Level: Drd 6, Sor/Wiz 6 spell. Unlike with delay poison, such effects mentally, while in the trance. (You always Components: V, S, M aren’t postponed until after the duration fail any saving throw, for example.) Casting Time: See text —the creature need not make any saves Creatures who don’t sleep (such as elves, Range: Long (400 ft. + 40 ft./level) against poison effects applied to it during but not half-elves) or dream are immune to Area: Dirt in an area up to 750 ft. square the length of the spell. this spell. and up to 10 ft. deep (S) This spell can instead neutralize the Duration: Instantaneous poison in a poisonous creature or object

Nondetection CHAPTER 11: for the duration of the spell, at the caster’s Saving Throw: None Abjuration option.

Spell Resistance: No Level: Rgr 4, Sor/Wiz 3, Trickery 3 SPELLS Arcane Material Component: A bit of Components: V, S, M charcoal. Move earth moves dirt (clay, loam, sand), Casting Time: 1 standard action possibly collapsing embankments, moving

Range: Touch hillocks, shifting dunes, and so forth. Nightmare Target: Creature or object touched However, in no event can rock formations Illusion (Phantasm) [Mind-Affecting, Duration: 1 hour/level be collapsed or moved. The area to be Evil] Saving Throw: Will negates (harmless, affected determines the casting time. For Level: Brd 5, Sor/Wiz 5 object) every 150-foot square (up to 10 feet deep), Components: V, S Spell Resistance: Yes (harmless, object) casting takes 10 minutes. The maximum Casting Time: 10 minutes area, 750 feet by 750 feet, takes 4 hours and Range: Unlimited The warded creature or object becomes 10 minutes to move. Target: One living creature difficult to detect by divination spells such This spell does not violently break the Duration: Instantaneous as clairaudience/clairvoyance, locate object, and surface of the ground. Instead, it creates Saving Throw: Will negates; see text detect spells. Nondetection also prevents wavelike crests and troughs, with the earth Spell Resistance: Yes location by such magic items as crystal balls. reacting with glacierlike fluidity until the If a divination is attempted against the desired result is achieved. Trees, You send a hideous and unsettling phan- warded creature or item, the caster of the structures, rock formations, and such are tasmal vision to a specific creature that you divination must succeed on a caster level mostly unaffected except for changes in name or otherwise specifically designate. check (1d20 + caster level) against a DC of elevation and relative topography. The nightmare prevents restful sleep and The spell cannot be used for tunneling causes 1d10 points of damage. The night- 11 + the caster level of the spellcaster who and is generally too slow to trap or bury mare leaves the subject fatigued and unable cast nondetection. If you cast nondetection on creatures. Its primary use is for digging or to regain arcane spells for the next 24 yourself or on an item currently in your filling moats or for adjusting terrain con- hours. possession, the DC is 15 + your caster level. tours before a battle. The difficulty of the save depends on If cast on a creature, nondetection wards This spell has no effect on earth crea- how well you know the subject and what the creature’s gear as well as the creature tures. sort of physical connection (if any) you itself. Material Component: A mixture of soils have to that creature. Material Component: A pinch of diamond (clay, loam, and sand) in a small bag, and dust worth 50 gp. an iron blade. Knowledge Will Save Modifier None1 +10 Nystul’s Magic Aura Neutralize Poison Secondhand (you have heard of the Illusion (Glamer) Conjuration (Healing) subject) +5 Level: Brd 1, Magic 1, Sor/Wiz 1 Level: Brd 4, Clr 4, Drd 3, Pal 4, Rgr 3 Firsthand (you have met the subject) +0 Components: V, S, F Components: V, S, M/DF Familiar (you know the subject well) –5 Casting Time: 1 standard action 1 You must have some sort of connection to Casting Time: 1 standard action Range: Touch a creature you have no knowledge of. Range: Touch Target: One touched object weighing up

Target: Creature or object of up to 1 cu. to 5 lb./level Connection Will Save Modifier ft./level touched Duration: One day/level (D) Likeness or picture –2 Duration: 10 min./level Possession or garment –4 Saving Throw: None; see text Saving Throw: Will negates (harmless, Body part, lock of hair, bit of nail, etc. –10 Spell Resistance: No object) Spell Resistance: Yes (harmless, object) Dispel evil cast on the subject while you are You alter an item’s aura so that it registers casting the spell dispels the nightmare and to detect spells (and spells with similar You detoxify any sort of venom in the causes you to be stunned for 10 minutes capabilities) as though it were nonmagical, creature or object touched. A poisoned per caster level of the dispel evil. or a magic item of a kind you specify, or creature suffers no additional effects from If the recipient is awake when the spell the subject of a spell you specify. You the poison, and any temporary effects are begins, you can choose to cease casting could make an ordinary sword register as a ended, but the spell does not reverse (ending the spell) or to enter a trance until +2 vorpal sword as far as magical detection is instantaneous effects, such as hit point the recipient goes to sleep, whereupon you concerned or make a +2 vorpal sword damage, temporary ability damage, or become alert again and complete the cast- register as if it were a +1 sword or even a effects that don’t go away on their own. For ing. If you are disturbed during the trance, nonmagical sword. example, if a poison has dealt 3 points of you must succeed on a Concentration If the object bearing Nystul’s magic aura Constitution damage to a character and check as if you were in the midst of casting has identify cast on it or is similarly exam- threatens to deal more damage later, this a spell (see page 69) or the spell ends. ined, the examiner recognizes that the aura spell prevents the future damage but does If you choose to enter a trance, you are is false and detects the object’s actual not repair the damage already done. not aware of your surroundings or the qualities if he succeeds on a Will save. 257

Otherwise, he believes the aura and no Open/Close Otiluke’s Freezing sphere creates a frigid amount of testing reveals what the true Transmutation globe of cold energy that streaks from your magic is. Level: Brd 0, Sor/Wiz 0 fingertips to the location you select, where If the targeted item’s own aura is excep- Components: V, S, F it explodes in a 10-foot-radius burst, tionally powerful (if it is an artifact, for Casting Time: 1 standard action dealing 1d6 points of cold damage per instance), Nystul’s magic aura doesn’t work. Range: Close (25 ft. + 5 ft./2 levels) caster level (maximum 15d6) to each Note: A magic weapon, shield, or suit of Target: Object weighing up to 30 lb. or creature in the area. An elemental (water) armor must be a masterwork item, so a portal that can be opened or closed creature instead takes 1d8 points of cold sword of average make, for example, looks Duration: Instantaneous damage per caster level (maximum 15d8). suspicious if it has a magical aura. Saving Throw: Will negates (object) If the freezing sphere strikes a body of water or a liquid that is principally water Focus: A small square of silk that must be Spell Resistance: Yes (object) passed over the object that receives the (not including water-based creatures), it aura. You can open or close (your choice) a door, freezes the liquid to a depth of 6 inches over an area equal to 100 square feet (a 10-

SPELLS chest, box, window, bag, pouch, bottle, Obscure Object barrel, or other container. If anything foot square) per caster level (maximum

CHAPTER 11: 1,500 square feet). This ice lasts for 1 round Abjuration resists this activity (such as a bar on a door per caster level. Creatures that were Level: Brd 1, Clr 3, Sor/Wiz 2 or a lock on a chest), the spell fails. In Components: V, S, M/DF addition, the spell can only open and close swimming on the surface of frozen water Casting Time: 1 standard action things weighing 30 pounds or less. Thus, become trapped in the ice. Attempting to Range: Touch doors, chests, and similar objects sized for break free is a full-round action. A trapped Target: One object touched of up to 100 enormous creatures may be beyond this creature must make a DC 25 Strength lb./level spell’s ability to affect. check or a DC 25 Escape Artist check to do Focus: A brass key. Duration: 8 hours (D) so.

Saving Throw: Will negates (object) You can refrain from firing the globe Spell Resistance: Yes (object) Order’s after completing the spell, if you wish. Evocation [Lawful] Treat this as a touch spell for which you This spell hides an object from location by Level: Law 4 are holding the charge (see page 176). You divination (scrying) effects, such as the Components: V, S can hold the charge for as long as 1 round scrying spell or a crystal ball. Such an at- Casting Time: 1 standard action per level, at the end of which time the tempt automatically fails (if the divination Range: Medium (100 ft. + 10 ft./level) freezing sphere bursts centered on you (and is targeted on the object) or fails to per- Area: Nonlawful creatures within a burst you receive no saving throw to resist its ceive the object (if the divination is target- that fills a 30-ft. cube effect). Firing the globe in a later round is a ed on a nearby location, object, or person). Duration: Instantaneous (1 round); see standard action. Arcane Material Component: A piece of text Focus: A small crystal sphere. Saving Throw: Will partial; see text chameleon skin. Spell Resistance: Yes

Otiluke’s Resilient Sphere Obscuring Mist You channel lawful power to smite ene- Evocation [Force] Conjuration (Creation) mies. The power takes the form of a three- Level: Sor/Wiz 4 Level: Air 1, Clr 1, Drd 1, Sor/Wiz 1, dimensional grid of energy. Only chaotic Components: V, S, M Water 1 and neutral (not lawful) creatures are Casting Time: 1 standard action Components: V, S harmed by the spell. Range: Close (25 ft. + 5 ft./2 levels) Casting Time: 1 standard action The spell deals 1d8 points of damage per Effect: 1-ft.-diameter/level sphere, Range: 20 ft. two caster levels (maximum 5d8) to centered around a creature Effect: Cloud spreads in 20-ft. radius from chaotic creatures (or 1d6 points of damage Duration: 1 min./level (D) you, 20 ft. high per caster level, maximum 10d6, to chaotic Saving Throw: Reflex negates Duration: 1 min./level outsiders) and causes them to be dazed for Spell Resistance: Yes Saving Throw: None 1 round. A successful Will save reduces the Spell Resistance: No damage to half and negates the daze effect. A globe of shimmering force encloses a The spell deals only half damage to creature, provided the creature is small A misty vapor arises around you. It is sta- creatures who are neither chaotic nor enough to fit within the diameter of the tionary once created. The vapor obscures lawful, and they are not dazed. They can sphere. The sphere contains its subject for all sight, including darkvision, beyond 5 reduce the damage in half again (down to the spell’s duration. The sphere is not feet. A creature 5 feet away has conceal- one-quarter of the roll) with a successful subject to damage of any sort except from a ment (attacks have a 20% miss chance). Will save. rod of cancellation, a rod of negation, a dis- Creatures farther away have total conceal- integrate spell, or a targeted dispel magic ment (50% miss chance, and the attacker Otiluke’s Freezing Sphere spell. These effects destroy the sphere without harm to the subject. Nothing can cannot use sight to locate the target). Evocation [Cold] A moderate wind (11+ mph), such as Level: Sor/Wiz 6 pass through the sphere, inside or out, from a gust of wind spell, disperses the fog Components: V, S, F though the subject can breathe normally. in 4 rounds. A strong wind (21+ mph) dis- Casting Time: 1 standard action The subject may struggle, but the sphere perses the fog in 1 round. A fireball, flame Range: Long (400 ft. + 40 ft./level) cannot be physically moved either by strike, or similar spell burns away the fog in Target, Effect, or Area: See text people outside it or by the struggles of the explosive or fiery spell’s area. A wall of Duration: Instantaneous or 1 round/level; those within. fire burns away the fog in the area into see text Material Component: A hemispherical which it deals damage. Saving Throw: Reflex half; see text piece of clear crystal and a matching This spell does not function underwater. Spell Resistance: Yes hemispherical piece of gum arabic. 258

Otiluke’s Telekinetic Sphere foot shuffling and tapping. The spell effect Passwall Evocation [Force] makes it impossible for the subject to do Transmutation Level: Sor/Wiz 8 anything other than caper and prance in Level: Sor/Wiz 5 Components: V, S, M place. The effect imposes a –4 penalty to Components: V, S, M Casting Time: 1 standard action Armor Class and a –10 penalty on Reflex Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) saves, and it negates any AC bonus granted Range: Touch Effect: 1-ft.-diameter/level sphere, by a shield the target holds. The dancing Effect: 5 ft. by 8 ft. opening, 10 ft. deep centered around creatures or objects subject provokes attacks of opportunity plus 5 ft. deep per three additional levels

Duration: 1 min./level (D) each round on its turn. Duration: 1 hour/level (D) CHAPTER 11: Saving Throw: Reflex negates (object) Saving Throw: None Spell Resistance: Yes (object) Overland Flight Spell Resistance: No SPELLS

Transmutation This spell functions like Otiluke’s resilient You create a passage through wooden, plas- Level: Sor/Wiz 5

sphere, with the addition that the creatures ter, or stone walls, but not through metal Components: V, S or objects inside the globe are nearly or other harder materials. The passage is 10 weightless. Anything contained within an Range: Personal feet deep plus an additional 5 feet deep per Otiluke’s telekinetic sphere weighs only one- Target: You three caster levels above 9th (15 feet at sixteenth of its normal weight. You can Duration: 1 hour/level 12th, 20 feet at 15th, and a maximum of 25 telekinetically lift anything in the sphere feet deep at 18th level). If the wall’s thick- that normally weighs 5,000 pounds or less. This spell functions like a fly spell, except ness is more than the depth of the passage The telekinetic control extends from you you can fly at a speed of 40 feet (30 feet if created, then a single passwall simply out to medium range (100 feet + 10 feet per wearing medium or heavy armor, or if makes a niche or short tunnel. Several passwall spells can then form a continuing caster level) after the sphere has succeeded carrying a medium or heavy load) with passage to breach very thick walls. When in encapsulating its contents. average maneuverability. When using this spell for long-distance movement, you can passwall ends, creatures within the passage You can move objects or creatures in the are ejected out the nearest exit. If someone sphere that weigh a total of 5,000 pounds hustle without taking nonlethal damage (a forced march still requires Constitution dispels the passwall or you dismiss it, crea- or less by concentrating on the sphere. You tures in the passage are ejected out the far can begin moving a sphere in the round checks). This means you can cover 64 miles in an eight-hour period of flight (or exit, if there is one, or out the sole exit if after casting the spell. If you concentrate there is only one. on doing so (a standard action), you can 48 miles at a speed of 30 feet). See page 164 for more on overland movement. Material Component: A pinch of sesame move the sphere as much as 30 feet in a seeds.

round. If you cease concentrating, the sphere does not move in that round (if on a Owl’s Wisdom Pass without Trace level surface) or descends at its falling rate Transmutation Transmutation (if aloft) until it reaches a level surface, or Level: Clr 2, Drd 2, Pal 2, Rgr 2, Sor/Wiz 2 Level: Drd 1, Rgr 1 the spell’s duration expires, or you begin Components: V, S, M/DF Components: V, S, DF concentrating again. If you cease concen- Casting Time: 1 standard action Casting Time: 1 standard action trating (voluntarily or due to failing a Con- Range: Touch Range: Touch centration check), you can resume concen- Target: Creature touched Targets: One creature/level touched trating on your next turn or any later turn Duration: 1 min./level Duration: 1 hour/level (D) during the spell’s duration. Saving Throw: Will negates (harmless) Saving Throw: Will negates (harmless) The sphere falls at a rate of only 60 feet Spell Resistance: Yes Spell Resistance: Yes (harmless) per round, which is not fast enough to cause damage to the contents of the The transmuted creature becomes wiser. The subject or subjects can move through sphere. The spell grants a +4 enhancement bonus any type of terrain—mud, snow, dust, or You can move the sphere telekinetically to Wisdom, adding the usual benefit to the like—and leave neither footprints nor even if you are in it. Wisdom-related skills. Clerics, druids, scent. Tracking the subjects is impossible Material Component: A hemispherical paladins, and rangers (and other Wisdom- by nonmagical means. piece of clear crystal, a matching hemi- based spellcasters) who receive owl’s spherical piece of gum arabic, and a pair of wisdom do not gain any additional bonus Permanency small bar magnets. spells for the increased Wisdom, but the Universal save DCs for their spells increase. Level: Sor/Wiz 5 Otto’s Irresistible Dance Arcane Material Component: A few feath- Components: V, S, XP Enchantment (Compulsion) [Mind- ers, or a pinch of droppings, from an owl. Casting Time: 2 rounds Affecting] Range: See text Level: Brd 6, Sor/Wiz 8 Owl’s Wisdom, Mass Target, Effect, or Area: See text Components: V Duration: Permanent; see text Transmutation Casting Time: 1 standard action Saving Throw: None Range: Touch Level: Clr 6, Drd 6, Sor/Wiz 6 Spell Resistance: No Target: Living creature touched Range: Close (25 ft. + 5 ft./2 levels) Duration: 1d4+1 rounds Target: One creature/level, no two of This spell makes certain other spells per- Saving Throw: None which can be more than 30 ft. apart manent. Depending on the spell, you must Spell Resistance: Yes be of a minimum caster level and must This spell functions like owl’s wisdom, ex- expend a number of XP. The subject feels an undeniable urge to cept that it affects multiple creatures. You can make the following spells per- dance and begins doing so, complete with manent in regard to yourself. 259

Minimum Spells cast on other creatures, objects, or You create a phantasmal image of the most Spell Caster Level XP Cost locations (not on you) are vulnerable to fearsome creature imaginable to the Arcane sight 11th 1,500 XP dispel magic as normal. subject simply by forming the fears of the Comprehend languages 9th 500 XP The DM may allow other selected spells subject’s subconscious mind into some- Darkvision 10th 1,000 XP to be made permanent. Researching this thing that its conscious mind can visualize: Detect magic 9th 500 XP possible application of a spell costs as this most horrible beast. Only the spell’s Read magic 9th 500 XP much time and money as independently subject can see the phantasmal killer. You See invisibility 10th 1,000 XP researching the selected spell (see the Dun- see only a vague shape. The target first gets Tongues 11th 1,500 XP geon Master’s Guide for details). If the DM a Will save to recognize the image as

has already determined that the unreal. If that save fails, the phantasm You cast the desired spell and then follow application is not possible, the research

touches the subject, and the subject must it with the permanency spell. You cannot automatically fails. Note that you never succeed on a Fortitude save or die from cast these spells on other creatures. This learn what is possible except by the success fear. Even if the Fortitude save is application of permanency can be dispelled or failure of your research.

SPELLS successful, the subject takes 3d6 points of only by a caster of higher level than you XP Cost: See tables above. damage. were when you cast the spell. CHAPTER 11: If the subject of a phantasmal killer attack In addition to personal use, permanency Permanent Image succeeds in disbelieving and is wearing a can be used to make the following spells Illusion (Figment) helm of telepathy, the beast can be turned permanent on yourself, another creature, Level: Brd 6, Sor/Wiz 6 upon you. You must then disbelieve it or or an object (as appropriate). Effect: Figment that cannot extend become subject to its deadly fear attack. beyond a 20-ft. cube + one 10-ft.

Minimum cube/level (S) Spell Caster Level XP Cost Duration: Permanent (D) Phantom Steed Enlarge person 9th 500 XP Conjuration (Creation) Magic fang 9th 500 XP This spell functions like silent image, except Level: Brd 3, Sor/Wiz 3 Magic fang, greater 11th 1,500 XP that the figment includes visual, auditory, Components: V, S Rary’s telepathic bond1 13th 2,500 XP olfactory, and thermal elements, and the Casting Time: 10 minutes Reduce person 9th 500 XP spell is permanent. By concentrating, you Range: 0 ft. Resistance 9th 500 XP can move the image within the limits of Effect: One quasi-real, horselike creature 1 Only two creatures per casting of the range, but it is static while you are not Duration: 1 hour/level (D) permanency. concentrating. Saving Throw: None Material Component: A bit of fleece plus Spell Resistance: No Additionally, the following spells can be powdered jade worth 100 gp. cast upon objects or areas only and ren- You conjure a Large, quasi-real, horselike dered permanent. Persistent Image creature. The steed can be ridden only by Illusion (Figment) you or by the one person for whom you Minimum Level: Brd 5, Sor/Wiz 5 specifically created the mount. A phantom Spell Caster Level XP Cost Duration: 1 min./level (D) steed has a black head and body, gray mane Alarm 9th 500 XP and tail, and smoke-colored, insubstantial Animate objects 14th 3,000 XP This spell functions like silent image, except hooves that make no sound. It has what Dancing lights 9th 500 XP that the figment includes visual, auditory, seems to be a saddle, bit, and bridle. It does Ghost sound 9th 500 XP olfactory, and thermal components, and not fight, but animals shun it and refuse to attack it. Gust of wind 11th 1,500 XP the figment follows a script determined by Invisibility 10th 1,000 XP The mount has an AC of 18 (–1 size, +4 you. The figment follows that script Magic mouth 10th 1,000 XP natural armor, +5 Dex) and 7 hit points +1 without your having to concentrate on it. Mordenkainen’s private 13th 2,500 XP hit point per caster level. If it loses all its The illusion can include intelligible sanctum hit points, the phantom steed disappears. A speech if you wish. For instance, you could Phase door 15th 3,500 XP phantom steed has a speed of 20 feet per create the illusion of several orcs playing Prismatic sphere 17th 4,500 XP caster level, to a maximum of 240 feet. It cards and arguing, culminating in a Prismatic wall 16th 4,000 XP can bear its rider’s weight plus up to 10 fistfight. Shrink item 11th 1,500 XP pounds per caster level. Solid fog 12th 2,000 XP Material Component: A bit of fleece and These mounts gain certain powers ac- Stinking cloud 11th 1,500 XP several grains of sand. cording to caster level. A mount’s abilities Symbol of death 16th 4,000 XP include those of mounts of lower caster Symbol of fear 14th 3,000 XP Phantasmal Killer Symbol of insanity 16th 4,000 XP levels. Thus, a mount created by a 12th- Illusion (Phantasm) [Fear, Mind-Affecting] Symbol of pain 13th 2,500 XP level caster has the 8th, 10th, and 12th Level: Sor/Wiz 4 Symbol of persuasion 14th 3,000 XP caster level abilities. Components: V, S Symbol of sleep 16th 4,000 XP 8th Level: The mount can ride over Symbol of stunning 15th 3,500 XP Casting Time: 1 standard action sandy, muddy, or even swampy ground Symbol of weakness 15th 3,500 XP Range: Medium (100 ft. + 10 ft./level) without difficulty or decrease in speed. Target: One living creature Teleportation circle 17th 4,500 XP 10th Level: The mount can use water walk Duration: Instantaneous Wall of fire 12th 2,000 XP at will (as the spell, no action required to Saving Throw: Will disbelief (if inter- Wall of force 13th 2,500 XP activate this ability). acted with), then Fortitude partial; Web 10th 1,000 XP 12th Level: The mount can use air walk at see text Spell Resistance: Yes 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. 260

14th Level: The mount can fly at its speed Planar Ally, Greater day per caster level, requires a payment of (average maneuverability). Conjuration (Calling) [see text for lesser 1,000 gp per HD. planar ally] A nonhazardous task requires only half Phase Door Level: Clr 8 the indicated payment, while an especially Conjuration (Creation) Effect: Up to three called elementals or hazardous task might require a greater gift. Level: Sor/Wiz 7, Travel 8 outsiders, totaling no more than 18 HD, Few if any creatures will accept a task that Components: V no two of which can be more than 30 ft. seems suicidal (remember, a called Casting Time: 1 standard action apart when they appear. creature actually dies when it is killed, Range: 0 ft. unlike a summoned creature). However, if CHAPTER 11: Effect: Ethereal 5 ft. by 8 ft. opening, 10 ft. This spell functions like lesser planar ally, the task is strongly aligned with the crea- ture’s ethos, the DM may halve or even deep + 5 ft. deep per three levels except that you may call a single creature SPELLS Duration: One usage per two levels of 18 HD or less, or up to three creatures of waive the payment. For instance, a celestial Saving Throw: None the same kind whose Hit Dice total no creature called to battle demons might Spell Resistance: No more than 18. The creatures agree to help require a gift of only half the normal value.

you and request your return payment At the end of its task, or when the dura- This spell creates an ethereal passage together. tion bargained for expires, the creature through wooden, plaster, or stone walls, XP Cost: 500 XP. returns to its home plane (after reporting but not other materials. The phase door is back to you, if appropriate and possible). Note: When you use a calling spell that invisible and inaccessible to all creatures Planar Ally, Lesser except you, and only you can use the calls an air, chaotic, earth, evil, fire, good, Conjuration (Calling) [see text] lawful, or water creature, it is a spell of that passage. You disappear when you enter the Level: Clr 4 phase door and appear when you exit. If you type. For example, a lesser planar ally is a Components: V, S, DF, XP fire spell when it calls a fire elemental. desire, you can take one other creature Casting Time: 10 minutes (Medium or smaller) through the door. XP Cost: 100 XP. Range: Close (25 ft. + 5 ft./2 levels) This counts as two uses of the door. The Effect: One called elemental or outsider of door does not allow light, sound, or spell 6 HD or less Planar Binding effects through it, nor can you see through Duration: Instantaneous Conjuration (Calling) [see text for lesser it without using it. Thus, the spell can Saving Throw: None planar binding] provide an escape route, though certain Spell Resistance: No Level: Sor/Wiz 6 creatures, such as phase spiders, can follow Components: V, S with ease. A gem of true seeing or similar By casting this spell, you request your Targets: Up to three elementals or magic reveals the presence of a phase door deity to send you an elemental or outsider outsiders, totaling no more than 12 HD, but does not allow its use. (of 6 HD or less) of the deity’s choice. If no two of which can be more than 30 ft. A phase door is subject to dispel magic. If you serve no particular deity, the spell is a apart when they appear anyone is within the passage when it is general plea answered by a creature shar- dispelled, he is harmlessly ejected just as if ing your philosophical alignment. If you This spell functions like lesser planar bind- he were inside a passwall effect. know an individual creature’s name, you ing, except that you may call a single crea- You can allow other creatures to use the may request that individual by speaking ture of 12 HD or less, or up to three crea- phase door by setting some triggering con- the name during the spell (though you tures of the same kind whose Hit Dice dition for the door. Such conditions can be might get a different creature anyway). total no more than 12. Each creature gets a as simple or elaborate as you desire. They You may ask the creature to perform save, makes an independent attempt to can be based on a creature’s name, identity, one task in exchange for a payment from escape, and must be individually per- or alignment, but otherwise must be based you. Tasks might range from the simple suaded to aid you. on observable actions or qualities. Intan- (fly across the chasm, help us fight a gibles such as level, class, Hit Dice, and hit battle) to the complex (spy on our enemies, Planar Binding, Greater points don’t qualify. protect us on our foray into the dungeon). Conjuration (Calling) [see text for lesser Phase door can be made permanent with You must be able to communicate with the planar binding] a permanency spell. creature called in order to bargain for its Level: Sor/Wiz 8 services. Components: V, S Planar Ally The creature called requires a payment Targets: Up to three elementals or out- for its services. This payment can take a siders, totaling no more than 18 HD, no Conjuration (Calling) [see text for lesser two of which can be more than 30 ft. planar ally] variety of forms, from donating gold or apart when they appear. Level: Clr 6 magic items to an allied temple, to a gift given directly to the creature, to some Effect: One or two called elementals or This spell functions like lesser planar bind- outsiders, totaling no more than 12 HD, other action on your part that matches the ing, except that you may call a single crea- which cannot be more than 30 ft. apart creature’s alignment and goals. Regardless, ture of 18 HD or less, or up to three crea- when they appear this payment must be made before the creature agrees to perform any services. tures of the same kind whose Hit Dice This spell functions like lesser planar ally, The bargaining takes at least 1 round, so total no more than 18. Each creature gets a except you may call a single creature of 12 any actions by the creature begin in the saving throw, makes independent attempts HD or less, or two creatures of the same round after it arrives. to escape, and must be persuaded to aid kind whose Hit Dice total no more than A task taking up to 1 minute per caster you individually. 12. The creatures agree to help you and level requires a payment of 100 gp per HD request your return payment together. of the creature called. For a task taking up Planar Binding, Lesser XP Cost: 250 XP. to 1 hour per caster level, the creature Conjuration (Calling) [see text] requires a payment of 500 gp per HD. A Level: Sor/Wiz 5 long-term task, one requiring up to one Components: V, S 261

Casting Time: 10 minutes venge. If you assign some open-ended task (400 feet + 40 feet per caster level) to Range: Close (25 ft. + 5 ft./2 levels); see that the creature cannot complete though become thick and overgrown. The plants text its own actions (such as “Wait here” or entwine to form a thicket or jungle that Target: One elemental or outsider with 6 “Defend this area against attack”), the spell creatures must hack or force a way HD or less remains in effect for a maximum of one through. Speed drops to 5 feet, or 10 feet Duration: Instantaneous day per caster level, and the creature gains for Large or larger creatures. (The DM may Saving Throw: Will negates an immediate chance to break free. Note allow faster movement for very small or Spell Resistance: No and Yes; see text that a clever recipient can subvert some very large creatures.) The area must have instructions. brush and trees in it for this spell to take Casting this spell attempts a dangerous act: When you use a calling spell to call an effect.

to lure a creature from another plane to a air, chaotic, earth, evil, fire, good, lawful, or At your option, the area can be a 100- specifically prepared trap, which must lie water creature, it is a spell of that type. For foot-radius circle, a 150-foot-radius semi- within the spell’s range. The called example, lesser planar binding is a water circle, or a 200-foot-radius quarter circle.

