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Published by Jedgarton110, 2015-12-11 00:47:13

Player's Handbook

Player's Handbook

CHAPTER 11: You bring into being a mobile, hemi- masterwork sword at that). The spell has Arcane Material Component: A lump of
spherical energy field that prevents the no effect on golems and other constructs alum soaked in vinegar.
SPELLS entrance of most types of living creatures. that are imbued with magic during their
The effect hedges out animals, aberrations, creation process and are thereafter self- Antiplant Shell
dragons, fey, giants, humanoids, magical supporting (unless they have been sum-
beasts, monstrous humanoids, oozes, moned, in which case they are treated like Abjuration
plants, and vermin, but not constructs, any other summoned creatures). Elemen- Level: Drd 4
elementals, outsiders, or undead. See the tals, corporeal undead, and outsiders are Components: V, S, DF
Monster Manual for more about creature likewise unaffected unless summoned. Casting Time: 1 standard action
types. These creatures’ spell-like or supernatural Range: 10 ft.
abilities, however, may be temporarily Area: 10-ft.-radius emanation, centered on
This spell may be used only defensively, nullified by the field.
not aggressively. Forcing an abjuration you
barrier against creatures that the spell Dispel magic does not remove the field. Duration: 10 min./level (D)
keeps at bay collapses the barrier (see Two or more antimagic fields sharing any of Saving Throw: None
Abjuration, page 172). the same space have no effect on each Spell Resistance: Yes
other. Certain spells, such as wall of force,
Antimagic Field prismatic sphere, and prismatic wall, remain The antiplant shell spell creates an invisible,
unaffected by antimagic field (see the indi- mobile barrier that keeps all creatures
Abjuration vidual spell descriptions). Artifacts and within the shell protected from attacks by
Level: Clr 8, Magic 6, Protection 6, deities are unaffected by mortal magic plant creatures or animated plants. As with
such as this. (See the Dungeon Master’s many abjuration spells, forcing the barrier
Sor/Wiz 6 Guide for more about artifacts.) against creatures that the spell keeps at bay
Components: V, S, M/DF strains and collapses the field (see Abjura-
Casting Time: 1 standard action Should a creature be larger than the area tion, page 172).
Range: 10 ft. enclosed by the barrier, any part of it that
Area: 10-ft.-radius emanation, centered on lies outside the barrier is unaffected by the Arcane Eye
field.
you Divination (Scrying)
Duration: 10 min./level (D) Arcane Material Component: A pinch of Level: Sor/Wiz 4
Saving Throw: None powdered iron or iron filings. Components: V, S, M
Spell Resistance: See text Casting Time: 10 minutes
Antipathy Range: Unlimited
200 An invisible barrier surrounds you and Effect: Magical sensor
Enchantment (Compulsion) [Mind- Duration: 1 min./level (D)
moves with you. The space within this Affecting] Saving Throw: None
Spell Resistance: No
barrier is impervious to most magical Level: Drd 9, Sor/Wiz 8
Components: V, S, M/DF You create an invisible magical sensor that
effects, including spells, spell-like abilities, Casting Time: 1 hour sends you visual information. You can
Range: Close (25 ft. + 5 ft./2 levels) create the arcane eye at any point you can
and supernatural abilities. Likewise, it Target: One location (up to a 10-ft. see, but it can then travel outside your line
of sight without hindrance. An arcane eye
prevents the functioning of any magic cube/level) or one object travels at 30 feet per round (300 feet per
Duration: 2 hours/level (D) minute) if viewing an area ahead as a
items or spells within its confines. Saving Throw: Will partial human would (primarily looking at the
Spell Resistance: Yes floor) or 10 feet per round (100 feet per
An antimagic field suppresses any spell or minute) if examining the ceiling and walls
magical effect used within, brought into, You cause an object or location to emanate as well as the floor ahead. It sees exactly as
or cast into the area, but does not dispel it. magical vibrations that repel either a you would see if you were there. The eye
A hasted creature, for example, is not hasted specific kind of intelligent creature or can travel in any direction as long as the
while inside the field, but the spell creatures of a particular alignment, as spell lasts. Solid barriers block its passage,
resumes functioning when the creature defined by you. The kind of creature to be but it can pass through a hole or space as
leaves the field. Time spent within an affected must be named specifically—for small as 1 inch in diameter. The eye can’t
antimagic field counts against the sup- example, red dragons, hill giants, wererats, enter another plane of existence, even
pressed spell’s duration. lammasus, cloakers, or vampires. A through a gate or similar magical portal.
creature subtype (such as goblinoid) is not
Summoned creatures of any type and specific enough. Likewise, the specific You must concentrate to use an arcane
incorporeal undead wink out if they enter alignment to be repelled must be named— eye. If you do not concentrate, the eye is
an antimagic field. They reappear in the for example, chaotic evil, chaotic good, inert until you again concentrate.
same spot once the field goes away. Time lawful neutral, or neutral.
spent winked out counts normally against Material Component: A bit of bat fur.
the duration of the conjuration that is Creatures of the designated kind or
maintaining the creature. If you cast alignment feel an overpowering urge to Arcane Lock
antimagic field in an area occupied by a leave the area or to avoid the affected item.
summoned creature that has spell resist- A compulsion forces them to abandon the Abjuration
ance, you must make a caster level check area or item, shunning it and never will- Level: Sor/Wiz 2
(1d20 + caster level) against the creature’s ingly returning to it while the spell is in Components: V, S, M
spell resistance to make it wink out. (The effect. A creature that makes a successful Casting Time: 1 standard action
effects of instantaneous conjurations, such saving throw can stay in the area or touch Range: Touch
as create water, are not affected by an the item but feels uncomfortable doing so. Target: The door, chest, or portal touched,
antimagic field because the conjuration This distracting discomfort reduces the
itself is no longer in effect, only its result.) creature’s Dexterity score by 4 points. up to 30 sq. ft./level in size

A normal creature (a normally encoun- Antipathy counters and dispels sympathy.
tered griffon rather than a conjured one,
for instance) 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

