Doru Div Spells

word answer would be misleading or contrary to Charm Person (DC 13) 3/day the deity’s interests, a short phrase (five words School enchantment (charm) [mind-affecting]; or less) may be given as an answer instead. Level bard 1, sorcerer/wizard 1 The spell, at best, provides information Casting Time 1 standard action to aid character decisions. The entities Components V, S contacted structure their answers to further their Range close (25 ft. + 5 ft./2 levels) own purposes. If you lag, discuss the answers, Target one humanoid creature or go off to do anything else, the spell ends. Duration 1 hour/level Saving Throw Will negates; Spell Resistance yes Detect Good Constant This charm makes a humanoid creature regard you as its trusted friend and ally (treat the Detect Magic target’s attitude as friendly). If the creature is Constant currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on Invisibility (self only At Will) its saving throw. School illusion (glamer); Level bard 2, The spell does not enable you to control sorcerer/wizard 2 the charmed person as if it were an automaton, Casting Time 1 standard action but it perceives your words and actions in the Components V, S, M/DF (an eyelash encased most favorable way. You can try to give the in gum ) subject orders, but you must win an opposed Range personal or touch Charisma check to convince it to do anything it Target you or a creature or object weighing no wouldn’t ordinarily do. (Retries are not allowed.) more than 100 lbs./level An affected creature never obeys suicidal or Duration 1 min./level (D) obviously harmful orders, but it might be Saving Throw Will negates (harmless) or Will convinced that something very dangerous is negates (harmless, object); Spell Resistance worth doing. Any act by you or your apparent yes (harmless) or yes (harmless, object) allies that threatens the charmed person breaks The creature or object touched becomes the spell. You must speak the person’s language invisible. If the recipient is a creature carrying to communicate your commands, or else be gear, that vanishes, too. If you cast the spell on good at pantomiming. someone else, neither you nor your allies can see the subject, unless you can normally see Commune (CL 12th, 6 invisible things or you employ magic to do so. Items dropped or put down by an questions) 1/week invisible creature become visible; items picked School divination; Level cleric 5 up disappear if tucked into the clothing or Casting Time 10 minutes pouches worn by the creature. Light, however, Components V, S, M (holy or unholy water and never becomes invisible, although a source of incense worth 500 gp), DF light can become so (thus, the effect is that of a Range personal light with no visible source). Any part of an item Target you that the subject carries but that extends more Duration 1 round/level than 10 feet from it becomes visible. You contact your deity—or agents Of course, the subject is not magically thereof—and ask questions that can be silenced, and certain other conditions can render answered by a simple yes or no. (A cleric of no the recipient detectable (such as swimming in particular deity contacts a philosophically allied water or stepping in a puddle). If a check is deity.) You are allowed one such question per required, a stationary invisible creature has a caster level. The answers given are correct +40 bonus on its Stealth checks. This bonus is within the limits of the entity’s knowledge. reduced to +20 if the creature is moving. The “Unclear” is a legitimate answer, because spell ends if the subject attacks any creature. powerful beings of the Outer Planes are not For purposes of this spell, an attack includes necessarily omniscient. In cases where a one- any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on This spell creates the visual illusion of the invisible character’s perceptions. Actions an object, creature, or force, as visualized by directed at unattended objects do not break the you. The illusion does not create sound, smell, spell. Causing harm indirectly is not an attack. texture, or temperature. You can move the Thus, an invisible being can open doors, talk, image within the limits of the size of the