SPELLS creature is held in the trap until it agrees to spell when you cast it to call a water ele- You may designate places within the area perform one service in return for its mental. that are not affected. CHAPTER 11: freedom. Enrichment: This effect targets plants To create the trap, you must use a magic Plane Shift within a range of one-half mile, raising circle spell, focused inward. The kind of Conjuration (Teleportation) their potential productivity over the creature to be bound must be known and Level: Clr 5, Sor/Wiz 7 course of the next year to one-third above stated. If you wish to call a specific indi- Components: V, S, F normal. vidual, you must use that individual’s Casting Time: 1 standard action Plant growth counters diminish plants. proper name in casting the spell. Range: Touch This spell has no effect on plant crea- The target creature is allowed a Will Target: Creature touched, or up to eight tures. saving throw. If the saving throw succeeds, willing creatures joining hands Duration: Instantaneous the creature resists the spell. If the saving Poison throw fails, the creature is immediately Saving Throw: Will negates Spell Resistance: Yes Necromancy drawn to the trap (spell resistance does not Level: Clr 4, Drd 3 keep it from being called). The creature You move yourself or some other creature Components: V, S, DF can escape from the trap with by to another plane of existence or alternate Casting Time: 1 standard action successfully pitting its spell resistance dimension. If several willing persons link Range: Touch against your caster level check, by dimen- hands in a circle, as many as eight can be Target: Living creature touched sional travel, or with a successful Charisma affected by the plane shift at the same time. Duration: Instantaneous; see text check (DC 15 + 1/2 your caster level + your Precise accuracy as to a particular arrival Saving Throw: Fortitude negates; see Cha modifier). It can try each method once location on the intended plane is nigh text per day. If it breaks loose, it can flee or impossible. From the Material Plane, you Spell Resistance: Yes attack you. A dimensional anchor cast on the can reach any other plane, though you creature prevents its escape via dimen- appear 5 to 500 miles (5d%) from your Calling upon the venomous powers of nat- sional travel. You can also employ a calling intended destination. ural predators, you infect the subject with Note: Plane shift transports creatures in- diagram (see magic circle against evil, page a horrible poison by making a successful stantaneously and then ends. The creatures 246) to make the trap more secure. melee touch attack. The poison deals 1d10 If the creature does not break free of the need to find other means if they are to travel back. points of temporary Constitution damage trap, you can keep it bound for as long as immediately and another 1d10 points of you dare. You can attempt to compel the Focus: A small, forked metal rod. The size and metal type dictates to which plane of temporary Constitution damage 1 minute creature to perform a service by describing later. Each instance of damage can be the service and perhaps offering some sort existence or alternate dimension the spell sends the affected creatures. Forked rods negated by a Fortitude save (DC 10 + 1/2 of reward. You make a Charisma check your caster level + your Wis modifier). opposed by the creature’s Charisma check. keyed to certain planes or dimensions may be difficult to come by, as decided by the The DM assigns your check a bonus of +0 DM. to +6 based on the nature of the service Polar Ray

and the reward. If the creature wins the Evocation [Cold] opposed check, it refuses service. New Plant Growth Level: Sor/Wiz 8 offers, bribes, and the like can be made or Transmutation Components: V, S, F the old ones reoffered every 24 hours. This Level: Drd 3, Plant 3, Rgr 3 Casting Time: 1 standard action process can be repeated until the creature Components: V, S, DF Range: Close (25 ft. + 5 ft./2 levels) promises to serve, until it breaks free, or Casting Time: 1 standard action Effect: Ray Range: See text until you decide to get rid of it by means of Duration: Instantaneous Target or Area: See text some other spell. Impossible demands or Saving Throw: None Duration: Instantaneous unreasonable commands are never agreed Spell Resistance: Yes Saving Throw: None

to. If you roll a 1 on the Charisma check, Spell Resistance: No A blue-white ray of freezing air and ice the creature breaks free of the binding and can escape or attack you. Plant growth has different effects depend- springs from your hand. You must succeed Once the requested service is com- ing on the version chosen. on a ranged touch attack with the ray to pleted, the creature need only so inform Overgrowth: This effect causes normal deal damage to a target. The ray deals 1d6 you to be instantly sent back whence it vegetation (grasses, briars, bushes, creep- points of cold damage per caster level came. The creature might later seek re- ers, thistles, trees, vines) within long range (maximum 25d6). 262

Focus: A small, white ceramic cone or Target: One creature, or one nonmagical overcome the damage reduction of certain prism. object of up to 100 cu. ft./level creatures. Duration: See text This spell can be used to duplicate baleful Polymorph Saving Throw: Fortitude negates (object); polymorph, polymorph, ,flesh to stone , stone Transmutation see text to flesh, transmute mud to rock, transmute Level: Sor/Wiz 4 Spell Resistance: Yes (object) metal to wood , or transmute rock to mud.. Components: V, S, M Arcane Material Component: Mercury, Casting Time: 1 standard action This spell functions like polymorph, except gum arabic, and smoke.

Range: Touch that it changes one object or creature into CHAPTER 11: Target: Willing living creature touched another. The duration of the spell depends Power Word Blind

Duration: 1 min./level (D) on how radical a change is made from the Enchantment (Compulsion) [Mind- SPELLS Saving Throw: None original state to its enchanted state. The Affecting] Spell Resistance: No DM determines the duration by using the Level: Sor/Wiz 7, War 7

following guidelines. Components: V This spell functions like alter self, except Casting Time: 1 standard action that you change the willing subject into Increase to Range: Close (25 ft. + 5 ft./2 levels) another form of living creature. The new Changed Subject Is: Duration Factor1 Target: One creature with 200 hp or less form may be of the same type as the sub- Same kingdom (animal, +5 Duration: See text ject or any of the following types: aber- vegetable, mineral) Saving Throw: None ration, animal, dragon, fey, giant, Same class (mammals, +2 Spell Resistance: Yes humanoid, magical beast, monstrous hu- fungi, metals, etc.) manoid, ooze, plant, or vermin. The as- Same size +2 You utter a single word of power that sumed form can’t have more Hit Dice than Related (twig is to tree, +2 causes one creature of your choice to be- your caster level (or the subject’s HD, wolf fur is to wolf, etc.) come blinded, whether the creature can whichever is lower), to a maximum of 15 Same or lower Intelligence +2 hear the word or not. The duration of the HD at 15th level. You can’t cause a subject 1 Add all that apply. Look up the total on the spell depends on the target’s current hit to assume a form smaller than Fine, nor next table. point total. Any creature that currently has can you cause a subject to assume an 201 or more hit points is unaffected by incorporeal or gaseous form. The subject’s Duration power word blind. creature type and subtype (if any) change Factor Duration Example to match the new form (see the Monster 0 20 minutes Pebble to human Hit Points Duration Manual for more information). 2 1 hour Marionette to human 50 or less Permanent Upon changing, the subject regains lost 4 3 hours Human to marionette 51–100 1d4+1 minutes hit points as if it had rested for a night 5 12 hours Lizard to manticore 101–200 1d4+1 rounds (though this healing does not restore tem- 6 2 days Sheep to wool coat porary ability damage and provide other 7 1 week Shrew to manticore Power Word Kill benefits of resting; and changing back does 9+ Permanent Manticore to shrew Enchantment (Compulsion) [Death, not heal the subject further). If slain, the Mind-Affecting] subject reverts to its original form, though Unlike polymorph, polymorph any object does Level: Sor/Wiz 9, War 9 it remains dead. grant the creature the Intelligence score of Components: V The subject gains the Strength, Dex- its new form. If the original form didn’t Casting Time: 1 standard action terity, and Constitution scores of the new have a Wisdom or Charisma score, it gains Range: Close (25 ft. + 5 ft./2 levels) form but retains its own Intelligence, those scores as appropriate for the new Target: One living creature with 100 hp Wisdom, and Charisma scores. It also gains form. or less all extraordinary special attacks possessed Damage taken by the new form can Duration: Instantaneous by the form (such as constrict, improved result in the injury or death of the poly- Saving Throw: None grab, and poison) but does not gain the morphed creature. For example, it is pos- Spell Resistance: Yes extraordinary special qualities possessed by sible to polymorph a creature into rock the new form (such as blindsense, fast and then grind it to dust, causing damage, You utter a single word of power that in- healing, regeneration, and scent) or any perhaps even death. If the creature was stantly kills one creature of your choice, supernatural or spell-like abilities. changed to dust to start with, more whether the creature can hear the word or Incorporeal or gaseous creatures are creative methods to damage it would be not. Any creature that currently has 101 or immune to being polymorphed, and a crea- needed. Perhaps you could use a gust of more hit points is unaffected by power word ture with the shapechanger subtype (such wind spell to scatter the dust far and wide. kill. as a lycanthrope or a doppelganger) can In general, damage occurs when the new revert to its natural form as a standard form is changed through physical force, Power Word Stun action. although the DM must adjudicate many of Enchantment (Compulsion) [Mind- Material Component: An empty cocoon. these situations. Affecting] A nonmagical object cannot be made Level: Sor/Wiz 8, War 8 Polymorph Any Object into a magic item with this spell. Magic Components: V items aren’t affected by this spell. Casting Time: 1 standard action Transmutation This spell cannot create material of great Range: Close (25 ft. + 5 ft./2 levels) Level: Sor/Wiz 8, Trickery 8 intrinsic value, such as copper, silver, Target: One creature with 150 hp or less Components: V, S, M/DF gems, silk, gold, platinum, mithral, or Duration: See text Casting Time: 1 standard action adamantine. It also cannot reproduce the Saving Throw: None Range: Close (25 ft. + 5 ft./2 levels) special properties of cold iron in order to Spell Resistance: Yes

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You utter a single word of power that in- Characters typically use prestidigitation Color stantly causes one creature of your choice spells to impress common folk, amuse 1d8 of Beam Effect to become stunned, whether the creature children, and brighten dreary lives. Com- 1 Red 20 points fire damage can hear the word or not. The duration of mon tricks with prestidigitations include (Reflex half) the spell depends on the target’s current producing tinklings of ethereal music, 2 Orange 40 points acid damage hit point total. Any creature that currently brightening faded flowers, creating glow- (Reflex half) has 151 or more hit points is unaffected by ing balls that float over your hand, gener- 3 Yellow 80 points electricity damage power word stun. ating puffs of wind to flicker candles, (Reflex half) 4 Green Poison (Kills; Fortitude spicing up aromas and flavors of bland partial, take 1d6 points of Hit Points Duration food, and making little whirlwinds to sweep dust under rugs. Con damage instead) 50 or less 4d4 rounds 5 Blue Turned to stone (Fortitude 51–100 2d4 rounds negates) 101–150 1d4 rounds Prismatic Sphere 6 Indigo Insane, as insanity spell (Will Abjuration SPELLS negates) Prayer Level: Protection 9, Sor/Wiz 9, Sun 9 7 Violet Sent to another plane (Will CHAPTER 11: Enchantment (Compulsion) [Mind- Components: V negates) Affecting] Range: 10 ft. 8 Struck by two rays; roll twice Level: Clr 3, Pal 3 Effect: 10-ft.-radius sphere centered on more, ignoring any “8” Components: V, S, DF you results. Casting Time: 1 standard action This spell functions like prismatic wall, ex- Range: 40 ft. Prismatic Wall Area: All allies and foes within a 40-ft.- cept you conjure up an immobile, opaque globe of shimmering, multicolored light Abjuration radius burst centered on you Level: Sor/Wiz 8 Duration: 1 round/level that surrounds you and protects you from all forms of attack. The sphere flashes in all Components: V, S Saving Throw: None Casting Time: 1 standard action Spell Resistance: Yes colors of the visible spectrum. The sphere’s blindness effect on creatures Range: Close (25 ft. + 5 ft./2 levels) Effect: Wall 4 ft./level wide, 2 ft./level You bring special favor upon yourself and with less than 8 HD lasts 2d4×10 minutes. You can pass into and out of the pris- high your allies while bringing disfavor to your Duration: 10 min./level (D) matic sphere and remain near it without enemies. You and your each of your allies Saving Throw: See text harm. However, when you’re inside it, the gain a +1 luck bonus on attack rolls, Spell Resistance: See text sphere blocks any attempt to project weapon damage rolls, saves, and skill something through the sphere (including checks, while each of your foes takes a –1 Prismatic wall creates a vertical, opaque spells). Other creatures that attempt to penalty on such rolls. wall—a shimmering, multicolored plane attack you or pass through suffer the of light that protects you from all forms of effects of each color, one at a time. attack. The wall flashes with seven colors, Prestidigitation Typically, only the upper hemisphere of Universal each of which has a distinct power and the globe will exist, since you are at the Level: Brd 0, Sor/Wiz 0 purpose. The wall is immobile, and you can center of the sphere, so the lower half is Components: V, S pass through and remain near the wall usually excluded by the floor surface you Casting Time: 1 standard action without harm. However, any other are standing on. Range: 10 ft. creature with less than 8 HD that is within The colors of the sphere have the same Target, Effect, or Area: See text 20 feet of the wall is blinded for 2d4 effects as the colors of a prismatic wall. Duration: 1 hour rounds by the colors if it looks at the wall. Prismatic sphere can be made permanent Saving Throw: See text The wall’s maximum proportions are 4 with a permanency spell. Spell Resistance: No feet wide per caster level and 2 feet high

per caster level. A prismatic wall spell cast Prestidigitations are minor tricks that Prismatic Spray to materialize in a space occupied by a novice spellcasters use for practice. Once Evocation creature is disrupted, and the spell is cast, a prestidigitation spell enables you to Level: Sor/Wiz 7 wasted. perform simple magical effects for 1 hour. Components: V, S Each color in the wall has a special The effects are minor and have severe lim- Casting Time: 1 standard action effect. The accompanying table shows the itations. A prestidigitation can slowly lift 1 Range: 60 ft. seven colors of the wall, the order in which pound of material. It can color, clean, or Area: Cone-shaped burst they appear, their effects on creatures soil items in a 1-foot cube each round. It Duration: Instantaneous can chill, warm, or flavor 1 pound of non- Saving Throw: See text trying to attack you or pass through the living material. It cannot deal damage or Spell Resistance: Yes wall, and the magic needed to negate each affect the concentration of spellcasters. color. Prestidigitation can create small objects, but This spell causes seven shimmering, in- The wall can be destroyed, color by they look crude and artificial. The tertwined, multicolored beams of light to color, in consecutive order, by various materials created by a prestidigitation spell spray from your hand. Each beam has a magical effects; however, the first color are extremely fragile, and they cannot be different power. Creatures in the area of must be brought down before the second can be affected, and so on. A rod of cancel- used as tools, weapons, or spell compo- the spell with 8 HD or less are automati- nents. Finally, a prestidigitation lacks the lation or a Mordenkainen’s disjunction spell cally blinded for 2d4 rounds. Every crea- power to duplicate any other spell effects. destroys a prismatic wall, but an antimagic ture in the area is randomly struck by one Any actual change to an object (beyond field fails to penetrate it. Dispel magic and or more beams, which have additional just moving, cleaning, or soiling it) persists greater dispel magic cannot dispel the wall or only 1 hour. effects. anything beyond it. Spell resistance is 264

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 CHAPTER 11: hand. Each attack you make reduces the SPELLS 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.

Programmed Image Illusion (Figment) Level: Brd 6, Sor/Wiz 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. Illus. by D. Martin You set the triggering condition (which may be a special word) when casting the Prismatic wall makes an effective barrier. spell. The event that triggers the illusion can be as general or as specific and detailed Prismatic Wall as desired but must be based on an audible, Color Order Effect of Color Negated By tactile, olfactory, or visual trigger. The Red 1st Stops nonmagical ranged weapons. Cone of cold trigger cannot be based on some quality Deals 20 points of fire damage (Reflex half). not normally obvious to the senses, such as Orange 2nd Stops magical ranged weapons. Gust of wind alignment. (See magic mouth for more Deals 40 points of acid damage (Reflex half). details about such triggers.) Yellow 3rd Stops poisons, gases, and petrification. Disintegrate Material Component: A bit of fleece and Deals 80 points of electricity damage (Reflex half). Green 4th Stops breath weapons. Passwall jade dust worth 25 gp. Poison (Kills; Fortitude partial for 1d6 points of Con damage instead). Blue 5th Stops divination and mental attacks. Magic missile Project Image Turned to stone (Fortitude negates). Illusion (Shadow) Indigo 6th Stops all spells. Daylight Level: Brd 6, Sor/Wiz 7 Will save or become insane (as insanity spell). Components: V, S, M Violet 7th Energy field destroys all objects and effects.1 Dispel magic Casting Time: 1 standard action Creatures sent to another plane (Will negates). Range: Medium (100 ft. + 10 ft./level) 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 Effect: One shadow duplicate spell resistance might render some colors ineffective (see above). Duration: 1 round/level (D) Saving Throw: Will disbelief (if effective against a prismatic wall, but the Range: 0 ft. interacted with) caster level check must be repeated for Effect: Flame in your palm Spell Resistance: No each color present. Duration: 1 min./level (D) Prismatic wall can be made permanent Saving Throw: None You tap energy from the Plane of Shadow with a permanency spell. Spell Resistance: Yes to create a quasi-real, illusory version of yourself. The projected image looks, Produce Flame Flames as bright as a torch appear in your sounds, and smells like you but is intan- Evocation [Fire] open hand. The flames harm neither you gible. The projected image mimics your Level: Drd 1, Fire 2 nor your equipment. actions (including speech) unless you Components: V, S In addition to providing illumination, direct it to act differently (which is a move Casting Time: 1 standard action the flames can be hurled or used to touch action). 265

You can see through its eyes and hear Range: Touch fail and the creatures to recoil if such through its ears as if you were standing Target: Creature touched attacks require touching the warded crea- where it is, and during your turn you can Duration: 10 min./level or until ture. Good summoned creatures are switch from using its senses to using your discharged immune to this effect. The protection own, or back again, as a free action. While Saving Throw: Fortitude negates (harm- against contact by summoned creatures you are using its senses, your body is con- less) ends if the warded creature makes an sidered blinded and deafened. Spell Resistance: Yes (harmless) attack against or tries to force the barrier If you desire, any spell you cast whose against the blocked creature. Spell resist- range is touch or greater can originate Protection from energy grants temporary ance can allow a creature to overcome this from the projected image instead of from immunity to the type of energy you spec- protection and touch the warded creature. you. The projected image can’t cast any ify when you cast it (acid, cold, electricity, Arcane Material Component: A little pow- spells on itself except for illusion spells. fire, or sonic). When the spell absorbs 12 dered silver with which you trace a 3-foot - The spells affect other targets normally, points per caster level of energy damage diameter circle on the floor (or ground) despite originating from the projected (to a maximum of 120 points at 10th level), around the creature to be warded. SPELLS image. it is discharged. Objects are affected by the projected Note: Protection from energy overlaps (and

CHAPTER 11: Protection from Good image as if they had succeeded on their does not stack with) resist energy. If a Abjuration [Evil] Will save. character is warded by protection from energy Level: Clr 1, Evil 1, Sor/Wiz 1 You must maintain line of effect to the and resist energy, the protection spell absorbs projected image at all times. If your line of damage until its power is exhausted. This spell functions like protection from evil, effect is obstructed, the spell ends. If you except that the deflection and resistance use dimension door, teleport, plane shift, or a Protection from Evil bonuses apply to attacks from good similar spell that breaks your line of effect, Abjuration [Good] creatures, and good summoned creatures even momentarily, the spell ends. Level: Clr 1, Good 1, Pal 1, Sor/Wiz 1 cannot touch the subject. Material Component: A small replica of Components: V, S, M/DF you (a doll), which costs 5 gp to create. Casting Time: 1 standard action Protection from Law Range: Touch Abjuration [Chaotic] Protection from Arrows Target: Creature touched Level: Chaos 1, Clr 1, Sor/Wiz 1 Abjuration Duration: 1 min./level (D) Level: Sor/Wiz 2 Saving Throw: Will negates (harmless) This spell functions like protection from evil, Components: V, S, F Spell Resistance: No; see text except that the deflection and resistance Casting Time: 1 standard action bonuses apply to attacks from lawful Range: Touch This spell wards a creature from attacks by creatures, and lawful summoned creatures Target: Creature touched evil creatures, from mental control, and cannot touch the subject. Duration: 1 hour/level or until from summoned creatures. It creates a discharged magical barrier around the subject at a Saving Throw: Will negates (harmless) distance of 1 foot. The barrier moves with Protection from Spells Spell Resistance: Yes (harmless) the subject and has three major effects. Abjuration First, the subject gains a +2 deflection Level: Magic 8, Sor/Wiz 8 The warded creature gains resistance to bonus to AC and a +2 resistance bonus on Components: V, S, M, F ranged weapons. The subject gains damage saves. Both these bonuses apply against Casting Time: 1 standard action Range: Touch reduction 10/magic against ranged attacks made or effects created by evil Targets: Up to one creature touched per weapons. (This spell doesn’t grant you the creatures. four levels ability to damage creatures with similar Second, the barrier blocks any attempt to possess the warded creature (by a magic Duration: 10 min./level damage reduction.) Once the spell has Saving Throw: Will negates (harmless) jar attack, for example) or to exercise prevented a total of 10 points of damage Spell Resistance: Yes (harmless) mental control over the creature (include- per caster level (maximum 100 points), it is ing enchantment (charm) effects and discharged. The subject gains a +8 resistance bonus on Focus: A piece of shell from a tortoise or enchantment (compulsion) effects that saving throws against spells and spell-like a turtle. grant the caster ongoing control over the abilities (but not against supernatural and subject, such as dominate person). The pro- extraordinary abilities). Protection from Chaos tection does not prevent such effects from Material Component: A diamond of at Abjuration [Lawful] targeting the protected creature, but it least 500 gp value, which must be crushed Level: Clr 1, Law 1, Pal 1, Sor/Wiz 1 suppresses the effect for the duration of and sprinkled over the targets. the protection from evil effect. If the protec- Focus: One 1,000 gp diamond per crea- This spell functions like protection from evil, tion from evil effect ends before the effect ture to be granted the protection. Each except that the deflection and resistance granting mental control does, the would- subject must carry one such gem for the bonuses apply to attacks from chaotic be controller would then be able to men- duration of the spell. If a subject loses the creatures, and chaotic summoned tally command the controlled creature. gem, the spell ceases to affect him. creatures cannot touch the subject. Likewise, the barrier keeps out a possess- ing life force but does not expel one if it is Prying Eyes Protection from Energy in place before the spell is cast. This Divination Abjuration second effect works regardless of align- Level: Sor/Wiz 5 Level: Clr 3, Drd 3, Luck 3, Protection 3, ment. Components: V, S, M Rgr 2, Sor/Wiz 3 Third, the spell prevents bodily contact Casting Time: 1 minute Components: V, S, DF by summoned creatures. This causes the Range: One mile Casting Time: 1 standard action natural weapon attacks of such creatures to Effect: Ten or more levitating eyes 266

Duration: 1 hour/level; see text (D) 1 hour of recorded images. After relaying Saving Throw: Will negates or Fortitude Saving Throw: None its findings, an eye disappears. negates; see text Spell Resistance: No If an eye ever gets more than 1 mile Spell Resistance: Yes or No; see text away from you, it instantly ceases to exist. You create a number of semitangible, visi- However, your link with the eye is such Pyrotechnics turns a fire into either a burst ble magical orbs (called “eyes”) equal to that you won’t know if the eye was de- of blinding fireworks or a thick cloud of 1d4 + your caster level. These eyes move stroyed because it wandered out of range choking smoke, depending on the version out, scout around, and return as you direct or because of some other event. you choose. them when casting the spell. Each eye can The eyes exist for up to 1 hour per caster Fireworks: The fireworks are a flashing, see 120 feet (normal vision only) in all level or until they return to you. Dispel fiery, momentary burst of glowing, colored CHAPTER 11: directions. magic can destroy eyes. Roll separately for aerial lights. This effect causes creatures SPELLS While the individual eyes are quite each eye caught in an area dispel. Of within 120 feet of the fire source to fragile, they’re small and difficult to spot. course, if an eye is sent into darkness, it become blinded for 1d4+1 rounds (Will Each eye is a Fine construct, about the size could hit a wall or similar obstacle and negates). These creatures must have line of of a small apple, that has 1 hit point, AC 18 destroy itself. sight to the fire to be affected. Spell (+8 bonus for its size), flies at a speed of 30 Material Component: A handful of crystal resistance can prevent blindness. feet with perfect maneuverability, and has marbles. Smoke Cloud: A writhing stream of a +16 Hide modifier. It has a Spot modifier smoke billows out from the source, form- equal to your caster level (maximum +15) Prying Eyes, Greater ing a choking cloud. The cloud spreads 20 and is subject to illusions, darkness, fog, Divination feet in all directions and lasts for 1 round and any other factors that would affect Level: Sor/Wiz 8 per caster level. All sight, even darkvision, your ability to receive visual information is ineffective in or through the cloud. All about your surroundings. An eye traveling This spell functions like prying eyes, except within the cloud take –4 penalties to through darkness must find its way by that the eyes can see all things as they Strength and Dexterity (Fortitude touch. actually are, just as if they had true seeing negates). These effects last for 1d4+1 When you create the eyes, you specify with a range of 120 feet. Thus, they can rounds after the cloud dissipates or after instructions you want them to follow in a navigate darkened areas at full normal the creature leaves the area of the cloud. command of no more than twenty-five speed. Also, a greater prying eye’s maximum Spell resistance does not apply. words. Any knowledge you possess is Spot modifier is +25 instead of +15. Material Component: The spell uses one known by the eyes as well, so if you know, fire source, which is immediately extin- for example, what a typical merchant looks guished. A fire so large that it exceeds a 20- like, the eyes do as well. Purify Food and Drink foot cube is only partly extinguished. A sample command: “Surround me at a Transmutation Magical fires are not extinguished, al- range of four hundred feet and return if Level: Clr 0, Drd 0 though a fire-based creature (such as a fire you spot any dangerous creatures.” The Components: V, S elemental) used as a source takes 1 point of phrase “Surround me” directs the eyes to Casting Time: 1 standard action damage per caster level. form an equally spaced, horizontal ring at Range: 10 ft. Target: 1 cu. ft./level of contaminated whatever range you indicate, and then food and water Quench move with you. As eyes return or are Transmutation Duration: Instantaneous destroyed, the rest automatically space Level: Drd 3 Saving Throw: Will negates (object) Components: V, S, DF themselves to compensate. In the case of Spell Resistance: Yes (object) Casting Time: 1 standard action this sample command, an eye returns only Range: Medium (100 ft. + 10 ft./level) if it spots a creature you would regard as This spell makes spoiled, rotten, poison- dangerous. A “peasant” that is actually a ous, or otherwise contaminated food and Area or Target: One 20-ft. cube/level (S) shapechanged dragon wouldn’t trigger an water pure and suitable for eating and or one fire-based magic item eye’s return. Ten eyes can form a ring with drinking. This spell does not prevent sub- Duration: Instantaneous a radius of 400 feet and between them- sequent natural decay or spoilage. Unholy Saving Throw: None or Will negates selves see everything that crosses the ring. water and similar food and drink of sig- (object) Another sample command: “Spread out nificance is spoiled by purify food and drink, Spell Resistance: No or Yes (object) and search the town for Arweth. Follow but the spell has no effect on creatures of Quench is often used to put out forest fires him for three minutes, staying out of sight, any type nor upon magic potions. and other conflagrations. It extinguishes and then return.” The phrase “Spread out” Note: Water weighs about 8 pounds per all nonmagical fires in its area. The spell directs the eyes to move away from you in gallon. One cubic foot of water contains also dispels any fire spells in its area, all directions. In this case, each eye would roughly 8 gallons and weighs about 60 though you must succeed on a dispel separately follow Arweth for three minutes pounds. check (1d20 +1 per caster level, maximum once it spots him. +15) against each spell to dispel it. The DC Other commands that might be useful Pyrotechnics include having eyes form a line in a certain Transmutation to dispel such spells is 11 + the caster level manner, making them move at random Level: Brd 2, Sor/Wiz 2 of the fire spell. within a certain range, or having them Components: V, S, M Each elemental (fire) creature within follow a certain type of creature. The DM Casting Time: 1 standard action the area of a quench spell takes 1d6 points is the final judge of the suitability of your Range: Long (400 ft. + 40 ft./level) of damage per caster level (maximum directions. Target: One fire source, up to a 20-ft. 15d6, no save allowed). In order to report their findings, the cube Alternatively, you can target the spell on eyes must return to your hand. Each re- Duration: 1d4+1 rounds, or 1d4+1 a single magic item that creates or controls plays in your mind all it has seen during its rounds after creatures leave the smoke flame, such as a wand of fireball or a flaming existence. It takes an eye 1 round to replay cloud; see text burst sword. The item loses all its fire-based 267

magical abilities for 1d4 hours unless it The spell does not affect sightless crea- can’t be raised. The spell cannot bring back succeeds on a Will save. (Artifacts are tures. a creature that has died of old age. immune to this effect.) Verbal Component: A wizard or sorcerer Material Component: Diamonds worth a need not utter a sound to cast this spell, total of least 5,000 gp. Rage but a bard must sing, play music, or recite a rhyme as a verbal component. Enchantment (Compulsion) [Mind- Rary’s Mnemonic Enhancer Material Component: A piece of phos- Affecting] Transmutation phor. Level: Brd 2, Sor/Wiz 3 Level: Wiz 4 Focus: A crystal prism. Components: V, S, M, F Components: V, S Casting Time: 1 standard action Casting Time: 10 minutes Range: Medium (100 ft. + 10 ft./level) Raise Dead Range: Personal Conjuration (Healing) Targets: One willing living creature per Target: You Level: Clr 5 Duration: Instantaneous three levels, no two of which may be Components: V, S, M, DF SPELLS more than 30 ft. apart Casting Time: 1 minute Casting this spell allows you to prepare Duration: Concentration + 1

CHAPTER 11: Range: Touch additional spells or retain spells recently round/level (D) Target: Dead creature touched cast. Pick one of these two versions when Saving Throw: None Duration: Instantaneous the spell is cast. Spell Resistance: Yes Saving Throw: None; see text Prepare: You prepare up to three addi-

Spell Resistance: Yes (harmless) tional levels of spells (such as three 1st- Each affected creature gains a +2 morale level spells, a 2nd- and a 1st-level spell, or a bonus to Strength and Constitution, a +1 You restore life to a deceased creature. You 3rd-level spell). A cantrip counts as 1/2 morale bonus on Will saves, and a –2 can raise a creature that has been dead for level for this purpose. You prepare and cast penalty to AC. The effect is otherwise no longer than one day per caster level. In these spells normally. identical with a barbarian’s rage (see page addition, the subject’s soul must be free Retain: You retain any spell of 3rd level 25), except that the subjects aren’t fatigued and willing to return (see Bringing Back or lower that you had cast up to 1 round at the end of the rage. the Dead, page 171). If the subject’s soul is before you started casting the mnemonic

not willing to return, the spell does not enhancer. This restores the previously cast Rainbow Pattern work; therefore, a subject that wants to spell to your mind. Illusion (Pattern) [Mind-Affecting] return receives no saving throw. In either event, the spell or spells pre- Level: Brd 4, Sor/Wiz 4 Coming back from the dead is an ordeal. pared or retained fade after 24 hours (if not Components: V (Brd only), S, M, F; see The subject of the spell loses one level (or cast). text 1 Hit Die) when it is raised, just as if it had Material Component: A piece of string, Casting Time: 1 standard action lost a level or a Hit Die to an energy- and ink consisting of squid secretion with Range: Medium (100 ft. + 10 ft./level) draining creature. If the subject is 1st level, black dragon’s blood. Effect: Colorful lights with a 20-ft.- it loses 2 points of Constitution instead (if Focus: An ivory plaque of at least 50 gp radius spread this would reduce its Con to 0 or less, it value. Duration: Concentration +1 round/ can’t be raised). This level/HD loss or level (D) Constitution loss cannot be repaired by Saving Throw: Will negates any means. A character who died with Rary’s Telepathic Bond Divination Spell Resistance: Yes spells prepared has a 50% chance of losing Level: Sor/Wiz 5 any given spell upon being raised, in Components: V, S, M A glowing, rainbow-hued pattern of in- addition to losing spells for losing a level. Casting Time: 1 standard action terweaving colors fascinates those within A spellcasting creature that doesn’t prepare Range: Close (25 ft. + 5 ft./2 levels) it. Rainbow pattern fascinates a maximum of spells (such as a sorcerer) has a 50% chance Targets: You plus one willing creature 24 Hit Dice of creatures. Creatures with of losing any given unused spell slot as if it per three levels, no two of which can the fewest HD are affected first. Among had been used to cast a spell, in addition to be more than 30 ft. apart creatures with equal HD, those who are losing spell slots for losing a level. Duration: 10 min./level (D) closest to the spell’s point of origin are A raised creature has a number of hit Saving Throw: None affected first. An affected creature that fails points equal to its current Hit Dice. Any Spell Resistance: No its saves is fascinated by the pattern. ability scores damaged to 0 are raised to 1. With a simple gesture (a free action), Normal poison and normal disease are You forge a telepathic bond among your- you can make the rainbow pattern move cured in the process of raising the subject, self and a number of willing creatures, up to 30 feet per round (moving its effect- but magical diseases and curses are not each of which must have an Intelligence tive point of origin). All fascinated crea- undone. While the spell closes mortal score of 3 or higher. Each creature in- tures follow the moving rainbow of light, wounds and repairs lethal damage of most cluded in the link is linked to all the trying to get or remain within the effect. kinds, the body of the creature to be raised others. The creatures can communicate Fascinated creatures who are restrained must be whole. Otherwise, missing parts telepathically through the bond regardless and removed from the pattern still try to are still missing when the creature is of language. No special power or influence follow it. If the pattern leads its subjects brought back to life. None of the dead is established as a result of the bond. Once into a dangerous area (through flame, off a creature’s equipment or possessions are the bond is formed, it works over any cliff, or the like), each fascinated creature affected in any way by this spell. distance (although not from one plane to gets a second save. If the view of the lights A creature who has been turned into an another). is completely blocked (by an obscuring mist undead creature or killed by a death effect If desired, you may leave yourself out of spell, for instance), creatures who can’t see can’t be raised by this spell. Constructs, ele- the telepathic bond forged. This decision them are no longer affected. mentals, outsiders, and undead creatures must be made at the time of casting. 268