Duration: Permanent require concentration and discerns aura You project your astral self onto the CHAPTER 11:
Saving Throw: None location and power more quickly.
Spell Resistance: No Astral Plane, leaving your physical body SPELLS
You know the location and power of all
An arcane lock spell cast upon a door, chest, magical auras within your sight. An aura’s behind on the Material Plane in a state of
or portal magically locks it. You can freely power depends on a spell’s functioning
pass your own arcane lock without affecting level or an item’s caster level, as noted in suspended animation. The spell projects an
it; otherwise, a door or object secured with the description of the detect magic spell
this spell can be opened only by breaking (page 219). If the items or creatures bear- astral copy of you and all you wear or carry
in or with a successful dispel magic or knock ing the auras are in line of sight, you can
spell. Add 10 to the normal DC to break make Spellcraft skill checks to determine onto the Astral Plane. Since the Astral
open a door or portal affected by this spell. the school of magic involved in each.
(A knock spell does not remove an arcane (Make one check per aura; DC 15 + spell Plane touches upon other planes, you can
lock; it only suppresses the effect for 10 level, or 15 + one-half caster level for a
minutes.) nonspell effect.) travel astrally to any of these other planes

Material Component: Gold dust worth 25 If you concentrate on a specific creature as you will. To enter one, you leave the
gp. within 120 feet of you as a standard action,
you can determine whether it has any Astral Plane, forming a new physical body
Arcane Mark spellcasting or spell-like abilities, whether
these are arcane or divine (spell-like (and equipment) on the plane of existence
Universal abilities register as arcane), and the
Level: Sor/Wiz 0 strength of the most powerful spell or you have chosen to enter.
Components: V, S spell-like ability the creature currently has
Casting Time: 1 standard action available for use. In some cases, arcane sight While you are on the Astral Plane, your
Range: 0 ft. may give a deceptively low reading—for astral body is connected at all times to your
Effect: One personal rune or mark, all of example, when you use it on a spellcaster physical body by a silvery cord. If the cord
who has used up most of his or her daily is broken, you are killed, astrally and phys-
which must fit within 1 sq. ft. spell allotment. ically. Luckily, very few things can destroy
Duration: Permanent a silver cord (see the Dungeon Master’s Guide
Saving Throw: None Arcane sight can be made permanent for more information). When a second
Spell Resistance: No with a permanency spell. body is formed on a different plane, the
incorporeal silvery cord remains invisibly
This spell allows you to inscribe your per- Arcane Sight, Greater attached to the new body. If the second
sonal rune or mark, which can consist of body or the astral form is slain, the cord
no more than six characters. The writing Divination simply returns to your body where it rests
can be visible or invisible. An arcane mark Level: Sor/Wiz 7 on the Material Plane, thereby reviving it
spell enables you to etch the rune upon from its state of suspended animation.
any substance (even stone or metal) with- This spell functions like arcane sight, except Although astral projections are able to
out harm to the material upon which it is that you automatically know which spells function on the Astral Plane, their actions
placed. If an invisible mark is made, a detect or magical effects are active upon any affect only creatures existing on the Astral
magic spell causes it to glow and be visible, individual or object you see. Plane; a physical body must be material-
though not necessarily understandable. See ized on other planes.
invisibility, true seeing, a gem of seeing, or a Greater arcane sight doesn’t let you iden-
robe of eyes likewise allows the user to see tify magic items. You and your companions may travel
an invisible arcane mark. A read magic spell through the Astral Plane indefinitely. Your
reveals the words, if any. The mark cannot Unlike arcane sight, this spell cannot be bodies simply wait behind in a state of
be dispelled, but it can be removed by the made permanent with a permanency spell. suspended animation until you choose to
caster or by an erase spell. If an arcane mark return your spirits to them. The spell lasts
is placed on a living being, normal wear Astral Projection until you desire to end it, or until it is
gradually causes the effect to fade in about terminated by some outside means, such as
a month. Necromancy dispel magic cast upon either the physical
Level: Clr 9, Sor/Wiz 9, Travel 9 body or the astral form, the breaking of the
Arcane mark must be cast on an object Components: V, S, M silver cord, or the destruction of your body
prior to casting Drawmij’s instant summons Casting Time: 30 minutes back on the Material Plane (which kills
on the same object (see that spell descrip- Range: Touch you).
tion for details). Targets: You plus one additional willing
Material Component: A jacinth worth at
Arcane Sight creature touched per two caster levels
Duration: See text least 1,000 gp, plus a silver bar worth 5 gp
Divination Saving Throw: None
Level: Sor/Wiz 3 Spell Resistance: Yes for each person to be affected.
Components: V, S
Casting Time: 1 standard action By freeing your spirit from your physical Atonement
Range: Personal body, this spell allows you to project an
Target: You astral body onto another plane altogether. Abjuration
Duration: 1 min./level (D) You can bring the astral forms of other Level: Clr 5, Drd 5
willing creatures with you, provided that Components: V, S, M, F, DF, XP
This spell makes your eyes glow blue and these subjects are linked in a circle with Casting Time: 1 hour
allows you to see magical auras within 120 you at the time of the casting. These fellow Range: Touch
feet of you. The effect is similar to that of a travelers are dependent upon you and Target: Living creature touched
detect magic spell, but arcane sight does not must accompany you at all times. If Duration: Instantaneous
something happens to you during the Saving Throw: None
journey, your companions are stranded Spell Resistance: Yes
wherever you left them.
This spell removes the burden of evil acts 201
or misdeeds from the subject. The creature
seeking atonement must be truly
repentant and desirous of setting right its
misdeeds. If the atoning creature com-
mitted the evil act unwittingly or under
some form of compulsion, atonement
operates normally at no cost to you. How-
ever, in the case of a creature atoning for