effect. eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge Suggestion while enemies are on the bridge, remotely (DC 15) 1/day trigger traps, open a portcullis to release attack School enchantment (compulsion) [language- dogs, and so forth. If the subject attacks directly, dependent, mind-affecting]; however, it immediately becomes visible along Level bard 2, sorcerer/wizard 3 with all its gear. Spells such as bless that Casting Time 1 standard action specifically affect allies but not foes are not Components V, M (a snake’s tongue and a attacks for this purpose, even when they include honeycomb) foes in their area. Range close (25 ft. + 5 ft./2 levels) Invisibility can be made permanent (on Target one living creature objects only) with a permanency spell. Duration 1 hour/level or until completed Saving Throw Will negates; Spell Resistance yes Minor Image (DC 14) 3/day You influence the actions of the target School illusion (figment); Level bard 2, creature by suggesting a course of activity sorcerer/wizard 2 (limited to a sentence or two). The suggestion Duration concentration + 2 rounds must be worded in such a manner as to make This spell functions like silent image, the activity sound reasonable. Asking the except that minor image includes some minor creature to do some obviously harmful act sounds but not understandable speech. automatically negates the effect of the spell. The suggested course of activity can Silent Image continue for the entire duration. If the suggested School illusion (figment); Level bard 1, activity can be completed in a shorter time, the sorcerer/wizard 1 spell ends when the subject finishes what it was Casting Time 1 standard action asked to do. You can instead specify conditions Components V, S, F (a bit of fleece) that will trigger a special activity during the Range long (400 ft. + 40 ft./level) duration. If the condition is not met before the Effect visual figment that cannot extend beyond spell duration expires, the activity is not four 10-ft. cubes performed. + one 10-ft. cube/level (S) A very reasonable suggestion causes Duration concentration the save to be made with a penalty (such as –1 Saving Throw Will disbelief (if interacted with); or –2). Spell Resistance no

Aghash Div Spells

doesn’t exceed your maximum load. You may Bestow (DC 18) At Will also bring one additional willing Medium or School necromancy; Level cleric 3, smaller creature (carrying gear or objects up to sorcerer/wizard 4 its maximum load) or its equivalent per three Casting Time 1 standard action caster levels. A Large creature counts as two Components V, S Medium creatures, a Huge creature counts as Range touch two Large creatures, and so forth. All creatures Target creature touched to be transported must be in contact with one Duration permanent another, and at least one of those creatures Saving Throw Will negates; Spell Resistance must be in contact with you. yes If you arrive in a place that is already You place a curse on the subject. occupied by a solid body, you and each creature Choose one of the following. traveling with you take 1d6 points of damage • –6 decrease to an ability score and are shunted to a random open space on a (minimum 1). suitable surface within 100 feet of the intended • –4 penalty on attack rolls, saves, ability location. checks, and skill checks. If there is no free space within 100 feet, • Each turn, the target has a 50% you and each creature traveling with you take an chance to act normally; otherwise, it takes no additional 2d6 points of damage and are action. shunted to a free space within 1,000 feet. If You may also invent your own curse, there is no free space within 1,000 feet, you and but it should be no more powerful than those each creature travelling with you take an described above. additional 4d6 points of damage and the spell The curse bestowed by this spell cannot simply fails. be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Minor Image (DC 16) At Will Bestow curse counters remove curse. School illusion (figment); Level bard 2, sorcerer/wizard 2 Duration concentration + 2 rounds Detect Good At Will This spell functions like silent image, except that minor image includes some minor Detect Magic At Will sounds but not understandable speech.