Rary’s telepathic bond can be made per- Read Magic This spell causes instant diminution of a manent with a permanency spell, though it Divination humanoid creature, halving its height, only bonds two creatures per casting of Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, length, and width and dividing its weight permanency. Sor/Wiz 0 by 8. This decrease changes the creature’s Material Component: Pieces of eggshell Components: V, S, F size category to the next smaller one. The from two different kinds of creatures. Casting Time: 1 standard action target gains a +2 size bonus to Dexterity, a Range: Personal –2 size penalty to Strength (to a minimum Ray of Enfeeblement Target: You of 1), and a +1 bonus on attack rolls and AC Necromancy

Duration: 10 min./level due to its reduced size. CHAPTER 11: Level: Sor/Wiz 1 A Small humanoid creature whose size

Components: V, S By means of read magic, you can decipher decreases to Tiny has a space of 2-1/2 feet SPELLS Casting Time: 1 standard action magical inscriptions on objects—books, and a natural reach of 0 feet (meaning that Range: Close (25 ft. + 5 ft./2 levels) scrolls, weapons, and the like—that would it must enter an opponent’s square to

Effect: Ray otherwise be unintelligible. This attack). A Large humanoid creature whose Duration: 1 min./level deciphering does not normally invoke the size decreases to Medium has a space of 5 Saving Throw: None magic contained in the writing, although it feet and a natural reach of 5 feet. This spell Spell Resistance: Yes may do so in the case of a cursed scroll. doesn’t change the target’s speed. Furthermore, once the spell is cast and you All equipment worn or carried by a A coruscating ray springs from your hand. have read the magical inscription, you are creature is similarly reduced by the spell. You must succeed on a ranged touch attack thereafter able to read that particular Melee and projectile weapons deal less to strike a target. The subject takes a writing without recourse to the use of read damage (see Table 2–3 in the Dungeon penalty to Strength equal to 1d6+1 per two magic. You can read at the rate of one page caster levels (maximum 1d6+5). The Master’s Guide). Other magical properties subject’s Strength score cannot drop below (250 words) per minute. The spell allows are not affected by this spell. Any reduced 1. you to identify a glyph of warding with a DC item that leaves the reduced creature’s pos- 13 Spellcraft check, a greater glyph of session (including a projectile or thrown warding with a DC 16 Spellcraft check, or weapon) instantly returns to its normal Ray of Exhaustion any symbol spell with a Spellcraft check size. This means that thrown weapons deal Necromancy (DC 10 + spell level). their normal damage (projectiles deal Level: Sor/Wiz 3 Read magic can be made permanent with Components: V, S, M damage based on the size of the weapon a permanency spell. Casting Time: 1 standard action that fired them). Focus: Range: Close (25 ft. + 5 ft./2 levels) A clear crystal or mineral prism. Multiple magical effects that reduce size Effect: Ray do not stack, which means (among other Duration: 1 min./level Reduce Animal things) that you can’t use a second casting Saving Throw: Fortitude partial; see text Transmutation of this spell to further reduce the size of as Spell Resistance: Yes Level: Drd 2, Rgr 3 humanoid that’s still under the effect of Components: V, S the first casting. A black ray projects from your pointing Casting Time: 1 standard action Reduce person counters and dispels en- finger. You must succeed on a ranged Range: Touch large person. touch attack with the ray to strike a target. Target: One willing animal of Small, Reduce person can be made permanent The subject is immediately exhausted for Medium, Large, or Huge size with a permanency spell. the spell’s duration. A successful Fortitude Duration: 1 hour/level (D) Material Component: A pinch of pow- save means the creature is only fatigued. A Saving Throw: None dered iron. character that is already fatigued instead Spell Resistance: No becomes exhausted. This spell has no effect on a creature This spell functions like reduce person, ex- Reduce Person, Mass Transmutation that is already exhausted. Unlike normal cept that it affects a single willing animal Level: Sor/Wiz 4 exhaustion or fatigue, the effect ends as (not one with which you are engaged in Target: One humanoid creature/level, soon as the spell’s duration expires. combat, for instance). This decrease in size no two of which can be more than 30 Material Component: A drop of sweat. allows the animal to fit better into tight ft. apart spaces, such as the typical dungeon room or subterranean passage. Reduce the Ray of Frost damage dealt by the animal’s natural This spell functions like reduce person, ex- Evocation [Cold] attacks as shown on Table 2–3 in the Dun- cept that it affects multiple creatures. Level: Sor/Wiz 0 geon Master’s Guide. Components: V, S Casting Time: 1 standard action Refuge Range: Close (25 ft. + 5 ft./2 levels) Reduce Person Conjuration (Teleportation) Effect: Ray Transmutation Level: Clr 7, Sor/Wiz 9 Duration: Instantaneous Level: Sor/Wiz 1 Components: V, S, M Saving Throw: None Components: V, S, M Casting Time: 1 standard action Spell Resistance: Yes Casting Time: 1 round Range: Touch Range: Close (25 ft. + 5 ft./2 levels) Target: Object touched A ray of freezing air and ice projects from Target: One humanoid creature Duration: Permanent until discharged your pointing finger. You must succeed on Duration: 1 min./level (D) Saving Throw: None a ranged touch attack with the ray to deal Saving Throw: Fortitude negates Spell Resistance: No damage to a target. The ray deals 1d3 Spell Resistance: Yes points of cold damage. 269

You create powerful magic in some spe- Target: Dead creature touched d% Incarnation Str Dex Con cially prepared object—a statuette, a jew- Duration: Instantaneous 01 Bugbear +4 +2 +2 eled rod, a gem, or the like. This object Saving Throw: None; see text 02–13 Dwarf +0 +0 +2 contains the power to instantly transport Spell Resistance: Yes (harmless) 14–25 Elf +0 +2 –2 its possessor across any distance within the 26 Gnoll +4 +0 +2 same plane to your abode. Once the item is With this spell, you bring back a dead 27–38 Gnome –2 +0 +2 transmuted, you must give it willingly to a creature in another body, provided that its 39–42 Goblin –2 +2 +0 creature and at the same time inform it of a death occurred no more than one week 43–52 Half-elf +0 +0 +0 command word to be spoken when the before the casting of the spell and the sub- 53–62 Half-orc +2 +0 +0 item is used. To make use of the item, the ject’s soul is free and willing to return (see 63–74 Halfling –2 +2 +0 subject speaks the command word at the Bringing Back the Dead, page 171). If the 75–89 Human +0 +0 +0 same time that it rends or breaks the item subject’s soul is not willing to return, the 90–93 Kobold –4 +2 –2 (a standard action). When this is done, the spell does not work; therefore, a subject 94 Lizardfolk +2 +0 +2 individual and all objects it is wearing and that wants to return receives no saving 95–98 Orc +4 +0 +0 SPELLS carrying (to a maximum of the character’s throw. 99 Troglodyte +0 –2 +4 heavy load) are instantly transported to Since the dead creature is returning in a 100 Other ? ? ? CHAPTER 11: your abode. No other creatures are affected new body, all physical ills and afflictions (DM’s choice) (aside from a familiar that is touching the are repaired. The condition of the remains The reincarnated creature gains all abilities subject). is not a factor. So long as some small por- associated with its new form, including You can alter the spell when casting it so tion of the creature’s body still exists, it can forms of movement and speeds, natural that it transports you to within 10 feet of be reincarnated, but the portion receiving armor, natural attacks, extraordinary the possessor of the item when it is broken the spell must have been part of the abilities, and the like, but it doesn’t auto- and the command word spoken. You will creature’s body at the time of death. The matically speak the language of the new have a general idea of the location and magic of the spell creates an entirely new situation of the item possessor at the time form. Refer to the Monster Manual for young adult body for the soul to inhabit the refuge spell is discharged, but once you details. from the natural elements at hand. This decide to alter the spell in this fashion, you A wish or a miracle spell can restore a re- process takes 1 hour to complete. When have no choice whether or not to be incarnated character to his or her original the body is ready, the subject is rein- transported. form. carnated. Material Component: The specially pre- Material Component: Rare oils and un- A reincarnated creature recalls the pared object, whose construction requires guents worth a total of least 1,000 gp, majority of its former life and form. It re- gems worth 1,500 gp. spread over the remains. tains any class abilities, feats, or skill ranks

Regenerate it formerly possessed. Its class, base attack bonus, base save bonuses, and hit points Remove Blindness/Deafness Conjuration (Healing) Conjuration (Healing) Level: Clr 7, Drd 9, Healing 7 are unchanged. Strength, Dexterity, and Constitution scores depend partly on the Level: Clr 3, Pal 3 Components: V, S, DF Components: V, S Casting Time: 3 full rounds new body. First eliminate the subject’s racial adjustments (since it is no longer of Casting Time: 1 standard action Range: Touch Range: Touch Target: Living creature touched his previous race) and then apply the adjustments found below to its remaining Target: Creature touched Duration: Instantaneous Duration: Instantaneous ability scores. The subject’s level (or Hit Saving Throw: Fortitude negates (harm- Saving Throw: Fortitude negates (harm- Dice) is reduced by 1. If the subject was 1st less) less) level, its new Constitution score is reduced Spell Resistance: Yes (harmless) Spell Resistance: Yes (harmless) by 2. (If this reduction would put its Con at The subject’s severed body members (fin- 0 or lower, it can’t be reincarnated). This Remove blindness/deafness cures blindness or gers, toes, hands, feet, arms, legs, tails, or level/HD loss or Constitution loss cannot deafness (your choice), whether the effect even heads of multiheaded creatures), bro- be repaired by any means. is normal or magical in nature. The spell ken bones, and ruined organs grow back. It’s possible for the change in the sub- does not restore ears or eyes that have been After the spell is cast, the physical regener- ject’s ability scores to make it difficult for it lost, but it repairs them if they are ation is complete in 1 round if the severed to pursue its previous character class. If damaged. members are present and touching the this is the case, the subject is well advised Remove blindness/deafness counters and creature. It takes 2d10 rounds otherwise. to become a multiclass character. dispels blindness/deafness. Regenerate also cures 4d8 points of dam- For a humanoid creature, the new in- age +1 point per caster level (maximum carnation is determined using the follow- +35), rids the subject of exhaustion and/or ing table. For nonhumanoid creatures, the Remove Curse Abjuration fatigue, and eliminates all nonlethal DM should create a similar table of Level: Brd 3, Clr 3, Pal 3, Sor/Wiz 4 damage the subject has taken. It has no creatures of the same type or simply Components: V, S effect on nonliving creatures (including choose the new form. Casting Time: 1 standard action undead). A creature that has been turned into an Range: Touch undead creature or killed by a death effect Target: Creature or item touched Reincarnate can’t be returned to life by this spell. Con- Duration: Instantaneous Transmutation structs, elementals, outsiders, and undead Saving Throw: Will negates (harmless) Level: Drd 4 creatures can’t be reincarnated. The spell Spell Resistance: Yes (harmless) Components: V, S, M, DF cannot bring back a creature who has died Casting Time: 10 minutes of old age. Remove curse instantaneously removes all Range: Touch curses on an object or a creature. Remove 270

curse does not remove the curse from a You can free one or more creatures from An invisible barrier holds back vermin. A cursed shield, weapon, or suit of armor, the effects of any temporary paralysis or vermin with Hit Dice of less than one- although the spell typically enables the related magic, including a ghoul’s touch or third your level cannot penetrate the bar- creature afflicted with any such cursed a slow spell. If the spell is cast on one rier. A vermin with Hit Dice of one-third item to remove and get rid of it. Certain creature, the paralysis is negated. If cast on your level or more can penetrate the bar- special curses may not be countered by two creatures, each receives another save rier if it succeeds on a Will save. Even so, this spell or may be countered only by a with a +4 resistance bonus against the crossing the barrier deals the vermin 2d6 caster of a certain level or higher. effect that afflicts it. If cast on three or four points of damage, and pressing against the Remove curse counters and dispels bestow creatures, each receives another save with barrier causes pain, which deters most curse. a +2 resistance bonus. vermin. CHAPTER 11: The spell does not restore ability scores SPELLS Remove Disease reduced by penalties, damage, or drain. Repel Wood Conjuration (Healing) Transmutation Level: Clr 3, Drd 3, Rgr 3 Level: Drd 6, Plant 6 Repel Metal or Stone Components: V, S Abjuration [Earth] Components: V, S Casting Time: 1 standard action Level: Drd 8 Casting Time: 1 standard action Range: Touch Components: V, S Range: 60 ft. Target: Creature touched Casting Time: 1 standard action Area: 60-ft. line-shaped emanation from Duration: Instantaneous Range: 60 ft. you Saving Throw: Fortitude negates (harm- Area: 60-ft. line from you Duration: 1 min./level (D) less) Duration: 1 round/level (D) Saving Throw: None Spell Resistance: Yes (harmless) Saving Throw: None Spell Resistance: No Spell Resistance: No Remove disease cures all diseases that the Waves of energy roll forth from you, mov- subject is suffering from. The spell also Like repel wood, this spell creates waves of ing in the direction that you determine, kills parasites, including green slime and invisible and intangible energy that roll causing all wooden objects in the path of others. Certain special diseases may not be forth from you. All metal or stone objects the spell to be pushed away from you to countered by this spell or may be coun- in the path of the spell are pushed away the limit of the range. Wooden objects tered only by a caster of a certain level or from you to the limit of the range. Fixed larger than 3 inches in diameter that are higher. metal or stone objects larger than 3 inches fixed firmly are not affected, but loose Note: Since the spell’s duration is in- stantaneous, it does not prevent reinfec- in diameter and loose objects weighing objects are. Objects 3 inches in diameter or tion after a new exposure to the same more than 500 pounds are not affected. smaller that are fixed in place splinter and disease at a later date. Anything else, including animated objects, break, and the pieces move with the wave small boulders, and creatures in metal of energy. Objects affected by the spell are Remove Fear armor, moves back. Fixed objects 3 inches repelled at the rate of 40 feet per round. Abjuration in diameter or smaller bend or break, and Objects such as wooden shields, spears, Level: Brd 1, Clr 1 the pieces move with the wave of energy. wooden weapon shafts and hafts, and Components: V, S Objects affected by the spell are repelled at arrows and bolts are pushed back, dragging Casting Time: 1 standard action the rate of 40 feet per round. those carrying them along. (A creature Range: Close (25 ft. + 5 ft./2 levels) Objects such as metal armor, swords, being dragged by an item it is carrying can Targets: One creature plus one addi- and the like are pushed back, dragging let go. A creature being dragged by a shield tional creature per four levels, no two their bearers with them. Even magic items can loose it as a move action and drop it as of which can be more than 30 ft. apart with metal components are repelled, a free action.) If a spear is planted (set) to Duration: 10 minutes; see text although an antimagic field blocks the prevent this forced movement, it splinters. Saving Throw: Will negates (harmless) effects. Even magic items with wooden sections Spell Resistance: Yes (harmless) The waves of energy continue to sweep are repelled, although an antimagic field You instill courage in the subject, granting down the set path for the spell’s duration. blocks the effects. it a +4 morale bonus against fear effects for After you cast the spell, the path is set, and The waves of energy continue to sweep 10 minutes. If the subject is under the you can then do other things or go down the set path for the spell’s duration. influence of a fear effect when receiving elsewhere without affecting the spell’s After you cast the spell, the path is set, and the spell, that effect is suppressed for the power. you can then do other things or go duration of the spell. elsewhere without affecting the spell’s Remove fear counters and dispels cause Repel Vermin power. fear. Abjuration Level: Brd 4, Clr 4, Drd 4, Rgr 3 Repulsion Remove Paralysis Components: V, S, DF Abjuration Conjuration (Healing) Casting Time: 1 standard action Level: Clr 7, Protection 7, Sor/Wiz 6 Level: Clr 2, Pal 2 Range: 10 ft. Components: V, S, F/DF Components: V, S Casting Time: 1 standard action Area: 10-ft.-radius emanation centered on Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) you Range: Up to 10 ft./level Targets: Up to four creatures, no two of Duration: 10 min./level (D) Area: Up to 10-ft.-radius/level emanation which can be more than 30 ft. apart Saving Throw: None or Will negates; see centered on you Duration: Instantaneous text Duration: 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes Saving Throw: Will negates Spell Resistance: Yes (harmless) Spell Resistance: Yes

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An invisible, mobile field surrounds you points before being applied to the crea- cures all temporary ability damage, and and prevents creatures from approaching ture’s hit points. The value of the energy restores all points permanently drained you. You decide how big the field is at the resistance granted increases to 20 points at from all ability scores. It also eliminates time of casting (to the limit your level al- 7th level and to a maximum of 30 points at fatigue and exhaustion, and removes all lows). Any creature within or entering the 11th level. The spell protects the forms of insanity, confusion, and similar field must attempt a save. If it fails, it recipient’s equipment as well. mental effects. Greater restoration does not becomes unable to move toward you for Resist energy absorbs only damage. The restore levels or Constitution points lost the duration of the spell. Repelled crea- subject could still suffer unfortunate side due to death. tures’ actions are not otherwise restricted. effects, such as drowning in acid (since XP Cost: 500 XP. They can fight other creatures and can cast drowning damage comes from lack of

spells and attack you with ranged weapons. oxygen) or becoming encased in ice. Restoration, Lesser Note: Resist energy overlaps (and does not If you move closer to an affected creature, Conjuration (Healing) protection from energy nothing happens. (The creature is not stack with) . If a Level: Clr 2, Drd 2, Pal 1 character is warded by protection from energy SPELLS forced back.) The creature is free to make Components: V, S melee attacks against you if you come and resist energy, the protection spell absorbs Casting Time: 3 rounds CHAPTER 11: within reach. If a repelled creature moves damage until its power is exhausted. Range: Touch away from you and then tries to turn back Target: Creature touched toward you, it cannot move any closer if it Restoration Duration: Instantaneous is still within the spell’s area. Conjuration (Healing) Saving Throw: Will negates (harmless) Arcane Focus: A pair of small iron bars Level: Clr 4, Pal 4 Spell Resistance: Yes (harmless) attached to two small canine statuettes, Components: V, S, M one black and one white, the whole array Lesser restoration dispels any magical effects worth 50 gp. This spell functions like lesser restoration, reducing one of the subject’s ability scores except that it also dispels negative levels (such as ray of enfeeblement) or cures 1d4 and restores one experience level to a points of temporary ability damage to one Resistance of the subject’s ability scores (such as from Abjuration creature who has had a level drained. The drained level is restored only if the time a shadow’s touch or from poison). It also Level: Brd 0, Clr 0, Drd 0, Pal 1, eliminates any fatigue suffered by the since the creature lost the level is equal to Sor/Wiz 0 character, and improves an exhausted or less than one day per caster level. Thus, Components: V, S, M/DF condition to fatigued. It does not restore Casting Time: 1 standard action if a 10th-level character has been struck by permanent ability drain. Range: Touch a wight and drained to 9th level, restoration Target: Creature touched brings the character up to exactly the Duration: 1 minute minimum number of experience points Resurrection Saving Throw: Will negates (harmless) necessary to restore him to 10th level Conjuration (Healing) Spell Resistance: Yes (harmless) (45,000 XP), gaining him an additional Hit Level: Clr 7 Die and level functions accordingly. Casting Time: 10 minutes You imbue the subject with magical en- Restoration cures all temporary ability ergy that protects it from harm, granting it damage, and it restores all points perma- This spell functions like raise dead, except that you are able to restore life and com- a +1 resistance bonus on saves. nently drained from a single ability score plete strength to any deceased creature. Resistance can be made permanent with a (your choice if more than one is drained). The condition of the remains is not a permanency spell. It also eliminates any fatigue or exhaustion Arcane Material Component: A miniature factor. So long as some small portion of the suffered by the target. creature’s body still exists, it can be cloak. Restoration does not restore levels or resurrected, but the portion receiving the

Constitution points lost due to death. spell must have been part of the creature’s Resist Energy Material Component: Diamond dust body at the time of death. (The remains of Abjuration worth 100 gp that is sprinkled over the a creature hit by a disintegrate spell count as Level: Clr 2, Drd 2, Fire 3, Pal 2, Rgr 1, target. a small portion of its body.) The creature Sor/Wiz 2 can have been dead no longer than 10 Components: V, S, DF Restoration, Greater years per caster level. Casting Time: 1 standard action Conjuration (Healing) Upon completion of the spell, the Range: Touch Level: Clr 7 creature is immediately restored to full hit Target: Creature touched Components: V, S, XP points, vigor, and health, with no loss of Duration: 10 min./level Casting Time: 10 minutes prepared spells. However, the subject loses Saving Throw: Fortitude negates (harm- one level, or 2 points of Constitution if the less) subject was 1st level. (If this reduction This spell functions like lesser restoration, Spell Resistance: Yes (harmless) would bring its Con to 0 or lower, it can’t except that it dispels all negative levels be resurrected). This level loss or This abjuration grants a creature limited afflicting the healed creature. This effect Constitution loss cannot be repaired by protection from damage of whichever one also reverses level drains by a force or any means. of five energy types you select: acid, cold, creature, restoring the creature to the You can resurrect someone killed by a electricity, fire, or sonic. The subject gains highest level it had previously attained. death effect or someone who has been energy resistance 10 against the energy The drained levels are restored only if the turned into an undead creature and then type chosen, meaning that each time the time since the creature lost the level is no destroyed. You cannot resurrect someone creature is subjected to such damage more than one week per caster level. who has died of old age. Constructs, ele- (whether from a natural or magical Greater restoration also dispels all magical mentals, outsiders, and undead creatures source), that damage is reduced by 10 effects penalizing the creature’s abilities, can’t be resurrected. 272

Material Component: A sprinkle of holy Use Table 8–4: Creature Size and Scale space can see out of it as if a 3-foot-by- 5- water and diamonds worth a total of at to determine your new space and reach. foot window were centered on the rope. least 10,000 gp. This spell doesn’t change your speed. The window is present on the Material If insufficient room is available for the Plane, but it’s invisible, and even creatures Reverse Gravity desired growth, you attain the maximum that can see the window can’t see through Transmutation possible size and may make a Strength it. Anything inside the extradimensional Level: Drd 8, Sor/Wiz 7 check (using your increased Strength) to space drops out when the spell ends. The Components: V, S, M/DF burst any enclosures in the process. If you rope can be climbed by only one person at Casting Time: 1 standard action fail, you are constrained without harm by a time. The rope trick spell enables climbers CHAPTER 11: Range: Medium (100 ft. + 10 ft./level) the materials enclosing you—the spell to reach a normal place if they do not climb all the way to the extradimensional Area: Up to one 10-ft. cube per two cannot crush you by increasing your size. SPELLS space. levels (S) All equipment you wear or carry is Note: It is hazardous to create an ex- Duration: 1 round/level (D) similarly enlarged by the spell. Melee and Saving Throw: None; see text tradimensional space within an existing projectile weapons deal more damage (see Spell Resistance: No extradimensional space or to take an ex- Table 2–2 in the Dungeon Master’s Guide). tradimensional space into an existing one. Other magical properties are not affected This spell reverses gravity in an area, caus- Material Component: Powdered corn by this spell. Any enlarged item that leaves extract and a twisted loop of parchment. ing all unattached objects and creatures your possession (including a projectile or within that area to fall upward and reach thrown weapon) instantly returns to its Rusting Grasp the top of the area in 1 round. If some solid normal size. This means that thrown object (such as a ceiling) is encountered in Transmutation weapons deal their normal damage Level: Drd 4 this fall, falling objects and creatures strike (projectiles deal damage based on the size it in the same manner as they would Components: V, S, DF of the weapon that fired them). Casting Time: 1 standard action during a normal downward fall. If an Multiple magical effects that increase object or creature reaches the top of the Range: Touch size do not stack, which means (among One nonmagical ferrous object area without striking anything, it remains Target: other things) that you can’t use a second (or the volume of the object within there, oscillating slightly, until the spell casting of this spell to further increase 3 ft. of the touched point) or one ends. At the end of the spell duration, your size while you are still under the ferrous creature affected objects and creatures fall effect of the first casting. Duration: See text downward. Saving Throw: None Provided it has something to hold onto, Spell Resistance: No a creature caught in the area can attempt a Rope Trick Transmutation Reflex save to secure itself when the spell Any iron or iron alloy item you touch be- strikes. Creatures who can fly or levitate Level: Sor/Wiz 2 Components: V, S, M comes instantaneously rusted, pitted, and can keep themselves from falling. worthless, effectively destroyed. If the Casting Time: 1 standard action Arcane Material Component: A lodestone item is so large that it cannot fit within a 3- Range: Touch and iron filings. foot radius (a large iron door or a wall of Target: One touched piece of rope from iron), a 3-foot-radius volume of the metal is Righteous Might 5 ft. to 30 ft. long rusted and destroyed. Magic items made of Transmutation Duration: 1 hour/level (D) metal are immune to this spell. Level: Clr 5, Strength 5 Saving Throw: None You may employ rusting grasp in combat Components: V, S, DF Spell Resistance: No with a successful melee touch attack. Casting Time: 1 standard action Rusting grasp used in this way instanta- Range: Personal When this spell is cast upon a piece of rope neously destroys 1d6 points of Armor Target: You from 5 to 30 feet long, one end of the rope Class gained from metal armor (to the Duration: 1 round/level (D) rises into the air until the whole rope maximum amount of protection the armor hangs perpendicular to the ground, as if offered) through corrosion. For example, Your height immediately doubles, and affixed at the upper end. The upper end is, full plate armor (AC +8) could be reduced your weight increases by a factor of eight. in fact, fastened to an extradimensional to +7 or as low as +2 in protection, This increase changes your size category to space that is outside the multiverse of depending on the die roll. the next larger one, and you gain a +4 size extradimensional spaces (“planes”). Crea- Weapons in use by an opponent tar- bonus to Strength and a +2 size bonus to tures in the extradimensional space are geted by the spell are more difficult to Constitution. You gain a +2 enhancement hidden, beyond the reach of spells grasp. You must succeed on a melee touch bonus to your natural armor. You gain (including divinations), unless those spells attack against the weapon. A metal weapon damage reduction 3/evil (if you normally work across planes. The space holds as that is hit is destroyed. channel positive energy) or damage many as eight creatures (of any size). Note: Striking at an opponent’s weapon reduction 3/good (if you normally channel Creatures in the space can pull the rope up provokes an attack of opportunity. Also, negative energy). At 12th level this damage into the space, making the rope “disap- you must touch the weapon and not the reduction becomes 6/evil or 6/good, and pear.” In that case, the rope counts as one other way around. at 15th level it becomes 9/evil or 9/good of the eight creatures that can fit in the Against a ferrous creature, rusting grasp (the maximum). Your size modifier for AC space. The rope can support up to 16,000 instantaneously deals 3d6 points of dam- and attacks changes as appropriate to your pounds. A weight greater than that can age +1 per caster level (maximum +15) per new size category (if your original size was pull the rope free. successful attack. The spell lasts for 1 Diminutive, Tiny, Small, Medium, or Spells cannot be cast across the extra- round per level, and you can make one Large, the modifier decreases by 1; other- dimensional interface, nor can area effects melee touch attack per round. wise see Size Modifier, page 134). cross it. Those in the extradimensional 273

Sanctuary creatures within it. The spell affects a total resume their game. You could have a Abjuration number of Hit Dice of creatures equal to crossroads appear quiet and empty even Level: Clr 1, Protection 1 your caster level (maximum 20). Creatures while an army is actually passing through Components: V, S, DF with the fewest HD are affected first; and, the area. You could specify that no one be Casting Time: 1 standard action among creatures with equal HD, those seen (including passing strangers), that Range: Touch who are closest to the spell’s point of your troops be undetected, or even that Target: Creature touched origin are affected first. Hit Dice that are every fifth person or unit should be visible. Duration: 1 round/level not sufficient to affect a creature are Once the conditions are set, they cannot Saving Throw: Will negates wasted. The spell affects each subject be changed. Spell Resistance: No according to its Hit Dice. Attempts to scry the area automatically 6 or less: Unconscious for 1d4 rounds, detect the image stated by you with no

