Spells

Acid Arrow
Components: V, S, M, F
Conjuration (Creation) [Acid]
Level: Sor/Wiz 2
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: One arrow of acid
Duration: 1 round + 1 round per three levels
Saving Throw: None
Spell Resistance: No

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

Material Component: Powdered rhubarb leaf and an adder’s stomach.

Focus: A dart.

Acid Fog
Conjuration (Creation) [Acid]
Level: Sor/Wiz 6, Water 7
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Fog spreads in 20-ft. radius, 20 ft. high
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

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

Arcane Material Component: A pinch of dried, powdered peas combined with powdered animal hoof.

Acid Splash Conjuration (Creation) [Acid]

Level: Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One missile of acid Duration: Instantaneous Saving Throw: None Spell Resistance: No You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage.

Aid Enchantment (Compulsion) [Mind-Affecting]

Level: Clr 2, Good 2, Luck 2 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 1 min./level Saving Throw: None Spell Resistance: Yes (harmless) Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).

Air Walk Transmutation [Air]

Level: Air 4, Clr 4, Drd 4 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature (Gargantuan or smaller) touched Duration: 10 min./level Saving Throw: None Spell Resistance: Yes (harmless) The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half the air walker’s normal speed.

A strong wind (21+ mph) can push the subject along or hold it back. At the end of its turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.

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

You can cast air walk on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of air walk (counts as a trick; see Handle Animal skill) with one week of work and a DC 25 Handle Animal check.

Alarm Abjuration

Level: Brd 1, Rgr 1, Sor/Wiz 1 Components: V, S, F/DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 20-ft.-radius emanation centered on a point in space Duration: 2 hours/level (D) Saving Throw: None Spell Resistance: No Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.

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

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

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

Ethereal or astral creatures do not trigger the alarm.

Alarm can be made permanent with a permanency spell.

Arcane Focus: A tiny bell and a piece of very fine silver wire

Align Weapon Transmutation [see text]

Level: Clr 2 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Weapon touched or fifty projectiles (all of which must be in contact with each other at the time of casting) Duration: 1 min./level Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) Align weapon makes a weapon good, evil, lawful, or chaotic, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment.

You can’t cast this spell on a natural weapon, such as an unarmed strike.

When you make a weapon good, evil, lawful, or chaotic, align weapon is a good, evil, lawful, or chaotic spell, respectively.

Alter Self Transmutation

Level: Brd 2, Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level (D) You assume the form of a creature of the same type as your normal form. The new form must be within one size category of your normal size. The maximum HD of an assumed form is equal to your caster level, to a maximum of 5 HD at 5th level. You can change into a member of your own kind or even into yourself.

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

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

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

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

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

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

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

When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can’t wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form.

Analyze Dweomer Divination

Level: Brd 6, Sor/Wiz 6 Components: V, S, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One object or creature per caster level Duration: 1 round/level (D) Saving Throw: None or Will negates; see text Spell Resistance: No You discern all spells and magical properties present in a number of creatures or objects. Each round, you may examine a single creature or object that you can see as a free action. In the case of a magic item, you learn its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level.

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

Analyze dweomer does not function when used on an artifact.

Focus: A tiny lens of ruby or sapphire set in a small golden loop. The gemstone must be worth at least 1,500 gp.

Animal Growth Transmutation

Level: Drd 5, Rgr 4, Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Targets: Up to one animal (Gargantuan or smaller) per two levels, no two of which can be more than 30 ft. apart Duration: 1 min./level Saving Throw: Fortitude negates Spell Resistance: Yes A number of animals grow to twice their normal size and eight times their normal weight. This alteration changes each animal’s size category to the next largest, grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a –2 size penalty to Dexterity. The creature’s existing natural armor bonus increases by 2. The size change also affects the animal’s modifier to AC and attack rolls and its base damage. The animal’s space and reach change as appropriate to the new size, but its speed does not change.

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

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

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

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

Multiple magical effects that increase size do not stack.

Animal Messenger Enchantment (Compulsion) [Mind-Affecting]

Level: Brd 2, Drd 2, Rgr 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One Tiny animal Duration: One day/level Saving Throw: None; see text Spell Resistance: Yes You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions.

Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can’t find a destination on its own. You can attach some small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities.

During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it’s written in a language he or she doesn’t know, for example).

Material Component: A morsel of food the animal likes.

Animal Shapes Transmutation

Level: Animal 7, Drd 8 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: Up to one willing creature per level, all within 30 ft. of each other Duration: 1 hour/level (D) Saving Throw: None; see text Spell Resistance: Yes (harmless) You transform up to one willing creature per caster level into an animal of your choice; the spell has no effect on unwilling creatures. Use the alternate form special ability to determine each target’s new abilities. All creatures must take the same kind of animal form. Recipients remain in the animal form until the spell expires or until you dismiss it for all recipients. In addition, an individual subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone. The maximum HD of an assumed form is equal to the subject’s HD or your caster level, whichever is lower, to a maximum of 20 HD at 20th level.

Animal Trance Enchantment (Compulsion) [Mind-Affecting, Sonic]

Level: Brd 2, Drd 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: Animals or magical beasts with Intelligence 1 or 2 Duration: Concentration Saving Throw: Will negates; see text Spell Resistance: Yes Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected.

A magical beast, a dire animal, or an animal trained to attack or guard is allowed a saving throw; an animal not trained to attack or guard is not.

Animate Dead Necromancy [Evil]

Level: Clr 3, Death 3, Sor/Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: Touch Targets: One or more corpses touched Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.

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

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

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

Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.

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

Material Component: You must place a black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells.

Animate Objects Transmutation

Level: Brd 6, Chaos 6, Clr 6 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Targets: One Small object per caster level; see text Duration: 1 round/level Saving Throw: None Spell Resistance: No You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate.

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

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

Animate objects can be made permanent with a permanency spell.

Animate Plants Transmutation

Level: Drd 7, Plant 7 Components: V Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One Large plant per three caster levels or all plants within range; see text Duration: 1 round/level or 1 hour/level; see text Saving Throw: None Spell Resistance: No You imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object of the appropriate size category. You may animate one Large or smaller plant, or an equivalent number of larger plants, per three caster levels. A Huge plant counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal plant as eight. You can change the designated target or targets as a move action, as if directing an active spell.

Use the statistics for animated objects, except that plants smaller than Large usually don’t have hardness.

Animate plants cannot affect plant creatures, nor does it affect nonliving vegetable material.

Entangle: Alternatively, you may imbue all plants within range with a degree of mobility, which allows them to entwine around creatures in the area. This usage of the spell duplicates the effect of an entangle spell. Spell resistance does not keep creatures from being entangled. This effect lasts 1 hour per caster level.

Animate Rope Transmutation

Level: Brd 1, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One ropelike object, length up to 50 ft. + 5 ft./level; see text Duration: 1 round/level Saving Throw: None Spell Resistance: No You can animate a nonliving ropelike object. The maximum length assumes a rope with a 1-inch diameter.

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

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

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

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

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

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

Antilife Shell Abjuration

Level: Animal 6, Clr 6, Drd 6 Components: V, S, DF Casting Time: 1 round Range: 10 ft. Area: 10-ft.-radius emanation, centered on you Duration: 10 min./level (D) Saving Throw: None Spell Resistance: Yes You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures.

The effect hedges out animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, elementals, outsiders, or undead.

This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.

Antimagic Field Abjuration

Level: Clr 8, Magic 6, Protection 6, Sor/Wiz 6 Components: V, S, M/DF Casting Time: 1 standard action Range: 10 ft. Area: 10-ft.-radius emanation, centered on you Duration: 10 min./level (D) Saving Throw: None Spell Resistance: See text An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.

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

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

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

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

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

Arcane Material Component: A pinch of powdered iron or iron filings.