Silent Image Dimension Door At Will School illusion (figment); Level bard 1, School conjuration (teleportation); Level bard 4, sorcerer/wizard 1 sorcerer/wizard 4 Casting Time 1 standard action Casting Time 1 standard action Components V, S, F (a bit of fleece) Components V Range long (400 ft. + 40 ft./level) Range long (400 ft. + 40 ft./level) Effect visual figment that cannot extend beyond Target you and touched objects or other four 10-ft. cubes touched willing creatures + one 10-ft. cube/level (S) Duration instantaneous Duration concentration Saving Throw none and Will negates (object); Saving Throw Will disbelief (if interacted with); Spell Resistance no and yes (object) Spell Resistance no You instantly transfer yourself from your This spell creates the visual illusion of current location to any other spot within range. an object, creature, or force, as visualized by You always arrive at exactly the spot desired— you. The illusion does not create sound, smell, whether by simply visualizing the area or by texture, or temperature. You can move the stating direction. After using this spell, you can’t image within the limits of the size of the effect. take any other actions until your next turn. You can bring along objects as long as their weight Spectral Hand At Will Suggestion (DC 17) 1/day School necromancy; Level sorcerer/wizard 2 School enchantment (compulsion) [language- Casting Time 1 standard action dependent, mind-affecting]; Components V, S Level bard 2, sorcerer/wizard 3 Range medium (100 ft. + 10 ft./level) Casting Time 1 standard action Effect one spectral hand Components V, M (a snake’s tongue and a Duration 1 min./level (D) honeycomb) Saving Throw none; Spell Resistance no Range close (25 ft. + 5 ft./2 levels) A ghostly hand shaped from your life Target one living creature force materializes and moves as you desire, Duration 1 hour/level or until completed allowing you to deliver low-level, touch range Saving Throw Will negates; Spell Resistance spells at a distance. On casting the spell, you yes lose 1d4 hit points that return when the spell You influence the actions of the target ends (even if it is dispelled), but not if the hand creature by suggesting a course of activity is destroyed. (The hit points can be healed as (limited to a sentence or two). The suggestion normal.) For as long as the spell lasts, any touch must be worded in such a manner as to make range spell of 4th level or lower that you cast the activity sound reasonable. Asking the can be delivered by the spectral hand. The spell creature to do some obviously harmful act gives you a +2 bonus on your melee touch automatically negates the effect of the spell. attack roll, and attacking with the hand counts The suggested course of activity can normally as an attack. The hand always strikes continue for the entire duration. If the suggested from your direction. The hand cannot flank activity can be completed in a shorter time, the targets like a creature can. After it delivers a spell ends when the subject finishes what it was spell, or if it goes beyond the spell range or goes asked to do. You can instead specify conditions out of your sight, the hand returns to you and that will trigger a special activity during the hovers. duration. If the condition is not met before the The hand is incorporeal and thus cannot spell duration expires, the activity is not be harmed by normal weapons. It has improved performed. evasion (half damage on a failed Reflex save A very reasonable suggestion causes and no damage on a successful save), your the save to be made with a penalty (such as –1 save bonuses, and an AC of 22 (+8 size, +4 or –2). natural armor). Your Intelligence modifier applies to the hand’s AC as if it were the hand’s Summon Dexterity modifier. The hand has 1 to 4 hit (level 3, 1d2 dorus points, the same number that you lost in creating 25%)1/day it.

Green Spells

Dancing lights can be made permanent Alter Self At Will with a permanency spell. School transmutation (polymorph); Level bard 2, sorcerer/wizard 2 Casting Time 1 standard action Sound (DC 12) At Will Components V, S, M (a piece of the creature School illusion (figment); Level bard 0, whose form you plan to assume) sorcerer/wizard 0 Range personal Casting Time 1 standard action Target you Components V, S, M (a bit of wool or a small Duration 1 min./level (D) lump of wax) When you cast this spell, you can Range close (25 ft. + 5 ft./2 levels) assume the form of any Small or Medium Effect illusory sounds creature of the humanoid type. If the form you Duration 1 round/level (D) assume has any of the following abilities, you Saving Throw Will disbelief; Spell Resistance gain the listed ability: darkvision 60 feet, low- no light vision, scent, and swim 30 feet. Ghost sound allows you to create a Small creature: If the form you take is volume of sound that rises, recedes, that of a Small humanoid, you gain a +2 size approaches, or remains at a