Any opponent attempting to strike or oth- then stunned for 1d4 rounds, and then save allowed. Sight and sound are appro- erwise directly attack the warded creature, confused for 1d4 rounds. (Treat an uncon- priate to the illusion created. A band of even with a targeted spell, must attempt a scious result as stunned for nonliving people standing in a meadow could be SPELLS Will save. If the save succeeds, the creatures.) concealed as an empty meadow with birds 7 to 12: Stunned for 1d4 rounds, then CHAPTER 11: opponent can attack normally and is chirping, for instance. confused for 1d4 rounds. unaffected by that casting of the spell. If Direct observation may allow a save (as 13 or more: Confused for 1d4 rounds. per a normal illusion), if there is cause to the save fails, the opponent can’t follow Sightless creatures are not affected by through with the attack, that part of its scintillating pattern. disbelieve what is seen. Certainly onlook- action is lost, and it can’t directly attack the Material Component: A small crystal ers in the area would become suspicious if warded creature for the duration of the prism. a marching army disappeared at one point spell. Those not attempting to attack the to reappear at another. Even entering the subject remain unaffected. This spell does area does not cancel the illusion or neces- not prevent the warded creature from Scorching Ray Evocation [Fire] sarily allow a save, assuming that hidden being attacked or affected by area or effect beings take care to stay out of the way of spells. The subject cannot attack without Level: Sor/Wiz 2 Components: V, S those affected by the illusion. breaking the spell but may use nonattack spells or otherwise act. This allows a Casting Time: 1 standard action warded cleric to heal wounds, for example, Range: Close (25 ft. + 5 ft./2 levels) Scrying or to cast a bless spell, perform an augury, Effect: One or more rays Divination (Scrying) summon creatures, and so on. Duration: Instantaneous Level: Brd 3, Clr 5, Drd 4, Sor/Wiz 4 Saving Throw: None Components: V, S, M/DF, F Spell Resistance: Yes Casting Time: 1 hour Scare Range: See text Necromancy [Fear, Mind-Affecting] You blast your enemies with fiery rays. You Effect: Magical sensor Level: Brd 2, Sor/Wiz 2 may fire one ray, plus one additional ray Duration: 1 min./level Components: V, S, M for every four levels beyond 3rd (to a Saving Throw: Will negates Casting Time: 1 standard action maximum of three rays at 11th level). Each Spell Resistance: Yes Range: Medium (100 ft. + 10 ft./level) ray requires a ranged touch attack to hit Targets: One living creature per three and deals 4d6 points of fire damage. The You can see and hear some creature, which levels, no two of which can be more rays may be fired at the same or different may be at any distance. If the subject than 30 ft. apart targets, but all bolts must be aimed at succeeds on a Will save, the scrying Duration: 1 round/level or 1 round; see targets within 30 feet of each other and text for cause fear attempt simply fails. The difficulty of the fired simultaneously. save depends on how well you know the Saving Throw: Will partial Spell Resistance: Yes subject and what sort of physical Screen connection (if any) you have to that Illusion (Glamer) This spell functions like cause fear, except creature. Furthermore, if the subject is on Level: Sor/Wiz 8, Trickery 7 that it causes all targeted creatures of less another plane, it gets a +5 bonus on its Will Components: V, S than 6 HD to become frightened. save. Casting Time: 10 minutes Material Component: A bit of bone from Range: Close (25 ft. + 5 ft./2 levels) an undead skeleton, zombie, ghoul, ghast, Knowledge Will Save Modifier Area: 30-ft. cube/level (S) None1 +10 or mummy. Duration: 24 hours Secondhand (you have heard +5 Saving Throw: None or Will disbelief (if of the subject) Scintillating Pattern interacted with); see text Firsthand (you have met the subject) +0 Illusion (Pattern) [Mind-Affecting] Spell Resistance: No Familiar (you know the subject well) –5 Level: Sor/Wiz 8 1 You must have some sort of connection to Components: V, S, M This spell combines several elements to a creature you have no knowledge of. Casting Time: 1 standard action create a powerful protection from scrying Range: Close (25 ft. + 5 ft./2 levels) and direct observation. When casting the Connection Will Save Modifier Effect: Colorful lights in a 20-ft.-radius spell, you dictate what will and will not be Likeness or picture –2 spread observed in the spell’s area. The illusion Possession or garment –4 Duration: Concentration + 2 rounds created must be stated in general terms. Body part, lock of hair, bit of nail, etc. –10 Saving Throw: None Thus, you could specify the illusion of Spell Resistance: Yes yourself and another character playing If the save fails, you can see and hear chess for the duration of the spell, but you the subject and the subject’s immediate A twisting pattern of discordant, coruscat- could not have the illusory chess players surroundings (approximately 10 feet in all ing colors weaves through the air, affecting take a break, make dinner, and then directions of the subject). If the subject 274

moves, the sensor follows at a speed of up A spellcaster whose voice is changed means of an erase spell. to 150 feet. dramatically (such as into that of the Material Component: Powdered herring As with all divination (scrying) spells, aforementioned snorting pig) is unable to scales and will-o’-wisp essence. the sensor has your full visual acuity, in- cast spells with verbal components. cluding any magical effects. In addition, See Invisibility the following spells have a 5% chance per Searing Light Divination caster level of operating through the Evocation Level: Brd 3, Sor/Wiz 2 sensor: detect chaos, detect evil, detect good, Level: Clr 3, Sun 3 Components: V, S, M detect law, detect magic, and message. Components: V, S Casting Time: 1 standard action CHAPTER 11: If the save succeeds, you can’t attempt to Casting Time: 1 standard action Range: Personal scry on that subject again for at least 24 Range: Medium (100 ft. + 10 ft./level) Target: You SPELLS hours. Effect: Ray Duration: 10 min./level (D) Arcane Material Component: The eye of a Duration: Instantaneous hawk, an eagle, or a roc, plus nitric acid, Saving Throw: None You can see any objects or beings that are

copper, and zinc. Spell Resistance: Yes invisible within your range of vision, as Wizard, Sorcerer, or Bard Focus: A mirror well as any that are ethereal, as if they were of finely wrought and highly polished Focusing divine power like a ray of the normally visible. Such creatures are visible silver costing not less than 1,000 gp. The sun, you project a blast of light from your to you as translucent shapes, allowing you mirror must be at least 2 feet by 4 feet. open palm. You must succeed on a ranged easily to discern the difference between Cleric Focus: A holy water font costing touch attack to strike your target. A crea- visible, invisible, and ethereal creatures. not less than 100 gp. ture struck by this ray of light takes 1d8 The spell does not reveal the method Druid Focus: A natural pool of water. points of damage per two caster levels used to obtain invisibility. It does not re- (maximum 5d8). An undead creature takes veal illusions or enable you to see through Scrying, Greater 1d6 points of damage per caster level opaque objects. It does not reveal creatures Divination (Scrying) (maximum 10d6), and an undead creature who are simply hiding, concealed, or Level: Brd 6, Clr 7, Drd 7, Sor/Wiz 7 particularly vulnerable to bright light, such otherwise hard to see. Components: V, S as a vampire, takes 1d8 points of damage See invisibility can be made permanent Casting Time: 1 standard action per caster level (maximum 10d8). A with a permanency spell. Duration: 1 hour/level construct or inanimate object takes only Material Component: A pinch of talc and a 1d6 points of damage per two caster levels small sprinkling of powdered silver. This spell functions like scrying, except as (maximum 5d6). noted above. Additionally, all of the fol- Seeming lowing spells function reliably through the Secret Page Illusion (Glamer) sensor: detect chaos, detect evil, detect good, Transmutation Level: Brd 5, Sor/Wiz 5 detect law, detect magic, message, read magic, Level: Brd 3, Sor/Wiz 3 Components: V, S and tongues. Components: V, S, M Casting Time: 1 standard action Casting Time: 10 minutes Range: Close (25 ft. + 5 ft./2 levels) Sculpt Sound Range: Touch Targets: One creature per two levels, no Transmutation Target: Page touched, up to 3 sq. ft. in two of which can be more than 30 ft. Level: Brd 3 size apart Components: V, S Duration: Permanent Duration: 12 hours (D) Casting Time: 1 standard action Saving Throw: None Saving Throw: Will negates or Will Range: Close (25 ft. + 5 ft./2 levels) Spell Resistance: No disbelief (if interacted with) Targets: One creature or object/level, no Spell Resistance: Yes or No; see text two of which can be more than 30 ft. Secret page alters the contents of a page so apart that they appear to be something entirely This spell functions like disguise self, except Duration: 1 hour/level (D) different. Thus, a map can be changed to that you can change the appearance of Saving Throw: Will negates (object) become a treatise on burnishing ebony other people as well. Affected creatures Spell Resistance: Yes (object) walking sticks. The text of a spell can be resume their normal appearances if slain. changed to show a ledger page or even Unwilling targets can negate the spell’s You change the sounds that creatures or another spell. Explosive runes or sepia snake effect on them by making Will saves or objects make. You can create sounds where sigil can be cast upon the secret page. with spell resistance. none exist (such as making trees sing), A comprehend languages spell alone can- deaden sounds (such as making a party of not reveal a secret page’s contents. You are Sending adventurers silent), or transform sounds able to reveal the original contents by Evocation into other sounds (such as making a speaking a special word. You can then Level: Clr 4, Sor/Wiz 5 caster’s voice sound like a pig snorting). All peruse the actual page, and return it to its Components: V, S, M/DF affected creatures or objects must be trans- secret page form at will. You can also remove Casting Time: 10 minutes muted in the same way. Once the transmu- the spell by double repetition of the special Range: See text tation is made, you cannot change it. word. A detect magic spell reveals dim magic Target: One creature You can change the qualities of sounds on the page in question but does not reveal Duration: 1 round; see text but cannot create words with which you its true contents. True seeing reveals the Saving Throw: None are unfamiliar yourself. For instance, you presence of the hidden material but does Spell Resistance: No can’t change your voice so that it sounds as not reveal the contents unless cast in though you are giving the command word combination with comprehend languages. A You contact a particular creature with to activate a magic item unless you know secret page spell can be dispelled, and the which you are familiar and send a short that command word. hidden writings can be destroyed by message of twenty-five words or less to the 275

subject. The subject recognizes you if it erase spell destroys the entire page of text. You use material from the Plane of Shadow knows you. It can answer in like manner Sepia snake sigil can be cast in combination to shape quasi-real illusions of one or more immediately. A creature with an Intel- with other spells that hide or garble text, creatures, objects, or forces. Shadow ligence score as low as 1 can understand such as secret page. conjuration can mimic any sorcerer or wiz- the sending, though the subject’s ability to Material Component: 500 gp worth of ard conjuration (summoning) or conjura- react is limited as normal by its Intelli- powdered amber, a scale from any snake, tion (creation) spell of 3rd level or lower. gence score. Even if the sending is received, and a pinch of mushroom spores. Shadow conjurations are actually one-fifth the subject is not obligated to act upon it in (20%) as strong as the real things, though any manner. Sequester creatures who believe the shadow conjura- If the creature in question is not on the tions to be real are affected by them at full Abjuration same plane of existence as you are, there is strength. Level: Sor/Wiz 7 a 5% chance that the sending does not Any creature that interacts with the Components: V, S, M arrive. (Local conditions on other planes conjured object, force, or creature can Casting Time: 1 standard action may worsen this chance considerably, at make a Will save to recognize its true

SPELLS Range: Touch the option of the DM.) Target: One willing creature or object nature. Arcane Material Component: A short piece CHAPTER 11: (up to a 2-ft. cube/level) touched Spells that deal damage, such as Melf’s of fine copper wire. Duration: One day/level (D) acid arrow, have normal effects unless the

Saving Throw: None or Will negates affected creature succeeds on a Will save. Sepia Snake Sigil (object) Each disbelieving creature takes only one- Conjuration (Creation) [Force] Spell Resistance: No or Yes (object) fifth (20%) damage from the attack. If the Level: Brd 3, Sor/Wiz 3 disbelieved attack has a special effect other Components: V, S, M When cast, this spell not only prevents than damage, that effect is only 20% likely Casting Time: 10 minutes divination spells from working to detect or to occur. Regardless of the result of the Range: Touch locate the creature or object affected by save to disbelieve, an affected creature is Target: One touched book or written sequester, it also renders the affected crea- also allowed any save that the spell being work ture or object invisible to any form of sight simulated allows, but the save DC is set Duration: Permanent or until or seeing (as the invisibility spell). Thus, according to shadow conjuration’s level (5th) discharged; until released or 1d4 days sequester can mask a secret door, a treasure rather than the spell’s normal level. In + one day/level; see text vault, or anything similar. The spell does addition, any effect created by shadow Saving Throw: Reflex negates not prevent the subject from being discov- conjuration allows spell resistance, even if Spell Resistance: No ered through tactile means or through the the spell it is simulating does not.

use of devices (such as a robe of eyes or a gem Shadow objects or substances, such as When you cast sepia snake sigil, a small of seeing). Creatures affected by sequester obscuring mist, have normal effects except symbol appears in the text of one written become comatose and are effectively in a against those who disbelieve them. Against work such as a book, scroll, or map. The state of suspended animation until the disbelievers, they are 20% likely to work. text containing the symbol must be at least spell wears off or is dispelled. twenty-five words long. When anyone Note: The Will save prevents an attended A shadow creature has one-fifth the hit reads the text containing the symbol, the or magical object from being sequestered. points of a normal creature of its kind sepia snake springs into being and strikes There is no save to see the sequestered (regardless of whether it’s recognized as the reader, provided there is line of effect creature or object or to detect it with a shadowy). It deals normal damage and has between the symbol and the reader. divination spell. all normal abilities and weaknesses. Simply seeing the enspelled text is not Material Component: A basilisk eyelash, Against a creature that recognizes it as a sufficient to trigger the spell; the subject gum arabic, and a dram of whitewash. shadow creature, however, the shadow must deliberately read it. The target is creature’s damage is one-fifth (20%) entitled to a save to evade the snake’s normal, and all special abilities that do not strike. If it succeeds, the sepia snake dissi- Shades Illusion (Shadow) deal lethal damage are only 20% likely to pates in a flash of brown light accompa- work. (Roll for each use and each affected nied by a puff of dun-colored smoke and a Level: Sor/Wiz 9 character separately.) Furthermore, the loud noise. If the target fails its save, it is shadow creature’s AC bonuses are one-fifth engulfed in a shimmering amber field of This spell functions like shadow conjuration, as large (so a +7 bonus resulting in AC 17 force and immobilized until released, except that it mimics sorcerer and wizard would change to a +1 total bonus for a new either at your command or when 1d4 days conjuration spells of 8th level or lower. AC of 11). + one day per caster level have elapsed. The illusory conjurations created deal four- While trapped in the amber field of fifths (80%) damage to nonbelievers, and A creature that succeeds on its save sees force, the subject does not age, breathe, nondamaging effects are 80% likely to the shadow conjurations as transparent grow hungry, sleep, or regain spells. It is work against nonbelievers. images superimposed on vague, shadowy preserved in a state of suspended anima- forms. tion, unaware of its surroundings. It can be Shadow Conjuration Objects automatically succeed on their damaged by outside forces (and perhaps Illusion (Shadow) Will saves against this spell. even killed), since the field provides no Level: Brd 4, Sor/Wiz 4 protection against physical injury. How- Components: V, S Shadow Conjuration, Greater ever, a dying subject does not lose hit Casting Time: 1 standard action Illusion (Shadow) points or become stable until the spell Range: See text Level: Sor/Wiz 7 ends. Effect: See text The hidden sigil cannot be detected by Duration: See text This spell functions like shadow conjuration, normal observation, and detect magic Saving Throw: Will disbelief (if except that it can duplicate any sorcerer or reveals only that the entire text is magical. interacted with); varies; see text wizard conjuration (summoning) or A dispel magic can remove the sigil. An Spell Resistance: Yes; see text conjuration (creation) spell of 6th level or 276

lower. The illusory conjurations created Targets: Up to one touched creature/ Casting Time: 1 standard action deal three-fifths (60%) damage to non- level Range: Medium (100 ft. + 10 ft./level) believers, and nondamaging effects are Duration: 1 hour/level (D) Effect: Three or more shambling 60% likely to work against nonbelievers. Saving Throw: Will negates mounds, no two of which can be more Spell Resistance: Yes than 30 ft. apart; see text Shadow Evocation Duration: Seven days or seven months Illusion (Shadow) To use the shadow walk spell, you must be (D); see text Level: Brd 5, Sor/Wiz 5 in an area of shadowy illumination. You Saving Throw: None Components: V, S and any creature you touch are then trans- Spell Resistance: No CHAPTER 11: Casting Time: 1 standard action ported along a coiling path of shadowstuff to the edge of the Material Plane where it The shambler spell creates 1d4+2 sham- Range: See text SPELLS Effect: See text borders the Plane of Shadow. The effect is bling mounds with 11 HD each. (See the Duration: See text largely illusory, but the path is quasi-real. Monster Manual for details about sham- Saving Throw: Will disbelief (if inter- You can take more than one creature along bling mounds.) The creatures willingly aid

acted with) with you (subject to your level limit), but you in combat or battle, perform a specific Spell Resistance: Yes all must be touching each other. mission, or serve as bodyguards. The In the region of shadow, you move at a creatures remain with you for seven days You tap energy from the Plane of Shadow rate of 50 miles per hour, moving normally unless you dismiss them. If the shamblers to cast a quasi-real, illusory version of a on the borders of the Plane of Shadow but are created only for guard duty, however, sorcerer or wizard evocation spell of 4th much more rapidly relative to the Material the duration of the spell is seven months. level or lower. (For a spell with more than Plane. Thus, you can use this spell to travel In this case, the shamblers can only be one level, use the best one applicable to rapidly by stepping onto the Plane of ordered to guard a specific site or location. you.) Shadow, moving the desired distance, and Shamblers summoned to guard duty Spells that deal damage, such as light- then stepping back onto the Material cannot move outside the spell’s range, ning bolt, have normal effects unless an Plane. which is measured from the point where affected creature succeeds on a Will save. Because of the blurring of reality be- each first appeared. The shamblers have resistance to fire as Each disbelieving creature takes only one- tween the Plane of Shadow and the Ma- normal shambling mounds do only if the fifth damage from the attack. If the terial Plane, you can’t make out details of terrain is rainy, marshy, or damp. disbelieved attack has a special effect other the terrain or areas you pass over during

than damage, that effect is one-fifth as transit, nor can you predict perfectly strong (if applicable) or only 20% likely to where your travel will end. It’s impossible Shapechange occur. If recognized as a shadow evocation, a to judge distances accurately, making the Transmutation damaging spell deals only one-fifth (20%) spell virtually useless for scouting or Level: Animal 9, Drd 9, Sor/Wiz 9 damage. Regardless of the result of the spying. Furthermore, when the spell effect Components: V, S, F save to disbelieve, an affected creature is ends, you are shunted 1d10×100 feet in a Casting Time: 1 standard action also allowed any save (or spell resistance) random horizontal direction from your Range: Personal Target: You that the spell being simulated allows, but desired endpoint. If this would place you Duration: 10 min./level (D) the save DC is set according to shadow within a solid object, you are shunted

evocation’s level (5th) rather than the spell’s 1d10×1,000 feet in the same direction. If This spell functions like polymorph, except this would still place you within a solid normal level. that it enables you to assume the form of Nondamaging effects, such as gust of object, you (and any creatures with you) any single nonunique creature (of any wind, have normal effects except against are shunted to the nearest empty space type) from Fine to Colossal size. The those who disbelieve them. Against dis- available, but the strain of this activity assumed form cannot have more than believers, they have no effect. renders each creature fatigued (no save). your caster level in Hit Dice (to a Objects automatically succeed on their Shadow walk can also be used to travel to maximum of 25 HD). Unlike polymorph, Will saves against this spell. other planes that border on the Plane of this spell allows incorporeal or gaseous Shadow, but this usage requires the transit forms to be assumed. Shadow Evocation, Greater of the Plane of Shadow to arrive at a border You gain all extraordinary and super- Illusion (Shadow) with another plane of reality. The transit of natural abilities (both attacks and qualities) Level: Sor/Wiz 8 the Plane of Shadow requires 1d4 hours. of the assumed form, but you lose your Any creatures touched by you when own supernatural abilities. You also gain This spell functions like shadow evocation, shadow walk is cast also make the transition the type of the new form (for example, except that it enables you to create par- to the borders of the Plane of Shadow. dragon or magical beast) in place of your tially real, illusory versions of sorcerer or They may opt to follow you, wander off own. The new form does not disorient you. wizard evocation spells of 7th level or through the plane, or stumble back into Parts of your body or pieces of equipment lower. If recognized as a greater shadow evo- the Material Plane (50% chance for either that are separated from you do not revert cation, a damaging spell deals only three- of the latter results if they are lost or aban- to their original forms. fifths (60%) damage. doned by you). Creatures unwilling to You can become just about anything you accompany you into the Plane of Shadow are familiar with. You can change form Shadow Walk receive a Will saving throw, negating the once each round as a free action. The Illusion (Shadow) effect if successful. change takes place either immediately Level: Brd 5, Sor/Wiz 6 before your regular action or immediately Components: V, S Shambler after it, but not during the action. For Casting Time: 1 standard action Conjuration (Creation) example, you are in combat and assume Range: Touch Level: Drd 9, Plant 9 the form of a will-o’-wisp. When this form Components: V, S is no longer useful, you change into a stone 277

golem and walk away. When pursued, you front of you. It negates magic missile attacks from a lawful text. The reliquary costs at change into a flea, which hides on a horse directed at you. The disk also provides a +4 least 500 gp. until it can hop off. From there, you can shield bonus to AC. This bonus applies become a dragon, an orc, or just about against incorporeal touch attacks, since it Shield Other anything else you are familiar with. is a force effect. The shield has no armor Abjuration If you use this spell to create a disguise, check penalty or arcane spell failure Level: Clr 2, Pal 2, Protection 2 you get a +10 bonus on your Disguise chance. Unlike with a normal tower Components: V, S, F check. shield, you can’t use the shield spell for Casting Time: 1 standard action Focus: A jade circlet worth no less than cover. Range: Close (25 ft. + 5 ft./2 levels) 1,500 gp, which you must place on your Target: One creature

head when casting the spell. (The focus Shield of Faith Duration: 1 hour/level (D) melds into your new form when you Abjuration Saving Throw: Will negates (harmless) change shape.) Level: Clr 1 Spell Resistance: Yes (harmless) Components: V, S, M SPELLS Shatter Casting Time: 1 standard action This spell wards the subject and creates a

CHAPTER 11: Evocation [Sonic] Range: Touch mystic connection between you and the Level: Brd 2, Chaos 2, Clr 2, Destruction 2, Target: Creature touched subject so that some of its wounds are Sor/Wiz 2 Duration: 1 min./level transferred to you. The subject gains a +1 Components: V, S, M/DF Saving Throw: Will negates (harmless) deflection bonus to AC and a +1 resistance Casting Time: 1 standard action Spell Resistance: Yes (harmless) bonus on saves. Additionally, the subject Range: Close (25 ft. + 5 ft./2 levels) takes only half damage from all wounds Area or Target: 5-ft.-radius spread; or This spell creates a shimmering, magical and attacks (including that dealt by special one solid object or one crystalline field around the touched creature that abilities) that deal hit point damage. The averts attacks. The spell grants the subject creature amount of damage not taken by the a +2 deflection bonus to AC, with an Duration: Instantaneous warded creature is taken by you. Forms of additional +1 to the bonus for every six Saving Throw: Will negates (object); harm that do not involve hit points, such levels you have (maximum +5 deflection Will negates (object) or Fortitude half; as charm effects, temporary ability damage, bonus at 18th level). see text level draining, and death effects, are not Material Component: A small parchment Spell Resistance: Yes (object) affected. If the subject suffers a reduction with a bit of holy text written upon it. of hit points from a lowered Constitution

Shatter creates a loud, ringing noise that score, the reduction is not split with you breaks brittle, nonmagical objects; sunders Shield of Law because it is not hit point damage. When a single solid, nonmagical object; or Abjuration [Lawful] the spell ends, subsequent damage is no damages a crystalline creature. Level: Clr 8, Law 8 longer divided between the subject and Used as an area attack, shatter destroys Components: V, S, F you, but damage already split is not nonmagical objects of crystal, glass, ce- Casting Time: 1 standard action reassigned to the subject. ramic, or porcelain, such as vials, bottles, Range: 20 ft. If you and the subject of the spell move flasks, jugs, windows, mirrors, and so forth. Targets: One creature/level in a 20-ft.- out of range of each other, the spell ends. All such objects within a 5-foot radius of radius burst centered on you Focus: A pair of platinum rings (worth at the point of origin are smashed into do- Duration: 1 round/level (D) least 50 gp each) worn by both you and the zens of pieces by the spell. Objects weigh- Saving Throw: See text warded creature. ing more than 1 pound per your level are Spell Resistance: Yes (harmless) not affected, but all other objects of the Shillelagh appropriate composition are shattered. A dim, blue glow surrounds the subjects, Transmutation Alternatively, you can target shatter protecting them from attacks, granting Level: Drd 1 against a single solid object, regardless of them resistance to spells cast by chaotic Components: V, S, DF composition, weighing up to 10 pounds creatures, and slowing chaotic creatures Casting Time: 1 standard action per caster level. when they strike the subjects. This abjura- Range: Touch Targeted against a crystalline creature tion has four effects. Target: One touched nonmagical oak (of any weight), shatter deals 1d6 points of First, each warded creature gains a +4 club or quarterstaff sonic damage per caster level (maximum deflection bonus to AC and a +4 resistance Duration: 1 min./level 10d6), with a Fortitude save for half bonus on saves. Unlike protection from Saving Throw: Will negates (object) chaos, this benefit applies against all damage. Spell Resistance: Yes (object) attacks, not just against attacks by chaotic Arcane Material Component: A chip of creatures. mica. Your own nonmagical club or quarterstaff Second, a warded creature gains spell becomes a weapon with a +1 enhancement resistance 25 against chaotic spells and bonus on attack and damage rolls. (A Shield spells cast by chaotic creatures. quarterstaff gains this enhancement for Abjuration [Force] Third, the abjuration blocks possession both ends of the weapon.) It deals damage Level: Sor/Wiz 1 and mental influence, just as protection from as if it were two size categories larger (a Components: V, S chaos does. Casting Time: 1 standard action Finally, if a chaotic creature succeeds on Small club or quarterstaff so transmuted Range: Personal a melee attack against a warded creature, deals 1d8 points of damage, a Medium 2d6, Target: You the attacker is slowed (Will save negates, as and a Large 3d6), +1 for its enhancement Duration: 1 min./level (D) the slow spell, but against shield of law’s save bonus. These effects only occur when the DC). weapon is wielded by you. If you do not Shield creates an invisible, tower shield- Focus: A tiny reliquary containing some wield it, the weapon behaves as if sized mobile disk of force that hovers in sacred relic, such as a scrap of parchment unaffected by this spell. 278

Shocking Grasp A creature holding vulnerable objects can save to negate the spell and can use spell Evocation [Electricity] attempt a Reflex save to negate the damage resistance, if any. Items in a creature’s Level: Sor/Wiz 1 to those objects. possession or magic items that emit sound Components: V, S Arcane Focus: A small metal or ivory receive the benefits of saves and spell Casting Time: 1 standard action horn. resistance, but unattended objects and Range: Touch points in space do not. This spell provides Target: Creature or object touched Shrink Item a defense against sonic or language-based Duration: Instantaneous Transmutation attacks, such as command, a harpy’s capti- Level: Sor/Wiz 3 Saving Throw: None vating song, a horn of blasting, and the like. CHAPTER 11: Spell Resistance: Yes Components: V, S Casting Time: 1 standard action Silent Image SPELLS Your successful melee touch attack deals Range: Touch Illusion (Figment) 1d6 points of electricity damage per caster Target: One touched object of up to 2 cu. Level: Brd 1, Sor/Wiz 1

level (maximum 5d6). When delivering ft./level Components: V, S, F the jolt, you gain a +3 bonus on attack rolls Duration: One day/level; see text Casting Time: 1 standard action if the opponent is wearing metal armor (or Saving Throw: Will negates (object) Range: Long (400 ft. + 40 ft./level) made out of metal, carrying a lot of metal, Spell Resistance: Yes (object) Effect: Visual figment that cannot or the like). extend beyond four 10-ft. cubes + one You are able to shrink one nonmagical 10-ft. cube/level (S) Shout item (if it is within the size limit) to 1/16 Duration: Concentration Evocation [Sonic] of its normal size in each dimension (to Saving Throw: Will disbelief (if inter- Level: Brd 4, Sor/Wiz 4 about 1/4,000 the original volume and acted with) Components: V mass). This change effectively reduces the Spell Resistance: No Casting Time: 1 standard action object’s size by four categories (for in- Range: 30 ft. stance, from Large to Diminutive). Op- This spell creates the visual illusion of an tionally, you can also change its - Area: Cone-shaped burst object, creature, or force, as visualized by shrunken composition to a clothlike one. Duration: Instantaneous you. The illusion does not create sound, Objects changed by a shrink item spell can Saving Throw: Fortitude partial or smell, texture, or temperature. You can Reflex negates (object); see text be returned to normal composition and size merely by tossing them onto any solid move the image within the limits of the Spell Resistance: Yes (object) size of the effect. surface or by a word of command from the original caster. Even a burning fire and its Focus: A bit of fleece. You emit an ear-splitting yell that deafens and damages creatures in its path. Any fuel can be shrunk by this spell. Restoring creature within the area is deafened for the shrunken object to its normal size and Simulacrum 2d6 rounds and takes 5d6 points of sonic composition ends the spell. Illusion (Shadow) damage. A successful save negates the Shrink item can be made permanent Level: Sor/Wiz 7 deafness and reduces the damage by half. with a permanency spell, in which case the Components: V, S, M, XP Any exposed brittle or crystalline object or affected object can be shrunk and ex- Casting Time: 12 hours crystalline creature takes 1d6 points of panded an indefinite number of times, but Range: 0 ft. sonic damage per caster level (maximum only by the original caster. Effect: One duplicate creature 15d6). An affected creature is allowed a Duration: Instantaneous Fortitude save to reduce the damage by Silence Saving Throw: None half, and a creature holding fragile objects Illusion (Glamer) Spell Resistance: No can negate damage to them with a suc- Level: Brd 2, Clr 2 cessful Reflex save. Components: V, S Simulacrum creates an illusory duplicate of A shout spell cannot penetrate a silence Casting Time: 1 standard action any creature. The duplicate creature is spell. Range: Long (400 ft. + 40 ft./level) partially real and formed from ice or snow. Area: 20-ft.-radius emanation centered It appears to be the same as the original, but it has only one-half of the real Shout, Greater on a creature, object, or point in space Duration: 1 min./level (D) creature’s levels or Hit Dice (and the Evocation [Sonic] appropriate hit points, feats, skill ranks, Level: Brd 6, Sor/Wiz 8 Saving Throw: Will negates; see text or none (object) and special abilities for a creature of that Components: V, S, F Spell Resistance: Yes; see text or no level or HD). You can’t create a simu- Range: 60 ft. (object) lacrum of a creature whose Hit Dice or Saving Throw: Fortitude partial or Reflex levels exceed twice your caster level. You negates (object); see text Upon the casting of this spell, complete must make a Disguise check when you cast

silence prevails in the affected area. All the spell to determine how good the This spell functions like shout, except that likeness is. A creature familiar with the the cone deals 10d6 points of sonic damage sound is stopped: Conversation is impos- sible, spells with verbal components can- original might detect the ruse with a suc- (or 1d6 points of sonic damage per caster cessful Spot check (opposed by the caster’s not be cast, and no noise whatsoever issues level, maximum 20d6, against exposed Disguise check) or a DC 20 Sense Motive from, enters, or passes through the area. brittle or crystalline objects or crystalline check. creatures). It also causes creatures to be The spell can be cast on a point in space, At all times the simulacrum remains stunned for 1 round and deafened for 4d6 but the effect is stationary unless cast on a under your absolute command. No special rounds. A creature in the area of the cone mobile object. The spell can be centered telepathic link exists, so command must be can negate the stunning and halve both on a creature, and the effect then radiates exercised in some other manner. A the damage and the duration of the from the creature and moves as it moves. simulacrum has no ability to become more deafness with a successful Fortitude save. An unwilling creature can attempt a Will powerful. It cannot increase its level or 279

abilities. If reduced to 0 hit points or ping or wounding awakens an affected Target: Touched nonmagical circle of otherwise destroyed, it reverts to snow and creature, but normal noise does not. vine, rope, or thong with a 2 ft. diame- melts instantly into nothingness. A Awakening a creature is a standard action ter + 2 ft./level complex process requiring at least 24 (an application of the aid another action). Duration: Until triggered or broken hours, 100 gp per hit point, and a fully Sleep does not target unconscious crea- Saving Throw: None equipped magical laboratory can repair tures, constructs, or undead creatures. Spell Resistance: No damage to a simulacrum. Material Component: A pinch of fine Material Component: The spell is cast sand, rose petals, or a live cricket. This spell enables you to make a snare that over the rough snow or ice form, and some functions as a magic trap. The snare can be piece of the creature to be duplicated (hair, Sleet Storm made from any supple vine, a thong, or a nail, or the like) must be placed inside the Conjuration (Creation) [Cold] rope. When you cast snare upon it, the snow or ice. Additionally, the spell Level: Drd 3, Sor/Wiz 3 cordlike object blends with its sur- requires powdered ruby worth 100 gp per Components: V, S, M/DF roundings (Search DC 23 for a character HD of the simulacrum to be created. Casting Time: 1 standard action with the trapfinding ability to locate). One SPELLS XP Cost: 100 XP per HD of the simu- Range: Long (400 ft. + 40 ft./level) end of the snare is tied in a loop that

CHAPTER 11: lacrum to be created (minimum 1,000 XP). Area: Cylinder (40-ft. radius, 20 ft. high) contracts around one or more of the limbs Duration: 1 round/level of any creature stepping inside the circle. Slay Living Saving Throw: None (The head of a worm or a snake could be Necromancy [Death] Spell Resistance: No thus ensnared, for example.) Level: Clr 5, Death 5 If a strong and supple tree is nearby, the Components: V, S Driving sleet blocks all sight (even dark- snare can be fastened to it. The spell causes Casting Time: 1 standard action vision) within it and causes the ground in the tree to bend and then straighten when Range: Touch the area to be icy. A creature can walk the loop is triggered, dealing 1d6 points of Target: Living creature touched within or through the area of sleet at half damage to the creature trapped and lifting Duration: Instantaneous normal speed with a DC 10 Balance check. it off the ground by the trapped limb or Saving Throw: Fortitude partial Failure means it can’t move in that round, limbs. If no such tree is available, the Spell Resistance: Yes while failure by 5 or more means it falls cordlike object tightens around the (see the Balance skill for details). creature, dealing no damage but causing it You can slay any one living creature. You The sleet extinguishes torches and small to be entangled. must succeed on a melee touch attack to fires. The snare is magical. To escape, a touch the subject, and it can avoid death Arcane Material Component: A pinch of trapped creature must make a DC 23 Es- with a successful Fortitude save. If it suc- dust and a few drops of water. cape Artist check or a DC 23 Strength ceeds, it instead takes 3d6 points of dam- check that is a full-round action. The snare age +1 point per caster level. (Of course, Slow has AC 7 and 5 hit points. A successful the subject might die from damage even if Transmutation escape from the snare breaks the loop and it succeeds on its save.) Level: Brd 3, Sor/Wiz 3 ends the spell.