CHAPTER 11: deliberate misdeeds and acts of a knowing XP Cost: When cast for the benefit of a Will save (DC 10 + the animal’s current
and willful nature, you must intercede creature whose guilt was the result of HD, or the HD the tree will have once
SPELLS with your deity (requiring you to expend deliberate acts, the cost to you is 500 XP awakened).
500 XP) in order to expunge the subject’s per casting (see above).
burden. Many casters first assign a subject The awakened animal or tree is friendly
of this sort a quest (see geas/quest) or Augury toward you. You have no special empathy
similar penance to determine whether the or connection with a creature you awaken,
creature is truly contrite before casting the Divination although it serves you in specific tasks or
atonement spell on its behalf. Level: Clr 2 endeavors if you communicate your
Components: V, S, M, F desires to it.
Atonement may be cast for one of several Casting Time: 1 minute
purposes, depending on the version Range: Personal An awakened tree has characteristics as if
selected. Target: You it were an animated object (see the Monster
Duration: Instantaneous Manual), except that it gains the plant type
Reverse Magical Alignment Change: If a and its Intelligence, Wisdom, and
creature has had its alignment magically An augury can tell you whether a particular Charisma scores are each 3d6. An awakened
changed, atonement returns its alignment action will bring good or bad results for plant gains the ability to move its limbs,
to its original status at no cost in experi- you in the immediate future. For example, roots, vines, creepers, and so forth, and it
ence points. if a character is considering destroying a has senses similar to a human’s.
weird seal that closes a portal, an augury
Restore Class: A paladin who has lost her might determine whether that act is a good An awakened animal gets 3d6 Intel-
class features due to committing an evil act idea. ligence, +1d3 Charisma, and +2 HD. Its
may have her paladinhood restored to her type becomes magical beast (augmented
by this spell. The base chance for receiving a mean- animal). An awakened animal can’t serve as
ingful reply is 70% + 1% per caster level, to an animal companion, familiar, or special
Restore Cleric or Druid Spell Powers: A a maximum of 90%; the DM makes the roll mount.
cleric or druid who has lost the ability to secretly. The DM may determine that a
cast spells by incurring the anger of his or question is so straightforward that a suc- An awakened tree or animal can speak
her deity may regain that ability by seek- cessful result is automatic, or so vague as to one language that you know, plus one
ing atonement from another cleric of the have no chance of success. If the augury additional language that you know per
same deity or another druid. If the trans- succeeds, you get one of four results: point of Intelligence bonus (if any).
gression was intentional, the casting cleric
loses 500 XP for his intercession. If the Weal (if the action will probably bring XP Cost: 250 XP.
transgression was unintentional, he does good results).
not lose XP. Woe (for bad results). Baleful Polymorph
Weal and woe (for both).
Redemption or Temptation: You may cast Nothing (for actions that don’t have Transmutation
this spell upon a creature of an opposing especially good or bad results). Level: Drd 5, Sor/Wiz 5
alignment in order to offer it a chance to Components: V, S
change its alignment to match yours. The If the spell fails, you get the “nothing” Casting Time: 1 standard action
prospective subject must be present for the result. A cleric who gets the “nothing” Range: Close (25 ft. + 5 ft./2 levels)
entire casting process. Upon completion of result has no way to tell whether it was the Target: One creature
the spell, the subject freely chooses consequence of a failed or successful Duration: Permanent
whether it retains its original alignment or augury. Saving Throw: Fortitude negates, Will
acquiesces to your offer and changes to
your alignment. No duress, compulsion, or The augury can see into the future only partial; see text
magical influence can force the subject to about half an hour, so anything that might Spell Resistance: Yes
take advantage of the opportunity offered happen after that does not affect the result.
if it is unwilling to abandon its old Thus, the result might not take into As polymorph, except that you change the
alignment. This use of the spell does not account the long-term consequences of a subject into a Small or smaller animal of no
work on outsiders or any creature contemplated action. All auguries cast by more than 1 HD (such as a dog, lizard,
incapable of changing its alignment the same person about the same topic use monkey, or toad). If the new form would
naturally. the same dice result as the first casting. prove fatal to the creature (for example, if
you polymorphed a landbound target into
Though the spell description refers to Material Component: Incense worth at a fish, or a flying target into a toad) the
evil acts, atonement can also be used on any least 25 gp. subject gets a +4 bonus on the save.
creature that has performed acts against its
alignment, whether those acts are evil, Focus: A set of marked sticks, bones, or If the spell succeeds, the subject must
good, chaotic, or lawful. similar tokens of at least 25 gp value. also make a Will save. If this second save
fails, the creature loses its extraordinary,
Note: Normally, changing alignment is Awaken supernatural, and spell-like abilities, loses
up to the player (for PCs) or the DM (for its ability to cast spells (if it had the ability),
NPCs). This use of atonement simply offers Transmutation and gains the alignment, special abilities,
a believable way for a character to change Level: Drd 5 and Intelligence, Wisdom, and Charisma
his or her alignment drastically, suddenly, Components: V, S, DF, XP scores of its new form in place of its own.
and definitively. Casting Time: 24 hours It still retains its class and level (or HD), as
Range: Touch well as all benefits deriving therefrom
Material Component: Burning incense. Target: Animal or tree touched (such as base attack bonus, base save
Focus: In addition to your holy symbol or Duration: Instantaneous bonuses, and hit points). It retains any
normal divine focus, you need a set of Saving Throw: Will negates class features (other than spellcasting) that
prayer beads (or other prayer device, such Spell Resistance: Yes aren’t extraordinary, supernatural, or spell-
as a prayer wheel or prayer book) worth at like abilities.
least 500 gp. You awaken a tree or animal to humanlike
sentience. To succeed, you must make a Incorporeal or gaseous creatures are
202 immune to being polymorphed, and a crea-