Antipathy Enchantment (Compulsion) [Mind-Affecting] Level: Drd 9, Sor/Wiz 8 Components: V, S, M/DF Casting Time: 1 hour Range: Close (25 ft. + 5 ft./2 levels) Target: One location (up to a 10-ft. cube/level) or one object Duration: 2 hours/level (D) Saving Throw: Will partial Spell Resistance: Yes You cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment to be repelled must be named. Creatures of the designated kind or alignment feel an overpowering urge to leave the area or to avoid the affected item. A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort reduces the creature’s Dexterity score by 4 points. Antipathy counters and dispels sympathy. Arcane Material Component: A lump of alum soaked in vinegar. Antiplant Shell Abjuration Level: Drd 4 Components: V, S, DF Casting Time: 1 standard action Range: 10 ft. Area: 10-ft.-radius emanation, centered on you Duration: 10 min./level (D) Saving Throw: None Spell Resistance: Yes The antiplant shell spell creates an invisible, mobile barrier that keeps all creatures within the shell protected from attacks by plant creatures or animated plants. As with many abjuration spells, forcing the barrier against creatures that the spell keeps at bay strains and collapses the field. Arcane Eye Divination (Scrying) Level: Sor/Wiz 4 Components: V, S, M Casting Time: 10 minutes Range: Unlimited Effect: Magical sensor Duration: 1 min./level (D) Saving Throw: None Spell Resistance: No You create an invisible magical sensor that sends you visual information. You can create the arcane eye at any point you can see, but it can then travel outside your line of sight without hindrance. An arcane eye travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. It sees exactly as you would see if you were there. The eye can travel in any direction as long as the spell lasts. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter. The eye can’t enter another plane of existence, even through a gate or similar magical portal. You must concentrate to use an arcane eye. If you do not concentrate, the eye is inert until you again concentrate. Material Component: A bit of bat fur. Arcane Lock Abjuration Level: Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: The door, chest, or portal touched, up to 30 sq. ft./level in size Duration: Permanent Saving Throw: None Spell Resistance: No An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. (A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes.) Material Component: Gold dust worth 25 gp. Arcane Mark Universal Level: Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: 0 ft. Effect: One personal rune or mark, all of which must fit within 1 sq. ft. Duration: Permanent Saving Throw: None Spell Resistance: No This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable. See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell. If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month. Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details). Arcane Sight Divination Level: Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level (D) This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly. You know the location and power of all magical auras within your sight. An aura’s power depends on a spell’s functioning level or an item’s caster level, as noted in the description of the detect magic spell. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + one-half caster level for a nonspell effect.) If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use. Arcane sight can be made permanent with a permanency spell. Arcane Sight, Greater Divination Level: Sor/Wiz 7 This spell functions like arcane sight, except that you automatically know which spells or magical effects are active upon any individual or object you see. Greater arcane sight doesn’t let you identify magic items. Unlike arcane sight, this spell cannot be made permanent with a permanency spell. Astral Projection Necromancy Level: Clr 9, Sor/Wiz 9, Travel 9 Components: V, S, M Casting Time: 30 minutes Range: Touch Targets: You plus one additional willing creature touched per two caster levels Duration: See text Saving Throw: None Spell Resistance: Yes By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether. You can bring the astral forms of other willing creatures with you, provided that these subjects are linked in a circle with you at the time of the casting. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey, your companions are stranded wherever you left them. You project your astral self onto the Astral Plane, leaving your physical body behind on the Material Plane in a state of suspended animation. The spell projects an astral copy of you and all you wear or carry onto the Astral Plane. Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will. To enter one, you leave the Astral Plane, forming a new physical body (and equipment) on the plane of existence you have chosen to enter. While you are on the Astral Plane, your astral body is connected at all times to your physical body by a silvery cord. If the cord is broken, you are killed, astrally and physically. Luckily, very few things can destroy a silver cord. When a second body is formed on a different plane, the incorporeal silvery cord remains invisibly attached to the new body. If the second body or the astral form is slain, the cord simply returns to your body where it rests on the Material Plane, thereby reviving it from its state of suspended animation. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes. You and your companions may travel through the Astral Plane indefinitely. Your bodies simply wait behind in a state of suspended animation until you choose to return your spirits to them. The spell lasts until you desire to end it, or until it is terminated by some outside means, such as dispel magic cast upon either the physical body or the astral form, the breaking of the silver cord, or the destruction of your body back on the Material Plane (which kills you). Material Component: A jacinth worth at least 1,000 gp, plus a silver bar worth 5 gp for each person to be affected. Atonement Abjuration Level: Clr 5, Drd 5 Components: V, S, M, F, DF, XP Casting Time: 1 hour Range: Touch Target: Living creature touched Duration: Instantaneous Saving Throw: None Spell Resistance: Yes This spell removes the burden of evil acts or misdeeds from the subject. The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds. If the atoning creature committed the evil act unwittingly or under some form of compulsion, atonement operates normally at no cost to you. However, in the case of a creature atoning for deliberate misdeeds and acts of a knowing and willful nature, you must intercede with your deity (requiring you to expend 500 XP) in order to expunge the subject’s burden. Many casters first assign a subject of this sort a quest (see geas/quest) or similar penance to determine whether the creature is truly contrite before casting the atonement spell on its behalf. Atonement may be cast for one of several purposes, depending on the version selected. Reverse Magical Alignment Change: If a creature has had its alignment magically changed, atonement returns its alignment to its original status at no cost in experience points. Restore Class: A paladin who has lost her class features due to committing an evil act may have her paladinhood restored to her by this spell. Restore Cleric or Druid Spell Powers: A cleric or druid who has lost the ability to cast spells by incurring the anger of his or her deity may regain that ability by seeking atonement from another cleric of the same deity or another druid. If the transgression was intentional, the casting cleric loses 500 XP for his intercession. If the transgression was unintentional, he does not lose XP. Redemption or Temptation: You may cast this spell upon a creature of an opposing alignment in order to offer it a chance to change its alignment to match yours. The prospective subject must be present for the entire casting process. Upon completion of the spell, the subject freely chooses whether it retains its original alignment or acquiesces to your offer and changes to your alignment. No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment. This use of the spell does not work on outsiders or any creature incapable of changing its alignment naturally. Though the spell description refers to evil acts, atonement can also be used on any creature that has performed acts against its alignment, whether those acts are evil, good, chaotic, or lawful. Note: Normally, changing alignment is up to the player. This use of atonement simply offers a believable way for a character to change his or her alignment drastically, suddenly, and definitively. Material Component: Burning incense. Focus: In addition to your holy symbol or normal divine focus, you need a set of prayer beads (or other prayer device, such as a prayer wheel or prayer book) worth at least 500 gp. XP Cost: When cast for the benefit of a creature whose guilt was the result of deliberate acts, the cost to you is 500 XP per casting (see above). Augury Divination Level: Clr 2 Components: V, S, M, F Casting Time: 1 minute Range: Personal Target: You Duration: Instantaneous An augury can tell you whether a particular action will bring good or bad results for you in the immediate future. The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results: Weal (if the action will probably bring good results). Woe (for bad results). Weal and woe (for both). Nothing (for actions that don’t have especially good or bad results). If the spell fails, you get the “nothing” result. A cleric who gets the “nothing” result has no way to tell whether it was the consequence of a failed or successful augury. The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same dice result as the first casting. Material Component: Incense worth at least 25 gp. Focus: A set of marked sticks, bones, or similar tokens of at least 25 gp value. Awaken Transmutation Level: Drd 5 Components: V, S, DF, XP Casting Time: 24 hours Range: Touch Target: Animal or tree touched Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes You awaken a tree or animal to humanlike sentience. To succeed, you must make a Will save (DC 10 + the animal’s current HD, or the HD the tree will have once awakened). The awakened animal or tree is friendly toward you. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it. An awakened tree has characteristics as if it were an animated object, except that it gains the plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6. An awakened plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human’s. An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Its type becomes magical beast (augmented animal). An awakened animal can’t serve as an animal companion, familiar, or special mount. An awakened tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any). XP Cost: 250 XP. Baleful Polymorph Transmutation Level: Drd 5, Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Permanent Saving Throw: Fortitude negates, Will partial; see text Spell Resistance: Yes You change the subject into a Small or smaller animal of no more than 1 HD (such as a dog, lizard, monkey, or toad). The subject takes on all the statistics and special abilities of an average member of the new form in place of its own except as follows: The target retains its own alignment (and personality, within the limits of the new form’s ability scores). If the target has the shapechanger subtype, it retains that subtype. The target retains its own hit points. The target is treated has having its normal Hit Dice for purpose of adjudicating effects based on HD, such as the sleep spell, though it uses the new form’s base attack bonus, base save bonuses, and all other statistics derived from Hit Dice. The target also retains the ability to understand (but not to speak) the languages it understood in its original form. It can write in the languages it understands, but only the form is capable of writing in some manner (such as drawing in the dirt with a paw). With those exceptions, the target’s normal game statistics are replaced by those of the new form. The target loses all the special abilities it has in its normal form, including its class features. All items worn or carried by the subject fall to the ground at its feet, even if they could be worn or carried by the new form. If the new form would prove fatal to the creature (for example, if you polymorphed a landbound target into a fish, or an airborne target into a toad), the subject gets a +4 bonus on the save. If the subject remains in the new form for 24 consecutive hours, it must attempt a Will save. If this save fails, it loses its ability to understand language, as well as all other memories of its previous form, and its Hit Dice and hit points change to match an average creature of its new form. These abilities and statistics return to normal if the effect is later ended. Incorporeal or gaseous creatures are immune to baleful polymorph, and a creature with the shapechanger subtype (such as a lycanthrope or a doppelganger) can revert to its natural form as a standard action (which ends the spell’s effect). Bane Enchantment (Compulsion) [Fear, Mind-Affecting] Level: Clr 1 Components: V, S, DF Casting Time: 1 standard action Range: 50 ft. Area: All enemies within 50 ft. Duration: 1 min./level Saving Throw: Will negates Spell Resistance: Yes Bane fills your enemies with fear and doubt. Each affected creature takes a –1 penalty on attack rolls and a –1 penalty on saving throws against fear effects. Bane counters and dispels bless. Banishment Abjuration Level: Clr 6, Sor/Wiz 7 Components: V, S, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One or more extraplanar creatures, no two of which can be more than 30 ft. apart Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes A banishment spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished. You can improve the spell’s chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your caster level check to overcome the target’s spell resistance (if any), the saving throw DC increases by 2. Certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on the caster level check against spell resistance and increasing the save DC by 4). Arcane Focus: Any item that is distasteful to the subject (optional, see above). Barkskin Transmutation Level: Drd 2, Rgr 2, Plant 2 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 10 min./level Saving Throw: None Spell Resistance: Yes (harmless) Barkskin toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 12th. The enhancement bonus provided by barkskin stacks with the target’s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0. Bear’s Endurance Transmutation Level: Clr 2, Drd 2, Rgr 2, Sor/Wiz 2 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject’s Constitution drops back to normal. They are not lost first as temporary hit points are. Bear’s Endurance, Mass Transmutation Level: Clr 6, Drd 6, Sor/Wiz 6 Range: Close (25 ft. + 5 ft./2 levels) Targets: One creature/level, no two of which can be more than 30 ft. apart Mass bear ’s endurance works like bear’s endurance, except that it affects multiple creatures. Bestow Curse Necromancy Level: Clr 3, Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Permanent Saving Throw: Will negates Spell Resistance: Yes You place a