fixed place. You bonus to your Dexterity. choose what type of sound ghost sound creates Medium creature: If the form you take is when casting it and cannot thereafter change that of a Medium humanoid, you gain a +2 size the sound’s basic character. bonus to your Strength. The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level Dancing Lights At Will (maximum 40 humans). Thus, talking, singing, School evocation [light]; Level bard 0, shouting, walking, marching, or running sounds sorcerer/wizard 0 can be created. The noise a ghost sound spell Casting Time 1 standard action produces can be virtually any type of sound Components V, S within the volume limit. A horde of rats running Range medium (100 ft. + 10 ft./level) and squeaking is about the same volume as Effect Up to four lights, all within a 10-ft.-radius eight humans running and shouting. A roaring area lion is equal to the noise from 16 humans, while Duration 1 minute (D) a roaring dragon is equal to the noise from 32 Saving Throw none; Spell Resistance no humans. Anyone who hears a ghost sound Depending on the version selected, you receives a Will save to disbelieve. create up to four lights that resemble lanterns or Ghost sound can enhance the torches (and cast that amount of light), or up to effectiveness of a silent image spell. four glowing spheres of light (which look like will- Ghost sound can be made permanent o’-wisps), or one faintly glowing, vaguely with a permanency spell. humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no Invisibility (At Will) concentration required): forward or back, up or School illusion (glamer); Level bard 2, down, straight or turning corners, or the like. The sorcerer/wizard 2 lights can move up to 100 feet per round. A light Casting Time 1 standard action winks out if the distance between you and it Components V, S, M/DF (an eyelash encased exceeds the spell’s range. in gum arabic) You can only have one dancing lights Range personal or touch spell active at any one time. If you cast this spell Target you or a creature or object weighing no while another casting is still in effect, the more than 100 lbs./level previous casting is dispelled. If you make this Duration 1 min./level (D) spell permanent, it does not count against this limit. Saving Throw Will negates (harmless) or Will The subject or subjects of this spell do negates (harmless, object); Spell Resistance not leave footprints or a scent trail while moving. yes (harmless) or yes (harmless, object) Tracking the subjects is impossible by The creature or object touched becomes nonmagical means. invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can Pyrotechnics (DC 14) At Will see the subject, unless you can normally see School transmutation; Level bard 2, invisible things or you employ magic to do so. sorcerer/wizard 2 Items dropped or put down by an Casting Time 1 standard action invisible creature become visible; items picked Components V, S, M (one fire source) up disappear if tucked into the clothing or Range long (400 ft. + 40 ft./level) pouches worn by the creature. Light, however, Target one fire source, up to a 20-ft. cube never becomes invisible, although a source of Duration 1d4+1 rounds, or 1d4+1 rounds after light can become so (thus, the effect is that of a creatures leave the smoke cloud; see text light with no visible source). Any part of an item Saving Throw Will negates or Fortitude that the subject carries but that extends more negates; see text; Spell Resistance yes or no; than 10 feet from it becomes visible. see text Of course, the subject is not magically Pyrotechnics turns a fire into a burst of silenced, and certain other conditions can render blinding fireworks or a thick cloud of choking the recipient detectable (such as swimming in smoke, depending on your choice. The spell water or stepping in a puddle). If a check is uses one fire source, which is immediately required, a stationary invisible creature has a extinguished. A fire so large that it exceeds a +40 bonus on its Stealth checks. This bonus is 20-foot cube is only partly extinguished. Magical reduced to +20 if the creature is moving. The fires are not extinguished, although a fire-based spell ends if the subject attacks any creature. creature used as a source takes 1 point of For purposes of this spell, an attack includes damage per caster level. any spell targeting a foe or whose area or effect Fireworks: The fireworks are a flashing, includes a foe. Exactly who is a foe depends on fiery, momentary burst of glowing, colored aerial the invisible character’s perceptions. Actions lights. This effect causes creatures within 120 directed at unattended objects do not break the feet of the fire source to become blinded for spell. Causing harm indirectly is not an attack. 