Components: V, S, M Sleep Casting Time: 1 standard action Soften Earth and Stone Enchantment (Compulsion) [Mind- Range: Close (25 ft. + 5 ft./2 levels) Transmutation [Earth] Affecting] Targets: One creature/level, no two of Level: Drd 2, Earth 2 Level: Brd 1, Sor/Wiz 1 which can be more than 30 ft. apart Components: V, S, DF Components: V, S, M Duration: 1 round/level Casting Time: 1 standard action Casting Time: 1 round Saving Throw: Will negates Range: Close (25 ft. + 5 ft./2 levels) Range: Medium (100 ft. + 10 ft./level) Spell Resistance: Yes Area: 10-ft. square/level; see text Area: One or more living creatures Duration: Instantaneous within a 10-ft.-radius burst An affected creature moves and attacks at a Saving Throw: None Duration: 1 min./level drastically slowed rate. A slowed creature Spell Resistance: No Saving Throw: Will negates can take only a single move action or stan- Spell Resistance: Yes dard action each turn, but not both (nor When this spell is cast, all natural, un- may it take full-round actions). Ad- dressed earth or stone in the spell’s area is A sleep spell causes a magical slumber to ditionally, it takes a –1 penalty on attack softened. Wet earth becomes thick mud, come upon 4 Hit Dice of creatures. Crea- rolls, AC, and Reflex saves. A slowed crea- dry earth becomes loose sand or dirt, and tures with the fewest HD are affected first. ture moves at half its normal speed (round stone becomes soft clay that is easily Among creatures with equal HD, those down to the next 5-foot increment), which molded or chopped. You affect a 10-foot- who are closest to the spell’s point of square area to a depth of 1 to 4 feet, de- origin are affected first. Hit Dice that are affects the creature’s jumping distance as not sufficient to affect a creature are normal for decreased speed. pending on the toughness or resilience of wasted. Multiple slow effects don’t stack. Slow the ground at that spot (DM’s option). For example, Mialee casts sleep at one rat counters and dispels haste. Magical, enchanted, dressed, or worked (1/4 HD), one kobold (1 HD), two gnolls Material Component: A drop of molasses. stone cannot be affected. Earth or stone (2 HD), and an ogre (4 HD). The rat, the creatures are not affected. kobold, and one gnoll are affected (1/4 + 1 Snare A creature in mud must succeed on a + 2 = 3-1/4 HD). The remaining 3/4 HD is Transmutation Reflex save or be caught for 1d2 rounds not enough to affect the last gnoll or the Level: Rgr 2, Drd 3 and unable to move, attack, or cast spells. A ogre. Mialee can’t choose to have sleep Components: V, S, DF creature that succeeds on its save can move affect the ogre or the two gnolls. Casting Time: 3 rounds through the mud at half speed, and it can’t Sleeping creatures are helpless. Slap- Range: Touch run or charge. 280

Loose dirt is not as troublesome as mud, This spell causes those within the area to Speak with Animals but all creatures in the area can move at turn on each other rather than attack their Divination only half their normal speed and can’t run foes. Each affected creature has a 50% Level: Brd 3, Drd 1, Rgr 1 or charge over the surface. chance to attack the nearest target each Components: V, S Stone softened into clay does not hinder round. (Roll to determine each creature’s Casting Time: 1 standard action movement, but it does allow characters to behavior every round at the beginning of Range: Personal cut, shape, or excavate areas they may not its turn.) A creature that does not attack its Target: You have been able to affect before. For nearest neighbor is free to act normally for Duration: 1 min./level example, a party of adventurers trying to that round.

CHAPTER 11: break out of a cavern might use this spell Creatures forced by a song of discord to You can comprehend and communicate to soften a wall. While soften earth and stone attack their fellows employ all methods at with animals. You are able to ask questions SPELLS does not affect dressed or worked stone, their disposal, choosing their deadliest of and receive answers from animals, cavern ceilings or vertical surfaces such as spells and most advantageous combat tac- although the spell doesn’t make them any cliff faces can be affected. Usually, this tics. They do not, however, harm targets

more friendly or cooperative than normal. causes a moderate collapse or landslide as that have fallen unconscious. Furthermore, wary and cunning animals the loosened material peels away from the are likely to be terse and evasive, while the face of the wall or roof and falls. Soul Bind more stupid ones make inane comments. A moderate amount of structural dam- Necromancy If an animal is friendly toward you, it may age can be dealt to a manufactured struc- Level: Clr 9, Sor/Wiz 9 do some favor or service for you (as ture (such as a wall or a tower) by softening Components: V, S, F determined by the DM). the ground beneath it, causing it to settle. Casting Time: 1 standard action However, most well-built structures will Range: Close (25 ft. + 5 ft./2 levels) only be damaged by this spell, not Speak with Dead Target: Corpse Necromancy [Language-Dependent] destroyed. Duration: Permanent Level: Clr 3 Saving Throw: Will negates Components: V, S, DF Solid Fog Spell Resistance: No Casting Time: 10 minutes Conjuration (Creation) Range: 10 ft. Level: Sor/Wiz 4 You draw the soul from a newly dead body Target: One dead creature Components: V, S, M and imprison it in a black sapphire gem. Duration: 1 min./level Duration: 1 min./level The subject must have been dead no more Saving Throw: Will negates; see text Spell Resistance: No than 1 round per caster level. The soul, Spell Resistance: No

once trapped in the gem, cannot be This spell functions like fog cloud, but in returned through clone, raise dead, reincar- You grant the semblance of life and intel- addition to obscuring sight, the solid fog is nation, resurrection, true resurrection, or even lect to a corpse, allowing it to answer sev- so thick that any creature attempting to a miracle or a wish. Only by destroying the eral questions that you put to it. You may move through it progresses at a speed of 5 gem or dispelling the spell on the gem can ask one question per two caster levels. feet, regardless of its normal speed, and it one free the soul (which is then still dead). takes a –2 penalty on all melee attack and Focus: A black sapphire of at least 1,000 Unasked questions are wasted if the dura- melee damage rolls. The vapors prevent gp value for every Hit Die possessed by the tion expires. The corpse’s knowledge is effective ranged weapon attacks (except for creature whose soul is to be bound. If the limited to what the creature knew during magic rays and the like). A creature or gem is not valuable enough, it shatters life, including the languages it spoke (if object that falls into solid fog is slowed, so when the binding is attempted. (While any). Answers are usually brief, cryptic, or that each 10 feet of vapor that it passes creatures have no concept of level or Hit repetitive. If the creature’s alignment was through reduces falling damage by 1d6. A Dice as such, the value of the gem needed different from yours, the corpse gets a Will creature can’t take a 5-foot step while in to trap an individual can be researched. save to resist the spell as if it were alive. solid fog. Remember that this value can change over If the corpse has been subject to speak However, unlike normal fog, only a se- time as creatures gain more Hit Dice.) with dead within the past week, the new vere wind (31+ mph) disperses these va- spell fails. You can cast this spell on a pors, and it does so in 1 round. Sound Burst corpse that has been deceased for any Solid fog can be made permanent with a Evocation [Sonic] amount of time, but the body must be permanency spell. A permanent solid fog Level: Brd 2, Clr 2 mostly intact to be able to respond. A dispersed by wind reforms in 10 minutes. Components: V, S, F/DF damaged corpse may be able to give partial Material Component: A pinch of dried, Casting Time: 1 standard action answers or partially correct answers, but it powdered peas combined with powdered Range: Close (25 ft. + 5 ft./2 levels) must at least have a mouth in order to animal hoof. speak at all. Area: 10-ft.-radius spread Duration: Instantaneous This spell does not let you actually speak Song of Discord Saving Throw: Fortitude partial to the person (whose soul has departed). It instead draws on the imprinted knowledge Enchantment (Compulsion) [Mind- Spell Resistance: Yes stored in the corpse. The partially Affecting, Sonic] animated body retains the imprint of the Level: Brd 5 You blast an area with a tremendous ca- soul that once inhabited it, and thus it can Components: V, S cophony. Every creature in the area takes Casting Time: 1 standard action speak with all the knowledge that the 1d8 points of sonic damage and must suc- Range: Medium (100 ft. + 10 ft./level) creature had while alive. The corpse, ceed on a Fortitude save to avoid being Area: Creatures within a 20-ft.-radius however, cannot learn new information. stunned for 1 round. spread Indeed, it can’t even remember being Duration: 1 round/level Creatures that cannot hear are not questioned. Saving Throw: Will negates stunned but are still damaged. This spell does not affect a corpse that Spell Resistance: Yes Arcane Focus: A musical instrument. has been turned into an undead creature. 281

Speak with Plants points, the same number that you lost in Casting Time: 10 minutes Divination creating it. Range: Touch Level: Brd 4, Drd 3, Rgr 2 Target: Wooden quarterstaff touched Components: V, S Spell Immunity Duration: Permanent until discharged Casting Time: 1 standard action Abjuration (D) Range: Personal Level: Clr 4, Protection 4, Strength 4 Saving Throw: Will negates (object) Target: You Components: V, S, DF Spell Resistance: Yes (object) Duration: 1 min./level Casting Time: 1 standard action Range: Touch You store one spell that you can normally You can comprehend and communicate Target: Creature touched cast in a wooden quarterstaff. Only one such spell can be stored in a staff at a given with plants, including both normal plants Duration: 10 min./level and plant creatures. You are able to ask Saving Throw: Will negates (harmless) time, and you cannot have more than one questions of and receive answers from Spell Resistance: Yes (harmless) spellstaff at any given time. You can cast a plants. A regular plant’s sense of its sur- spell stored within a staff just as though it SPELLS roundings is limited, so it won’t be able to The warded creature is immune to the ef- were among those you had prepared, but it does not count against your normal CHAPTER 11: give (or recognize) detailed descriptions of fects of one specified spell for every four creatures or answer questions about events levels you have. The spells must be of 4th allotment for a given day. You use up any outside its immediate vicinity. level or lower. The warded creature effec- applicable material components required The spell doesn’t make plant creatures tively has unbeatable spell resistance re- to cast the spell when you store it in the any more friendly or cooperative than garding the specified spell or spells. Natu- spellstaff. normal. Furthermore, wary and cunning rally, that immunity doesn’t protect a Focus: The staff that stores the spell. plant creatures are likely to be terse and creature from spells for which spell resist- evasive, while the more stupid ones may ance doesn’t apply. Spell immunity protects Spell Turning make inane comments. If a plant creature against spells, spell-like effects of magic Abjuration is friendly toward you, it may do some items, and innate spell-like abilities of Level: Luck 7, Magic 7, Sor/Wiz 7 favor or service for you (as determined by creatures. It does not protect against Components: V, S, M/DF the DM). supernatural or extraordinary abilities, Casting Time: 1 standard action such as breath weapons or gaze attacks. Range: Personal Only a particular spell can be protected Target: You Spectral Hand against, not a certain domain or school of Duration: Until expended or 10 Necromancy spells or a group of spells that are similar in min./level Level: Sor/Wiz 2 effect. Thus, a creature given immunity to Components: V, S lightning bolt is still vulnerable to shocking Spells and spell-like effects targeted on you Casting Time: 1 standard action grasp or chain lightning. are turned back upon the original caster. Range: Medium (100 ft. + 10 ft./level) A creature can have only one spell im- Effect: One spectral hand The abjuration turns only spells that have munity or greater spell immunity spell in you as a target. Effect and area spells are Duration: 1 min./level (D) effect on it at a time. not affected. Spell turning also fails to stop Saving Throw: None Spell Resistance: No touch range spells. Thus, a charm person Spell Immunity, Greater spell cast at you could be turned back upon Abjuration A ghostly, glowing hand shaped from your the caster and possibly enable you to use Level: Clr 8 life force materializes and moves as you the charm effect on that individual, but a

desire, allowing you to deliver low-level, fireball could not be turned back, and This spell functions like spell immunity, touch range spells at a distance. On casting neither could inflict critical wounds. except the immunity applies to spells of the spell, you lose 1d4 hit points that From seven to ten (1d4+6) spell levels 8th level or lower. return when the spell ends (even if it is are affected by the turning. The DM se- A creature can have only one spell im- dispelled), but not if the hand is destroyed. cretly rolls the exact number. When a spell munity or greater spell immunity spell in (The hit points can be healed as normal.) effect on it at a time. is turned, the DM subtracts its level from For as long as the spell lasts, any touch the amount of spell turning left. range spell of 4th level or lower that you When you are targeted by a spell of cast can be delivered by the spectral hand. Spell Resistance higher level than the amount of spell turn- Abjuration The spell gives you a +2 bonus on your ing you have left, that spell is partially Level: Clr 5, Magic 5, Protection 5 melee touch attack roll, and attacking with turned. The subtract the amount of spell Components: V, S, DF the hand counts normally as an attack. The turning left from the spell level of the Casting Time: 1 standard action hand always strikes from your direction. incoming spell, then divide the result by The hand cannot flank targets like a Range: Touch the spell level of the incoming spell to see creature can. After it delivers a spell, or if Target: Creature touched what fraction of the effect gets through. the hand goes beyond the spell range, goes Duration: 1 min./level out of your sight, the hand returns to you Saving Throw: Will negates (harmless) For damaging spells, you and the caster and hovers. Spell Resistance: Yes (harmless) each take a fraction of the damage. For The hand is incorporeal and thus cannot nondamaging spells, each of you has a be harmed by normal weapons. It has The creature gains spell resistance equal to proportional chance to be affected. improved evasion (half damage on a failed 12 + your caster level. For example, if you had three levels of Reflex save and no damage on a successful spell turning left and were targeted by an save), your save bonuses, and an AC of at Spellstaff enervation spell (a 4th-level spell), least 22. Your Intelligence modifier applies Transmutation you would turn three-fourths of the spell to the hand’s AC as if it were the hand’s Level: Drd 6 back at the caster. You would take one- Dexterity modifier. The hand has 1 to 4 hit Components: V, S, F forth of the damage, while the caster takes 282

three-fourths of the damage. If you were in the same way. Typically, spike growth can Spiritual Weapon targeted by a wizard’s fear spell (also a 4th- be cast in any outdoor setting except open Evocation [Force] level spell) in the same situation, you water, ice, heavy snow, sandy desert, or Level: Clr 2, War 2 would have a one in four (25%) chance to bare stone. Any creature moving on foot Components: V, S, DF be affected by the spell, while the caster into or through the spell’s area takes 1d4 Casting Time: 1 standard action would have a three in four (75%) chance to points of piercing damage for each 5 feet of Range: Medium (100 ft. + 10 ft./level) be affected. movement through the spiked area. Effect: Magic weapon of force If you and a spellcasting attacker are Any creature that takes damage from Duration: 1 round/level (D)

both warded by spell turning effects in this spell must also succeed on a Reflex Saving Throw: None CHAPTER 11: operation, a resonating field is created. save or suffer injuries to its feet and legs Spell Resistance: Yes

Roll randomly to determine the result. that slow its land speed by one-half. This SPELLS speed penalty lasts for 24 hours or until the A weapon made of pure force springs into d% Effect injured creature receives a cure spell existence and attacks opponents at a dis-

01–70 Spell drains away without effect. (which also restores lost hit points). An- tance, as you direct it, dealing 1d8 force 71–80 Spell affects both of you equally at other character can remove the penalty by damage per hit, +1 point per three caster full effect. taking 10 minutes to dress the injuries and levels (maximum +5 at 15th level). The 81–97 Both turning effects are rendered succeeding on a Heal check against the weapon takes the shape of a weapon fa- nonfunctional for 1d4 minutes. spell’s save DC. vored by your deity or a weapon with some 98–100 Both of you go through a rift into Spike growth can’t be disabled with the spiritual significance or symbolism to you another plane. (see below) and has the same threat range Disable Device skill. and critical multipliers as a real weapon of Note: Magic traps such as spike growth are Arcane Material Component: A small silver its form. It strikes the opponent you mirror. hard to detect. A rogue (only) can use the designate, starting with one attack in the Search skill to find a spike growth. The DC round the spell is cast and continuing each is 25 + spell level, or DC 28 for spike growth round thereafter on your turn. It uses your Spider Climb (or DC 27 for spike growth cast by a ranger). Transmutation base attack bonus (possibly allowing it

Level: Drd 2, Sor/Wiz 2 multiple attacks per round in subsequent Components: V, S, M Spike Stones rounds) plus your Wisdom modifier as its Casting Time: 1 standard action Transmutation [Earth] attack bonus. It strikes as a spell, not as a Range: Touch Level: Drd 4, Earth 4 weapon, so, for example, it can damage Target: Creature touched Components: V, S, DF creatures that have damage reduction. As a Duration: 10 min./level Casting Time: 1 standard action force effect, it can strike incorporeal Saving Throw: Will negates (harmless) Range: Medium (100 ft. + 10 ft./level) creatures without the normal miss chance Spell Resistance: Yes (harmless) Area: One 20-ft. square/level associated with incorporeality. The weapon always strikes from your direction. Duration: 1 hour/level (D) It does not get a flanking bonus or help a The subject can climb and travel on verti- Saving Throw: Reflex partial cal surfaces or even traverse ceilings as combatant get one. Your feats (such as Spell Resistance: Yes Weapon Focus) or combat actions (such as well as a spider does. The affected creature must have its hands free to climb in this charge) do not affect the weapon. If the Rocky ground, stone floors, and similar weapon goes beyond the spell range, if it manner. The subject gains a climb speed of surfaces shape themselves into long, sharp 20 feet; furthermore, it need not make goes out of your sight, or if you are not points that blend into the background. directing it, the weapon returns to you and Climb checks to traverse a vertical or hori- Spike stones impede progress through an zontal surface (even upside down). A spider hovers. area and deal damage. Any creature climbing creature retains its Dexterity Each round after the first, you can use a moving on foot into or through the spell’s bonus to Armor Class (if any) while climb- move action to redirect the weapon to a ing, and opponents get no special bonus to area moves at half speed. new target. If you do not, the weapon con- their attacks against it. It cannot, however, In addition, each creature moving tinues to attack the previous round’s target. use the run action while climbing. through the area takes 1d8 points of pierc- On any round that the weapon switches Material Component: A drop of bitumen ing damage for each 5 feet of movement targets, it gets one attack. Subsequent and a live spider, both of which must be through the spiked area. rounds of attacking that target allow the eaten by the subject. Any creature that takes damage from weapon to make multiple attacks if your this spell must also succeed on a Reflex base attack bonus would allow it to. Even if save to avoid injuries to its feet and legs. A the spiritual weapon is a ranged weapon, use Spike Growth failed save causes the creature’s speed to be Transmutation the spell’s range, not the weapon’s normal reduced to half normal for 24 hours or Level: Drd 3, Rgr 2 range increment, and switching targets until the injured creature receives a cure Components: V, S, DF still is a move action. Casting Time: 1 standard action spell (which also restores lost hit points). A spiritual weapon cannot be attacked or Range: Medium (100 ft. + 10 ft./level) Another character can remove the penalty harmed by physical attacks, but dispel Area: One 20-ft. square/level by taking 10 minutes to dress the injuries magic, disintegrate, a sphere of annihilation, or Duration: 1 hour/level (D) and succeeding on a Heal check against a rod of cancellation affects it. A spiritual Saving Throw: Reflex partial the spell’s save DC. weapon’s AC against touch attacks is 12 (10 Spell Resistance: Yes Spike stones is a magic trap that can’t be + size bonus for Tiny object). disabled with the Disable Device skill. If an attacked creature has spell resist- Any ground-covering vegetation in the Note: Magic traps such as spike stones are ance, you make a caster level check (1d20 + spell’s area becomes very hard and sharply hard to detect. A rogue (only) can use the caster level) against that spell resistance pointed without changing its appearance. Search skill to find spike stones. The DC is the first time the spiritual weapon strikes it. In areas of bare earth, roots and rootlets act 25 + spell level, or DC 29 for spike stones. If the weapon is successfully resisted, the 283

spell is dispelled. If not, the weapon has its The subject of a statue spell can return to Stone Shape normal full effect on that creature for the its normal state, act, and then return in- Transmutation [Earth] duration of the spell. stantly to the statue state (a free action) if it Level: Clr 3, Drd 3, Earth 3, Sor/Wiz 4 The weapon that you get is often a force so desires, as long as the spell duration is in Components: V, S, M/DF replica of your deity’s own personal effect. Casting Time: 1 standard action weapon, many of which have individual Material Component: Lime, sand, and a Range: Touch names. A cleric without a deity gets a drop of water stirred by an iron bar, such as Target: Stone or stone object touched, weapon based on his alignment. A neutral a nail or spike. up to 10 cu. ft. + 1 cu. ft./level cleric without a deity can create a spiritual Duration: Instantaneous weapon of any alignment, provided he is Status Saving Throw: None

acting at least generally in accord with that Divination Spell Resistance: No alignment at the time. The weapons Level: Clr 2 associated with each deity or alignment are Components: V, S You can form an existing piece of stone Casting Time: 1 standard action into any shape that suits your purpose. For SPELLS as follows. Boccob: Quarterstaff, “Staff of Boccob” Range: Touch example, you can make a stone weapon, a

CHAPTER 11: Corellon Larethian: Longsword, “Sahan- Targets: One living creature touched per special trapdoor, or a crude idol. Stone shape drian” three levels also permits you to reshape a stone door to Ehlonna: Longsword, “Jenevier” Duration: 1 hour/level make an exit where one didn’t exist or to Erythnul: Morningstar, “Agony” Saving Throw: Will negates (harmless) seal a door shut. While it’s possible to Fharlanghn: Quarterstaff, “Traveler’s Spell Resistance: Yes (harmless) make crude coffers, doors, and so forth Friend” with stone shape, fine detail isn’t possible. There is a 30% chance that any shape Garl Glittergold: Battleaxe, “Arumdina” When you need to keep track of comrades including moving parts simply doesn’t Gruumsh: Spear, “Bloodspear” who may get separated, status allows you to mentally monitor their relative positions work. Heironeous: Longsword, “Justice-bringer” and general condition. You are aware of Arcane Material Component: Soft clay, Hextor: Flail, “Executioner” direction and distance to the creatures and which must be worked into roughly the Kord: Greatsword, “Kelmar” any conditions affecting them: unharmed, desired shape of the stone object and then Moradin: Warhammer, “Soulhammer” wounded, disabled, staggered, uncon- touched to the stone while the verbal Nerull: Scythe, “Lifecutter” scious, dying, nauseated, panicked, component is uttered. Obad-Hai: Quarterstaff, “Stormstouch” stunned, poisoned, diseased, confused, or Olidammarra: Rapier, “Swiftstrike” the like. Once the spell has been cast upon Stoneskin Pelor: Heavy Mace, “Sunscepter” the subjects, the distance between them Abjuration St. Cuthbert: Heavy Mace, “The Mace of and the caster does not affect the spell as Level: Drd 5, Earth 6, Sor/Wiz 4, Cuthbert” long as they are on the same plane of Strength 6 Vecna: Dagger, “Afterthought” existence. If a subject leaves the plane, or if Components: V, S, M Wee Jas: Dagger, “Discretion” it dies, the spell ceases to function for it. Casting Time: 1 standard action Yondalla: Short sword, “Hornblade” Range: Touch Chaos: Battleaxe, “The Blade of Change” Target: Creature touched Evil: Light flail, “The Scourge of Souls” Stinking Cloud Duration: 10 min./level or until Good: Warhammer, “The Hammer of Conjuration (Creation) discharged Justice” Level: Sor/Wiz 3 Saving Throw: Will negates (harmless) Law: Sword, “The Sword of Truth” Components: V, S, M Spell Resistance: Yes (harmless) Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) The warded creature gains resistance to Statue Effect: Cloud spreads in 20-ft. radius, blows, cuts, stabs, and slashes. The subject Transmutation 20 ft. high gains damage reduction 10/adamantine. (It Level: Sor/Wiz 7 Duration: 1 round/level ignores the first 10 points of damage each Components: V, S, M Saving Throw: Fortitude negates; see time it takes damage from a weapon, Casting Time: 1 round text though an adamantine weapon bypasses Range: Touch Spell Resistance: No the reduction.) Once the spell has preven- Target: Creature touched ted a total of 10 points of damage per caster Duration: 1 hour/level (D) Stinking cloud creates a bank of fog like that level (maximum 150 points), it is dis- Saving Throw: Will negates (harmless) created by fog cloud, except that the vapors charged. Spell Resistance: Yes (harmless) are nauseating. Living creatures in the Material Component: Granite and 250 gp

cloud become nauseated. This condition worth of diamond dust sprinkled on the A statue spell turns the subject to solid lasts as long as the creature is in the cloud target’s skin. stone, along with any garments and and for 1d4+1 rounds after it leaves. (Roll equipment worn or carried. In statue form, the subject gains hardness 8. The subject separately for each nauseated character.) Stone Tell Divination retains its own hit points. Any creature that succeeds on its save but Level: Drd 6 The subject can see, hear, and smell remains in the cloud must continue to save each round on your turn. Components: V, S, DF normally, but it does not need to eat or Casting Time: 10 minutes breathe. Feeling is limited to those sensa- Stinking cloud can be made permanent with a permanency spell. A permanent Range: Personal tions that can affect the granite-hard sub- Target: You stance of the individual’s body. Chipping is stinking cloud dispersed by wind reforms in Duration: 1 min./level equal to a mere scratch, but breaking off 10 minutes. one of the statue’s arms constitutes serious Material Component: A rotten egg or You gain the ability to speak with stones, damage. several skunk cabbage leaves. which relate to you who or what has 284

touched them as well as revealing what is lowing round, as noted below. Each effect when the subject finishes what it was covered or concealed behind or under occurs during your turn. asked to do. You can instead specify them. The stones relate complete descrip- 2nd Round: Acid rains down in the area, conditions that will trigger a special ac- tions if asked. A stone’s perspective, per- dealing 1d6 points of acid damage (no tivity during the duration. For example, ception, and knowledge may prevent the save). you might suggest that a noble knight give stone from providing the details you are 3rd Round: You call six bolts of lightning her warhorse to the first beggar she meets. looking for (as determined by the DM). down from the cloud. You decide where If the condition is not met before the spell You can speak with natural or worked the bolts strike. No two bolts may be duration expires, the activity is not stone. directed at the same target. Each bolt deals

performed. CHAPTER 11: 10d6 points of electricity damage. A A very reasonable suggestion causes the creature struck can attempt a Reflex save Stone to Flesh save to be made with a penalty (such as –1 SPELLS Transmutation for half damage. or –2) at the discretion of the DM. Level: Sor/Wiz 6 4th Round: Hailstones rain down in the Material Component: A snake’s tongue area, dealing 5d6 points of bludgeoning

Components: V, S, M and either a bit of honeycomb or a drop of Casting Time: 1 standard action damage (no save). sweet oil. 5th through 10th Rounds: Violent rain and Range: Medium (100 ft. + 10 ft./level) wind gusts reduce visibility. The rain Target: One petrified creature or a cylin- obscures all sight, including darkvision, Suggestion, Mass der of stone from 1 ft. to 3 ft. in diame- Enchantment (Compulsion) [Language- beyond 5 feet. A creature 5 feet away has ter and up to 10 ft. long Dependent, Mind-Affecting] concealment (attacks have a 20% miss Duration: Instantaneous Level: Brd 5, Sor/Wiz 6 chance). Creatures farther away have total Saving Throw: Fortitude negates (object); Range: Medium (100 ft. + 10 ft./level) concealment (50% miss chance, and the see text Targets: One creature/level, no two of attacker cannot use sight to locate the Spell Resistance: Yes which can be more than 30 ft. apart target). Speed is reduced by three-quarters.

Ranged attacks within the area of the This spell restores a petrified creature to its This spell functions like suggestion, except storm are impossible. Spells cast within normal state, restoring life and goods. The that it can affect more creatures. The same the area are disrupted unless the caster creature must make a DC 15 Fortitude save suggestion applies to all these creatures. succeeds on a Concentration check against to survive the process. Any petrified a DC equal to the storm of vengeance’s save creature, regardless of size, can be restored. Summon Instrument DC + the level of the spell the caster is The spell also can convert a mass of Conjuration (Summoning) trying to cast. stone into a fleshy substance. Such flesh is Level: Brd 0

inert and lacking a vital life force unless a Components: V, S life force or magical energy is available. Suggestion Casting Time: 1 round (For example, this spell would turn a stone Enchantment (Compulsion) [Language- Range: 0 ft. golem into a flesh golem, but an ordinary Dependent, Mind-Affecting] Effect: One summoned handheld musi- statue would become a corpse.) You can Level: Brd 2, Sor/Wiz 3 cal instrument Duration: 1 min./level (D) affect an object that fits within a cylinder Components: V, M Saving Throw: None from 1 foot to 3 feet in diameter and up to Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Spell Resistance: No 10 feet long or a cylinder of up to those Target: One living creature dimensions in a larger mass of stone. Duration: 1 hour/level or until completed This spell summons one handheld musical Material Component: A pinch of earth Saving Throw: Will negates instrument of your choice. This in- and a drop of blood. Spell Resistance: Yes strument appears in your hands or at your feet (your choice). The instrument is typi- Storm of Vengeance You influence the actions of the target cal for its type. Only one instrument Conjuration (Summoning) creature by suggesting a course of activity appears per casting, and it will play only Level: Drd 9, Clr 9 (limited to a sentence or two). The sug- for you. You can’t summon an instrument Components: V, S gestion must be worded in such a manner as too large to be held in two hands (such as a Casting Time: 1 round to make the activity sound reasonable. harp, piano, harpsichord, alphorn, or pipe Range: Long (400 ft. + 40 ft./level) Asking the creature to stab itself, throw organ).