ture with the shapechanger subtype (such Barkskin Casting Time: 1 standard action CHAPTER 11:
as a lycanthrope or a doppelganger) can Range: Touch
revert to its natural form as a standard Transmutation Target: Creature touched SPELLS
action. Level: Drd 2, Rgr 2, Plant 2 Duration: Permanent
Components: V, S, DF Saving Throw: Will negates
Bane Casting Time: 1 standard action Spell Resistance: Yes
Range: Touch
Enchantment (Compulsion) [Fear, Mind- Target: Living creature touched You place a curse on the subject. Choose
Affecting] Duration: 10 min./level one of the following three effects.
Saving Throw: None
Level: Clr 1 Spell Resistance: Yes (harmless) –6 decrease to an ability score (mini-
Components: V, S, DF mum 1).
Casting Time: 1 standard action Barkskin toughens a creature’s skin. The –4 penalty on attack rolls, saves, ability
Range: 50 ft. effect grants a +2 enhancement bonus to checks, and skill checks.
Area: All enemies within 50 ft. the creature’s existing natural armor Each turn, the target has a 50% chance
Duration: 1 min./level bonus. This enhancement bonus increases to act normally; otherwise, it takes no
Saving Throw: Will negates by 1 for every three caster levels above 3rd, action.
Spell Resistance: Yes to a maximum of +5 at caster level 12th.
You may also invent your own curse, but it
Bane fills your enemies with fear and The enhancement bonus provided by should be no more powerful than those
doubt. Each affected creature takes a –1 barkskin stacks with the target’s natural described above, and the DM has final say
penalty on attack rolls and a –1 penalty on armor bonus, but not with other enhance- on the curse’s effect.
saving throws against fear effects. ment bonuses to natural armor. A creature
without natural armor has an effective The curse bestowed by this spell cannot
Bane counters and dispels bless. natural armor bonus of +0, much as a be dispelled, but it can be removed with a
character wearing only normal clothing break enchantment, limited wish, miracle,
Banishment has an armor bonus of +0. remove curse, or wish spell.

Abjuration Bear’s Endurance Bestow curse counters remove curse.
Level: Clr 6, Sor/Wiz 7
Components: V, S, F Transmutation Bigby’s Clenched Fist
Casting Time: 1 standard action Level: Clr 2, Drd 2, Rgr 2, Sor/Wiz 2
Range: Close (25 ft. + 5 ft./2 levels) Components: V, S, DF Evocation [Force]
Targets: One or more extraplanar Casting Time: 1 standard action
Range: Touch Level: Sor/Wiz 8, Strength 8
creatures, no two of which can be more Target: Creature touched Components: V, S, F/DF
than 30 ft. apart Duration: 1 min./level
Duration: Instantaneous Saving Throw: Will negates (harmless) This spell functions like Bigby’s interposing
Saving Throw: Will negates Spell Resistance: Yes hand, except that the hand can interpose
Spell Resistance: Yes itself, push, or strike one opponent that
The affected creature gains greater vitality you select. The floating hand can move as
A banishment spell is a more powerful ver- and stamina. The spell grants the subject a far as 60 feet and can attack in the same
sion of the dismissal spell. It enables you to +4 enhancement bonus to Constitution, round. Since this hand is directed by you,
force extraplanar creatures out of your which adds the usual benefits to hit points, its ability to notice or attack invisible or
home plane. As many as 2 Hit Dice of Fortitude saves, Constitution checks, and concealed creatures is no better than
creatures per caster level can be banished. so forth. yours.
You can improve the spell’s chance of suc-
cess by presenting at least one object or Hit points gained by a temporary The hand attacks once per round, and its
substance that the target hates, fears, or increase in Constitution score are not attack bonus equals your caster level + your
otherwise opposes. For each such object or temporary hit points. They go away when Intelligence, Wisdom, or Charisma
substance, you gain a +1 bonus on your the subject’s Constitution drops back to modifier (for a wizard, cleric, or sorcerer,
caster level check to overcome the target’s normal. They are not lost first as temporary respectively), +11 for the hand’s Strength
spell resistance (if any), the saving throw hit points are (see page 146). score (33), –1 for being Large. The hand
DC increases by 2. For example, if this deals 1d8+11 points of damage on each
spell were cast on a demon that hated light Bear’s Endurance, Mass attack, and any creature struck must make
and was vulnerable to holy water and cold a Fortitude save (against this spell’s save
iron weapons, you might use iron, holy Transmutation DC) or be stunned for 1 round. Directing
water, and a torch in the spell. The three Level: Clr 6, Drd 6, Sor/Wiz 6 the spell to a new target is a move action.
items would give you a +3 bonus on your Range: Close (25 ft. + 5 ft./2 levels)
check to overcome the demon’s spell Targets: One creature/level, no two of The clenched fist can also interpose itself
resistance and add 6 to the spell’s save DC. as Bigby’s interposing hand does, or it can
which can be more than 30 ft. apart bull rush an opponent as Bigby’s forceful
At the DM’s option, certain rare items hand does, but at a +15 bonus on the
might work twice as well as a normal item Mass bear’s endurance works like bear’s Strength check.
for the purpose of the bonuses (each pro- endurance, except that it affects multiple
viding a +2 bonus on the caster level check creatures. Clerics who cast this spell name it for
against spell resistance and increasing the their deities—Pelor’s clenched fist, for
save DC by 4). Bestow Curse example.

Arcane Focus: Any item that is distasteful Necromancy Arcane Focus: A leather glove.
to the subject (optional, see above). Level: Clr 3, Sor/Wiz 4
Components: V, S Bigby’s Crushing Hand

Evocation [Force]