1d4+1 rounds (Will negates). These creatures Thus, an invisible being can open doors, talk, must have line of sight to the fire to be affected. eat, climb stairs, summon monsters and have Spell resistance can prevent blindness. them attack, cut the ropes holding a rope bridge Smoke Cloud: A stream of smoke while enemies are on the bridge, remotely billows out from the fire, forming a choking cloud trigger traps, open a portcullis to release attack that spreads 20 feet in all directions and lasts for dogs, and so forth. If the subject attacks directly, 1 round per caster level. All sight, even however, it immediately becomes visible along darkvision, is ineffective in or through the cloud. with all its gear. Spells such as bless that All within the cloud take –4 penalties to Strength specifically affect allies but not foes are not and Dexterity (Fortitude negates). These effects attacks for this purpose, even when they include last for 1d4+1 rounds after the cloud dissipates foes in their area. or after the creature leaves the area of the Invisibility can be made permanent (on cloud. Spell resistance does not apply. objects only) with a permanency spell. Tongues Constant Pass Without Trace Constant School divination; Level bard 2, cleric 4, School transmutation; Level druid 1, ranger 1 sorcerer/wizard 3 Casting Time 1 standard action Casting Time 1 standard action Components V, S, DF Components V, M/DF (a clay model of a Range touch ziggurat) Targets one creature/level touched Range touch Duration 1 hour/level (D) Target creature touched Saving Throw Will negates (harmless); Spell Duration 10 min./level Resistance yes (harmless) Saving Throw Will negates (harmless); Spell Water Breathing Resistance no Constant This spell grants the creature touched School transmutation; Level cleric 3, druid 3, the ability to speak and understand the language sorcerer/wizard 3 of any intelligent creature, whether it is a racial Casting Time 1 standard action tongue or a regional dialect. The subject can Components V, S, M/DF (short reed or piece of speak only one language at a time, although it straw) may be able to understand several languages. Range touch Tongues does not enable the subject to speak Target living creatures touched with creatures who don’t speak. The subject can Duration 2 hours/level; see text make itself understood as far as its voice Saving Throw Will negates (harmless); Spell carries. This spell does not predispose any Resistance yes (harmless) creature addressed toward the subject in any The transmuted creatures can breathe way. water freely. Divide the duration evenly among Tongues can be made permanent with a all the creatures you touch. The spell does not permanency spell. make creatures unable to breathe air.

Whispering Wind At Will Tree Shape At Will School transmutation [air]; Level bard 2, School transmutation; Level druid 2, ranger 3 sorcerer/wizard 2 Casting Time 1 standard action Casting Time 1 standard action Components V, S, DF Components V, S Range personal Range 1 mile/level Target you Area 10-ft.-radius spread Duration 1 hour/level (D) Duration no more than 1 hour/level or until This spell allows you to assume the discharged (destination is reached) form of a Large living tree or shrub or a Large Saving Throw none; Spell Resistance no dead tree trunk with a small number of limbs. You send a message or sound on the The exact type of tree, as well as its wind to a designated spot. The whispering wind appearance, is completely under your control. travels to a specific location within range that is Even the closest inspection cannot reveal that familiar to you, provided that it can find a way to the tree in question is actually a magically the location. A whispering wind is as gentle and concealed creature. To all normal tests you are, unnoticed as a zephyr until it reaches the in fact, a tree or shrub, although a detect magic location. It then delivers its whisper-quiet spell reveals a faint transmutation on the tree. message or other sound. Note that the message While in tree form, you can observe all that is delivered regardless of whether anyone is transpires around you just as if you were in your present to hear it. The wind then dissipates. normal form, and your hit points and save You can prepare the spell to bear a bonuses remain unaffected. You gain a +10 message of no more than 25 words, cause the natural armor bonus to AC but have an effective spell to deliver other sounds for 1 round, or Dexterity score of 0 and a speed of 0 feet. You merely have the whispering wind seem to be a are immune to critical hits while in tree form. All faint stirring of the air. You can likewise cause clothing and gear carried or worn changes with the whispering wind to move as slowly as 1 mile you. You can dismiss tree shape as a free action per hour or as quickly as 1 mile per 10 minutes. (instead of as a standard action). When the spell reaches its objective, it swirls and remains in place until the message is delivered. As with magic mouth, whispering wind cannot speak verbal components, use command words, or activate magical effects.