Effect: 360-ft.-radius storm cloud itself onto a spear, immolate itself, or do Duration: Concentration (maximum 10 some other obviously harmful act auto- Summon Monster I rounds) (D) matically negates the effect of the spell. Conjuration (Summoning) [see text] Saving Throw: See text However, a suggestion that a pool of acid is Level: Brd 1, Clr 1, Sor/Wiz 1 Spell Resistance: Yes actually pure water and that a quick dip Components: V, S, F/DF would be refreshing is another matter. Casting Time: 1 round This spell creates an enormous black storm Urging a red dragon to stop attacking your Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned creature cloud. Lightning and crashing claps of party so that the dragon and party could Duration: 1 round/level (D) thunder appear within the storm. Each jointly loot a rich treasure elsewhere is a Saving Throw: None creature beneath the cloud must succeed likewise reasonable use of the spell’s Spell Resistance: No on a Fortitude save or be deafened for power. 1d4×10 minutes. The suggested course of activity can This spell summons an extraplanar crea- If you do not maintain concentration on continue for the entire duration, such as in ture (typically an outsider, elemental, or the spell after casting it, the spell ends. If the case of the red dragon mentioned magical beast native to another plane). It you continue to concentrate, the spell above. If the suggested activity can be appears where you designate and acts generates additional effects in each fol- completed in a shorter time, the spell ends immediately, on your turn. It attacks your 285

SPELLS CHAPTER 11:

Mialee summons a couatl. Summon Monster II Summon Monster IV opponents to the best of its ability. If you Conjuration (Summoning) [see text for Conjuration (Summoning) [see text for can communicate with the creature, you summon monster I] summon monster I] can direct it not to attack, to attack partic- Level: Brd 2, Clr 2, Sor/Wiz 2 Level: Brd 4, Clr 4, Sor/Wiz 4 ular enemies, or to perform other actions. Effect: One or more summoned crea- Effect: One or more summoned crea- The spell conjures one of the creatures tures, no two of which can be more tures, no two of which can be more from the 1st-level list on the accompany- than 30 ft. apart than 30 ft. apart ing Summon Monster table. You choose which kind of creature to summon, and This spell functions like summon monster I, This spell functions like summon monster I, you can change that choice each time you except that you can summon one creature except that you can summon one creature cast the spell. Information on these crea- from the 2nd-level list or 1d3 creatures of from the 4th-level list, 1d3 creatures of the tures can be found in the Monster Manual. the same kind from the 1st-level list. same kind from the 3rd-level list, or 1d4+1 A summoned monster cannot summon creatures of the same kind from a lower- or otherwise conjure another creature, nor level list. can it use any teleportation or planar travel Summon Monster III abilities. Creatures cannot be summoned Conjuration (Summoning) [see text for summon monster I] Summon Monster V into an environment that cannot support Conjuration (Summoning) [see text for them. For instance, a celestial porpoise Level: Brd 3, Clr 3, Sor/Wiz 3 Effect: One or more summoned crea- summon monster I] may only be summoned in an aquatic Level: Brd 5, Clr 5, Sor/Wiz 5 environment. tures, no two of which can be more than 30 ft. apart Effect: One or more summoned crea- When you use a summoning spell to tures, no two of which can be more summon an air, chaotic, earth, evil, fire, This spell functions like summon monster I, than 30 ft. apart good, lawful, or water creature, it is a spell of that type. For example, a summon except that you can summon one creature from the 3rd-level list, 1d3 creatures of the This spell functions like summon monster I, monster I is a lawful and evil spell when except that you can summon one creature same kind from the 2nd-level list, or 1d4+1 cast to summon a fiendish dire rat. from the 5th-level list, 1d3 creatures of the creatures of the same kind from the 1st- Arcane Focus: A tiny bag and a small (not same kind from the 4th-level list, or 1d4+1 necessarily lit) candle. level list. creatures of the same kind from a lower- level list. 286

Summon Monster VI Summon Monster VII Summon Monster VIII Conjuration (Summoning) [see text for Conjuration (Summoning) [see text for Conjuration (Summoning) [see text for summon monster I] summon monster I] summon monster I] Level: Brd 6, Clr 6, Sor/Wiz 6 Level: Clr 7, Sor/Wiz 7 Level: Clr 8, Sor/Wiz 8 Effect: One or more summoned crea- Effect: One or more summoned crea- Effect: One or more summoned crea- tures, no two of which can be more tures, no two of which can be more tures, no two of which can be more than 30 ft. apart than 30 ft. apart than 30 ft. apart

This spell functions like summon monster I, This spell functions like summon monster I, This spell functions like summon monster I, CHAPTER 11: except you can summon one creature from except that you can summon one creature except that you can summon one creature

the 6th-level list, 1d3 creatures of the same from the 7th-level list, 1d3 creatures of the from the 8th-level list, 1d3 creatures of the SPELLS kind from the 5th-level list, or 1d4+1 crea- same kind from the 6th-level list, or 1d4+1 same kind from the 7th-level list, or 1d4+1 tures of the same kind from a lower-level creatures of the same kind from a lower- creatures of the same kind from a lower-

list. level list. level list.

Summon Monster Fiendish snake, Large viper CE Fiendish monstrous spider, Huge CE 1st Level Fiendish wolverine CE Fiendish snake, giant constrictor CE Celestial dog LG Celestial owl LG 4th Level 7th Level Celestial giant fire beetle NG Archon, lantern LG Celestial elephant LG Celestial porpoise1 NG Celestial giant owl LG Avoral (guardinal) NG Celestial badger CG Celestial giant eagle CG Celestial baleen whale1 NG Celestial monkey CG Celestial lion CG Djinni (genie) CG Fiendish dire rat LE Mephit (any) N Elemental, Huge (any) N Fiendish raven LE Fiendish dire wolf LE Invisible stalker N Fiendish monstrous centipede, NE Fiendish giant wasp LE Slaad, red CN Medium Fiendish giant praying mantis NE Devil, bone LE Fiendish monstrous scorpion, NE Fiendish shark, Large1 NE Fiendish megaraptor LE Small Yeth hound NE Fiendish monstrous scorpion, Huge NE Fiendish hawk CE Fiendish monstrous spider, Large CE Babau (demon) CE Fiendish monstrous spider, Small CE Fiendish snake, Huge viper CE Fiendish giant octopus1 CE Fiendish octopus1 CE Howler CE Fiendish girallon CE Fiendish snake, Small viper CE 5th Level 8th Level 2nd Level Archon, hound LG Celestial dire bear LG Celestial giant bee LG Celestial brown bear LG Celestial cachalot whale1 NG Celestial giant bombardier beetle NG Celestial giant stag beetle NG Celestial triceratops NG Celestial riding dog NG Celestial sea cat1 NG Lillend CG Celestial eagle CG Celestial griffon CG Elemental, greater (any) N Lemure (devil) LE Elemental, Medium (any) N Slaad, blue CN Fiendish squid1 LE Achaierai LE Fiendish giant squid1 LE Fiendish wolf LE Devil, bearded LE Hellcat LE Fiendish monstrous centipede, NE Fiendish deinonychus LE Fiendish monstrous centipede, NE Large Fiendish dire ape LE Colossal Fiendish monstrous scorpion, NE Fiendish dire boar NE Fiendish dire tiger CE Medium Fiendish shark, Huge NE Fiendish monstrous spider, CE Fiendish shark, Medium1 NE Fiendish monstrous scorpion, NE Gargantuan Fiendish monstrous spider, CE Large Fiendish tyrannosaurus CE Medium Shadow mastiff NE Vrock (demon) CE Fiendish snake, Medium viper CE Fiendish dire wolverine CE Fiendish giant crocodile CE 9th Level 3rd Level Fiendish tiger CE Couatl LG Celestial black bear LG Leonal (guardinal) NG Celestial bison NG 6th Level Celestial roc CG Celestial dire badger CG Celestial polar bear LG Elemental, elder (any) N Celestial hippogriff CG Celestial orca whale1 NG Slaad, green CN Elemental, Small (any) N Bralani (eladrin) CG Devil, barbed LE Fiendish ape LE Celestial dire lion CG Fiendish dire shark1 NE Fiendish dire weasel LE Elemental, Large (any) N Fiendish monstrous scorpion, NE Hell hound LE Janni (genie) N Gargantuan Fiendish snake, constrictor LE Chaos beast CN Night hag NE Fiendish boar NE Devil, chain LE Bebilith (demon) CE Fiendish dire bat NE Xill LE Fiendish monstrous spider, Colossal CE Fiendish monstrous centipede, NE Fiendish monstrous centipede, NE Hezrou (demon) CE Huge Gargantuan Fiendish crocodile CE Fiendish rhinoceros NE 1 May be summoned only into an aquatic or Dretch (demon) CE Fiendish elasmosaurus1 CE watery environment. 287

Summon Monster IX 3rd-level creature, 1d3 2nd-level creatures Summon Nature’s Ally IV Conjuration (Summoning) [see text for of the same kind, or 1d4+1 1st-level crea- Conjuration (Summoning) [see text] summon monster I] tures of the same kind. Level: Animal 4, Drd 4, Rgr 4 Level: Chaos 9, Clr 9, Evil 9, Good 9, When you use a summoning spell to Effect: One or more creatures, no two of Law 9, Sor/Wiz 9 summon an air, chaotic, earth, evil, fire, which can be more than 30 ft. apart Effect: One or more summoned crea- good, lawful, or water creature, it is a spell tures, no two of which can be more of that type. For example, summon nature’s This spell functions like summon nature’s than 30 ft. apart ally III is an evil and fire spell when you ally I, except that you can summon one cast it to summon a salamander. 4th-level creature, 1d3 3rd-level creatures This spell functions like summon monster I,

except that you can summon one creature Summon Nature’s Ally from the 9th-level list, 1d3 creatures of the 5th Level

same kind from the 8th-level list, or 1d4+1 Arrowhawk, adult 1st Level creatures of the same kind from a lower- Bear, polar (animal) SPELLS Dire rat level list. Dire lion Eagle (animal) 1

CHAPTER 11: Elasmosaurus (dinosaur) Monkey (animal) Elemental, Large (any) Summon Nature’s Ally I Octopus1 (animal) Griffon Conjuration (Summoning) Owl (animal) Janni (genie) Level: Drd 1, Rgr 1 Porpoise1 (animal) Rhinoceros (animal) Components: V, S, DF Snake, Small viper (animal) Satyr [CN; with pipes] Casting Time: 1 round Wolf (animal) Snake, giant constrictor (animal) Range: Close (25 ft. + 5 ft./2 levels) Nixie (sprite) Effect: One summoned creature 2nd Level Tojanida, adult1 Duration: 1 round/level (D) Bear, black (animal) Whale, orca1 (animal) Saving Throw: None Crocodile (animal)

Spell Resistance: No Dire badger 6th Level Dire bat Dire bear This spell summons a natural creature. It Elemental, Small (any) Elemental, Huge (any) appears where you designate and acts Hippogriff Elephant (animal) immediately, on your turn. It attacks your Shark, Medium1 (animal) Girallon opponents to the best of its ability. If you Snake, Medium viper (animal) Megaraptor (dinosaur) can communicate with the creature, you Squid1 (animal) Octopus, giant1 (animal) can direct it not to attack, to attack partic- Wolverine (animal) Pixie* (sprite) [NG; no special arrows] ular enemies, or to perform other actions. Salamander, average [NE] A summoned monster cannot summon 3rd Level Whale, baleen1 or otherwise conjure another creature, nor Ape (animal) Xorn, average can it use any teleportation or planar travel Dire weasel *Can’t cast Otto’s irresistible dance abilities. Creatures cannot be summoned Dire wolf

Eagle, giant [NG] into an environment that cannot support 7th Level them. For instance, a porpoise may only be Lion Arrowhawk, elder Owl, giant [NG] summoned in an aquatic environment. Dire tiger Satyr [CN; without pipes] The spell conjures one of the creatures Elemental, greater (any) Shark, Large1 (animal) from the 1st-level list on the accompany- Djinni (genie) [NG] Snake, constrictor (animal) ing Summon Nature’s Ally table. You Invisible stalker Snake, Large viper (animal) choose which kind of creature to summon, Pixie* (sprite) [NG; with sleep arrows] Thoqqua and you can change that choice each time Squid, giant1 (animal)

you cast the spell. All the creatures on the Triceratops (dinosaur) 4th Level table are neutral unless otherwise noted. Tyrannosaurus (dinosaur) Arrowhawk, juvenile Whale, cachalot1 (animal) Bear, brown (animal) Xorn, elder Summon Nature’s Ally II Crocodile, giant (animal) *Can’t cast Otto’s irresistible dance Conjuration (Summoning) Deinonychus (dinosaur)

Level: Drd 2, Rgr 2 Dire ape 8th Level Effect: One or more creatures, no two of Dire boar Dire shark1 which can be more than 30 ft. apart Dire wolverine Roc Elemental, Medium (any) Salamander, noble [NE] This spell functions like summon nature’s Salamander, flamebrother [NE] Tojanida, elder ally I, except that you can summon one Sea cat1

2nd-level creature or 1d3 1st-level crea- Shark, Huge1 (animal) tures of the same kind. 9th Level Snake, Huge viper (animal) Elemental, elder Tiger (animal) Grig [NG; with fiddle] (sprite) Summon Nature’s Ally III Tojanida, juvenile1 Pixie* (sprite) [NG; with sleep and memory Conjuration (Summoning) [see text] Unicorn [CG] loss arrows] Level: Drd 3, Rgr 3 Xorn, minor Effect: One or more creatures, no two of Unicorn, celestial charger which can be more than 30 ft. apart *Can cast Otto’s irresistible dance

This spell functions like summon nature’s 1 May be summoned only into an aquatic or watery environment. ally I, except that you can summon one 288

of the same kind, or 1d4+1 lower-level summon an air, chaotic, earth, evil, fire, and takes 4d6 points of damage. Any crea- creatures of the same kind. good, lawful, or water creature, it is a spell tures to which sunlight is harmful or When you use a summoning spell to of that type. unnatural take double damage. A success- summon an air, chaotic, earth, evil, fire, ful Reflex save negates the blindness and good, lawful, or water creature, it is a spell Summon Nature’s Ally IX reduces the damage by half. of that type. Conjuration (Summoning) [see text] An undead creature caught within the Level: Drd 9 beam takes 1d6 points of damage per caster Summon Nature’s Ally V Effect: One or more creatures, no two of level (maximum 20d6), or half damage if a Conjuration (Summoning) [see text] which can be more than 30 ft. apart Reflex save is successful. In addition, the CHAPTER 11: Level: Drd 5 beam results in the destruction of any undead creature specifically harmed by Effect: One or more creatures, no two of This spell functions like summon nature’s SPELLS which can be more than 30 ft. apart ally I, except that you can summon one bright light (such as a vampire) if it fails its 9th-level creature, 1d3 8th-level creatures save. This spell functions like summon nature’s of the same kind, or 1d4+1 lower-level The ultraviolet light generated by the

ally I, except that you can summon one creatures of the same kind. spell deals damage to fungi, mold, oozes, 5th-level creature, 1d3 4th-level creatures When you use a summoning spell to and slimes just as if they were undead of the same kind, or 1d4+1 lower-level summon an air, chaotic, earth, evil, fire, creatures. creatures of the same kind. good, lawful, or water creature, it is a spell When you use a summoning spell to of that type. Sunburst summon an air, chaotic, earth, evil, fire, Evocation [Light] good, lawful, or water creature, it is a spell Summon Swarm Level: Drd 8, Sor/Wiz 8, Sun 8 of that type. Conjuration (Summoning) Components: V, S, M/DF Level: Brd 2, Drd 2, Sor/Wiz 2 Casting Time: 1 standard action Summon Nature’s Ally VI Components: V, S, M/DF Range: Long (400 ft. + 40 ft./level) Conjuration (Summoning) [see text] Casting Time: 1 round Area: 80-ft.-radius burst Level: Drd 6 Range: Close (25 ft. + 5 ft./2 levels) Duration: Instantaneous Effect: One or more creatures, no two of Effect: One swarm of bats, rats, or Saving Throw: Reflex partial; see text which can be more than 30 ft. apart spiders Spell Resistance: Yes Duration: Concentration + 2 rounds This spell functions like summon nature’s Saving Throw: None Sunburst causes a globe of searing radiance ally I, except that you can summon one Spell Resistance: No to explode silently from a point you select. 6th-level creature, 1d3 5th-level creatures All creatures in the globe are blinded and of the same kind, or 1d4+1 lower-level You summon a swarm of bats, rats, or spi- take 6d6 points of damage. A creature to creatures of the same kind. ders (your choice), which attacks all other which sunlight is harmful or unnatural When you use a summoning spell to creatures within its area. (You may takes double damage. A successful Reflex summon an air, chaotic, earth, evil, fire, summon the swarm so that it shares the save negates the blindness and reduces the good, lawful, or water creature, it is a spell area of other creatures.) If no living crea- damage by half. of that type. tures are within its area, the swarm attacks An undead creature caught within the or pursues the nearest creature as best it globe takes 1d6 points of damage per caster Summon Nature’s Ally VII can. The caster has no control over its level (maximum 25d6), or half damage if a Conjuration (Summoning) [see text] target or direction of travel. Reflex save is successful. In addition, the Level: Drd 7 See the Monster Manual for details of bat, burst results in the destruction of any undead creature specifically harmed by Effect: One or more creatures, no two of rat, and spider swarms. bright light (such as a vampire) if it fail its which can be more than 30 ft. apart Arcane Material Component: A square of save. red cloth. The ultraviolet light generated by the This spell functions like summon nature’s ally I, except that you can summon one spell deals damage to fungi, mold, oozes, Sunbeam and slimes just as if they were undead 7th-level creature, 1d3 6th-level creatures Evocation [Light] creatures. of the same kind, or 1d4+1 lower-level Level: Drd 7, Sun 7 Sunburst dispels any darkness spells of creatures of the same kind. Components: V, S, DF lower than 9th level within its area. When you use a summoning spell to Casting Time: 1 standard action Arcane Material Component: summon an air, chaotic, earth, evil, fire, Range: 60 ft. A piece of good, lawful, or water creature, it is a spell Area: Line from your hand sunstone and a naked flame. of that type. Duration: 1 round/level or until all beams are exhausted Symbol of Death Summon Nature’s Ally VIII Saving Throw: Reflex negates and Necromancy [Death] Conjuration (Summoning) [see text] Reflex half; see text Level: Clr 8, Sor/Wiz 8 Level: Animal 8, Drd 8 Spell Resistance: Yes Components: V, S, M Effect: One or more creatures, no two of Casting Time: 10 minutes which can be more than 30 ft. apart For the duration of this spell, you can use a Range: 0 ft.; see text standard action to evoke a dazzling beam Effect: One symbol This spell functions like summon nature’s of intense light each round. You can call Duration: See text ally I, except that you can summon one forth one beam per three caster levels Saving Throw: Fortitude negates 8th-level creature, 1d3 7th-level creatures (maximum six beams at 18th level). The Spell Resistance: Yes of the same kind, or 1d4+1 lower-level spell ends when its duration runs out or creatures of the same kind. your allotment of beams is exhausted. This spell allows you to scribe a potent When you use a summoning spell to Each creature in the beam is blinded rune of power upon a surface. When trig- 289

gered, a symbol of death slays one or more When scribing a symbol of death, you can Material Component: Mercury and phos- creatures within 60 feet of the symbol specify a password or phrase that prevents phorus, plus powdered diamond and opal (treat as a burst) whose combined total a creature using it from triggering the with a total value of at least 1,000 gp. current hit points do not exceed 150. The effect. Anyone using the password remains symbol of death affects the closest creatures immune to that particular rune’s effects so Symbol of Insanity first, skipping creatures with too many hit long as the creature remains within 60 feet Enchantment (Compulsion) [Mind- points to affect. Once triggered, the of the rune. If the creature leaves the Affecting] symbol becomes active and glows, lasting radius and returns later, it must use the Level: Clr 8, Sor/Wiz 8 for 10 minutes per caster level or until it password again. Saving Throw: Will negates has affected 150 hit points’ worth of You also can attune any number of crea- tures to the symbol of death, but doing this creatures, whichever comes first. Any This spell functions like symbol of death, can extend the casting time. Attuning one creature that enters the area while the except that all creatures within the radius or two creatures takes negligible time, and symbol of death is active is subject to its of the symbol of insanity instead become attuning a small group (as many as ten permanently insane (as the insanity spell). SPELLS effect, whether or not that creature was in creatures) extends the casting time to 1 Unlike symbol of death, symbol of insane- the area when it was triggered. A creature hour. Attuning a large group (as many as CHAPTER 11: ity has no hit point limit; once triggered, a need save against the symbol only once as twenty-five creatures) takes 24 hours. At- symbol of insanity simply remains active for long as it remains within the area, though tuning larger groups takes proportionately 10 minutes per caster level. if it leaves the area and returns while the longer, as the DM sees fit. Any creature Note: Magic traps such as symbol of symbol is still active, it must save again. attuned to a symbol of death cannot trigger it insanity are hard to detect and disable. A Until it is triggered, the symbol of death is and is immune to its effects, even if within rogue (only) can use the Search skill to inactive (though visible and legible at a its radius when triggered. You are auto- find a symbol of insanity and Disable Device distance of 60 feet). To be effective, a sym- matically considered attuned to your own to thwart it. The DC in each case is 25 + bol of death must always be placed in plain symbols of death, and thus always ignore the spell level, or 33 for symbol of insanity. sight and in a prominent location. Cover- effects and cannot inadvertently trigger Material Component: Mercury and phos- ing or hiding the rune renders the symbol of them. phorus, plus powdered diamond and opal death ineffective, unless a creature removes Read magic allows you to identify a sym- with a total value of at least 5,000 gp. the covering, in which case the symbol of bol of death with a DC 19 Spellcraft check. death works normally. Of course, if the symbol of death is set to be triggered by reading it, this will trigger the Symbol of Pain As a default, a symbol of death is triggered Necromancy [Evil] symbol. whenever a creature does one or more of Level: Clr 5, Sor/Wiz 5 A symbol of death can be removed by a the following, as you select: looks at the successful dispel magic targeted solely on rune; reads the rune; touches the rune; This spell functions like symbol of death, the rune. An erase spell has no effect on a passes over the rune; or passes through a except that each creature within the radius symbol of death. Destruction of the surface portal bearing the rune. Regardless of the of a symbol of pain instead suffers wracking where a symbol of death is inscribed destroys pains that impose a –4 penalty on attack trigger method or methods chosen, a the symbol but also triggers it. creature more than 60 feet from a symbol rolls, skill checks, and ability checks. Symbol of death can be made permanent These effects last for 1 hour after the crea- of death can’t trigger it (even if it meets with a permanency spell. A permanent one or more of the triggering conditions, ture moves farther than 60 feet from the symbol of death that is disabled or that has symbol. such as reading the rune). Once the spell is affected its maximum number of hit points cast, a symbol of death’s triggering condi- Unlike symbol of death, symbol of pain has becomes inactive for 10 minutes, then can no hit point limit; once triggered, a symbol tions cannot be changed. be triggered again as normal. of pain simply remains active for 10 min- In this case, “reading” the rune means Note: Magic traps such as symbol of death utes per caster level. any attempt to study it, identify it, or are hard to detect and disable. A rogue Note: Magic traps such as symbol of pain fathom its meaning. Throwing a cover over (only) can use the Search skill to find a are hard to detect and disable. A rogue a symbol of death to render it inoperative symbol of death and Disable Device to (only) can use the Search skill to find a triggers it if the symbol reacts to touch. thwart it. The DC in each case is 25 + spell symbol of pain and Disable Device to thwart You can’t use a symbol of death offensively; level, or 33 for symbol of death. it. The DC in each case is 25 + spell level, for instance, a touch-triggered symbol of Material Component: Mercury and phos- or 30 for symbol of pain. death remains untriggered if an item phorus, plus powdered diamond and opal Material Component: Mercury and phos- bearing the symbol of death is used to touch with a total value of at least 5,000 gp each. phorus, plus powdered diamond and opal a creature. Likewise, a symbol of death with a total value of at least 1,000 gp. cannot be placed on a weapon and set to Symbol of Fear activate when the weapon strikes a foe. Necromancy [Fear, Mind-Affecting] Symbol of Persuasion You can also set special triggering limi- Level: Clr 6, Sor/Wiz 6 Enchantment (Charm) [Mind-Affecting] tations of your own. These can be as simple Saving Throw: Will negates Level: Clr 6, Sor/Wiz 6 or elaborate as you desire. Special con- Saving Throw: Will negates ditions for triggering a symbol of death can This spell functions like symbol of death, be based on a creature’s name, identity, or except that all creatures within 60 feet of This spell functions like symbol of death, alignment, but otherwise must be based on the symbol of fear instead become panicked except that all creatures within the radius for 1 round per caster level. observable actions or qualities. Intangibles of a symbol of persuasion instead become Note: Magic traps such as symbol of fear such as level, class, Hit Dice, and hit points charmed by the caster (as the charm monster are hard to detect and disable. A rogue don’t qualify. For example, a symbol of death spell) for 1 hour per caster level. (only) can use the Search skill to find a can be set to activate when a lawful good Unlike symbol of death, symbol of persua- symbol of fear and Disable Device to thwart sion has no hit point limit; once triggered, a creature approaches, but not when a it. The DC in each case is 25 + spell level, symbol of persuasion simply remains active paladin approaches. or 31 for symbol of fear. for 10 minutes per caster level. 290

Note: Magic traps such as symbol of per- or 32 for symbol of stunning. suasion are hard to detect and disable. A Material Component: Mercury and phos- rogue (only) can use the Search skill to phorus, plus powdered diamond and opal find a symbol of persuasion and Disable De- with a total value of at least 5,000 gp. vice to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of persuasion. Symbol of Weakness Material Component: Mercury and phos- Necromancy phorus, plus powdered diamond and opal Level: Clr 7, Sor/Wiz 7

with a total value of at least 5,000 gp. CHAPTER 11: This spell functions like symbol of death, Symbol of Sleep except that every creature within 60 feet of SPELLS Enchantment (Compulsion) [Mind- a symbol of weakness instead suffers Affecting] crippling weakness that deals 3d6 points of

Level: Clr 5, Sor/Wiz 5 Strength damage. Saving Throw: Will negates Unlike symbol of death, symbol of weakness has no hit point limit; once triggered, a This spell functions like symbol of death, symbol of weakness simply remains active for except that all creatures of 10 HD or less 10 minutes per caster level. within 60 feet of the symbol of sleep instead Note: Magic traps such as symbol of fall into a catatonic slumber for 3d6×10 weakness are hard to detect and disable. A minutes. Unlike with the sleep spell, rogue (only) can use the Search skill to sleeping creatures cannot be awakened by find a symbol of weakness and Disable nonmagical means before this Device to thwart it. The DC in each time expires. case is 25 + spell level, or 32 for Unlike symbol of death, symbol of weakness. symbol of sleep has no hit point Material Component: Mercury limit; once triggered, a symbol and phosphorus, plus powdered of sleep simply remains active diamond and opal with a total for 10 minutes per caster level. value of at least 5,000 gp. Note: Magic traps such as symbol of sleep are hard to detect Sympathetic and disable. A rogue (only) can use the Search skill to find a symbol of Vibration sleep and Disable Device to thwart it. Evocation [Sonic] Level: Brd 6 The DC in each case is 25 + spell level, Components: V, S, F or 30 for symbol of sleep. Casting Time: 10 minutes Material Component: Mercury and Range: Touch phosphorus, plus powdered dia- Target: One freestanding structure mond and opal with a total value of Duration: Up to 1 round/level at least 1,000 gp. Saving Throw: None; see text Spell Resistance: Yes Symbol of Stunning Enchantment By attuning yourself to a freestanding (Compulsion) [Mind- structure such as a building, bridge, Affecting] or dam, you can create a damaging Level: Clr 7, Sor/Wiz 7 vibration within it. Once it begins, Saving Throw: Will the vibration deals 2d10 points of negates damage per round to the target structure. (Hardness has no effect This spell functions like symbol on the spell’s damage.) You can of death, except that all creatures choose at the time of casting to within 60 feet of a symbol of limit the duration of the spell; stunning instead become stun- otherwise it lasts for 1 round/ ned for 1d6 rounds. level. If the spell is cast upon a Note: Magic traps such target that is not freestanding as symbol of stunning are hard the surrounding stone dissipates to detect and disable. A rogue the effect and no damage occurs. (only) can use the Search skill to Sympathetic vibration cannot affect creatures (including con- find a symbol of stunning and structs). Since a structure is an Disable Device to thwart it. The unattended object, it gets no DC in each case is 25 + spell level, saving throw to resist the effect. Focus: A tuning fork. Jozan casts symbol of pain.