Level: Sor/Wiz 9, Strength 9

Components: V, S, M, F/DF

203

CHAPTER 11: This spell functions like Bigby’s interposing Large. Its grapple bonus is this same figure, Binding
hand, except that the hand can interpose except with a +4 modifier for being Large
SPELLS itself, push, or crush one opponent that instead of –1. The hand holds but does not Enchantment (Compulsion) [Mind-
you select. harm creatures it grapples. Directing the Affecting]
spell to a new target is a move action.
The crushing hand can grapple an oppo- Level: Sor/Wiz 8
nent like Bigby’s grasping hand does. Its The grasping hand can also bull rush an Components: V, S, M
grapple bonus equals your caster level + opponent as Bigby’s forceful hand does, but at Casting Time: One minute
your Intelligence, Wisdom, or Charisma a +16 bonus on the Strength check (+10 for Range: Close (25 ft. + 5 ft./2 levels)
modifier (for a wizard, cleric, or sorcerer, Strength 35, +4 for being Large, and a +2 Target: One living creature
respectively), +12 for the hand’s Strength bonus for charging, which it always gets), Duration: See text (D)
score (35), +4 for being Large. The hand or interpose itself as Bigby’s interposing hand Saving Throw: Will negates; see text
deals 2d6+12 points of damage (lethal, not does. Spell Resistance: Yes
nonlethal) on each successful grapple
check against an opponent. Clerics who cast this spell name it for A binding spell creates a magical restraint
their deities—Kord’s grasping hand, for to hold a creature. The target gets an initial
The crushing hand can also interpose example. saving throw only if its Hit Dice equal at
itself as Bigby’s interposing hand does, or it least one-half your caster level.
can bull rush an opponent as Bigby’s forceful Arcane Focus: A leather glove.
hand does, but at a +18 bonus. You may have as many as six assistants
Bigby’s Interposing Hand help you with the spell. For each assistant
Directing the spell to a new target is a who casts suggestion, your caster level for
move action. Evocation [Force] this casting of binding increases by 1. For
Level: Sor/Wiz 5 each assistant who casts dominate animal,
Clerics who cast this spell name it for Components: V, S, F dominate person, or dominate monster, your
their deities—St. Cuthbert’s crushing hand, Casting Time: 1 standard action caster level for this casting of binding
for example. Range: Medium (100 ft. + 10 ft./level) increases by a number equal to one-third
Effect: 10-ft. hand of that assistant’s level, provided that the
Arcane Material Component: The shell of Duration: 1 round/level (D) spell’s target is appropriate for a binding
an egg. Saving Throw: None spell. Since the assistants’ spells are cast
Spell Resistance: Yes simply to improve your caster level for the
Arcane Focus: A glove of snakeskin. purpose of the binding spell, saving throws
Bigby’s Interposing hand creates a Large and spell resistance against the assistants’
Bigby’s Forceful Hand magic hand that appears between you and spells are irrelevant. Your caster level
one opponent. This floating, disembodied determines whether the target gets an
Evocation [Force] hand then moves to remain between the initial Will saving throw and how long the
Level: Sor/Wiz 6 two of you, regardless of where you move binding lasts. All binding spells are dis-
Components: V, S, F or how the opponent tries to get around it, missible.
providing cover (+4 AC) for you against
This spell functions like Bigby’s interposing that opponent. Nothing can fool the Regardless of the version of binding you
hand, except that the forceful hand pursues hand—it sticks with the selected oppo- cast, you can specify triggering conditions
and pushes away the opponent that you nent in spite of darkness, invisibility, that end the spell and release the creature
designate. Treat this attack as a bull rush polymorphing, or any other attempt at whenever they occur. These triggers can
with a +14 bonus on the Strength check hiding or disguise. The hand does not be as simple or elaborate as you desire, but
(+8 for Strength 27, +4 for being Large, and pursue an opponent, however. the DM must agree that the condition is
a +2 bonus for charging, which it always reasonable and has a likelihood of coming
gets). The hand always moves with the A Bigby’s hand is 10 feet long and about to pass. The conditions can be based on a
opponent to push that target back the full that wide with its fingers outstretched. It creature’s name, identity, or alignment but
distance allowed, and it has no speed limit. has as many hit points as you do when otherwise must be based on observable
Directing the spell to a new target is a you’re undamaged, and its AC is 20 (–1 actions or qualities. Intangibles such as
move action. size, +11 natural). It takes damage as a level, class, Hit Dice, or hit points don’t
normal creature, but most magical effects qualify. For example, a bound creature can
A very strong creature could not push that don’t cause damage do not affect it. be released when a lawful good creature
the hand out of its way because the latter The hand never provokes attacks of op- approaches, but not when a paladin
would instantly reposition itself between portunity from opponents. It cannot push approaches. Once the spell is cast, its
the creature and you, but an opponent through a wall of force or enter an antimagic triggering conditions cannot be changed.
could push the hand up against you by field, but it suffers the full effect of a Setting a release condition increases the
successfully bull rushing it. prismatic wall or prismatic sphere. The hand save DC (assuming a saving throw is
makes saving throws as its caster. allowed) by 2.
Focus: A sturdy glove made of leather or Disintegrate or a successful dispel magic
heavy cloth. destroys it. If you are casting any of the first three
versions of binding (those with limited
Bigby’s Grasping Hand Any creature weighing 2,000 pounds or durations), you may cast additional binding
less that tries to push past the hand is spells to prolong the effect, since the
Evocation [Force] slowed to half its normal speed. The hand durations overlap. If you do so, the target
cannot reduce the speed of a creature gets a saving throw at the end of the first
Level: Sor/Wiz 7, Strength 7 weighing more than 2,000 pounds, but it spell’s duration, even if your caster level
still affects the creature’s attacks. was high enough to disallow an initial
Components: V, S, F/DF saving throw. If the creature succeeds on
Directing the spell to a new target is a this save, all the binding spells it has
This spell functions like Bigby’s interposing move action. received are broken.
hand, except the hand can also grapple one
opponent that you select. The grasping Focus: A soft glove.
hand gets one grapple attack per round. Its
204 attack bonus to make contact equals your
caster level + your Intelligence, Wisdom,
or Charisma modifier (for wizards, clerics,
and sorcerers, respectively), +10 for the
hand’s Strength score (31), –1 for being