curse on the subject. Choose one of the following three effects. –6 decrease to an ability score (minimum 1). –4 penalty on attack rolls, saves, ability checks, and skill checks. Each turn, the target has a 50% chance to act normally; otherwise, it takes no action. You may also invent your own curse, but it should be no more powerful than those described above. The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Bestow curse counters remove curse. Binding Enchantment (Compulsion) [Mind-Affecting] Level: Sor/Wiz 8 Components: V, S, M Casting Time: One minute Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: See text (D) Saving Throw: Will negates; see text Spell Resistance: Yes A binding spell creates a magical restraint to hold a creature. The target gets an initial saving throw only if its Hit Dice equal at least one-half your caster level. You may have as many as six assistants help you with the spell. For each assistant who casts suggestion, your caster level for this casting of binding increases by 1. For each assistant who casts dominate animal, dominate person, or dominate monster, your caster level for this casting of binding increases by a number equal to one-third of that assistant’s level, provided that the spell’s target is appropriate for a binding spell. Since the assistants’ spells are cast simply to improve your caster level for the purpose of the binding spell, saving throws and spell resistance against the assistants’ spells are irrelevant. Your caster level determines whether the target gets an initial Will saving throw and how long the binding lasts. All binding spells are dismissible. Regardless of the version of binding you cast, you can specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or alignment but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, or hit points don’t qualify. Once the spell is cast, its triggering conditions cannot be changed. Setting a release condition increases the save DC (assuming a saving throw is allowed) by 2. If you are casting any of the first three versions of binding (those with limited durations), you may cast additional binding spells to prolong the effect, since the durations overlap. If you do so, the target gets a saving throw at the end of the first spell’s duration, even if your caster level was high enough to disallow an initial saving throw. If the creature succeeds on this save, all the binding spells it has received are broken. The binding spell has six versions. Choose one of the following versions when you cast the spell. Chaining: The subject is confined by restraints that generate an antipathy spell affecting all creatures who approach the subject, except you. The duration is one year per caster level. The subject of this form of binding is confined to the spot it occupied when it received the spell. Slumber: This version causes the subject to become comatose for as long as one year per caster level. The subject does not need to eat or drink while slumbering, nor does it age. This form of binding is more difficult to cast than chaining, making it slightly easier to resist. Reduce the spell’s save DC by 1. Bound Slumber: This combination of chaining and slumber lasts for as long as one month per caster level. Reduce the save DC by 2. Hedged Prison: The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means. The effect is permanent. Reduce the save DC by 3. Metamorphosis: The subject assumes gaseous form, except for its head or face. It is held harmless in a jar or other container, which may be transparent if you so choose. The creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities. The binding is permanent. The subject does not need to breathe, eat, or drink while metamorphosed, nor does it age. Reduce the save DC by 4. Minimus Containment: The subject is shrunk to a height of 1 inch or even less and held within some gem, jar, or similar object. The binding is permanent. The subject does not need to breathe, eat, or drink while contained, nor does it age. Reduce the save DC by 4. You can’t dispel a binding spell with dispel magic or a similar effect, though an antimagic field or Mage’s disjunction affects it normally. A bound extraplanar creature cannot be sent back to its home plane due to dismissal, banishment, or a similar effect. Components: The components for a binding spell vary according to the version of the spell, but they always include a continuous chanting utterance read from the scroll or spellbook page containing the spell, somatic gestures, and materials appropriate to the form of binding used. These components can include such items as miniature chains of special metals, soporific herbs of the rarest sort (for slumber bindings), a bell jar of the finest crystal, and the like. In addition to the specially made props suited to the specific type of binding (cost 500 gp), the spell requires opals worth at least 500 gp for each HD of the target and a vellum depiction or carved statuette of the subject to be captured. Black Tentacles Conjuration (Creation) Level: Sor/Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 20-ft.-radius spread Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No This spell conjures a field of rubbery black tentacles, each 10 feet long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot—including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength. Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles. Treat the tentacles attacking a particular target as a Large creature with a base attack bonus equal to your caster level and a Strength score of 19. Thus, its grapple check modifier is equal to your caster level +8. The tentacles are immune to all types of damage. Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 points of bludgeoning damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes. Any creature that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren’t grappling with the tentacles may move through the area at only half normal speed. Material Component: A piece of tentacle from a giant octopus or a giant squid. Blade Barrier Evocation [Force] Level: Clr 6, Good 6, War 6 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Wall of whirling blades up to 20 ft. long/ level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form 20 ft. high Duration: 1 min./level (D) Saving Throw: Reflex half or Reflex negates; see text Spell Resistance: Yes An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage. If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save. A blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it. Blasphemy Evocation [Evil, Sonic] Level: Clr 7, Evil 7 Components: V Casting Time: 1 standard action Range: 40 ft. Area: Nonevil creatures in a 40-ft.-radius spread centered on you Duration: Instantaneous Saving Throw: None or Will negates; see text Spell Resistance: Yes Any nonevil creature within the area of a blasphemy spell suffers the following ill effects. HD Effect Equal to caster level Dazed Up to caster level –1 Weakened, dazed Up to caster level –5 Paralyzed, weakened, dazed Up to caster level –10 Killed, paralyzed, weakened, dazed The effects are cumulative and concurrent. No saving throw is allowed against these effects. Dazed: The creature can take no actions for 1 round, though it defends itself normally. Weakened: The creature’s Strength score decreases by 2d6 points for 2d4 rounds. Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Killed: Living creatures die. Undead creatures are destroyed. Furthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy. The banishment effect allows a Will save (at a –4 penalty) to negate. Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy. Bless Enchantment (Compulsion) [Mind-Affecting] Level: Clr 1, Pal 1 Components: V, S, DF Casting Time: 1 standard action Range: 50 ft. Area: The caster and all allies within a 50-ft. burst, centered on the caster Duration: 1 min./level Saving Throw: None Spell Resistance: Yes (harmless) Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Bless counters and dispels bane. Bless Water Transmutation [Good] Level: Clr 1, Pal 1 Components: V, S, M Casting Time: 1 minute Range: Touch Target: Flask of water touched Duration: Instantaneous Saving Throw: Will negates (object) Spell Resistance: Yes (object) This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water. Material Component: 5 pounds of powdered silver (worth 25 gp). Bless Weapon Transmutation Level: Pal 1 Components: V, S Casting Time: 1 standard action Range: Touch Target: Weapon touched Duration: 1 min./level Saving Throw: None Spell Resistance: No This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the damage reduction of evil creatures or striking evil incorporeal creatures (though the spell doesn’t grant an actual enhancement bonus). The weapon also becomes good, which means it can bypass the damage reduction of certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don’t confer the benefit to the projectiles they shoot. In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword. Blight Necromancy Level: Drd 4, Sor/Wiz 5 Components: V, S, DF Casting Time: 1 standard action Range: Touch Duration: Instantaneous Saving Throw: Fortitude half; see text Spell Resistance: Yes This spell withers a single plant of any size. An affected plant creature takes 1d6 points of damage per level (maximum 15d6) and may attempt a Fortitude saving throw for half damage. A plant that isn’t a creature doesn’t receive a save and immediately withers and dies. This spell has no effect on the soil or surrounding plant life. Blindness/Deafness Necromancy Level: Brd 2, Clr 3, Sor/Wiz 2 Components: V Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One living creature Duration: Permanent (D) Saving Throw: Fortitude negates Spell Resistance: Yes You call upon the powers of unlife to render the subject blinded or deafened, as you choose. Blink Transmutation Level: Brd 3, Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level (D) You “blink” back and forth between the Material Plane and the Ethereal Plane. You look as though you’re winking in and out of reality very quickly and at random. Blinking has several effects, as follows. Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn’t help opponents, since you’re ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment). If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike. Any individually targeted spell has a 50% chance to fail against you while you’re blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane. While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). You strike as an invisible creature (with a +2 bonus on attack rolls), denying your target any Dexterity bonus to AC. You take only half damage from falling, since you fall only while you are material. While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled. You can move at only three-quarters speed (because movement on the Ethereal Plane is at half speed, and you spend about half your time there and half your time material.) Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones. An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet. Force effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material. Blur Illusion (Glamer) Level: Brd 2,Sor/Wiz 2 Components: V Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The subject’s outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance). A see invisibility spell does not counteract the blur effect, but a true seeing spell does. Opponents that cannot see the subject ignore the spell’s effect (though fighting an unseen opponent carries penalties of its own). Break Enchantment Abjuration Level: Brd 4, Clr 5, Luck 5, Pal 4, Sor/Wiz 5 Components: V, S Casting Time: 1 minute Range: Close (25 ft. + 5 ft./2 levels) Targets: Up to one creature per level, all within 30 ft. of each other Duration: Instantaneous Saving Throw: See text Spell Resistance: No This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is 25. If the spell is one that cannot be dispelled by dispel magic, break enchantment works only if that spell is 5th level or lower. If the effect comes from some permanent magic item break enchantment does not remove the curse from the item, but it does frees the victim from the item’s effects. Bull’s Strength Transmutation Level: Clr 2, Drd 2, Pal 2, Sor/Wiz 2, Strength 2 Components: V, S, M/DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier. Arcane Material Component: A few hairs, or a pinch of dung, from a bull. Bull’s Strength, Mass Transmutation Level: Clr 6, Drd 6, Sor/Wiz 6 Range: Close (25 ft. + 5 ft./2 levels) Targets: One creature/level, no two of which can be more than 30 ft. apart This spell functions like bull’s strength, except that it affects multiple creatures. Burning Hands Evocation [Fire] Level: Fire 1, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: 15 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action. Call Lightning Evocation [Electricity] Level: Drd 3 Components: V, S Casting Time: 1 round Range: Medium (100 ft. + 10 ft./level) Effect: One or more 30-ft.-long vertical lines of lightning Duration: 1 min./level Saving Throw: Reflex half Spell Resistance: Yes Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected. You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts). If you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)—each bolt deals 3d10 points of electricity damage instead of 3d6. This spell functions indoors or underground but not underwater. Call Lightning Storm Evocation [Electricity] Level: Drd 5 Range: Long (400 ft. + 40 ft./level) This spell functions like call lightning, except that each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area), and you may call a maximum of 15 bolts. Calm Animals Enchantment (Compulsion) [Mind-Affecting] Level: Animal 1, Drd 1, Rgr 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: Animals within 30 ft. of each other Duration: 1 min./level Saving Throw: Will negates; see text Spell Resistance: Yes This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of Hit Dice of animals you can affect is equal to 2d4 + caster level. A dire animal or an animal trained to attack or guard is allowed a saving throw; other animals are not. The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures. Calm Emotions Enchantment (Compulsion) [Mind-Affecting] Level: Brd 2, Clr 2, Law 2 Components: V, S, DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Creatures in a 20-ft.