Night Hag Spells

Dream Haunting (Su) Heartstone (Su) A night hag can visit the dreams of All night carry a heartstone—a chaotic or targets by using a special periapt special gemstone worth at least 1,800 gp that is known as a heartstone to become ethereal, then worn as a periapt. A heartstone’s magic is fueled hovering over the creature. Once it does so, it by the hag’s spirit and proximity—once rides on the victim’s back until dawn. The separated from its owner (or upon the hag’s sleeper suffers tormenting dreams and takes 1 death), a heartstone retains its magic for only 24 point of Constitution drain upon awakening. Only hours before becoming a nonmagical gem another ethereal being can stop these nocturnal again. The heartstone instantly cures any intrusions by confronting and defeating the night disease contracted by the holder. In addition, a hag. heartstone provides a +2 resistance bonus on all saving throws (this bonus is included in the statistics block above). A night hag that loses this charm can no longer use etherealness or bind until it finds a replacement gemstone.

*** Deep Slumber (DC 16) At Will Detect Chaos Constant School enchantment (compulsion) [mind- Detect Evil affecting]; Level bard 3, sorcerer/wizard 3 Constant Range close (25 ft. + 5 ft./2 levels) Detect Good Constant This spell functions like sleep, except that it affects 10 HD of targets. Detect Law Constant Detect Magic Constant Sleep School enchantment (compulsion) [mind- affecting]; Level bard 1, sorcerer/wizard 1 Etherealness At Will (with Casting Time 1 round

Components V, S, M (fine sand, rose petals, or heartstone) a live cricket) School transmutation; Level cleric 9, Range medium (100 ft. + 10 ft./level) sorcerer/wizard 9 Area one or more living creatures within a 10-ft.- Range touch; see text radius burst Targets you and one other touched creature per Duration 1 min./level three levels Saving Throw Will negates; Spell Resistance Duration 1 min./level (D) yes Spell Resistance yes A sleep spell causes a magical slumber This spell functions like ethereal jaunt, to come upon 4 HD of creatures. Creatures with except that you and other willing creatures the fewest HD are affected first. Among joined by linked hands (along with their creatures with equal HD, those who are closest equipment) become ethereal. Besides yourself, to the spell’s point of origin are affected first. HD you can bring one creature per three caster that are not sufficient to affect a creature are levels to the Ethereal Plane. Once ethereal, the wasted. Sleeping creatures are helpless. subjects need not stay together. Slapping or wounding awakens an affected When the spell expires, all affected creature, but normal noise does not. Awakening creatures on the Ethereal Plane return to a creature is a standard action (an application of material existence. the aid another action). Sleep does not target unconscious creatures, constructs, or undead Ethereal Jaunt creatures. School transmutation; Level cleric 7, sorcerer/wizard 7 Casting Time 1 standard action Components V, S Range personal up disappear if tucked into the clothing or Target you pouches worn by the creature. Light, however, Duration 1 round/level (D) never becomes invisible, although a source of You become ethereal, along with your light can become so (thus, the effect is that of a equipment. For the duration of the spell, you are light with no visible source). Any part of an item in the Ethereal Plane, which overlaps the that the subject carries but that extends more Material Plane. When the spell expires, you than 10 feet from it becomes visible. return to material existence. Of course, the subject is not magically An ethereal creature is invisible, silenced, and certain other conditions can render insubstantial, and capable of moving in any the recipient detectable (such as swimming in direction, even up or down, albeit at half normal water or stepping in a puddle). If a check is speed. As an insubstantial creature, you can required, a stationary invisible creature has a move through solid objects, including living +40 bonus on its Stealth checks. This bonus is creatures. An ethereal creature can see and reduced to +20 if the creature is moving. The hear on the Material Plane, but everything looks spell ends if the subject attacks any creature. gray and ephemeral. Sight and hearing onto the For purposes of this spell, an attack includes Material Plane are limited to 60 feet. any spell targeting a foe or whose area or effect Force effects and abjurations affect an includes a foe. Exactly who is a foe depends on ethereal creature normally. Their effects extend the invisible character’s perceptions. Actions onto the Ethereal Plane from the Material Plane, directed at unattended objects do not break the but not vice versa. An ethereal creature can’t spell. Causing harm indirectly is not an attack. attack material creatures, and spells you cast Thus, an invisible being can open doors, talk, while ethereal affect only other ethereal things. eat, climb stairs, summon monsters and have Certain material creatures or objects have them attack, cut the ropes holding a rope bridge attacks or effects that work on the Ethereal while enemies are on the bridge, remotely Plane. trigger traps, open a portcullis to release attack Treat other ethereal creatures and dogs, and so forth. If the subject attacks directly, ethereal objects as if they were material. however, it immediately becomes visible along If you end the spell and become with all its gear. Spells such as bless that material while inside a material object (such as a specifically affect allies but not foes are not solid wall), you are shunted off to the nearest attacks for this purpose, even when they include open space and take 1d6 points of damage per foes in their area. 5 feet that you so travel. Invisibility can be made permanent (on objects only) with a permanency spell.