The binding spell has six versions. In addition to the specially made props Dazed: The creature can take no actions
Choose one of the following versions suited to the specific type of binding (cost for 1 round, though it defends itself nor-
when you cast the spell. 500 gp), the spell requires opals worth at mally.
least 500 gp for each HD of the target and a
Chaining: The subject is confined by vellum depiction or carved statuette of the Weakened: The creature’s Strength score
restraints that generate an antipathy spell subject to be captured. decreases by 2d6 points for 2d4 rounds.
affecting all creatures who approach the
subject, except you. The duration is one Blade Barrier Paralyzed: The creature is paralyzed and CHAPTER 11:
year per caster level. The subject of this helpless for 1d10 minutes.
form of binding is confined to the spot it Evocation [Force] SPELLS
occupied when it received the spell. Level: Clr 6, Good 6, War 6 Killed: Living creatures die. Undead
Components: V, S creatures are destroyed.
Slumber: This version causes the subject Casting Time: 1 standard action
to become comatose for as long as one year Range: Medium (100 ft. + 10 ft./level) Furthermore, if you are on your home
per caster level. The subject does not need Effect: Wall of whirling blades up to 20 ft. plane when you cast this spell, nonevil
to eat or drink while slumbering, nor does it extraplanar creatures within the area are
age. This form of binding is more difficult long/ level, or a ringed wall of whirling instantly banished back to their home
to cast than chaining, making it slightly blades with a radius of up to 5 ft. per two planes. Creatures so banished cannot re-
easier to resist. Reduce the spell’s save DC levels; either form 20 ft. high turn for at least 24 hours. This effect takes
by 1. Duration: 1 min./level (D) place regardless of whether the creatures
Saving Throw: Reflex half or Reflex hear the blasphemy. The banishment effect
Bound Slumber: This combination of negates; see text allows a Will save (at a –4 penalty) to
chaining and slumber lasts for as long as one Spell Resistance: Yes negate.
month per caster level. Reduce the save
DC by 2. An immobile, vertical curtain of whirling Creatures whose Hit Dice exceed your
blades shaped of pure force springs into caster level are unaffected by blasphemy.
Hedged Prison: The subject is transported existence. Any creature passing through
to or otherwise brought within a confined the wall takes 1d6 points of damage per Bless
area (such as a labyrinth) from which it caster level (maximum 15d6), with a Reflex
cannot wander by any means. The effect is save for half damage. Enchantment (Compulsion) [Mind-
permanent. Reduce the save DC by 3. Affecting]
If you evoke the barrier so that it ap-
Metamorphosis: The subject assumes pears where creatures are, each creature Level: Clr 1, Pal 1
gaseous form, except for its head or face. It takes damage as if passing through the Components: V, S, DF
is held harmless in a jar or other container, wall. Each such creature can avoid the wall Casting Time: 1 standard action
which may be transparent if you so choose. (ending up on the side of its choice) and Range: 50 ft.
The creature remains aware of its thus take no damage by making a Area: The caster and all allies within a 50-
surroundings and can speak, but it cannot successful Reflex save.
leave the container, attack, or use any of its ft. burst, centered on the caster
powers or abilities. The binding is per- A blade barrier provides cover (+4 bonus Duration: 1 min./level
manent. The subject does not need to to AC, +2 bonus on Reflex saves) against Saving Throw: None
breathe, eat, or drink while metamorphosed, attacks made through it. Spell Resistance: Yes (harmless)
nor does it age. Reduce the save DC by 4.
Bless fills your allies with courage. Each ally
Minimus Containment: The subject is gains a +1 morale bonus on attack rolls and
shrunk to a height of 1 inch or even less on saving throws against fear effects.
and held within some gem, jar, or similar
object. The binding is permanent. The Bless counters and dispels bane.
subject does not need to breathe, eat, or
drink while contained, nor does it age. Blasphemy Bless Water
Reduce the save DC by 4.
Evocation [Evil, Sonic] Transmutation [Good]
You can’t dispel a binding spell with Level: Clr 7, Evil 7 Level: Clr 1, Pal 1
dispel magic or a similar effect, though an Components: V Components: V, S, M
antimagic field or Mordenkainen’s disjunction Casting Time: 1 standard action Casting Time: 1 minute
affects it normally. A bound extraplanar Range: 30 ft. Range: Touch
creature cannot be sent back to its home Area: Nonevil creatures in a 40-ft.-radius Target: Flask of water touched
plane due to dismissal, banishment, or a Duration: Instantaneous
similar effect. spread centered on you Saving Throw: Will negates (object)
Duration: Instantaneous Spell Resistance: Yes (object)
Components: The components for a Saving Throw: None or Will negates; see
binding spell vary according to the version This transmutation imbues a flask (1 pint)
of the spell, but they always include a text of water with positive energy, turning it
continuous chanting utterance read from Spell Resistance: Yes into holy water (page 128).
the scroll or spellbook page containing the
spell, somatic gestures, and materials Any nonevil creature within the area of a Material Component: 5 pounds of pow-
appropriate to the form of binding used. blasphemy spell suffers the following ill dered silver (worth 25 gp).
These components can include such items effects.
as miniature chains of special metals
(silver for lycanthropes, cold iron for HD Effect Bless Weapon
demons, and so forth), soporific herbs of Equal to caster level Dazed
the rarest sort (for slumber bindings), a bell Up to caster level –1 Weakened, dazed Transmutation
jar of the finest crystal, and the like. Up to caster level –5 Paralyzed, Level: Pal 1
weakened, dazed Components: V, S
Up to caster level –10 Killed, paralyzed, Casting Time: 1 standard action
weakened, dazed Range: Touch
Target: Weapon touched
The effects are cumulative and concurrent. Duration: 1 min./level
No saving throw is allowed against these Saving Throw: None
effects. Spell Resistance: No