-radius spread Duration: Concentration, up to 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures. This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, as well as negating a bard’s ability to inspire courage or a barbarian’s rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime. Cat’s Grace Transmutation Level: Brd 2, Drd 2, Rgr 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier. Material Component: A pinch of cat fur. Cat’s Grace, Mass Transmutation Level: Brd 6, Drd 6, Sor/Wiz 6 Range: Close (25 ft. + 5 ft./2 levels) Targets: One creature/level, no two of which can be more than 30 ft. apart This spell functions like cat’s grace, except that it affects multiple creatures. Cause Fear Necromancy [Fear, Mind-Affecting] Level: Brd 1, Clr 1, Death 1, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature with 5 or fewer HD Duration: 1d4 rounds or 1 round; see text Saving Throw: Will partial Spell Resistance: Yes The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect. Cause fear counters and dispels remove fear. Chain Lightning Evocation [Electricity] Level: Air 6, Sor/Wiz 6 Components: V, S, F Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Targets: One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target) Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets. The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down). Each target can attempt a Reflex saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum. Focus: A bit of fur; a piece of amber, glass, or a crystal rod; plus one silver pin for each of your caster levels. Changestaff Transmutation Level: Drd 7 Components: V, S, F Casting Time: 1 round Range: Touch Target: Your touched staff Duration: 1 hour/level (D) Saving Throw: None Spell Resistance: No You change a specially prepared quarterstaff into a Huge treantlike creature, about 24 feet tall. When you plant the end of the staff in the ground and speak a special command to conclude the casting of the spell, your staff turns into a creature that looks and fights just like a treant. The staff-treant defends you and obeys any spoken commands. However, it is by no means a true treant; it cannot converse with actual treants or control trees. If the staff-treant is reduced to 0 or fewer hit points, it crumbles to powder and the staff is destroyed. Otherwise, the staff returns to its normal form when the spell duration expires (or when the spell is dismissed), and it can be used as the focus for another casting of the spell. The staff-treant is always at full strength when created, despite any wounds it may have incurred the last time it appeared. Focus: The quarterstaff, which must be specially prepared. The staff must be a sound limb cut from an ash, oak, or yew, then cured, shaped, carved, and polished (a process requiring twenty-eight days). You cannot adventure or engage in other strenuous activity during the shaping and carving of the staff. Chaos Hammer Evocation [Chaotic] Level: Chaos 4 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 20-ft.-radius burst Duration: Instantaneous (1d6 rounds); see text Saving Throw: Will partial; see text Spell Resistance: Yes You unleash chaotic power to smite your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell. The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to lawful creatures (or 1d6 points of damage per caster level, maximum 10d6, to lawful outsiders) and slows them for 1d6 rounds. In addition, it takes a –2 penalty to AC, attack rolls, damage rolls, and Reflex saves (see the slow spell). A successful Will save reduces the damage by half and negates the slow effect. The spell deals only half damage against creatures who are neither lawful nor chaotic, and they are not slowed. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save. Charm Animal Enchantment (Charm) [Mind-Affecting] Level: Drd 1, Rgr 1 Target: One animal This spell functions like charm person, except that it affects a creature of the animal type. Charm Monster Enchantment (Charm) [Mind-Affecting] Level: Brd 3, Sor/Wiz 4 Target: One living creature Duration: One day/level This spell functions like charm person, except that the effect is not restricted by creature type or size. Charm Monster, Mass Enchantment (Charm) [Mind-Affecting] Level: Brd 6, Sor/Wiz 8 Components: V Targets: One or more creatures, no two of which can be more than 30 ft. apart Duration: One day/level This spell functions like charm monster, except that mass charm monster affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you choose a creature with too many HD. Charm Person Enchantment (Charm) [Mind-Affecting] Level: Brd 1, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One humanoid creature Duration: 1 hour/level Saving Throw: Will negates Spell Resistance: Yes This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming. Chill Metal Transmutation [Cold] Level: Drd 2 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lb. of metal/level, none of which can be more than 30 ft. away from any of the rest Duration: 7 rounds Saving Throw: Will negates (object) Spell Resistance: Yes (object) Chill metal makes metal extremely cold. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature’s possession uses the creature’s saving throw bonus unless its own is higher. A creature takes cold damage if its equipment is chilled. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if it’s not wearing metal armor and the metal that it’s carrying weighs less than one-fifth of its weight. On the first round of the spell, the metal becomes chilly and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell’s duration. During the second (and also the next-to-last) round, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, causing more damage, as shown on the table below. Round Metal Temperature Damage 1 Cold None 2 Icy 1d4 points 3–5 Freezing 2d4 points 6 Icy 1d4 points 7 Cold None Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. Underwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it more buoyant. Chill metal counters and dispels heat metal. Chill Touch Necromancy Level: Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Touch Targets: Creature or creatures touched (up to one/level) Duration: Instantaneous Saving Throw: Fortitude partial or Will negates; see text Spell Resistance: Yes A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level. An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level. Circle of Death Necromancy [Death] Level: Sor/Wiz 6 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Several living creatures within a 40-ft.-radius burst Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes A circle of death snuffs out the life force of living creatures, killing them instantly. The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst’s point of origin are affected first. No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted. Material Component: The powder of a crushed black pearl with a minimum value of 500 gp. Clairaudience/Clairvoyance Divination (Scrying) Level: Brd 3, Knowledge 3, Sor/Wiz 3 Components: V, S, F/DF Casting Time: 10 minutes Range: Long (400 ft. + 40 ft./level) Effect: Magical sensor Duration: 1 min./level (D) Saving Throw: None Spell Resistance: No Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need line of sight or line of effect, but the locale must be known—a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10- foot radius around the center of the spell’s effect. Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying. Arcane Focus: A small horn (for hearing) or a glass eye (for seeing). Clenched Fist Evocation [Force] Level: Sor/Wiz 8, Strength 8 Components: V, S, F/DF This spell functions like interposing hand, except that the hand can interpose itself, push, or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours. The hand attacks once per round, and its attack bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +11 for the hand’s Strength score (33), –1 for being Large. The hand deals 1d8+11 points of damage on each attack, and any creature struck must make a Fortitude save (against this spell’s save DC) or be stunned for 1 round. Directing the spell to a new target is a move action. The clenched fist can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does, but at a +15 bonus on the Strength check. Clerics who cast this spell name it for their deities. Arcane Focus: A leather glove. Cloak of Chaos Abjuration [Chaotic] Level: Chaos 8, Clr 8 Components: V, S, F Casting Time: 1 standard action Range: 20 ft. Targets: One creature/level in a 20-ft.-radius burst centered on you Duration: 1 round/level (D) Saving Throw: See text Spell Resistance: Yes (harmless) A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to become confused. This abjuration has four effects. First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from law, the benefit of this spell applies against all attacks, not just against attacks by lawful creatures. Second, each warded creature gains spell resistance 25 against lawful spells and spells cast by lawful creatures. Third, the abjuration blocks possession and mental influence, just as protection from law does. Finally, if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the confusion spell, but against the save DC of cloak of chaos). Focus: A tiny reliquary containing some sacred relic, such as a scrap of parchment from a chaotic text. The reliquary costs at least 500 gp. Clone Necromancy Level: Sor/Wiz 8 Components: V, S, M, F Casting Time: 10 minutes Range: 0 ft. Effect: One clone Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell makes an inert duplicate of a creature. If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return). The original’s physical remains, should they still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails. To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature’s living body. The piece of flesh need not be fresh, but it must be kept from rotting. Once the spell is cast, the duplicate must be grown in a laboratory for 2d4 months. When the clone is completed, the original’s soul enters it immediately, if that creature is already dead. The clone is physically identical with the original and possesses the same personality and memories as the original. In other respects, treat the clone as if it were the original character raised from the dead, including the loss of one level or 2 points of Constitution (if the original was a 1st-level character). If this Constitution adjustment would give the clone a Constitution score of 0, the spell fails. If the original creature has lost levels since the flesh sample was taken and died at a lower level than the clone would otherwise be, the clone is one level below the level at which the original died. The spell duplicates only the original’s body and mind, not its equipment. A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh, which rots if not preserved. Material Component: The piece of flesh and various laboratory supplies (cost 1,000 gp). Focus: Special laboratory equipment (cost 500 gp). Cloudkill Conjuration (Creation) Level: Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Cloud spreads in 20-ft. radius, 20 ft. high Duration: 1 min./level Saving Throw: Fortitude partial; see text Spell Resistance: No This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud). A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one’s breath doesn’t help, but creatures immune to poison are unaffected by the spell. Unlike a fog cloud, the cloudkill moves away from you at 10 feet per round, rolling along the surface of the ground. Figure out the cloud’s new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell. Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater. Color Spray Illusion (Pattern) [Mind-Affecting] Level: Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: 15 ft. Area: Cone-shaped burst Duration: Instantaneous; see text Saving Throw: Will negates Spell Resistance: Yes A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its Hit Dice. 2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.) 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round. 5 or more HD: The creature is stunned for 1 round. Sightless creatures are not affected by color spray. Material Component: A pinch each of powder or sand that is colored red, yellow, and blue. Command Enchantment (Compulsion) [Language-Dependent, Mind-Affecting] Level: Clr 1 Components: V Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 round Saving Throw: Will negates Spell Resistance: Yes You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options. Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. Drop: On its turn, the subject drops whatever it is holding. It can’t pick up any dropped item until its next turn. Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties. Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless. If the subject can’t carry out your command on its next turn, the spell automatically fails. Command, Greater Enchantment (Compulsion) [Language-Dependent, Mind-Affecting] Level: Clr 5 Targets: One creature/level, no two of which can be more than 30 ft. apart Duration: 1 round/level This spell functions like command, except that up to one creature per level may be affected, and the activities continue beyond 1 round. At the start of each commanded creature’s action after the first, it gets another Will save to attempt to break free from the spell. Each creature must receive the same command. Command Plants Transmutation Level: Drd 4, Plant 4, Rgr 3 Components: V Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: Up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart Duration: One day/level Saving Throw: Will negates Spell Resistance: Yes This spell allows you some degree of control over one or more plant creatures. Affected plant creatures can understand you, and they perceive your words and actions in the most favorable way (treat their attitude as friendly). They will not attack you while the spell lasts. You can try to give a subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) A commanded plant never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. You can affect a number of plant creatures whose combined level or HD do not exceed twice your level. Command Undead Necromancy Level: Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One undead creature Duration: One day/level Saving Throw: Will negates; see text Spell Resistance: Yes This spell allows you some degree of control over an undead creature. Assuming the subject is intelligent, it perceives your words and actions in the most favorable way (treat its attitude as friendly). It will not attack you while the spell lasts. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. A nonintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as “come here,” “go there,” “fight,” “stand still,” and so on. Nonintelligent undead won’t resist suicidal or obviously harmful orders. Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell. Your commands are not telepathic. The undead creature must be able to hear you. Material Component: A shred of raw meat and a splinter of bone. Commune Divination Level: Clr 5 Components: V, S, M, DF, XP Casting Time: 10 minutes Range: Personal Target: You Duration: 1 round/level You contact your deity—or agents thereof —and ask questions that can be answered by a simple yes or no. (A cleric of no particular deity contacts a philosophically allied deity.) You are allowed one such question per caster level. The answers given are correct within the limits of the entity’s knowledge. “Unclear” is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity’s interests, a short phrase (five words or less) may be given as an answer instead. The spell, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If you lag, discuss the answers, or go off to do anything else, the spell ends. Material Component: Holy (or unholy) water and incense. XP Cost: 100 XP. Commune with Nature Divination Level: Animal 5, Drd 5, Rgr 4 Components: V, S Casting Time: 10 minutes Range: Personal Target: You Duration: Instantaneous You become one with nature, attaining knowledge of the surrounding territory. You instantly gain knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting. In outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underground settings—caves, caverns, and the like—the radius is limited to 100 feet per caster level. The spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns. Comprehend Languages Divination Level: Brd 1, Clr 1, Sor/Wiz 1 Components: V, S, M/DF Casting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell. Arcane Material Component: A pinch of soot and a few grains of salt. Cone of Cold Evocation [Cold] Level: Sor/Wiz 5, Water 6 Components: V, S, M/DF Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6). Arcane Material Component: A very small crystal or glass cone. Confusion Enchantment (Compulsion) [Mind-Affecting] Level: Brd 3, Sor/Wiz 4, Trickery 4 Components: V, S, M/DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Targets: All creatures in a 15-ft. radius burst Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes This spell causes the targets to become confused, making them unable to independently determine what they will do. Roll on the following table at the beginning of each subject’s turn each round to see what the subject does in that round. d% Behavior 01–10 Attack caster with melee or ranged weapons (or close with caster if attack is not possible). 