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Sympathy Telekinesis level (maximum 15) that are within range Enchantment (Compulsion) [Mind- Transmutation and all within 10 feet of each other toward Affecting] Level: Sor/Wiz 5 any target within 10 feet per level of all the Level: Drd 9, Sor/Wiz 8 Components: V, S objects. You can hurl up to a total weight of Components: V, S, M Casting Time: 1 standard action 25 pounds per caster level (maximum 375 Casting Time: 1 hour Range: Long (400 ft. + 40 ft./level) pounds at 15th level). Range: Close (25 ft. + 5 ft./2 levels) Target or Targets: See text You must succeed on attack rolls (one Target: One location (up to a 10-ft. Duration: Concentration (up to 1 per creature or object thrown) to hit the cube/level) or one object round/ level) or instantaneous; target with the items, using your base Duration: 2 hours/level (D) see text attack bonus + your Intelligence modifier

Saving Throw: Will negates; see text Saving Throw: Will negates (object) or (if a wizard) or Charisma modifier (if a Spell Resistance: Yes None; see text sorcerer). Weapons cause standard damage Spell Resistance: Yes (object); see text (with no Strength bonus; note that arrows

SPELLS You cause an object or location to emanate or bolts deal damage as daggers of their magical vibrations that attract either a spe- You move objects or creatures by concen- size when used in this manner). Other

CHAPTER 11: cific kind of intelligent creature or crea- trating on them. Depending on the version objects cause damage ranging from 1 point tures of a particular alignment, as defined selected, the spell can provide a gentle, per 25 pounds (for less dangerous objects by you. The particular kind of creature to sustained force, perform a variety of such as a barrel) to 1d6 points of damage be affected must be named specifically— combat maneuvers, or exert a single short, per 25 pounds (for hard, dense objects for example, red dragons, hill giants, wer- violent thrust. such as a boulder). erats, lammasus, or vampires. A creature Sustained Force: A sustained force moves Creatures who fall within the weight subtype (such as goblinoid) is not specific an object weighing no more than 25 capacity of the spell can be hurled, but enough. Likewise, the specific alignment pounds per caster level (maximum 375 they are allowed Will saves (and spell re- must be named—for example, chaotic evil, pounds at 15th level) up to 20 feet per sistance) to negate the effect, as are those chaotic good, lawful neutral, or neutral. round. A creature can negate the effect on whose held possessions are targeted by the Creatures of the specified kind or align- an object it possesses with a successful spell. If a telekinesed creature is hurled ment feel elated and pleased to be in the Will save or with spell resistance. against a solid surface, it takes damage as if area or desire to touch or to possess the This version of the spell can last 1 round object. The compulsion to stay in the area per caster level, but it ends if you cease it had fallen 10 feet (1d6 points). or touch the object is overpowering. If the concentration. The weight can be moved save is successful, the creature is released vertically, horizontally, or in both Teleport from the enchantment, but a subsequent directions. An object cannot be moved Conjuration (Teleportation) save must be made 1d6×10 minutes later. If beyond your range. The spell ends if the Level: Sor/Wiz 5, Travel 5 this save fails, the affected creature object is forced beyond the range. If you Components: V attempts to return to the area or object. cease concentration for any reason, the Casting Time: 1 standard action Sympathy counters and dispels antipathy. object falls or stops. Range: Personal and touch Material Component: 1,500 gp worth of An object can be telekinetically man- Target: You and touched objects or other crushed pearls and a drop of honey. ipulated as if with one hand. For example, touched willing creatures a lever or rope can be pulled, a key can be Duration: Instantaneous Tasha’s Hideous Laughter turned, an object rotated, and so on, if the Saving Throw: None and Will negates Enchantment (Compulsion) [Mind- force required is within the weight limita- (object) Affecting] tion. You might even be able to untie Spell Resistance: No and Yes (object) Level: Brd 1, Sor/Wiz 2 simple knots, though delicate activities Components: V, S, M such as these require Intelligence checks This spell instantly transports you to a Casting Time: 1 standard action against a DC set by the DM. designated destination, which may be as Range: Close (25 ft. + 5 ft./2 levels) Combat Maneuver: Alternatively, once distant as 100 miles per caster level. Inter- Target: One creature; see text per round, you can use telekinesis to per- planar travel is not possible. You can bring Duration: 1 round/level form a bull rush, disarm, grapple (includ- along objects as long as their weight Saving Throw: Will negates ing pin), or trip. Resolve these attempts as doesn’t exceed your maximum load. You Spell Resistance: Yes normal, except that they don’t provoke at- may also bring one additional willing tacks of opportunity, you use your caster Medium or smaller creature (carrying gear This spell afflicts the subject with uncon- level in place of your base attack bonus (for or objects up to its maximum load) or its trollable laughter. It collapses into gales of disarm and grapple), you use your In- equivalent (see below) per three caster manic laughter, falling prone. The subject telligence modifier (if a wizard) or Cha- levels. A Large creature counts as two Me- can take no actions while laughing, but is risma modifier (if a sorcerer) in place of dium creatures, a Huge creature counts as not considered helpless. After the spell your Strength or Dexterity modifier, and a two Large creatures, and so forth. All crea- ends, it can act normally. failed attempt doesn’t allow a reactive tures to be transported must be in contact A creature with an Intelligence score of attempt by the target (such as for disarm or with one another, and at least one of those 2 or lower is not affected. A creature whose trip). No save is allowed against these creatures must be in contact with you. As type (such as humanoid or dragon) is attempts, but spell resistance applies nor- with all spells where the range is personal different from the caster’s receives a +4 mally. This version of the spell can last 1 and the target is you, you need not make a bonus on its saving throw, because humor round per caster level, but it ends if you saving throw, nor is spell resistance appli- doesn’t “translate” well. cease concentration. cable to you. Only objects held or in use Material Component: Tiny tarts that are Violent Thrust: Alternatively, the spell (attended) by another person receive thrown at the target and a feather that is energy can be spent in a single round. You saving throws and spell resistance. waved in the air. can hurl one object or creature per caster You must have some clear idea of the location and layout of the destination. You 292

can’t simply teleport to the warlord’s tent if target area. A wizard heading for her home Teleportation Circle you don’t know where that tent is, what it laboratory might wind up in another Conjuration (Teleportation) looks like, or what’s in it. The clearer your wizard’s laboratory or in an alchemy Level: Sor/Wiz 9 mental image, the more likely the supply shop that has many of the same Components: V, M teleportation works. Areas of strong tools and implements as in her laboratory. Casting Time: 10 minutes physical or magical energy may make Generally, you appear in the closest similar Range: 0 ft. teleportation more hazardous or even place within range. If the DM determines Effect: 5-ft.-radius circle that teleports impossible. no such area exists within the spell’s range, those who activate it To see how well the teleportation works,

the spell simply fails instead. Duration: 10 min./level (D) CHAPTER 11: roll d% and consult the Teleport table. Mishap: You and anyone else teleporting Saving Throw: None

Refer to the following information for with you have gotten “scrambled.” You Spell Resistance: Yes SPELLS definitions of the terms on the table. each take 1d10 points of damage, and you Familiarity: “Very familiar” is a place reroll on the chart to see where you wind You create a circle on the floor or other where you have been very often and where up. For these rerolls, roll 1d20+80. Each horizontal surface that teleports, as greater you feel at home. “Studied carefully” is a time “Mishap” comes up, the characters teleport, any creature who stands on it to a place you know well, either because you take more damage and must reroll. designated spot. Once you designate the can currently see it, you’ve been there destination for the circle, you can’t change often, or you have used other means (such Teleport Object it. The spell fails if you attempt to set the as scrying) to study the place for at least Conjuration (Teleportation) circle to teleport creatures into a solid one hour. “Seen casually” is a place that Level: Sor/Wiz 7 object, to a place with which you are not you have seen more than once but with Range: Touch familiar and have no clear description, or which you are not very familiar. “Viewed Target: One touched object of up to 50 to another plane. once” is a place that you have seen once, lb./level and 3 cu. ft./level The circle itself is subtle and nearly possibly using magic. Saving Throw: Will negates (object) impossible to notice. If you intend to keep “False destination” is a place that does Spell Resistance: Yes (object) creatures from activating it accidentally, not truly exist, such as if you scryed on a you need to mark the circle in some way, enemy’s sanctum but instead viewed a false This spell functions like teleport, except such as by placing it on a raised platform. vision, or if you are teleporting to an that it teleports an object, not you. Crea- Teleportation circle can be made perma- otherwise familiar location that no longer tures and magical forces (such as a delayed nent with a permanency spell. A permanent exists as such or has been so completely blast fireball bead) cannot be teleported. teleportation circle that is disabled be- If desired, the target object can be sent altered as to no longer be familiar to you comes inactive for 10 minutes, then can be to a distant location on the Ethereal Plane. (for instance, a home that has burned to triggered again as normal. In this case, the point from which the the ground). When traveling to a false Note: Magic traps such as teleportation object was teleported remains faintly destination, roll 1d20+80 to obtain results circle are hard to detect and disable. A on the table, rather than rolling d%, since magical until the item is retrieved. A suc- cessful targeted dispel magic spell cast on rogue (only) can use the Search skill to there is no real destination for you to hope that point brings the vanished item back find the circle and Disable Device to to arrive at or even be off target from. from the Ethereal Plane. thwart it. The DC in each case is 25 + spell On Target: You appear where you want level, or 34 in the case of teleportation circle. to be. Material Component: Amber dust to cover Off Target: You appear safely a random Teleport, Greater Conjuration (Teleportation) the area of the circle (cost 1,000 gp). distance away from the destination in a random direction. Distance off target is Level: Sor/Wiz 7, Travel 7 Temporal Stasis 1d10×1d10% of the distance that was to be This spell functions like teleport, except Transmutation traveled. For example, if you tried to travel that there is no range limit and there is no Level: Sor/Wiz 8 120 miles, landed off target, and rolled 5 chance you arrive off target. In addition, Components: V, S, M and 3 on the two d10s, then you would be you need not have seen the destination, Casting Time: 1 standard action 15% off target. That’s 18 miles, in this case. but in that case you must have at least a Range: Touch The DM determines the direction off reliable description of the place to which Target: Creature touched target randomly, such as by rolling 1d8 and you are teleporting (such as a detailed Duration: Permanent designating 1 as north, 2 as northeast, and description from someone else or a partic- Saving Throw: Fortitude negates so forth. If you were teleporting to a ularly precise map). If you attempt to tele- Spell Resistance: Yes coastal city and would up 18 miles out at port with insufficient information (or with sea, you could be in trouble. misleading information), you disappear You must succeed on a melee touch attack. Similar Area: You wind up in an area and simply reappear in your original You place the subject into a state of sus- that’s visually or thematically similar to the location. Interplanar travel is not possible. pended animation. For the creature, time ceases to flow and its condition becomes fixed. The creature does not grow older. Its Teleport body functions virtually cease, and no force or effect can harm it. This state On Off Similar persists until the magic is removed (such Familiarity Target Target Area Mishap as by a successful dispel magic spell or a Very familiar 01–97 98–99 100 — freedom spell). Studied carefully 01–94 95–97 98–99 100 Seen casually 01–88 89–94 95–98 99–100 Material Component: A powder compo- Viewed once 01–76 77–88 89–96 97–100 sed of diamond, emerald, ruby, and sap- False destination (1d20+80) — — 81–92 93–100 phire dust with a total value of at least 5,000 gp. 293

Tenser’s Floating Disk Time Stop model of a ziggurat, which shatters when Evocation [Force] Transmutation the verbal component is pronounced. Level: Sor/Wiz 1 Level: Sor/Wiz 9, Trickery 9 Components: V, S, M Components: V Touch of Fatigue Casting Time: 1 standard action Casting Time: 1 standard action Necromancy Range: Close (25 ft. + 5 ft./2 levels) Range: Personal Level: Sor/Wiz 0 Effect: 3-ft.-diameter disk of force Target: You Components: V, S, M Duration: 1 hour/level Duration: 1d4+1 rounds (apparent Casting Time: 1 standard action Saving Throw: None time); see text Range: Touch Spell Resistance: No Target: Creature touched

This spell seems to make time cease to Duration: 1 round/level You create a slightly concave, circular flow for everyone but you. In fact, you Saving Throw: Fortitude negates plane of force that follows you about and speed up so greatly that all other creatures Spell Resistance: Yes seem frozen, though they are actually still SPELLS carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It moving at their normal speeds. You are You channel negative energy through your

CHAPTER 11: can hold 100 pounds of weight per caster free to act for 1d4+1 rounds of apparent touch, fatiguing the target. You must level. (If used to transport a liquid, its time. Normal and magical fire, cold, gas, succeed on a touch attack to strike a target. capacity is 2 gallons.) The disk floats ap- and the like can still harm you. While the The subject is immediately fatigued for proximately 3 feet above the ground at all time stop is in effect, other creatures are the spell’s duration. times and remains level. It floats along invulnerable to your attacks and spells; you This spell has no effect on a creature cannot target such creatures with any horizontally within spell range and will that is already fatigued. Unlike with nor- attack or spell. A spell that affects an area accompany you at a rate of no more than mal fatigue, the effect ends as soon as the and has a duration longer than the your normal speed each round. If not spell’s duration expires. remaining duration of the time stop (such as Material Component: A drop of sweat. otherwise directed, it maintains a constant cloudkill) have their normal effects on interval of 5 feet between itself and you. other creatures once the time stop ends. Touch of Idiocy The disk winks out of existence when the Most spellcasters use the additional time spell duration expires. The disk also winks Enchantment (Compulsion) [Mind- to improve their defenses, summon allies, Affecting] out if you move beyond range (by moving or flee from combat. Level: Sor/Wiz 2 too fast or by such means as a teleport spell) You cannot move or harm items held, Components: V, S or try to take the disk more than 3 feet carried, or worn by a creature stuck in nor- away from the surface beneath it. When Casting Time: 1 standard action mal time, but you can affect any item that Range: Touch the disk winks out, whatever it was is not in another creature’s possession. Target: Living creature touched supporting falls to the surface beneath it. You are undetectable while time stop Duration: 10 min./level Material Component: A drop of mercury. lasts. You cannot enter an area protected Saving Throw: No by an antimagic field while under the effect Spell Resistance: Yes Tenser’s Transformation of time stop. Transmutation With a touch, you reduce the target’s Level: Sor/Wiz 6 Tongues mental faculties. Your successful melee Components: V, S, M Divination touch attack applies a 1d6 penalty to the Casting Time: 1 standard action Level: Brd 2, Clr 4, Sor/Wiz 3 target’s Intelligence, Wisdom, and Range: Personal Components: V, M/DF Charisma scores. This penalty can’t reduce Target: You Casting Time: 1 standard action any of these scores below 1. Duration: 1 round/level Range: Touch This spell’s effect may make it impos- Target: Creature touched sible for the target to cast some or all of its You become a virtual fighting machine— Duration: 10 min./level spells, if the requisite ability score drops stronger, tougher, faster, and more skilled Saving Throw: Will negates (harmless) below the minimum required to cast spells in combat. Your mind-set changes so that Spell Resistance: No of that level. you relish combat and you can’t cast spells, even from magic items. This spell grants the creature touched the ability to speak and understand the lan- Transmute Metal to Wood You gain a +4 enhancement bonus to Transmutation guage of any intelligent creature, whether Strength, Dexterity, and Constitution, a +4 Level: Drd 7 it is a racial tongue or a regional dialect. natural armor bonus to AC, a +5 com- Components: V, S, DF petence bonus on Fortitude saves, and The subject can speak only one language at Casting Time: 1 standard action proficiency with all simple and martial a time, although it may be able to Range: Long (400 ft. + 40 ft./level) weapons. Your base attack bonus equals understand several languages. Tongues does Area: All metal objects within a 40-ft.- your character level (which may give you not enable the subject to speak with radius burst multiple attacks). creatures who don’t speak. The subject can Duration: Instantaneous You lose your spellcasting ability, in- make itself understood as far as its voice Saving Throw: None cluding your ability to use spell activation carries. This spell does not predispose any Spell Resistance: Yes (object; see text) or spell completion magic items, just as if creature addressed toward the subject in the spells were no longer on your class list. any way. This spell enables you to change all metal Material Component: A potion of bull’s Tongues can be made permanent with a objects within its area to wood. Weapons, strength, which you drink (and whose ef- permanency spell. armor, and other metal objects carried by fects are subsumed by the spell effects). Arcane Material Component: A small clay creatures are affected as well. A magic object made of metal effectively has spell 294

resistance equal to 20 + its caster level If transmute rock to mud is cast upon the mum load) or its equivalent per three against this spell. Artifacts cannot be ceiling of a cavern or tunnel, the mud falls caster levels. Use the following equivalents transmuted. Weapons converted from to the floor and spreads out in a pool at a to determine the maximum number of metal to wood take a –2 penalty on attack depth of 5 feet. For example, a 10th-level larger creatures you can bring along: A and damage rolls. The armor bonus of any caster could convert twenty 10-foot cubes Large creature counts as two Medium armor converted from metal to wood is into mud. Pooling on the floor, this mud creatures, a Huge creature counts as two reduced by 2. Weapons changed by this would cover an area of forty 10-foot Large creatures, and so forth. All creatures spell splinter and break on any natural squares to a depth of 5 feet. The falling to be transported must be in contact with attack roll of 1 or 2, and armor changed by mud and the ensuing cave-in deal 8d6

one another, and at least one of those crea- CHAPTER 11: this spell loses an additional point of armor points of bludgeoning damage to anyone tures must be in contact with you. bonus every time it is struck with a natural caught directly beneath the area, or half You can’t use this spell to travel through SPELLS attack roll of 19 or 20. damage to those who succeed on Reflex plant creatures such as shambling mounds Only limited wish, miracle, wish, or simi- saves. lar magic can restore a transmuted object Castles and large stone buildings are and treants. to its metallic state. Otherwise, for generally immune to the effect of the spell, The destruction of an occupied plant example, a metal door changed to wood is since transmute rock to mud can’t affect slays you and any creatures you have forevermore a wooden door. worked stone and doesn’t reach deep brought along, and ejects the bodies and all enough to undermine such buildings’ carried objects from the tree. Transmute Mud to Rock foundations. However, small buildings or Transmutation [Earth] structures often rest upon foundations Trap the Soul Level: Drd 5, Sor/Wiz 5 shallow enough to be damaged or even Conjuration (Summoning) Components: V, S, M/DF partially toppled by this spell. Level: Sor/Wiz 8 Casting Time: 1 standard action The mud remains until a successful Components: V, S, M, (F); see text Range: Medium (100 ft. + 10 ft./level) dispel magic or transmute mud to rock spell Casting Time: 1 standard action or restores its substance—but not necessarily Area: Up to two 10-ft. cubes/level (S) see text its form. Evaporation turns the mud to Duration: Permanent Range: Close (25 ft. + 5 ft./2 levels) normal dirt over a period of days. The exact Saving Throw: See text Target: One creature Spell Resistance: No time depends on exposure to the sun, wind, and normal drainage. Duration: Permanent; see text Saving Throw: See text This spell transforms normal mud or Arcane Material Component: Clay and Spell Resistance: Yes; see text quicksand of any depth into soft stone water.

(sandstone or a similar mineral) perma- Trap the soul forces a creature’s life force nently. Any creature in the mud is allowed Transport via Plants (and its material body) into a gem. a Reflex save to escape before the area is Conjuration (Teleportation) hardened to stone. Level: Drd 6 The gem holds the trapped entity in- Transmute mud to rock counters and dis- Components: V, S definitely or until the gem is broken and pels transmute rock to mud. Casting Time: 1 standard action the life force is released, which allows the Arcane Material Component: Sand, lime, Range: Unlimited material body to reform. If the trapped and water. Target: You and touched objects or other creature is a powerful creature from touched willing creatures another plane (which could mean a Transmute Rock to Mud Duration: 1 round character trapped by an inhabitant of Transmutation [Earth] Saving Throw: None another plane when the character is not on Level: Drd 5, Sor/Wiz 5 Spell Resistance: No the Material Plane), it can be required to Components: V, S, M/DF perform a service immediately upon being Casting Time: 1 standard action You can enter any normal plant (Medium freed. Otherwise, the creature can go free Range: Medium (100 ft. + 10 ft./level) or larger) and pass any distance to a plant once the gem imprisoning it is broken. Area: Up to two 10-ft. cubes/level (S) of the same kind in a single round, re- Depending on the version selected, the Duration: Permanent; see text gardless of the distance separating the two. spell can be triggered in one of two ways. Saving Throw: See text The entry plant must be alive. The Spell Completion: First, the spell can be Spell Resistance: No destination plant need not be familiar to completed by speaking its final word as a you, but it also must be alive. If you are standard action as if you were casting a This spell turns natural, uncut or un- uncertain of the location of a particular regular spell at the subject. This allows worked rock of any sort into an equal kind of destination plant, you need merely spell resistance (if any) and a Will save to designate direction and distance (“an oak volume of mud. If the spell is cast upon a avoid the effect. If the creature’s name is tree one hundred miles due north of boulder, for example, the boulder collapses spoken as well, any spell resistance is here”), and the transport via plants spell into mud. Magical stone is not affected by ignored and the save DC increases by 2. If moves you as close as possible to the the spell. The depth of the mud created the save or spell resistance is successful, cannot exceed 10 feet. A creature unable to desired location. If a particular destination plant is desired (the oak tree outside your the gem shatters. levitate, fly, or otherwise free itself from Trigger Object: The second method is far the mud sinks until hip- or chest-deep, druid grove, for instance), but the plant is not living, the spell fails and you are more insidious, for it tricks the subject reducing its speed to 5 feet and causing a ejected from the entry plant. into accepting a trigger object inscribed –2 penalty on attack rolls and AC. Brush You can bring along objects as long as with the final spell word, automatically thrown atop the mud can support crea- their weight doesn’t exceed your maxi- placing the creature’s soul in the trap. To tures able to climb on top of it. Creatures mum load. You may also bring one addi- use this method, both the creature’s name large enough to walk on the bottom can tional willing Medium or smaller creature and the trigger word must be inscribed on wade through the area at a speed of 5 feet. (carrying gear or objects up to its maxi- the trigger object when the gem is enspelled. A sympathy spell can also be 295

placed on the trigger object. As soon as the You gain the ability to enter trees and Material Component: A sprinkle of holy subject picks up or accepts the trigger move from inside one tree to inside water and diamonds worth a total of at object, its life force is automatically another tree. The first tree you enter and least 25,000 gp. transferred to the gem without the benefit all others you enter must be of the same of spell resistance or a save. kind, must be living, and must have girth True Seeing Material Component: Before the actual at least equal to yours. By moving into an Divination casting of trap the soul, you must procure a oak tree (for example), you instantly know Level: Clr 5, Drd 7, Knowledge 5, gem of at least 1,000 gp value for every Hit the location of all other oak trees within Sor/Wiz 6 Die possessed by the creature to be trapped transport range (see below) and may Components: V, S, M (for example, it requires a gem of 10,000 gp choose whether you want to pass into one Casting Time: 1 standard action or simply step back out of the tree you value to trap a 10 HD creature). If the gem Range: Touch moved into. You may choose to pass to any is not valuable enough, it shatters when Target: Creature touched tree of the appropriate kind within the Duration: 1 min./level the entrapment is attempted. (While transport range as shown on the following

SPELLS creatures have no concept of level or Hit Saving Throw: Will negates (harmless) table. Spell Resistance: Yes (harmless) Dice as such, the value of the gem needed CHAPTER 11: to trap an individual can be researched. Type of Tree Transport Range Remember that this value can change over You confer on the subject the ability to see Oak, ash, yew 3,000 feet all things as they actually are. The subject time as creatures gain more Hit Dice.) Elm, linden 2,000 feet Focus (Trigger Object Only): If the trigger sees through normal and magical darkness, Other deciduous 1,500 feet notices secret doors hidden by magic, sees object method is used, a special trigger Any coniferous 1,000 feet the exact locations of creatures or objects object, prepared as described above, is All other trees 500 feet under blur or displacement effects, sees invi-

needed. sible creatures or objects normally, sees You may move into a tree up to one time through illusions, and sees the true form of per caster level (passing from one tree to polymorphed, changed, or transmuted Tree Shape another counts only as moving into one Transmutation things. Further, the subject can focus its tree). The spell lasts until the duration Level: Drd 2, Rgr 3 vision to see into the Ethereal Plane (but expires or you exit a tree. This means that not into extradimensional spaces). The Components: V, S, DF in a thick oak forest, a 10th-level druid range of true seeing conferred is 120 feet. Casting Time: 1 standard action could make ten transports over the course True seeing, however, does not penetrate Range: Personal of 10 rounds, traveling as far as 30,000 feet solid objects. It in no way confers X-ray Target: You (about 6 miles) in doing so. Each transport vision or its equivalent. It does not negate Duration: 1 hour/level (D) is a full-round action. concealment, including that caused by fog You can, at your option, remain within a and the like. True seeing does not help the By means of this spell, you are able to as- tree without transporting yourself, but you viewer see through mundane disguises, sume the form of a Large living tree or are forced out when the spell ends. If the spot creatures who are simply hiding, or shrub or a Large dead tree trunk with a tree in which you are concealed is chopped notice secret doors hidden by mundane small number of limbs. The closest in- down or burned, you are slain if you do not means. In addition, the spell effects cannot exit before the process is complete. spection cannot reveal that the tree in be further enhanced with known magic, so

question is actually a magically concealed one cannot use true seeing through a crystal creature. To all normal tests you are, in True Resurrection ball or in conjunction with clairaudience/ fact, a tree or shrub, although a detect magic Conjuration (Healing) clairvoyance. spell reveals a faint transmutation on the Level: Clr 9 Material Component: An ointment for the tree. While in tree form, you can observe Casting Time: 10 minutes eyes that costs 250 gp and is made from all that transpires around you just as if you mushroom powder, saffron, and fat. were in your normal form, and your hit This spell functions like raise dead, except points and save bonuses remain that you can resurrect a creature that has been dead for as long as 10 years per caster True Strike unaffected. You gain a +10 natural armor Divination level. This spell can even bring back crea- bonus to AC but have an effective Dexter- Level: Sor/Wiz 1 tures whose bodies have been destroyed, ity score of 0 and a speed of 0 feet. You are Components: V, F provided that you unambiguously identify immune to critical hits while in tree form. Casting Time: 1 standard action the deceased in some fashion (reciting the All clothing and gear carried or worn Range: Personal deceased’s time and place of birth or death changes with you. Target: You is the most common method). You can dismiss tree shape as a free action Upon completion of the spell, the crea- Duration: See text (instead of as a standard action). ture is immediately restored to full hit You gain temporary, intuitive insight into points, vigor, and health, with no loss of Tree Stride level (or Constitution points) or prepared the immediate future during your next Conjuration (Teleportation) spells. attack. Your next single attack roll (if it is Level: Drd 5, Rgr 4 You can revive someone killed by a made before the end of the next round) Components: V, S, DF death effect or someone who has been gains a +20 insight bonus. Additionally, Casting Time: 1 standard action turned into an undead creature and then you are not affected by the miss chance Range: Personal destroyed. This spell can also resurrect ele- that applies to attackers trying to strike a Target: You mentals or outsiders, but it can’t resurrect concealed target. Duration: 1 hour/level or until constructs or undead creatures. Focus: A small wooden replica of an expended; see text Even true resurrection can’t restore to life archery target. a creature who has died of old age.

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Undeath to Death effect lapses, but it can be renewed or Unholy Blight Necromancy replaced simply by casting unhallow again. Evocation [Evil] Level: Clr 6, Sor/Wiz 6 Spell effects that may be tied to an Level: Evil 4 Components: V, S, M/DF unhallowed site include aid, bane, bless, cause Components: V, S Area: Several undead creatures within a fear, darkness, daylight, death ward, deeper Casting Time: 1 standard action 40-ft.-radius burst darkness, detect magic, detect good, dimensional Range: Medium (100 ft. + 10 ft./level) Saving Throw: Will negates anchor, discern lies, dispel magic, endure Area: 20-ft.-radius spread elements, freedom of movement, invisibility Duration: Instantaneous (1d4 rounds); circle of death purge, protection from energy, remove fear, This spell functions like , ex- see text CHAPTER 11: cept that it destroys undead creatures as resist energy, silence, tongues, and zone of truth. Saving Throw: Will partial Saving throws and spell resistance might noted above. Spell Resistance: Yes SPELLS Material Component: The powder of a apply to these spells’ effects. (See the indi- crushed diamond worth at least 500 gp. vidual spell descriptions for details.) You call up unholy power to smite your An area can receive only one unhallow enemies. The power takes the form of a spell (and its associated spell effect) at a cold, cloying miasma of greasy darkness. Undetectable Alignment time. Only good and neutral (not evil) creatures Abjuration Unhallow counters but does not dispel Level: Brd 1, Clr 2, Pal 2 are harmed by the spell. hallow. Components: V, S The spell deals 1d8 points of damage per Material Component: Herbs, oils, and Casting Time: 1 standard action two caster levels (maximum 5d8) to a good incense worth at least 1,000 gp, plus 1,000 Range: Close (25 ft. + 5 ft./2 levels) creature (or 1d6 per caster level, maximum gp per level of the spell to be tied to the Target: One creature or object 10d6, to a good outsider) and causes it to be unhallowed area. Duration: 24 hours sickened for 1d4 rounds. A successful Will

Saving Throw: Will negates (object) save reduces damage to half and negates Spell Resistance: Yes (object) Unholy Aura the sickened effect. The effects cannot be Abjuration [Evil] negated by remove disease or heal, but remove An undetectable alignment spell conceals the Level: Clr 8, Evil 8 curse is effective. alignment of an object or a creature from Components: V, S, F The spell deals only half damage to all forms of divination. Casting Time: 1 standard action creatures who are neither evil nor good, Range: 20 ft. and they are not sickened. Such a creature Unhallow Targets: One creature/level in a 20-ft.- can reduce the damage in half again (down radius burst centered on you Evocation [Evil] to one-quarter) with a successful Will save. Duration: 1 round/level (D) Level: Clr 5, Drd 5 Components: V, S, M Saving Throw: See text Casting Time: 24 hours Spell Resistance: Yes (harmless) Unseen Servant Conjuration (Creation) Range: Touch Level: Brd 1, Sor/Wiz 1 Area: 40-ft. radius emanating from the A malevolent darkness surrounds the sub- Components: V, S, M touched point jects, protecting them from attacks, grant- Casting Time: 1 standard action Duration: Instantaneous ing them resistance to spells cast by good Range: Close (25 ft. + 5 ft./2 levels) Saving Throw: See text creatures, and weakening good creatures Effect: One invisible, mindless, shape- Spell Resistance: See text when they strike the subjects. This abjura- less servant tion has four effects. Duration: 1 hour/level Unhallow makes a particular site, building, First, each warded creature gains a +4 Saving Throw: None or structure an unholy site. This has three deflection bonus to AC and a +4 resistance Spell Resistance: No major effects. bonus on saves. Unlike the effect of

First, the site or structure is guarded by protection from good, this benefit applies An unseen servant is an invisible, mindless, a magic circle against good effect. against all attacks, not just against attacks shapeless force that performs simple tasks Second, all turning checks made to turn by good creatures. at your command. It can run and fetch undead take a –4 penalty, and turning Second, a warded creature gains spell things, open unstuck doors, and hold checks to rebuke undead gain a +4 profane resistance 25 against good spells and spells chairs, as well as clean and mend. The bonus. Spell resistance does not apply to cast by good creatures. servant can perform only one activity at a this effect. (This provision does not apply Third, the abjuration blocks possession time, but it repeats the same activity over to the druid version of the spell.) and mental influence, just as protection from Finally, you may choose to fix a single and over again if told to do so, thus good does. spell effect to the unhallowed site. The spell allowing you to command it to clean the Finally, if a good creature succeeds on a effect lasts for one year and functions floor and then turn your attention melee attack against a warded creature, the throughout the entire site, regardless of its elsewhere as long as you remain within offending attacker takes 1d6 points of normal duration and area or effect. You range. It can open only normal doors, temporary Strength damage (Fortitude may designate whether the effect applies drawers, lids, and the like. It has an effec- negates). to all creatures, creatures that share your tive Strength score of 2 (so it can lift 20 Focus: A tiny reliquary containing some faith or alignment, or creatures that adhere pounds or drag 100 pounds). It can trigger sacred relic, such as a piece of parchment to another faith or alignment. For example, traps and such, but it can exert only 20 from an unholy text. The reliquary costs at you may create a bless effect that aids all pounds of force, which is not enough to least 500 gp. creatures of like alignment or faith in the activate certain pressure plates and other

area, or a bane effect that hinders creatures devices. It can’t perform any task that

of the opposite alignment or an enemy requires a skill check with a DC higher faith. At the end of the year, the chosen than 10 or that requires a check using a 297

skill that can’t be used untrained. Its speed Range: Close (25 ft. + 5 ft./2 levels) is 15 feet. Ventriloquism Area: One living creature/level within a The servant cannot attack in any way; it Illusion (Figment) 40-ft.-radius spread is never allowed an attack roll. It cannot be Level: Brd 1, Sor/Wiz 1 Duration: Instantaneous killed, but it dissipates if it takes 6 points of Components: V, F Saving Throw: Fortitude negates damage from area attacks. (It gets no saves Casting Time: 1 standard action Spell Resistance: Yes against attacks.) If you attempt to send it Range: Close (25 ft. + 5 ft./2 levels) beyond the spell’s range (measured from Effect: Intelligible sound, usually speech You emit a terrible scream that kills crea- your current position), the servant ceases Duration: 1 min./level (D) tures that hear it (except for yourself). to exist. Saving Throw: Will disbelief (if inter- Creatures closest to the point of origin are

Material Component: A piece of string acted with) affected first. and a bit of wood. Spell Resistance: No Wall of Fire

SPELLS Vampiric Touch You can make your voice (or any sound Evocation [Fire] Necromancy that you can normally make vocally) seem Level: Drd 5, Fire 4, Sor/Wiz 4