205

CHAPTER 11: This transmutation makes a weapon strike Like a blink dog (see the Monster Manual), Their effects extend onto the Ethereal
true against evil foes. The weapon is you “blink” back and forth between the Plane from the Material Plane, but not vice
SPELLS treated as having a +1 enhancement bonus Material Plane and the Ethereal Plane. You versa. An ethereal creature can’t attack
for the purpose of bypassing the damage look as though you’re winking in and out material creatures, and spells you cast
reduction of evil creatures or striking evil of reality very quickly and at random. while ethereal affect only other ethereal
incorporeal creatures (though the spell things. Certain material creatures or
doesn’t grant an actual enhancement Blinking has several effects, as follows. objects have attacks or effects that work on
bonus). The weapon also becomes good, Physical attacks against you have a 50% the Ethereal Plane (such as the basilisk and
which means it can bypass the damage miss chance, and the Blind-Fight feat its gaze attack. Treat other ethereal
reduction of certain creatures, particularly doesn’t help opponents, since you’re ethe- creatures and objects as material.
evil outsiders. (This effect overrides and real and not merely invisible. If the attack
suppresses any other alignment the is capable of striking ethereal creatures, Blur
weapon might have.) Individual arrows or the miss chance is only 20% (for conceal-
bolts can be transmuted, but affected ment). If the attacker can see invisible Illusion (Glamer)
projectile weapons (such as bows) don’t creatures, the miss chance is also only 20%. Level: Brd 2,Sor/Wiz 2
confer the benefit to the projectiles they (For an attacker who can both see and Components: V
shoot. strike ethereal creatures, there is no miss Casting Time: 1 standard action
chance.) Likewise, your own attacks have a Range: Touch
In addition, all critical hit rolls against 20% miss chance, since you sometimes go Target: Creature touched
evil foes are automatically successful, so ethereal just as you are about to strike. Duration: 1 min./level (D)
every threat is a critical hit. This last effect Any individually targeted spell has a Saving Throw: Will negates (harmless)
does not apply to any weapon that already 50% chance to fail against you while you’re Spell Resistance: Yes (harmless)
has a magical effect related to critical hits, blinking unless your attacker can target The subject’s outline appears blurred,
such as a keen weapon or a vorpal sword. invisible, ethereal creatures. Your own shifting and wavering. This distortion
spells have a 20% chance to activate just as grants the subject concealment (20% miss
Blight you go ethereal, in which case they chance).
typically do not affect the Material Plane.
Necromancy While blinking, you take only half A see invisibility spell does not counteract
Level: Drd 4, Sor/Wiz 5 damage from area attacks (but full damage the blur effect, but a true seeing spell does.
Components: V, S, DF from those that extend onto the Ethereal
Casting Time: 1 standard action Plane). You strike as an invisible creature Opponents that cannot see the subject
Range: Touch (with a +2 bonus on attack rolls), denying ignore the spell’s effect (though fighting
Duration: Instantaneous your target any Dexterity bonus to AC. You an unseen opponent carries penalties of its
Saving Throw: Fortitude half; see text take only half damage from falling, since own; see page 151).
Spell Resistance: Yes you fall only while you are material.
While blinking, you can step through The subject of a blur spell.
This spell withers a single plant of any size. (but not see through) solid objects. For
An affected plant creature takes 1d6 points each 5 feet of solid material you walk
of damage per level (maximum 15d6) and through, there is a 50% chance that you
may attempt a Fortitude saving throw for become material. If this occurs, you are
half damage. A plant that isn’t a creature shunted off to the nearest open space and
(such as a tree or shrub) doesn’t receive a take 1d6 points of damage per 5 feet so
save and immediately withers and dies. traveled. You can move at only three-quar-
ters speed (because movement on the
This spell has no effect on the soil or Ethereal Plane is at half speed, and you
surrounding plant life. spend about half your time there and half
your time material.)
Blindness/Deafness Since you spend about half your time on
the Ethereal Plane, you can see and even
Necromancy attack ethereal creatures. You interact with
Level: Brd 2, Clr 3, Sor/Wiz 2 ethereal creatures roughly the same way
Components: V you interact with material ones. For
Casting Time: 1 standard action instance, your spells against ethereal
Range: Medium (100 ft. + 10 ft./level) creatures are 20% likely to activate just as
Target: One living creature you go material and be lost.
Duration: Permanent (D) An ethereal creature is invisible, incor-
Saving Throw: Fortitude negates poreal, and capable of moving in any
Spell Resistance: Yes direction, even up or down. As an incor-
poreal creature, you can move through
You call upon the powers of unlife to solid objects, including living creatures.
render the subject blinded or deafened, as An ethereal creature can see and hear the
you choose. Material Plane, but everything looks gray
and insubstantial. Sight and hearing on the
Blink Material Plane are limited to 60 feet. Force
effects (such as magic missile and wall of
Transmutation force) and abjurations affect you normally.
Level: Brd 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You

206 Duration: 1 round/level (D)

Break Enchantment Targets: One creature/level, no two of Call Lightning Storm CHAPTER 11:
which can be more than 30 ft. apart
Abjuration Evocation [Electricity] SPELLS
Level: Brd 4, Clr 5, Luck 5, Pal 4, This spell functions like bull’s strength, Level: Drd 5
except that it affects multiple creatures. Range: Long (400 ft. + 40 ft./level)
Sor/Wiz 5
Components: V, S Burning Hands This spell functions like call lightning,
Casting Time: 1 minute except that each bolt deals 5d6 points of
Range: Close (25 ft. + 5 ft./2 levels) Evocation [Fire] electricity damage (or 5d10 if created out-
Targets: Up to one creature per level, all Level: Fire 1, Sor/Wiz 1 doors in a stormy area), and you may call a
Components: V, S maximum of 15 bolts.
within 30 ft. of each other Casting Time: 1 standard action
Duration: Instantaneous Range: 15 ft. Calm Animals
Saving Throw: See text Area: Cone-shaped burst
Spell Resistance: No Duration: Instantaneous Enchantment (Compulsion) [Mind-
Saving Throw: Reflex half Affecting]
This spell frees victims from enchant- Spell Resistance: Yes
ments, transmutations, and curses. Break Level: Animal 1, Drd 1, Rgr 1
enchantment can reverse even an instanta- A cone of searing flame shoots from your Components: V, S
neous effect, such as flesh to stone. For each fingertips. Any creature in the area of the Casting Time: 1 standard action
such effect, you make a caster level check flames takes 1d4 points of fire damage per Range: Close (25 ft. + 5 ft./2 levels)
(1d20 + caster level, maximum +15) against caster level (maximum 5d4). Flammable Targets: Animals within 30 ft. of each
a DC of 11 + caster level of the effect. materials, such as cloth, paper, parchment,
Success means that the creature is free of and thin wood burn if the flames touch other
the spell, curse, or effect. For a cursed them. A character can extinguish burning Duration: 1 min./level
magic item, the DC is 25. items as a full-round action. Saving Throw: Will negates; see text
Spell Resistance: Yes
If the spell is one that cannot be dis- Call Lightning
pelled by dispel magic, break enchantment This spell soothes and quiets animals, ren-
works only if that spell is 5th level or Evocation [Electricity] dering them docile and harmless. Only
lower. For instance, bestow curse cannot be Level: Drd 3 ordinary animals (those with Intelligence
dispelled by dispel magic, but break enchant- Components: V, S scores of 1 or 2) can be affected by this
ment can dispel it. Casting Time: 1 round spell. All the subjects must be of the same
Range: Medium (100 ft. + 10 ft./level) kind, and no two may be more than 30 feet
If the effect comes from some perma- Effect: One or more 30-ft.-long vertical apart. The maximum number of Hit Dice
nent magic item, such as a cursed sword, of animals you can affect is equal to 2d4 +
break enchantment does not remove the lines of lightning caster level. A dire animal or an animal
curse from the item, but it does frees the Duration: 1 min./level trained to attack or guard is allowed a
victim from the item’s effects. For Saving Throw: Reflex half saving throw; other animals are not. (A
example, a cursed item can change the Spell Resistance: Yes druid could calm a normal bear or wolf
alignment of its user. Break enchantment with little trouble, but it’s more difficult to
allows the victim to be rid of the item and Immediately upon completion of the spell, affect a trained guard dog.)
negates the alignment change, but the and once per round thereafter, you may
item’s curse is intact and affects the next call down a 5-foot-wide, 30-foot-long, The affected creatures remain where
creature to pick up the item—even if it’s vertical bolt of lightning that deals 3d6 they are and do not attack or flee. They are
the recent recipient of the break enchant- points of electricity damage. The bolt of not helpless and defend themselves nor-
ment spell. lightning flashes down in a vertical stroke mally if attacked. Any threat (such as fire, a
at whatever target point you choose within hungry predator, or an imminent attack)
Bull’s Strength the spell’s range (measured from your breaks the spell on the threatened crea-
position at the time). Any creature in the tures.
Transmutation target square or in the path of the bolt is
Level: Clr 2, Drd 2, Pal 2, Sor/Wiz 2, affected. Calm Emotions