11–20 Act normally. 21–50 Do nothing but babble incoherently. 51–70 Flee away from caster at top possible speed. 71–100 Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self). A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked). Arcane Material Component: A set of three nut shells. Confusion, Lesser Enchantment (Compulsion) [Mind-Affecting] Level: Brd 1 Components: V, S, DF Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 round This spell causes a single creature to become confused for 1 round. See the confusion spell, above, to determine the exact effect on the subject. Consecrate Evocation [Good] Level: Clr 2 Components: V, S, M, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 20-ft.-radius emanation Duration: 2 hours/level Saving Throw: None Spell Resistance: No This spell blesses an area with positive energy. Each Charisma check made to turn undead within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, giving it a –1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area. If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled (+6 sacred bonus on turning checks, –2 penalties for undead in the area). You cannot consecrate an area with a similar fixture of a deity other than your own patron. If the area does contain an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the consecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above. Consecrate counters and dispels desecrate. Material Component: A vial of holy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area. Contact Other Plane Divination Level: Sor/Wiz 5 Components: V Casting Time: 10 minutes Range: Personal Target: You Duration: Concentration You send your mind to another plane of existence (an Elemental Plane or some plane farther removed) in order to receive advice and information from powers there. (See the accompanying table for possible consequences and results of the attempt.) The powers reply in a language you understand, but they resent such contact and give only brief answers to your questions. (All questions are answered with “yes,” “no,” “maybe,” “never,” “irrelevant,” or some other one-word answer.) You must concentrate on maintaining the spell (a standard action) in order to ask questions at the rate of one per round. A question is answered by the power during the same round. For every two caster levels, you may ask one question. Contact with minds far removed from your home plane increases the probability that you will incur a decrease to Intelligence and Charisma, but the chance of the power knowing the answer, as well as the probability of the entity answering correctly, are likewise increased by moving to distant planes. Once the Outer Planes are reached, the power of the deity contacted determines the effects. (Random results obtained from the table are subject to the personalities of individual deities.) On rare occasions, this divination may be blocked by an act of certain deities or forces. Plane Contacted Avoid Int/Cha Decrease True Answer Don’t Know Lie Random Answer Elemental Plane DC 7/1 week 01–34 35–62 63–83 84–100 (appropriate) (DC 7/1 week) (01–68) (69–75) (76–98) (99–100) Positive/Negative Energy Plane DC 8/1 week 01–39 40–65 66–86 87–100 Astral Plane DC 9/1 week 01–44 45–67 68–88 89–100 Outer Plane, demideity DC 10/2 weeks 01–49 50–70 71–91 92–100 Outer Plane, lesser deity DC 12/3 weeks 01–60 61–75 76–95 96–100 Outer Plane, intermediate deity DC 14/4 weeks 01–73 74–81 82–98 99–100 Outer Plane, greater deity DC 16/5 weeks 01–88 89–90 91–99 100 Avoid Int/Cha Decrease: You must succeed on an Intelligence check against this DC to avoid a decrease in Intelligence and Charisma. If the check fails, your Intelligence and Charisma scores each fall to 8 for the stated duration, and you become unable to cast arcane spells. If you lose Intelligence and Charisma, the effect strikes as soon as the first question is asked, and no answer is received. (The entries in parentheses are for questions that pertain to the appropriate Elemental Plane.) Results of a Successful Contact: d% is rolled for the result shown on the table: True Answer: You get a true, one-word answer. Questions that cannot be answered in this way are answered randomly. Don’t Know: The entity tells you that it doesn’t know. Lie: The entity intentionally lies to you. Random Answer: The entity tries to lie but doesn’t know the answer, so it makes one up. Contagion Necromancy [Evil] Level: Clr 3, Destruction 3, Drd 3, Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes The subject contracts a disease selected from the table below, which strikes immediately (no incubation period). The DC noted is for the subsequent saves (use contagion’s normal save DC for the initial saving throw). Disease DC Damage Blinding sickness 16 1d4 Str1 Cackle fever 16 1d6 Wis Filth fever 12 1d3 Dex and 1d3 Con Mindfire 12 1d4 Int Red ache 15 1d6 Str Shakes 13 1d8 Dex Slimy doom 14 1d4 Con 1 Each time a victim takes 2 or more points of Strength damage from blinding sickness, he or she must make another Fortitude save (using the disease’s save DC) or be permanently blinded. Contingency Evocation Level: Sor/Wiz 6 Components: V, S, M, F Casting Time: At least 10 minutes; see text Range: Personal Target: You Duration: One day/level (D) or until discharged You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency. The contingency spell and the companion spell are cast at the same time. The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead. The spell to be brought into effect by the contingency must be one that affects your person and be of a spell level no higher than one-third your caster level (rounded down, maximum 6th level). The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the contingency immediately brings into effect the companion spell, the latter being “cast” instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the whole spell combination (contingency and the companion magic) may fail when called on. The companion spell occurs based solely on the stated conditions, regardless of whether you want it to. You can use only one contingency spell at a time; if a second is cast, the first one (if still active) is dispelled. Material Component: That of the companion spell, plus quicksilver and an eyelash of an ogre mage, rakshasa, or similar spell-using creature. Focus: A statuette of you carved from elephant ivory and decorated with gems (worth at least 1,500 gp). You must carry the focus for the contingency to work. Continual Flame Evocation [Light] Level: Clr 3, Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Object touched Effect: Magical, heatless flame Duration: Permanent Saving Throw: None Spell Resistance: No A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered and hidden but not smothered or quenched. Light spells counter and dispel darkness spells of an equal or lower level. Material Component: You sprinkle ruby dust (worth 50 gp) on the item that is to carry the flame. Control Plants Transmutation Level: Drd 8, Plant 8 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: Up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart Duration: 1 min./level Saving Throw: Will negates Spell Resistance: No This spell enables you to control the actions of one or more plant creatures for a short period of time. You command the creatures by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled plants do not attack you. At the end of the spell, the subjects revert to their normal behavior. Suicidal or self-destructive commands are simply ignored. Control Undead Necromancy Level: Sor/Wiz 7 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: Up to 2 HD/level of undead creatures, no two of which can be more than 30 ft. apart Duration: 1 min./level Saving Throw: Will negates Spell Resistance: Yes This spell enables you to command undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior. Intelligent undead creatures remember that you controlled them. Material Component: A small piece of bone and a small piece of raw meat. Control Water Transmutation [Water] Level: Clr 4, Drd 4, Sor/Wiz 6, Water 4 Components: V, S, M/DF Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: Water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S) Duration: 10 min./level (D) Saving Throw: None; see text Spell Resistance: No Depending on the version you choose, the control water spell raises or lowers water. Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level x 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures. Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land. With either version, you may reduce one horizontal dimension by half and double the other horizontal dimension. Arcane Material Component: A drop of water (for raise water) or a pinch of dust (for lower water). Control Weather Transmutation Level: Air 7, Clr 7, Drd 7, Sor/Wiz 7 Components: V, S Casting Time: 10 minutes; see text Range: 2 miles Area: 2-mile-radius circle, centered on you; see text Duration: 4d12 hours; see text Saving Throw: None Spell Resistance: No You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in. Season Possible Weather Spring Tornado, thunderstorm, sleet storm, or hot weather Summer Torrential rain, heat wave, or hailstorm Autumn Hot or cold weather, fog, or sleet Winter Frigid cold, blizzard, or thaw Late winter Hurricane-force winds or early spring (coastal area) You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather—where lightning strikes, for example, or the exact path of a tornado. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously. Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them. A druid casting this spell doubles the duration and affects a circle with a 3-mile radius. Control Winds Transmutation [Air] Level: Air 5, Drd 5 Components: V, S Casting Time: 1 standard action Range: 40 ft./level Area: 40 ft./level radius cylinder 40 ft. high Duration: 10 min./level Saving Throw: Fortitude negates Spell Resistance: No You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an “eye” of calm air up to 80 feet in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit. Wind Direction: You may choose one of four basic wind patterns to function over the spell’s area. • A downdraft blows from the center outward in equal strength in all directions. • An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center. • A rotation causes the winds to circle the center in clockwise or counterclockwise fashion. • A blast simply causes the winds to blow in one direction across the entire area from one side to the other. Wind Strength: For every three caster levels, you can increase or decrease wind strength by one level. Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area. Strong winds (21+ mph) make sailing difficult. A severe wind (31+ mph) causes minor ship and building damage. A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships. Hurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder. A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees. Create Food and Water Conjuration (Creation) Level: Clr 3 Components: V, S Casting Time: 10 minutes Range: Close (25 ft. + 5 ft./2 levels) Effect: Food and water to sustain three humans or one horse/level for 24 hours Duration: 24 hours; see text Saving Throw: None Spell Resistance: No The food that this spell creates is simple fare of your choice—highly nourishing, if rather bland. Food so created decays and becomes inedible within 24 hours, although it can be kept fresh for another 24 hours by casting a purify food and water spell on it. The water created by this spell is just like clean rain water, and it doesn’t go bad as the food does. Create Greater Undead Necromancy [Evil] Level: Clr 8, Death 8, Sor/Wiz 8 This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of undead you can create is based on your caster level, as shown on the table below. Caster Level Undead Created 15th or lower Shadow 16th–17th Wraith 18th–19th Spectre 20th or higher Devourer Create Undead Necromancy [Evil] Level: Clr 6, Death 6, Evil 6, Sor/Wiz 6 Components: V, S, M Casting Time: 1 hour Range: Close (25 ft. + 5 ft./2 levels) Target: One corpse Duration: Instantaneous Saving Throw: None Spell Resistance: No A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create is based on your caster level, as shown on the table below. Caster Level Undead Created 11th or lower Ghoul 12th–14th Ghast 15th–17th Mummy 18th or higher Mohrg You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms. This spell must be cast at night. Material Component: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells. Create Water Conjuration (Creation) [Water] Level: Clr 0, Drd 0, Pal 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Up to 2 gallons of water/level Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles. Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds. Creeping Doom Conjuration (Summoning) Level: Drd 7 Components: V, S Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels)/ 100 ft.; see text Effect: One swarm of centipedes per two levels Duration: 1 min./level Saving Throw: None Spell Resistance: No When you utter the spell of creeping doom, you call forth a mass of centipede swarms (one per two caster levels, to a maximum of ten swarms at 20th level), which need not appear adjacent to one another. You may summon the centipede swarms so that they share the area of other creatures. The swarms remain stationary, attacking any creatures in their area, unless you command the creeping doom to move (a standard action). As a standard action, you can command any number of the swarms to move toward any prey within 100 feet of you. You cannot command any swarm to move more than 100 feet away from you, and if you move more than 100 feet from any swarm, that swarm remains stationary, attacking any creatures in its area (but it can be commanded again if you move within 100 feet). Crushing Despair Enchantment (Compulsion) [Mind-Affecting] Level: Brd 3, Sor/Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: 30 ft. Area: Cone-shaped burst Duration: 1 min./level Saving Throw: Will negates Spell Resistance: Yes An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. Crushing despair counters and dispels good hope. Material Component: A vial of tears. Crushing Hand Evocation [Force] Level: Sor/Wiz 9, Strength 9 Components: V, S, M, F/DF This spell functions like interposing hand, except that the hand can interpose itself, push, or crush one opponent that you select. The crushing hand can grapple an opponent like grasping hand does. Its grapple bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +12 for the hand’s Strength score (35), +4 for being Large. The hand deals 2d6+12 points of damage (lethal, not nonlethal) on each successful grapple check against an opponent. The crushing hand can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does, but at a +18 bonus. Directing the spell to a new target is a move action. Clerics who cast this spell name it for their deities. Arcane Material Component: The shell of an egg. Arcane Focus: A glove of snakeskin. Cure Critical Wounds Conjuration (Healing) Level: Brd 4, Clr 4, Drd 5, Healing 4 This spell functions like cure light wounds, except that it cures 4d8 points of damage +1 point per caster level (maximum +20). Cure Critical Wounds, Mass Conjuration (Healing) Level: Clr 8, Drd 9, Healing 8 This spell functions like mass cure light wounds, except that it cures 4d8 points of damage +1 point per caster level (maximum +40). Cure Light Wounds Conjuration (Healing) Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will half (harmless); see text Spell Resistance: Yes (harmless); see text When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. Cure Light Wounds, Mass Conjuration (Healing) Level: Brd 5, Clr 5, Drd 6, Healing 5 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature/level, no two of which can be more than 30 ft. apart Duration: Instantaneous Saving Throw: Will half (harmless) or Will half; see text Spell Resistance: Yes (harmless) or Yes; see text You channel positive energy to cure 1d8 points of damage +1 point per caster level (maximum +25) in each selected creature. Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage. Cure Minor Wounds Conjuration (Healing) Level: Clr 0, Drd 0 This spell functions like cure light wounds, except that it cures only 1 point of damage. Cure Moderate Wounds Conjuration (Healing) Level: Brd 2, Clr 2, Drd 3, Healing 2, Pal 3, Rgr 3 This spell functions like cure light wounds, except that it cures 2d8 points of damage +1 point per caster level (maximum +10). Cure Moderate Wounds, Mass Conjuration (Healing) Level: Brd 6, Clr 6, Drd 7 This spell functions like mass cure light wounds, except that it cures 2d8 points of damage +1 point per caster level (maximum +30). Cure Serious Wounds Conjuration (Healing) Level: Brd 3, Clr 3, Drd 4, Pal 4, Rgr 4, Healing 3 This spell functions like cure light wounds, except that it cures 3d8 points of damage +1 point per caster level (maximum +15). Cure Serious Wounds, Mass Conjuration (Healing) Level: Clr 7, Drd 8 This spell functions like mass cure light wounds, except that it cures 3d8 points of damage +1 point per caster level (maximum +35). Curse Water Necromancy [Evil] Level: Clr 1 Components: V, S, M Casting Time: 1 minute Range: Touch Target: Flask of water touched Duration: Instantaneous Saving Throw: Will negates (object) Spell Resistance: Yes (object) This spell imbues a flask (1 pint) of water with negative energy, turning it into unholy water. Unholy water damages good outsiders the way holy water damages undead and evil outsiders. Material Component: 5 pounds of powdered silver (worth 25 gp). Dancing Lights Evocation [Light] Level: Brd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Up to four lights, all within a 10- ft.-radius area Duration: 1 minute (D) Saving Throw: None Spell Resistance: No Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range. Dancing lights can be made permanent with a permanency spell. Darkness Evocation [Darkness] Level: Brd 2, Clr 2, Sor/Wiz 2 Components: V, M/DF Casting Time: 1 standard action Range: Touch Target: Object touched Duration: 10 min./level (D) Saving Throw: None Spell Resistance: No This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness. Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness. If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed. Darkness counters or dispels any light spell of equal or lower spell level. Arcane Material Component: A bit of bat fur and either a drop of pitch or a piece of coal. Darkvision Transmutation Level: Rgr 3, Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness. Darkvision can be made permanent with a permanency spell. Material Component: Either a pinch of dried carrot or an agate. Daylight Evocation [Light] Level: Brd 3, Clr 3, Drd 3, Pal 3, Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Touch Target: Object touched Duration: 10 min./level (D) Saving Throw: None Spell Resistance: No The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light. If daylight is cast on a small object that is then placed inside or under a light- proof covering, the spell’s effects are blocked until the covering is removed. Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. Daylight counters or dispels any darkness spell of equal or lower level, such as darkness. Daze Enchantment (Compulsion) [Mind-Affecting] Level: Brd 0, Sor/Wiz 0 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One humanoid creature of 4 HD or less Duration: 1 round Saving Throw: Will negates Spell Resistance: Yes This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. Material Component: A pinch of wool or similar substance. Daze Monster Enchantment (Compulsion) [Mind-Affecting] Level: Brd 2, Sor/Wiz 2 Range: Medium (100 ft. + 10 ft./level) Target: One living creature of 6 HD or less This spell functions like daze, but daze monster can affect any one living creature of any type. Creatures of 7 or more HD are not affected. Death Knell Necromancy [Death, Evil] Level: Clr 2, Death 2 Components: V, S Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: Instantaneous/10 minutes per HD of subject; see text Saving Throw: Will negates Spell Resistance: Yes You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has –1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. (This increase in effective caster level does not grant you access to more spells.) These effects last for 10 minutes per HD of the subject creature. Death Ward Necromancy Level: Clr 4, Death 4, Drd 5, Pal 4 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 1 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects. This spell doesn’t remove negative levels that the subject has already gained, nor does it affect the saving throw necessary 24 hours after gaining a negative level. Death ward does not protect against other sorts of attacks even if those attacks might be lethal. Deathwatch Necromancy [Evil] Level: Clr 1 Components: V, S Casting Time: 1 standard action Range: 30 ft. Area: Cone-shaped emanation Duration: 10 min./level Saving Throw: None Spell Resistance: No Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spell’s range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death. Deep Slumber Enchantment (Compulsion) [Mind-Affecting] Level: Brd 3, Sor/Wiz 3 Range: Close (25 ft. + 5 ft./2 levels) This spell functions like sleep, except that it affects 10 HD of creatures. Deeper Darkness Evocation [Darkness] Level: Clr 3 Duration: One day/level (D) This spell functions like darkness, except that the object radiates shadowy illumination in a 60-foot radius and the darkness lasts longer. Daylight brought into an area of deeper darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. Deeper darkness counters and dispels any light spell of equal or lower level, including daylight and light. Delay Poison Conjuration (Healing) Level: Brd 2, Clr 2, Drd 2, Pal 2, Rgr 1 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell’s duration does not affect the subject until the spell’s duration has expired. Delay poison does not cure any damage that poison may have already done. Delayed Blast Fireball Evocation [Fire] Level: Sor/Wiz 7 Duration: 5 rounds or less; see text This spell functions like fireball, except that it is more powerful and can detonate up to 5 rounds after the spell is cast. The burst of flame deals 1d6 points of fire damage per caster level (maximum 20d6). The glowing bead created by delayed blast fireball can detonate immediately if you desire, or you can choose to delay the burst for as many as 5 rounds. You select the amount of delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead (see below). If you choose a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10 feet). If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while being handled. Demand Enchantment (Compulsion) [Mind-Affecting] Level: Sor/Wiz 8 Saving Throw: Will partial Spell Resistance: Yes This spell functions like sending, but the message can also contain a suggestion (see the suggestion spell), which the subject does its best to carry out. A successful Will save negates the suggestion effect but not the contact itself. The demand, if received, is understood even if the subject’s Intelligence score is as low as 1. If the message is impossible or meaningless according to the circumstances that exist for the subject at the time the demand is issued, the message is understood but the suggestion is ineffective. The demand’s message to the creature must be twenty-five words or less, including the suggestion. The creature can also give a short reply immediately. Material Component: A short piece of copper wire and some small part of the subject—a hair, a bit of nail, or the like. Desecrate Evocation [Evil] Level: Clr 2, Evil 2 Components: V, S, M, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 20-ft.-radius emanation Duration: 2 hours/level Saving Throw: None Spell Resistance: Yes This spell imbues an area with negative energy. Each Charisma check made to turn undead within this area takes a –3 profane penalty, and every undead creature entering a desecrated area gains a +1 profane bonus on attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD. If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (–6 profane penalty on turning checks, +2 profane bonus and +2 hit points per HD for undead in the area). Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level). If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above. Desecrate counters and dispels consecrate. Material Component: A vial of unholy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area. Destruction Necromancy [Death] Level: Clr 7, Death 7 Components: V, S, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes This spell instantly slays the subject and consumes its remains (but not its equipment and possessions) utterly. If the target’s Fortitude saving throw succeeds, it instead takes 10d6 points of damage. The only way to restore life to a character who has failed to save against this spell is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle. Focus: A special holy (or unholy) symbol of silver marked with verses of anathema (cost 500 gp). Detect Animals or Plants Divination Level: Drd 1, Rgr 1 Components: V, S Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: Cone-shaped emanation Duration: Concentration, up to 10 min./level (D) Saving Throw: None Spell Resistance: No You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face. You must think of a kind of animal or plant when using the spell, but you can change the animal or plant kind each round. The amount of information revealed depends on how long you search a particular area or focus on a specific kind of animal or plant. 1st Round: Presence or absence of that kind of animal or plant in the area. 2nd Round: Number of individuals of the specified kind in the area, and the condition of the healthiest specimen. 3rd Round: The condition (see below) and location of each individual present. If an animal or plant is outside your line of sight, then you discern its direction but not its exact location. Conditions: For purposes of this spell, the categories of condition are as follows: Normal: Has at least 90% of full normal hit points, free of disease. Fair: 30% to 90% of full normal hit points remaining. Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury. Weak: 0 or fewer hit points remaining, afflicted with a disease in the terminal stage, or crippled. If a creature falls into more than one category, the spell indicates the weaker of the two. Each round you can turn to detect a kind of animal or plant in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect Chaos Divination Level: Clr 1 This spell functions like detect evil, except that it detects the auras of chaotic creatures, clerics of chaotic deities, chaotic spells, and chaotic magic items, and you are vulnerable to an overwhelming chaotic aura if you are lawful. Detect Evil Divination Level: Clr 1 Components: V, S, DF Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration, up to 10 min./ level (D) Saving Throw: None Spell Resistance: No You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of evil. 2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura’s power is overwhelming (see below), and the HD or level of the aura’s source is at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Power: An evil aura’s power depends on the type of evil creature or object that you’re detecting and its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If an aura falls into more than one strength category, the spell indicates the stronger of the two. ———————— Aura Power ———————— Creature/Object Faint Moderate Strong Overwhelming Evil creature1 (HD) 10 or lower 11–25 26–50 51 or higher Undead (HD) 2 or lower 3–8 9–20 21 or higher Evil outsider (HD) 1 or lower 2–4 5–10 11 or higher Cleric of an evil deity 2 (class levels) 1 2–4 5–10 11 or higher Evil magic item or spell (caster level) 2nd or lower 3rd–8th 9th–20th 21st or higher 1 Except for undead and outsiders, which have their own entries on the table. 2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies. Lingering Aura: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength Duration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6x10 minutes Overwhelming 1d6 days Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect Good Divination Level: Clr 1 This spell functions like detect evil, except that it detects the auras of good creatures, clerics or paladins of good deities, good spells, and good magic items, and you are vulnerable to an overwhelming good aura if you are evil. Healing potions, antidotes, and similar beneficial items are not good. Detect Law Divination Level: Clr 1 This spell functions like detect evil, except that it detects the auras of lawful creatures, clerics of lawful deities, lawful spells, and lawful magic items, and you are vulnerable to an overwhelming lawful aura if you are chaotic. Detect Magic Divination Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration, up to 1 min./level (D) Saving Throw: None Spell Resistance: No You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.) Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two. ————————— Aura Power ————————— Spell or Object Faint Moderate Strong Overwhelming Functioning spell (spell level) 3rd or lower 4th–6th 7th–9th 10th+ (deity-level) Magic item (caster level) 5th or lower 6th–11th 12th–20th 21st+ (artifact) Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength Duration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6x10 minutes Overwhelming 1d6 days Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a permanency spell. Detect Poison Divination Level: Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target or Area: One creature, one object, or a 5-ft. cube Duration: Instantaneous Saving Throw: None Spell Resistance: No You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect Scrying Divination Level: Brd 4, Sor/Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: 40 ft. Area: 40-ft.-radius emanation centered on you Duration: 24 hours Saving Throw: None Spell Resistance: No You immediately become aware of any attempt to observe you by means of a divination (scrying) spell or effect. The spell’s area radiates from you and moves as you move. You know the location of every magical sensor within the spell’s area. If the scrying attempt originates within the area, you also know its location; otherwise, you and the scrier immediately make opposed caster level checks (1d20 + caster level). If you at least match the scrier’s result, you get a visual image of the scrier and an accurate sense of his or her direction and distance from you. Material Component: A small piece of mirror and a miniature brass hearing trumpet. Detect Secret Doors Divination Level: Brd 1, Knowledge 1, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration, up to 1 min./level (D) Saving Throw: None Spell Resistance: No You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of secret doors. 2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location. Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by you. Each round, you can turn to detect secret doors in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect Snares and Pits Divination Level: Drd 1, Rgr 1 Components: V, S Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration, up to 10 min./level (D) Saving Throw: None Spell Resistance: No You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials. The spell does not detect complex traps, including trapdoor traps. Detect snares and pits does detect certain natural hazards—quicksand (a snare), a sinkhole (a pit), or unsafe walls of natural rock (a deadfall). However, it does not reveal other potentially dangerous conditions. The spell does not detect magic traps (except those that operate by pit, deadfall, or snaring; see the spell snare), nor mechanically complex ones, nor those that have been rendered safe or inactive. The amount of information revealed depends on how long you study a particular area. 1st Round: Presence or absence of hazards. 2nd Round: Number of hazards and the location of each. If a hazard is outside your line of sight, then you discern its direction but not its exact location. Each Additional Round: The general type and trigger for one particular hazard closely examined by you. Each round, you can turn to detect snares and pits in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect Thoughts Divination [Mind-Affecting] Level: Brd 2, Knowledge 2, Sor/Wiz 2 Components: V, S, F/DF Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration, up to 1 min./level (D) Saving Throw: Will negates; see text Spell Resistance: No You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher). 2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can’t see the creatures whose thoughts you are detecting. 3rd Round: Surface thoughts of any mind in the area. A target’s Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up. Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Arcane Focus: A copper piece. Detect Undead Divination Level: Clr 1, Pal 1, Sor/Wiz 1 Components: V, S, M/DF Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration, up to 1 minute/ level (D) Saving Throw: None Spell Resistance: No You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area. 1st Round: Presence or absence of undead auras. 2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura’s strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the following table: HD Strength 1 or lower Faint 2–4 Moderate 5–10 Strong 11 or higher Overwhelming Lingering Aura: An undead aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength Duration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6x10 minutes Overwhelming 1d6 days Each round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Arcane Material Component: A bit of earth from a grave. Dictum Evocation [Lawful, Sonic] Level: Clr 7, Law 7 Components: V Casting Time: 1 standard action Range: 40 ft. Area: Nonlawful creatures in a 40-ft.-radius spread centered on you Duration: Instantaneous Saving Throw: None or Will negates; see text Spell Resistance: Yes Any nonlawful creature within the area of a dictum spell suffers the following ill effects. HD Effect Equal to caster level Deafened Up to caster level –1 Slowed, deafened Up to caster level –5 Paralyzed, slowed, deafened Up to caster level –10 Killed, paralyzed, slowed, deafened The effects are cumulative and concurrent. No saving throw is allowed against these effects. Deafened: The creature is deafened for 1d4 rounds. Slowed: The creature is slowed, as by the slow spell, for 2d4 rounds. Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Killed: Living creatures die. Undead creatures are destroyed. Furthermore, if you are on your home plane when you cast this spell, nonlawful extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the dictum. The banishment effect allows a Will save (at a –4 penalty) to negate. Creatures whose HD exceed your caster level are unaffected by dictum. Dimension Door Conjuration (Teleportation) Level: Brd 4, Sor/Wiz 4, Travel 4 Components: V Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target: You and touched objects or other touched willing creatures Duration: Instantaneous Saving Throw: None and Will negates (object) Spell Resistance: No and Yes (object) You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails. Dimensional Anchor Abjuration Level: Clr 4, Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Ray Duration: 1 min./level Saving Throw: None Spell Resistance: Yes (object) A green ray springs from your outstretched hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell. A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell. Dimensional Lock Abjuration Level: Clr 8, Sor/Wiz 8 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 20-ft.-radius emanation centered on a point in space Duration: One day/level Saving Throw: None Spell Resistance: Yes You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. Once dimensional lock is in place, extradimensional travel into or out of the area is not possible. A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell. Diminish Plants Transmutation Level: Drd 3, Rgr 3 Components: V, S, DF Casting Time: 1 standard action Range: See text Target or Area: See text Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell has two versions. Prune Growth: This version causes normal vegetation within long range (400 feet + 40 feet per level) to shrink to about one-third of their normal size, becoming untangled and less bushy. The affected vegetation appears to have been carefully pruned and trimmed. At your option, the area can be a 100- foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter-circle. You may also designate portions of the area that are not affected. Stunt Growth: This version targets normal plants within a range of 1/2 mile, reducing their potential productivity over the course of the following year to one third below normal. Diminish plants counters plant growth. This spell has no effect on plant creatures. Discern Lies Divination Level: Clr 4, Pal 3 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: One creature/level, no two of which can be more than 30 ft. apart Duration: Concentration, up to 1 round/level Saving Throw: Will negates Spell Resistance: No Each round, you concentrate on one subject, who must be within range. You know if the subject deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions. Each round, you may concentrate on a different subject. Discern Location Divination Level: Clr 8, Knowledge 8, Sor/Wiz 8 Components: V, S, DF Casting Time: 10 minutes Range: Unlimited Target: One creature or object Duration: Instantaneous Saving Throw: None Spell Resistance: No A discern location spell is among the most powerful means of locating creatures or objects. Nothing short of a mind blank spell or the direct intervention of a deity keeps you from learning the exact location of a single individual or object. Discern location circumvents normal means of protection from scrying or location. The spell reveals the name of the creature or object’s location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies. To find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once. Disguise Self Illusion (Glamer) Level: Brd 1, Sor/Wiz 1, Trickery 1 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level (D) You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion. Disintegrate Transmutation Level: Destruction 7, Sor/Wiz 6 Components: V, S, M/DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Ray Duration: Instantaneous Saving Throw: Fortitude partial (object) Spell Resistance: Yes A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. When used against an object, the ray simply disintegrates as much as one 10- foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field. A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated. Only the first creature or object struck can be affected; that is, the ray affects only one target per casting. Arcane Material Component: A lodestone and a pinch of dust. Dismissal Abjuration Level: Clr 4, Sor/Wiz 5 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One extraplanar creature Duration: Instantaneous Saving Throw: Will negates; see text Spell Resistance: Yes This spell forces an extraplanar creature back to its proper plane if it fails a special Will save (DC = spell’s save DC – creature’s HD + your caster level). If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own. Dispel Chaos Abjuration [Lawful] Level: Clr 5, Law 5, Pal 4 This spell functions like dispel evil, except that you are surrounded by constant, blue, lawful energy, and the spell affects chaotic creatures and spells rather than evil ones. Dispel Evil Abjuration [Good] Level: Clr 5, Good 5, Pal 4 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target or Targets: You and a touched evil creature from another plane; or you and an enchantment or evil spell on a touched creature or object Duration: 1 round/level or until discharged, whichever comes first Saving Throw: See text Spell Resistance: See text Shimmering, white, holy energy surrounds you. This power has three effects. First, you gain a +4 deflection bonus to AC against attacks by evil creatures. Second, on making a successful melee touch attack against an evil creature from another plane, you can choose to drive that creature back to its home plane. The creature can negate the effects with a successful Will save (spell resistance applies). This use discharges and ends the spell. Third, with a touch you can automatically dispel any one enchantment spell cast by an evil creature or any one evil spell. Exception: Spells that can’t be dispelled by dispel magic also can’t be dispelled by dispel evil. Saving throws and spell resistance do not apply to this effect. This use discharges and ends the spell. Dispel Good Abjuration [Evil] Level: Clr 5, Evil 5 This spell functions like dispel evil, except that you are surrounded by dark, wavering, unholy energy, and the spell affects good creatures and spells rather than evil ones. Dispel Law Abjuration [Chaotic] Level: Chaos 5, Clr 5 This spell functions like dispel evil, except that you are surrounded by flickering, yellow, chaotic energy, and the spell affects lawful creatures and spells rather than evil ones. Dispel Magic Abjuration Level: Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burst Duration: Instantaneous Saving Throw: None Spell Resistance: No You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. Note: The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect. You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell: Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect. If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature. If the object that you target is a magic item, you make a dispel check against the item’s caster level. If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this. You automatically succeed on your dispel check against any spell that you cast yourself. Area Dispel: When dispel magic is used in this way, the spell affects everything within a 20-foot radius. For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creature’s magic items are not affected. For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel. For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell, you can make a dispel check to dispel the spell. For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area. If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object. You may choose to automatically succeed on dispel checks against any spell that you have cast. Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster’s spell. Dispel Magic, Greater Abjuration Level: Brd 5, Clr 6, Drd 6, Sor/Wiz 6 This spell functions like dispel magic, except that the maximum caster level on your dispel check is +20 instead of +10. Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can’t dispel that effect. Displacement Illusion (Glamer) Level: Brd 3, Sor/Wiz 3 Components: V, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. However, unlike actual total concealment, displacement does not prevent enemies from targeting the creature normally. True seeing reveals its true location. Material Component: A small strip of leather twisted into a loop. Disrupt Undead Necromancy Level: Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it. Disrupting Weapon Transmutation Level: Clr 5 Components: V, S Casting Time: 1 standard action Range: Touch Targets: One melee weapon Duration: 1 round/level Saving Throw: Will negates (harmless, object); see text Spell Resistance: Yes (harmless, object) This spell makes a melee weapon deadly to undead. Any undead creature with HD equal to or less than your caster level must succeed on a Will save or be destroyed utterly if struck in combat with this weapon. Spell resistance does not apply against the destruction effect. Divination Divination Level: Clr 4, Knowledge 4 Components: V, S, M Casting Time: 10 minutes Range: Personal Target: You Duration: Instantaneous Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn’t act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 70% + 1% per caster level, to a maximum of 90%. If the dice roll fails, you know the spell failed, unless specific magic yielding false information is at work. As with augury, multiple divinations about the same topic by the same caster use the same dice result as the first divination spell and yield the same answer each time. Material Component: Incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp. Divine Favor Evocation Level: Clr 1, Pal 1 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: You Duration: 1 minute Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn’t apply to spell damage. Divine Power Evocation Level: Clr 4, War 4 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level. Dominate Animal Enchantment (Compulsion) [Mind-Affecting] Level: Animal 3, Drd 3 Components: V, S Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: One animal Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes You can enchant an animal and direct it with simple commands such as “Attack,” “Run,” and “Fetch.” Suicidal or self-destructive commands (including an order to attack a creature two or more size categories larger than the dominated animal) are simply ignored. Dominate animal establishes a mental link between you and the subject creature. The animal can be directed by silent mental command as long as it remains in range. You need not see the creature to control it. You do not receive direct sensory input from the creature, but you know what it is experiencing. Because you are directing the animal with your own intelligence, it may be able to undertake actions normally beyond its own comprehension. You need not concentrate exclusively on controlling the creature unless you are trying to direct it to do something it normally couldn’t do. Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action. Dominate Monster Enchantment (Compulsion) [Mind-Affecting] Level: Sor/Wiz 9 Target: One creature This spell functions like dominate person, except that the spell is not restricted by creature type. Dominate Person Enchantment (Compulsion) [Mind-Affecting] Level: Brd 4, Sor/Wiz 5 Components: V, S Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: One humanoid Duration: One day/level Saving Throw: Will negates Spell Resistance: Yes You can control the actions of any humanoid creature through a telepathic link that you establish with the subject’s mind. If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically. Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject’s behavior is being influenced by an enchantment effect (see the Sense Motive skill description). Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action. By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can’t communicate with you. You can’t actually see through the subject’s eyes, so it’s not as good as being there yourself, but you still get a good idea of what’s going on. Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it. If you don’t spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination. Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it. Doom Necromancy [Fear, Mind-Affecting] Level: Clr 1 Components: V, S, DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One living creature Duration: 1 min./level Saving Throw: Will negates Spell Resistance: Yes This spell fills a single subject with a feeling of horrible dread that causes it to become shaken. Dream Illusion (Phantasm) [Mind-Affecting] Level: Brd 5, Sor/Wiz 5 Components: V, S Casting Time: 1 minute Range: Unlimited Target: One living creature touched Duration: See text Saving Throw: None Spell Resistance: Yes You, or a messenger touched by you, sends a phantasmal message to others in the form of a dream. At the beginning of the spell, you must name the recipient or identify him or her by some title that leaves no doubt as to identity. The messenger then enters a trance, appears in the intended recipient’s dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient. Once the message is delivered, the messenger’s mind returns instantly to its body. The duration of the spell is the time required for the messenger to enter the recipient’s dream and deliver the message. If the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance. The messenger can remain in the trance until the recipient goes to sleep, then enter the recipient’s dream and deliver the message as normal. A messenger that is disturbed during the trance comes awake, ending the spell. Creatures who don’t sleep (such as elves, but not half-elves) or don’t dream cannot be contacted by this spell. The messenger is unaware of its own surroundings or of the activities around it while in the trance. It is defenseless both physically and mentally (always fails any saving throw) while in the trance. Eagle’s Splendor Transmutation Level: Brd 2, Clr 2, Pal 2, Sor/Wiz 2 Components: V, S, M/DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Sorcerers and bards (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spell’s effect do increase. Arcane Material Component: A few feathers or a pinch of droppings from an eagle. Eagle’s Splendor, Mass Transmutation Level: Brd 6, Clr 6, Sor/Wiz 6 Range: Close (25 ft. + 5 ft./2 levels) Target: One creature/level, no two of which can be more than 30 ft. apart This spell functions like eagle’s splendor, except that it affects multiple creatures. Earthquake Evocation [Earth] Level: Clr 8, Destruction 8, Drd 8, Earth 7 Components: V, S, DF Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 80-ft.-radius spread (S) Duration: 1 round Saving Throw: See text Spell Resistance: No When you cast earthquake, an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can’t move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast. Cave, Cavern, or Tunnel: The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 15 half ) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris. Cliffs: Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below). Open Ground: Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). At the end of the spell, all fissures grind shut, killing any creatures still trapped within. Structure: Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below). River, Lake, or Marsh: Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud. Pinned beneath Rubble: Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead. Elemental Swarm Conjuration (Summoning) [see text] Level: Air 9, Drd 9, Earth 9, Fire 9, Water 9 Components: V, S Casting Time: 10 minutes Range: Medium (100 ft. + 10 ft./level) Effect: Two or more summoned creatures, no two of which can be more than 30 ft. apart Duration: 10 min./level (D) Saving Throw: None Spell Resistance: No This spell opens a portal to an Elemental Plane and summons elementals from it. A druid can choose the plane (Air, Earth, Fire, or Water); a cleric opens a portal to the plane matching his domain. When the spell is complete, 2d4 Large elementals appear. Ten minutes later, 1d4 Huge elementals appear. Ten minutes after that, one greater elemental appears. Each elemental has maximum hit points per HD. Once these creatures appear, they serve you for the duration of the spell. The elementals obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the elementals. You can dismiss them singly or in groups at any time. When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type. Endure Elements Abjuration Level: Clr 1, Drd 1, Pal 1, Rgr 1, Sor/Wiz 1, Sun 1 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 24 hours Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves). The creature’s equipment is likewise protected. Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth. Energy Drain Necromancy Level: Clr 9, Sor/Wiz 9 Saving Throw: Fortitude partial; see text for enervation This spell functions like enervation, except that the creature struck gains 2d4 negative levels, and the negative levels last longer. There is no saving throw to avoid gaining the negative levels, but 24 hours after gaining them, the subject must make a Fortitude saving throw (DC = energy drain spell’s save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, the negative level also goes away, but one of the subject’s character levels is permanently drained. An undead creature struck by the ray gains 2d4x5 temporary hit points for 1 hour. Enervation Necromancy Level: Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray of negative energy Duration: Instantaneous Saving Throw: None Spell Resistance: Yes You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If the attack succeeds, the subject gains 1d4 negative levels. If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a –1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities). Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack. Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of permanently draining the victim’s levels, but the negative levels from enervation don’t last long enough to do so. An undead creature struck by the ray gains 1d4x5 temporary hit points for 1 hour. Enlarge Person Transmutation Level: Sor/Wiz 1, Strength 1 Components: V, S, M Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: One humanoid creature Duration: 1 min./level (D) Saving Throw: Fortitude negates Spell Resistance: Yes This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The target gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size. A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it— the spell cannot be used to crush a creature by increasing its size. All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell. Multiple magical effects that increase size do not stack,. Enlarge person counters and dispels reduce person. Enlarge person can be made permanent with a permanency spell. Material Component: A pinch of powdered iron. Enlarge Person, Mass Transmutation Level: Sor/Wiz 4 Target: One humanoid creature/level, no two of which can be more than 30 ft. apart This spell functions like enlarge person, except that it affects multiple creatures. Entangle Transmutation Level: Drd 1, Plant 1, Rgr 1 Components: V, S, DF Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: Plants in a 40-ft.-radius spread Duration: 1 min./level (D) Saving Throw: Reflex partial; see text Spell Resistance: No Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement. Note: The effects of the spell may be altered somewhat, based on the nature of the entangling plants. Enthrall Enchantment (Charm) [Language Dependent, Mind-Affecting, Sonic] Level: Brd 2, Clr 2 Components: V, S Casting Time: 1 round Range: Medium (100 ft. + 10 ft./level) Targets: Any number of creatures Duration: 1 hour or less Saving Throw: Will negates; see text Spell Resistance: Yes If you have the attention of a group of creatures, you can use this spell to hold them spellbound. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw. A creature with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes. The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing. If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist. The heckling ends the spell if this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell. If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile. Entropic Shield Abjuration Level: Clr 1, Luck 1 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level (D) A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment). Other attacks that simply work at a distance are not affected. Erase Transmutation Level: Brd 1, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One scroll or two pages Duration: Instantaneous Saving Throw: See text Spell Resistance: No Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is 90%. Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. (A natural 1 or 2 is always a failure on this check.) If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead. Ethereal Jaunt Transmutation Level: Clr 7, Sor/Wiz 7 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level (D) You become ethereal, along with your equipment. For the duration of the spell, you are in a place called the Ethereal Plane, which overlaps the normal, physical, Material Plane. When the spell expires, you return to material existence. An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet. Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and ethereal objects as if they were material. If you end the spell and become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel. Etherealness Transmutation Level: Clr 9, Sor/Wiz 9 Range: Touch; see text Targets: You and one other touched creature per three levels Duration: 1 min./level (D) Spell Resistance: Yes This spell functions like ethereal jaunt, except that you and other willing creatures joined by linked hands (along with their equipment) become ethereal. Besides yourself, you can bring one creature per three caster levels to the Ethereal Plane. Once ethereal, the subjects need not stay together. When the spell expires, all affected creatures on the Ethereal Plane return to material existence. Expeditious Retreat Transmutation Level: Brd 1, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level (D) This spell increases your base land speed by 30 feet. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Jump skill). Explosive Runes Abjuration [Force] Level: Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Touch Target: One touched object weighing no more than 10 lb. Duration: Permanent until discharged (D) Saving Throw: See text Spell Resistance: Yes You trace these mystic runes upon a book, map, scroll, or similar object bearing written information. The runes detonate when read, dealing 6d6 points of force damage. Anyone next to the runes (close enough to read them) takes the full damage with no saving throw; any other creature within 10 feet of the runes is entitled to a Reflex save for half damage. The object on which the runes were written also takes full damage (no saving throw). You and any characters you specifically instruct can read the protected writing without triggering the runes. Likewise, you can remove the runes whenever desired. Another creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the runes and failing to do so triggers the explosion. Note: Magic traps such as explosive runes are hard to detect and disable. A rogue (only) can use the Search skill to find the runes and Disable Device to thwart them. The DC in each case is 25 + spell level, or 28 for explosive runes. Eyebite Necromancy [Evil] Level: Brd 6, Sor/Wiz 6 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 round per three levels; see text Saving Throw: Fortitude negates Spell Resistance: Yes Each round, you may target a single living creature, striking it with waves of evil power. Depending on the target’s HD, this attack has as many as three effects. HD Effect 10 or more Sickened 5–9 Panicked, sickened 4 or less Comatose, panicked, sickened The effects are cumulative and concurrent. Sickened: Sudden pain and fever sweeps over the subject’s body. A sickened creature takes a –2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. A creature affected by this spell remains sickened for 10 minutes per caster level. The effects cannot be negated by a remove disease or heal spell, but a remove curse is effective. Panicked: The subject becomes panicked for 1d4 rounds. Even after the panic ends, the creature remains shaken for 10 minutes per caster level, and it automatically becomes panicked again if it comes within sight of you during that time. This is a fear effect. Comatose: The subject falls into a catatonic coma for 10 minutes per caster level. During this time, it cannot be awakened by any means short of dispelling the effect. This is not a sleep effect, and thus elves are not immune to it. The spell lasts for 1 round per three caster levels. You must spend a move action each round after the first to target a foe.