Invisibility (At Will) School illusion (glamer); Level bard 2, Magic Missile At Will sorcerer/wizard 2 School evocation [force]; Level sorcerer/wizard Casting Time 1 standard action 1 Components V, S, M/DF (an eyelash encased Casting Time 1 standard action in gum arabic) Components V, S Range personal or touch Range medium (100 ft. + 10 ft./level) Target you or a creature or object weighing no Targets up to five creatures, no two of which more than 100 lbs./level can be more than Duration 1 min./level (D) 15 ft. apart Saving Throw Will negates (harmless) or Will Duration instantaneous negates (harmless, object); Spell Resistance Saving Throw none; Spell Resistance yes yes (harmless) or yes (harmless, object) A missile of magical energy darts forth The creature or object touched becomes from your fingertip and strikes its target, dealing invisible. If the recipient is a creature carrying 1d4+1 points of force damage. gear, that vanishes, too. If you cast the spell on The missile strikes unerringly, even if someone else, neither you nor your allies can the target is in melee combat, so long as it has see the subject, unless you can normally see less than total cover or total concealment. invisible things or you employ magic to do so. Specific parts of a creature can’t be singled out. Items dropped or put down by an Objects are not damaged by the spell. invisible creature become visible; items picked For every two caster levels beyond 1st, Soul Bind you gain an additional missile—two at 3rd level, At Will (with three at 5th, four at 7th, and the maximum of five heartstone) missiles at 9th level or higher. If you shoot School necromancy; Level cleric 9, multiple missiles, you can have them strike a sorcerer/wizard 9 single creature or several creatures. A single Casting Time 1 standard action missile can strike only one creature. You must Components V, S, F (see text) designate targets before you check for spell Range close (25 ft. + 5 ft./2 levels) resistance or roll damage. Target corpse Duration permanent Ray of Enfeeblement (DC 14) At Will Saving Throw Will negates; Spell Resistance School necromancy; Level sorcerer/wizard 1 no Casting Time 1 standard action You draw the soul from a newly dead Components V, S body and imprison it in a black sapphire gem. Range close (25 ft. + 5 ft./2 levels) The subject must have been dead no more than Effect ray 1 round per caster level. The soul, once trapped Duration 1 round/level in the gem, cannot be returned through clone, Saving Throw Fortitude half; Spell Resistance raise dead, reincarnation, resurrection, true yes resurrection, or even a miracle or a wish. Only A coruscating ray springs from your by destroying the gem or dispelling the spell on hand. You must succeed on a ranged touch the gem can one free the soul (which is then still attack to strike a target. The subject takes a dead). penalty to Strength equal to 1d6+1 per two The focus for this spell is a black caster levels (maximum 1d6+5). The subject’s sapphire of at least 1,000 gp value for every HD Strength score cannot drop below 1. A possessed by the creature whose soul is to be successful Fortitude save reduces this penalty bound. If the gem is not valuable enough, it by half. This penalty does not stack with itself. shatters when the binding is attempted. (While Apply the highest penalty instead. creatures have no concept of level or HD as such, the value of the gem needed to trap an individual can be researched.)