CHAPTER 11: Level: Sor/Wiz 3 to issue from someplace else, such as from Components: V, S, M/DF Components: V, S another creature, a statue, from behind a Casting Time: 1 standard action Casting Time: 1 standard action door, down a passage, etc. You can speak in Range: Medium (100 ft. + 10 ft./level) Range: Touch any language you know. With respect to Effect: Opaque sheet of flame up to 20 ft. Target: Living creature touched such voices and sounds, anyone who hears long/level or a ring of fire with a Duration: Instantaneous/1 hour; the sound and rolls a successful save radius of up to 5 ft. per two levels; see text recognizes it as illusory (but still hears it). either form 20 ft. high Saving Throw: None Focus: A parchment rolled up into a Duration: Concentration + 1 Spell Resistance: Yes small cone. round/level Saving Throw: None

You must succeed on a melee touch attack. Spell Resistance: Yes Your touch deals 1d6 points of damage per Virtue two caster levels (maximum 10d6). You Transmutation An immobile, blazing curtain of shimmer- gain temporary hit points equal to the Level: Clr 0, Drd 0, Pal 1 ing violet fire springs into existence. One damage you deal. However, you can’t gain Components: V, S, DF side of the wall, selected by you, sends more than the subject’s current hit points Casting Time: 1 standard action forth waves of heat, dealing 2d4 points of Range: Touch +10, which is enough to kill the subject. fire damage to creatures within 10 feet and Target: Creature touched The temporary hit points disappear 1 hour 1d4 points of fire damage to those past 10 Duration: 1 min. later. feet but within 20 feet. The wall deals this Saving Throw: Fortitude negates (harm- damage when it appears and on your turn

less) each round to all creatures in the area. In Veil Spell Resistance: Yes (harmless) addition, the wall deals 2d6 points of fire Illusion (Glamer) damage +1 point of fire damage per caster Level: Brd 6, Sor/Wiz 6 The subject gains 1 temporary hit point. level (maximum +20) to any creature pass- Components: V, S ing through it. The wall deals double Casting Time: 1 standard action Vision damage to undead creatures. Range: Long (400 ft. + 40 ft./level) Divination If you evoke the wall so that it appears Targets: One or more creatures, no two Level: Sor/Wiz 7 where creatures are, each creature takes of which can be more than 30 ft. apart Components: V, S, M, XP damage as if passing through the wall. Duration: Concentration + 1 hour/level Casting Time: 1 standard action If any 5-foot length of wall takes 20 (D) points of cold damage or more in 1 round, Saving Throw: Will negates; see text This spell functions like legend lore, except that length goes out. (Do not divide cold Spell Resistance: Yes; see text that it works more quickly but produces damage by 4, as normal for objects.) some strain on you. You pose a question Wall of fire can be made permanent with You instantly change the appearance of the about some person, place, or object, then a permanency spell. A permanent wall of fire subjects and then maintain that appear- cast the spell. If the person or object is at that is extinguished by cold damage ance for the spell’s duration. You can make hand or if you are in the place in question, becomes inactive for 10 minutes, then the subjects appear to be anything you you receive a vision about it by succeeding reforms at normal strength. wish. A party might be made to resemble a on a caster level check (1d20 +1 per caster Arcane Material Component: A small piece mixed band of sprites led by a treant. The level; maximum +25) against DC 20. If subjects look, feel, and smell just like the of phosphorus. only detailed information on the person, creatures the spell makes them resemble. place, or object is known, the DC is 25, and Affected creatures resume their normal the information gained is incomplete. If Wall of Force appearances if slain. You must succeed on a only rumors are known, the DC is 30, and Evocation [Force] Disguise check to duplicate the appearance the information gained is vague. Level: Sor/Wiz 5 of a specific individual. This spell gives you XP Cost: 100 XP. Components: V, S, M a +10 bonus on the check. Casting Time: 1 standard action

Unwilling targets can negate the spell’s Range: Close (25 ft. + 5 ft./2 levels) effect on them by making Will saves or Wail of the Banshee Effect: Wall whose area is up to one with spell resistance. Those who interact Necromancy [Death, Sonic] 10-ft. square/level with the subjects can attempt Will disbe- Level: Death 9, Sor/Wiz 9 Duration: 1 round /level (D) lief saves to see through the glamer, but Components: V Saving Throw: None spell resistance doesn’t help. Casting Time: 1 standard action Spell Resistance: No 298

A wall of force spell creates an invisible wall height that does not exceed 1,000 square If you desire, the wall can be created of force. The wall cannot move, it is feet). The plane can be oriented in any vertically resting on a flat surface but not immune to damage of all kinds, and it is fashion as long as it is anchored. A vertical attached to the surface, so that it can be unaffected by most spells, including dispel wall need only be anchored on the floor, tipped over to fall on and crush creatures magic. However, disintegrate immediately while a horizontal or slanting wall must be beneath it. The wall is 50% likely to tip in destroys it, as does a rod of cancellation, a anchored on two opposite sides. either direction if left unpushed. Creatures sphere of annihilation, or a Mordenkainen’s The wall is primarily defensive in nature can push the wall in one direction rather disjunction spell. Breath weapons and spells and is used to stop pursuers from than letting it fall randomly. A creature following you and the like. Each 10-foot must make a DC 40 Strength check to

cannot pass through the wall in either CHAPTER 11: direction, although dimension door, teleport, square of wall has 3 hit points per inch of push the wall over. Creatures with room to flee the falling wall may do so by making and similar effects can bypass the barrier. thickness. Creatures can hit the wall auto- SPELLS successful Reflex saves. Any Large or It blocks ethereal creatures as well as matically. A section of wall whose hit smaller creature that fails takes 10d6 points material ones (though ethereal creatures points drop to 0 is breached. If a creature tries to break through the wall with a of damage. The wall cannot crush Huge can usually get around the wall by floating single attack, the DC for the Strength and larger creatures. under or over it through material floors Like any iron wall, this wall is subject to and ceilings). Gaze attacks can operate check is 15 + caster level. Even when the ice has been broken rust, perforation, and other natural through a wall of force. through, a sheet of frigid air remains. Any phenomena. The caster can form the wall into a flat, Material Component: A small piece of vertical plane whose area is up to one 10- creature stepping through it (including the one who broke through the wall) takes 1d6 sheet iron plus gold dust worth 50 gp (1 foot square per level. The wall must be pound of gold dust). points of cold damage +1 point per caster continuous and unbroken when formed. If level (no save). its surface is broken by any object or Wall of Stone creature, the spell fails. Hemisphere: The wall takes the form of a Conjuration (Creation) [Earth] Wall of force can be made permanent hemisphere whose maximum radius is 3 Level: Clr 5, Drd 6, Earth 5, Sor/Wiz 5 with a permanency spell. feet + 1 foot per caster level. Thus, a 7th- Components: V, S, M/DF Material Component: A pinch of powder level caster can create a hemisphere 10 feet Casting Time: 1 standard action made from a clear gem. in radius. The hemisphere is as hard to break Range: Medium (100 ft. + 10 ft./level) through as the ice plane form, but it does Effect: Stone wall whose area is up to not deal damage to those who go through a Wall of Ice one 5-ft. square/level (S) breach. Evocation [Cold] Duration: Instantaneous Level: Sor/Wiz 4 Material Component: A small piece of Saving Throw: See text Components: V, S, M quartz or similar rock crystal. Spell Resistance: No Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Wall of Iron This spell creates a wall of rock that Effect: Anchored plane of ice, up to one Conjuration (Creation) merges into adjoining rock surfaces. It is 10-ft. square/level, or hemisphere of Level: Sor/Wiz 6 typically employed to close passages, ice with a radius of up to 3 ft. + Components: V, S, M portals, and breaches against opponents. A 1 ft./level Casting Time: 1 standard action wall of stone is 1 inch thick per four caster Duration: 1 min./level Range: Medium (100 ft. + 10 ft./level) levels and composed of up to one 5-foot Saving Throw: Reflex negates; see text Effect: Iron wall whose area is up to one square per level. You can double the wall’s Spell Resistance: Yes 5-ft. square/level; see text Duration: Instantaneous This spell creates an anchored plane of ice Saving Throw: See text or a hemisphere of ice, depending on the Spell Resistance: No version selected. A wall of ice cannot form in an area occupied by physical objects or You cause a flat, vertical iron wall to spring creatures. Its surface must be smooth and into being. This wall can be used to seal off unbroken when created. Any creature a passage or close a breach, for the wall adjacent to the wall when it is created may inserts itself into any surrounding attempt a Reflex save to disrupt the wall as nonliving material if its area is sufficient it is being formed. A successful save to do so. The wall cannot be conjured so indicates that the spell automatically fails. that it occupies the same space as a Fire, including a fireball spell and red creature or another object. It must always dragon breath, can melt a wall of ice, and it be a flat plane, though you can shape its deals full damage to the wall (instead of the edges to fit the available space. normal half damage taken by objects). A wall of iron is 1 inch thick per four Suddenly melting a wall of ice creates a caster levels. You can double the wall’s great cloud of steamy fog that lasts for 10 area by halving its thickness. Each 5-foot minutes. square of the wall has 30 hit points Ice Plane: A sheet of strong, hard ice ap- per inch of thickness and hardness pears. The wall is 1 inch thick per caster 10. A section of wall whose hit level. It covers up to a 10-foot-square area points drop to 0 is breached. If a per caster level (so a 10th-level wizard can creature tries to break through the wall create a wall of ice 100 feet long and 10 feet with a single attack, the DC for the high, a wall 50 feet long and 20 feet high, Strength check is 25 + 2 per inch of or some other combination of length and thickness. 299

area by halving its thickness. The wall but any creature attempting to break morningstar) as eight, a Gargantuan object cannot be conjured so that it occupies the through takes that much less time to force (such as a keelboat) as sixteen, and a same space as a creature or another object. its way through the barrier. Colossal object (such as a sailing ship) as Unlike a wall of iron, you can create a Creatures can force their way slowly thirty-two. wall of stone in almost any shape you desire. through the wall by making a Strength Alternatively, you can unwarp wood The wall created need not be vertical, nor check as a full-round action. For every 5 (effectively warping it back to normal) rest upon any firm foundation; however, it points by which the check exceeds 20, a with this spell, straightening wood that has must merge with and be solidly supported creature moves 5 feet (up to a maximum been warped by this spell or by other by existing stone. It can be used to bridge a distance equal to its normal land speed). means. Make whole, on the other hand, chasm, for instance, or as a ramp. For this For example, a creature that rolled 25 on does no good in repairing a warped item.

use, if the span is more than 20 feet, the its Strength check could move 5 feet in a You can combine multiple consecutive wall must be arched and buttressed. This round. Of course, moving or attempting to warp wood spells to warp (or unwarp) an requirement reduces the spell’s area by move through the thorns incurs damage as object that is too large for you to warp with

SPELLS half. Thus, a 20th-level caster can create a single spell. span with a surface area of ten 5-foot described above. A creature trapped in the Until the object is completely warped, it CHAPTER 11: squares. The wall can be crudely shaped to thorns can choose to remain motionless in allow crenellations, battlements, and so order to avoid taking any more damage. suffers no ill effects. forth by likewise reducing the area. Any creature within the area of the spell Like any other stone wall, this one can when it is cast takes damage as if it had Water Breathing be destroyed by a disintegrate spell or by moved into the wall and is caught inside. Transmutation normal means such as breaking and chip- In order to escape, it must attempt to push Level: Clr 3, Drd 3, Sor/Wiz 3, Water 3 ping. Each 5-foot square of the wall has 15 its way free, or it can wait until the spell Components: V, S, M/DF hit points per inch of thickness and hard- ends. Creatures with the ability to pass Casting Time: 1 standard action ness 8. A section of wall whose hit points through overgrown areas unhindered can Range: Touch drop to 0 is breached. If a creature tries to pass through a wall of thorns at normal Target: Living creatures touched break through the wall with a single attack, speed without taking damage. Duration: 2 hours/level; see text the DC for the Strength check is 20 + 2 per A wall of thorns can be breached by slow Saving Throw: Will negates (harmless) inch of thickness. It is possible, but difficult, to trap mo- work with edged weapons. Chopping away Spell Resistance: Yes (harmless) bile opponents within or under a wall of at the wall creates a safe passage 1 foot stone, provided the wall is shaped so it can deep for every 10 minutes of work. Normal The transmuted creatures can breathe wa- hold the creatures. Creatures can avoid fire cannot harm the barrier, but magical ter freely. Divide the duration evenly entrapment with successful Reflex saves. fire burns it away in 10 minutes. among all the creatures you touch. Arcane Material Component: A small Despite its appearance, a wall of thorns is The spell does not make creatures un- block of granite. not actually a living plant, and thus is able to breathe air. unaffected by spells that affect plants. Arcane Material Component: A short reed Wall of Thorns or piece of straw. Conjuration (Creation) Warp Wood Level: Drd 5, Plant 5 Transmutation Water Walk Components: V, S Level: Drd 2 Transmutation [Water] Casting Time: 1 standard action Components: V, S Level: Clr 3, Rgr 3 Range: Medium (100 ft. + 10 ft./level) Casting Time: 1 standard action Components: V, S, DF Effect: Wall of thorny brush, up to one Range: Close (25 ft. + 5 ft./2 levels) Casting Time: 1 standard action 10-ft. cube/level (S) Target: 1 Small wooden object/level, all Range: Touch Duration: 10 min./level (D) within a 20-ft. radius Targets: One touched creature/level Saving Throw: None Duration: Instantaneous Duration: 10 min./level (D) Spell Resistance: No Saving Throw: Will negates (harmless) Saving Throw: Will negates (object) A wall of thorns spell creates a barrier of Spell Resistance: Yes (object) Spell Resistance: Yes (harmless) very tough, pliable, tangled brush bearing needle-sharp thorns as long as a human’s You cause wood to bend and warp, per- The transmuted creatures can tread on any finger. Any creature forced into or manently destroying its straightness, form, liquid as if it were firm ground. Mud, oil, attempting to move through a wall of thorns and strength. A warped door springs open snow, quicksand, running water, ice, and takes slashing damage per round of (or becomes stuck, requiring a Strength even lava can be traversed easily, since the movement equal to 25 minus the creature’s check to open, at your option). A boat or subjects’ feet hover an inch or two above AC. Dexterity and dodge bonuses to AC do ship springs a leak. Warped ranged the surface. (Creatures crossing molten not count for this calculation. (Creatures weapons are useless. A warped melee lava still take damage from the heat with an Armor Class of 25 or higher, weapon causes a –4 penalty on attack rolls. because they are near it.) The subjects can without considering Dexterity and dodge You may warp one Small or smaller ob- walk, run, charge, or otherwise move bonuses, take no damage from contact ject (such as a wagon wheel or a human’s across the surface as if it were normal with the wall.) crossbow) or its equivalent per caster level. ground. You can make the wall as thin as 5 feet A Medium object (such as an oar or a If the spell is cast underwater (or while thick, which allows you to shape the wall human’s spear) counts as two Small ob- the subjects are partially or wholly sub- as a number of 10-by-10-by-5-foot blocks jects, a Large object (such as a rowboat or a merged in whatever liquid they are in), the equal to twice your caster level. This has no hill giant’s greatclub) as four, a Huge subjects are borne toward the surface at 60 effect on the damage dealt by the thorns, object (such as a wagon or a cloud giant’s feet per round until they can stand on it. 300

Waves of Exhaustion initial Reflex save or a later Strength check such as move straight ahead, zigzag, circle, Necromancy or Escape Artist check), a creature remains or the like. Directing the cyclone’s Level: Sor/Wiz 7 entangled, but may move through the web movement or changing its programmed Components: V, S very slowly. Each round devoted to mov- movement is a standard action for you. The Casting Time: 1 standard action ing allows the creature to make a new cyclone always moves during your turn. If Range: 60 ft. Strength check or Escape Artist check. The the cyclone exceeds the spell’s range, it Area: Cone-shaped burst creature moves 5 feet for each full 5 points moves in a random, uncontrolled fashion Duration: Instantaneous by which the check result exceeds 10. for 1d3 rounds—possibly endangering you Saving Throw: No If you have at least 5 feet of web be- or your allies—and then dissipates. (You CHAPTER 11: Spell Resistance: Yes tween you and an opponent, it provides can’t regain control of the cyclone, even if comes back within range.) cover. If you have at least 20 feet of web SPELLS Any Large or smaller creature that Waves of negative energy cause all living between you, it provides total cover (see comes in contact with the spell effect must creatures in the spell’s area to become ex- Cover, page 150). hausted. This spell has no effect on a crea- succeed on a Reflex save or take 3d6 points The strands of a web spell are flammable. of damage. A Medium or smaller creature ture that is already exhausted. A magic flaming sword can slash them away that fails its first save must succeed on a as easily as a hand brushes away cobwebs. second one or be picked up bodily by the Waves of Fatigue Any fire—a torch, burning oil, a flaming cyclone and held suspended in its Necromancy sword, and so forth—can set the webs powerful winds, taking 1d8 points of Level: Sor/Wiz 5 alight and burn away 5 square feet in 1 damage each round on your turn with no Components: V, S round. All creatures within flaming webs save allowed. You may direct the cyclone Casting Time: 1 standard action take 2d4 points of fire damage from the to eject any carried creatures whenever Range: 30 ft. flames. you wish, depositing the hapless souls Area: Cone-shaped burst Web can be made permanent with a per- wherever the cyclone happens to be when Duration: Instantaneous manency spell. A permanent web that is they are released. Saving Throw: No damaged (but not destroyed) regrows in 10

Spell Resistance: Yes minutes. Material Component: A bit of spider web. Whispering Wind Waves of negative energy render all living Transmutation [Air] creatures in the spell’s area fatigued. This Level: Brd 2, Sor/Wiz 2 spell has no effect on a creature that is Weird Components: V, S Illusion (Phantasm) [Fear, Mind- already fatigued. Casting Time: 1 standard action Affecting] Range: 1 mile/level Level: Sor/Wiz 9 Area: 10-ft.-radius spread Web Targets: Any number of creatures, no Conjuration (Creation) Duration: No more than 1 hour/level or two of which can be more than 30 ft. Level: Sor/Wiz 2 until discharged (destination is apart Components: V, S, M reached)

Casting Time: 1 standard action Saving Throw: None This spell functions like phantasmal killer, Range: Medium (100 ft. + 10 ft./level) Spell Resistance: No except it can affect more than one creature. Effect: Webs in a 20-ft.-radius spread Only the affected creatures see the Duration: 10 min./level (D) You send a message or sound on the wind phantasmal creatures attacking them, Saving Throw: Reflex negates; see text to a designated spot. The whispering wind though you see the attackers as shadowy Spell Resistance: No travels to a specific location within range shapes. that is familiar to you, provided that it can Web creates a many-layered mass of strong, If a subject’s Fortitude save succeeds, it find a way to the location. (It can’t pass sticky strands. These strands trap those still takes 3d6 points of damage and is through walls, for instance.) A whispering caught in them. The strands are similar to stunned for 1 round. The subject also takes wind is as gentle and unnoticed as a zephyr spider webs but far larger and tougher. 1d4 points of temporary Strength damage. until it reaches the location. It then These masses must be anchored to two or delivers its whisper-quiet message or other more solid and diametrically opposed Whirlwind sound. Note that the message is delivered points—floor and ceiling, opposite walls, Evocation [Air] regardless of whether anyone is present to or the like—or else the web collapses upon Level: Air 8, Drd 8 hear it. The wind then dissipates. You can itself and disappears. Creatures caught Components: V, S, DF prepare the spell to bear a message of no within a web become entangled among the Casting Time: 1 standard action more than twenty-five words, cause the gluey fibers. Attacking a creature in a web Range: Long (400 ft. + 40 ft./level) spell to deliver other sounds for 1 round, won’t cause you to become entangled. Effect: Cyclone 10 ft. wide at base, 30 ft. or merely have the whispering wind seem to Anyone in the effect’s area when the wide at top, and 30 ft. tall be a faint stirring of the air. You can spell is cast must make a Reflex save. If this Duration: 1 round/level (D) likewise cause the whispering wind to move save succeeds, the creature is entangled, Saving Throw: Reflex negates; see text as slowly as 1 mile per hour or as quickly as but not prevented from moving, though Spell Resistance: Yes 1 mile per 10 minutes. When the spell moving is more difficult than normal for reaches its objective, it swirls and remains being entangled (see below). If the save This spell creates a powerful cyclone of in place until the message is delivered. As fails, the creature is entangled and can’t raging wind that moves through the air, with magic mouth, whispering wind cannot move from its space, but can break loose by along the ground, or over water at a speed speak verbal components, use command spending 1 round and making a DC 20 of 60 feet per round. You can concentrate words, or activate magical effects. Strength check or a DC 25 Escape Artist on controlling the cyclone’s every check. Once loose (either by making the movement or specify a simple program., 301

Wind Walk object.) Tiny and Small flying creatures bonus, and so on). Inherent bonuses are Transmutation [Air] cannot pass through the barrier. Loose instantaneous, so they cannot be Level: Clr 6, Drd 7 materials and cloth garments fly upward dispelled. Note: An inherent bonus may when caught in a wind wall. Arrows and Components: V, S, DF not exceed +5 for a single ability score, bolts are deflected upward and miss, while Casting Time: 1 standard action and inherent bonuses to a particular any other normal ranged weapon passing ability score do not stack, so only the Range: Touch through the wall has a 30% miss chance. (A Targets: You and one touched creature best one applies. giant-thrown boulder, a siege engine Remove injuries and afflictions. A single per three levels projectile, and other massive ranged Duration: 1 hour/level (D); see text wish can aid one creature per caster weapons are not affected.) Gases, most level, and all subjects are cured of the Saving Throw: No and Will negates gaseous breath weapons, and creatures in same kind of affliction. For example, (harmless) gaseous form cannot pass through the wall you could heal all the damage you and Spell Resistance: No and Yes (harmless) (although it is no barrier to incorporeal creatures). your companions have taken, or remove SPELLS You alter the substance of your body to a While the wall must be vertical, you can all poison effects from everyone in the cloudlike vapor (as the gaseous form spell) shape it in any continuous path along the party, but not do both with the same CHAPTER 11: and move through the air, possibly at great ground that you like. It is possible to create wish. A wish can never restore the speed. You can take other creatures with cylindrical or square wind walls to enclose experience point loss from casting a you, each of which acts independently. specific points. A 5th-level caster can spell or the level or Constitution loss Normally, a wind walker flies at a speed create a wall up to 50 feet long and up to 25 from being raised from the dead. of 10 feet with perfect maneuverability. If feet high, sufficient to form a cylinder of Revive the dead. A wish can bring a dead desired by the subject, a magical wind wind 15 feet in diameter. creature back to life by duplicating a wafts a wind walker along at up to 600 feet Arcane Material Component: A tiny fan resurrection spell. A wish can revive a per round (60 mph) with poor maneu- and a feather of exotic origin. dead creature whose body has been verability. Wind walkers are not invisible destroyed, but the task takes two wishes, one to recreate the body and another to but rather appear misty and translucent. If Wish fully clothed in white, they are 80% likely infuse the body with life again. A wish Universal cannot prevent a character who was to be mistaken for clouds, fog, vapors, or Level: Sor/Wiz 9 brought back to life from losing an the like. Components: V, XP experience level. A wind walker can regain its physical Casting Time: 1 standard action Transport travelers. A wish can lift one form as desired and later resume the cloud Range: See text form. Each change to and from vaporous Target, Effect, or Area: See text creature per caster level from anywhere form takes 5 rounds, which counts toward Duration: See text on any plane and place those creatures the duration of the spell (as does any time Saving Throw: See text anywhere else on any plane regardless spent in physical form). As noted above, Spell Resistance: Yes of local conditions. An unwilling target you can dismiss the spell, and you can even gets a Will save to negate the effect, and dismiss it for individual wind walkers and Wish is the mightiest spell a wizard or sor- spell resistance (if any) applies. not others. cerer can cast. By simply speaking aloud, Undo misfortune. A wish can undo a For the last minute of the spell’s dura- you can alter reality to better suit you. single recent event. The wish forces a tion, a wind walker in cloud form auto- Even wish, however, has its limits. reroll of any roll made within the last matically descends 60 feet per round (for a A wish can produce any one of the fol- round (including your last turn). Reality total of 600 feet), though it may descend lowing effects. reshapes itself to accommodate the new faster if it wishes. This descent serves as a Duplicate any wizard or sorcerer spell of result. For example, a wish could undo warning that the spell is about to end. 8th level or lower, provided the spell is an opponent’s successful save, a foe’s not of a school prohibited to you. successful critical hit (either the attack roll or the critical roll), a friend’s failed Wind Wall Duplicate any other spell of 6th level or lower, provided the spell is not of a save, and so on. The reroll, however, Evocation [Air] may be as bad as or worse than the Level: Air 2, Clr 3, Drd 3, Rgr 2, Sor/ school prohibited to you. original roll. An unwilling target gets a Wiz 3 Duplicate any wizard or sorcerer spell of 7th level or lower even if it’s of a pro- Will save to negate the effect, and spell Components: V, S, M/DF resistance (if any) applies. Casting Time: 1 standard action hibited school. Duplicate any other spell of 5th level or Range: Medium (100 ft. + 10 ft./level) You may try to use a wish to produce Effect: Wall up to 10 ft./level long and lower even if it’s of a prohibited school. greater effects than these, but doing so is 5 ft./level high (S) Undo the harmful effects of many other geas/quest insanity dangerous. Such a wish gives the DM the Duration: 1 round/level spells, such as or . Create a nonmagical item of up to opportunity to fulfil your request without Saving Throw: None; see text 25,000 gp in value. fulfilling it completely. (The wish may Spell Resistance: Yes Create a magic item, or add to the pow- pervert your intent into a literal but un-

ers of an existing magic item. desirable fulfillment or only a partial An invisible vertical curtain of wind ap- pears. It is 2 feet thick and of considerable Grant a creature a +1 inherent bonus to fulfillment.) For example, wishing for a strength. It is a roaring blast sufficient to an ability score. Two to five wish spells staff of the magi might get you instantly blow away any bird smaller than an eagle, cast in immediate succession can grant a transported to the presence of the staff’s or tear papers and similar materials from creature a +2 to +5 inherent bonus to an current owner. Wishing to be immortal unsuspecting hands. (A Reflex save allows ability score (two wishes for a +2 in- could get you imprisioned in a hidden ex- a creature to maintain its grasp on an herent bonus, three for a +3 inherent tradimensional space (as by an imprison- 302 ment spell), where you could “live” indefi- Stunned: The creature is stunned for 1 An unwilling creature can’t be tele- nitely. round. ported by word of recall. Likewise, a crea- Duplicated spells allow saves and spell Confused: The creature is confused, as by ture’s Will save (or spell resistance) pre- resistance as normal (but save DCs are for the confusion spell, for 1d10 minutes. This vents items in its possession from being 9th-level spells). is a mind-affecting enchantment effect. teleported. Unattended, nonmagical ob- Material Component: When a wish dup- Killed: Living creatures die. Undead jects receive no saving throw. licates a spell with a material component creatures are destroyed. that costs more than 10,000 gp, you must Zone of Silence HD Effect Illusion (Glamer)

provide that component. CHAPTER 11: XP Cost: The minimum XP cost for Equal to caster level Deafened Level: Brd 4

casting wish is 5,000 XP. When a wish Up to caster level –1 Stunned, deafened Components: V, S SPELLS duplicates a spell that has an XP cost, you Up to caster level –5 Confused, stunned, Casting Time: 1 round must pay 5,000 XP or that cost, whichever deafened Range: Personal Up to caster level –10 Killed, confused, Area: 5-ft.-radius emanation centered on is more. When a wish creates or improves a stunned, deafened magic item, you must pay twice the normal you Duration: 1 hour/level (D) XP cost for crafting or improving the item, Furthermore, if you are on your home plus an additional 5,000 XP. plane when you cast this spell, nonchaotic By casting zone of silence, you manipulate extraplanar creatures within the area are sound waves in your immediate vicinity so Wood Shape instantly banished back to their home that you and those within the spell’s area Transmutation planes. Creatures so banished cannot can converse normally, yet no one outside Level: Drd 2 return for at least 24 hours. This effect can hear your voices or any other noises Components: V, S, DF takes place regardless of whether the from within, including language- Casting Time: 1 standard action creatures hear the word of chaos. The dependent or sonic spell effects (such as Range: Touch banishment effect allows a Will save (at a – command or shout). This effect is centered Target: One touched piece of wood no 4 penalty) to negate. on you and moves with you. Anyone who larger than 10 cu. ft. + 1 cu. ft./level Creatures whose HD exceed your caster enters the zone immediately becomes Duration: Instantaneous level are unaffected by word of chaos. subject to its effects, but those who leave Saving Throw: Will negates (object) Spell Resistance: Yes (object) are no longer affected. Note, however, that Word of Recall a successful Spot check to read lips can still Wood shape enables you to form one exist- Conjuration (Teleportation) reveal what’s said inside a zone of silence. ing piece of wood into any shape that suits Level: Clr 6, Drd 8 your purpose. For example, you can make a Components: V Zone of Truth wooden weapon, fashion a special Casting Time: 1 standard action Enchantment (Compulsion) [Mind- trapdoor, or sculpt a crude idol. This spell Range: Unlimited Affecting] also permits you to reshape a wood door to Target: You and touched objects or other Level: Clr 2, Pal 2 make an exit where one didn’t exist or to willing creatures Components: V, S, DF seal a door shut. While it is possible to Duration: Instantaneous Casting Time: 1 standard action make crude coffers, doors, and so forth, Saving Throw: None or Will negates Range: Close (25 ft. + 5 ft./2 levels) fine detail isn’t possible. There is a 30% (harmless, object) Area: 20-ft.-radius emanation chance that any shape that includes mov- Spell Resistance: No or Yes (harmless, Duration: 1 min./level ing parts simply doesn’t work. object) Saving Throw: Will negates Spell Resistance: Yes Word of Chaos Word of recall teleports you instantly back to your sanctuary when the word is ut- Evocation [Chaotic, Sonic] Creatures within the emanation area (or tered. You must designate the sanctuary Level: Chaos 7, Clr 7 those who enter it) can’t speak any delib- when you prepare the spell, and it must be Components: V erate and intentional lies. Each potentially a very familiar place. The actual point of Casting Time: 1 standard action affected creature is allowed a save to avoid arrival is a designated area no larger than Range: 40 ft. the effects when the spell is cast or when 10 feet by 10 feet. You can be transported Area: Nonchaotic creatures in a 40-ft.- the creature first enters the emanation any distance within a plane but cannot radius spread centered on you travel between planes. You can transport, area. Affected creatures are aware of this Duration: Instantaneous in addition to yourself, any objects you enchantment. Therefore, they may avoid Saving Throw: None or Will negates; carry, as long as their weight doesn’t answering questions to which they would see text exceed your maximum load. You may also normally respond with a lie, or they may Spell Resistance: Yes bring one additional willing Medium or be evasive as long as they remain within smaller creature (carrying gear or objects the boundaries of the truth. Creatures who Any nonchaotic creature within the area up to its maximum load) or its equivalent leave the area are free to speak as they who hears the word of chaos suffers the per three caster levels. A Large creature choose. following ill effects. counts as two Medium creatures, a Huge The effects are cumulative and concur- creature counts as two Large creatures, and rent. No saving throw is allowed against so forth. All creatures to be transported these effects. must be in contact with one another, and Deafened: The creature is deafened for at least one of those creatures must be in 1d4 rounds. contact with you. Exceeding this limit causes the spell to fail. 303