Strength 2 You need not call a bolt of lightning Enchantment (Compulsion) [Mind-
Components: V, S, M/DF immediately; other actions, even spell- Affecting]
Casting Time: 1 standard action casting, can be performed. However, each
Range: Touch round after the first you may use a stan- Level: Brd 2, Clr 2, Law 2
Target: Creature touched dard action (concentrating on the spell) to Components: V, S, DF
Duration: 1 min./level call a bolt. You may call a total number of Casting Time: 1 standard action
Saving Throw: Will negates (harmless) bolts equal to your caster level (maximum Range: Medium (100 ft. + 10 ft./level)
Spell Resistance: Yes (harmless) 10 bolts). Area: Creatures in a 20-ft.-radius spread
Duration: Concentration, up to 1
The subject becomes stronger. The spell If you are outdoors and in a stormy
grants a +4 enhancement bonus to area—a rain shower, clouds and wind, hot round/level (D)
Strength, adding the usual benefits to and cloudy conditions, or even a tornado Saving Throw: Will negates
melee attack rolls, melee damage rolls, and (including a whirlwind formed by a djinni Spell Resistance: Yes
other uses of the Strength modifier. or an air elemental of at least Large size; see
the Monster Manual)—each bolt deals 3d10 This spell calms agitated creatures. You 207
Arcane Material Component: A few hairs, points of electricity damage instead of 3d6. have no control over the affected creatures,
or a pinch of dung, from a bull. but calm emotions can stop raging creatures
This spell functions indoors or under- from fighting or joyous ones from
Bull’s Strength, Mass ground but not underwater. reveling. Creatures so affected cannot take
violent actions (although they can defend
Transmutation themselves) or do anything destructive.
Level: Clr 6, Drd 6, Sor/Wiz 6 Any aggressive action against or damage
Range: Close (25 ft. + 5 ft./2 levels)

CHAPTER 11: dealt to a calmed creature immediately Chain Lightning control trees. If the staff-treant is reduced
breaks the spell on all calmed creatures. to 0 or fewer hit points, it crumbles to
SPELLS Evocation [Electricity] powder and the staff is destroyed.
This spell automatically suppresses (but Level: Air 6, Sor/Wiz 6 Otherwise, the staff returns to its normal
does not dispel) any morale bonuses Components: V, S, F form when the spell duration expires (or
granted by spells such as bless, good hope, Casting Time: 1 standard action when the spell is dismissed), and it can be
and rage, as well as negating a bard’s ability Range: Long (400 ft. + 40 ft./level) used as the focus for another casting of the
to inspire courage or a barbarian’s rage Targets: One primary target, plus one spell. The staff-treant is always at full
ability. It also suppresses any fear effects strength when created, despite any
and removes the confused condition from secondary target/level (each of which wounds it may have incurred the last time
all targets. While the spell lasts, a sup- must be within 30 ft. of the primary it appeared.
pressed spell or effect has no effect. When target)
the calm emotions spell ends, the original Duration: Instantaneous Focus: The quarterstaff, which must be
spell or effect takes hold of the creature Saving Throw: Reflex half specially prepared. The staff must be a
again, provided that its duration has not Spell Resistance: Yes sound limb cut from an ash, oak, or yew,
expired in the meantime. then cured, shaped, carved, and polished (a
This spell creates an electrical discharge process requiring twenty-eight days). You
Cat’s Grace that begins as a single stroke commencing cannot adventure or engage in other
from your fingertips. Unlike lightning bolt, strenuous activity during the shaping and
Transmutation chain lightning strikes one object or carving of the staff.
Level: Brd 2, Drd 2, Rgr 2, Sor/Wiz 2 creature initially, then arcs to other targets.
Components: V, S, M Chaos Hammer
Casting Time: 1 standard action The bolt deals 1d6 points of electricity
Range: Touch damage per caster level (maximum 20d6) Evocation [Chaotic]
Target: Creature touched to the primary target. After it strikes, Level: Chaos 4
Duration: 1 min./level lightning can arc to a number of secondary Components: V, S
Saving Throw: Will negates (harmless) targets equal to your caster level (max- Casting Time: 1 standard action
Spell Resistance: Yes imum 20). The secondary bolts each strike Range: Medium (100 ft. + 10 ft./level)
one target and deal half as much damage as Area: 20-ft.-radius burst
The transmuted creature becomes more the primary one did (rounded down). For Duration: Instantaneous (1d6 rounds); see
graceful, agile, and coordinated. The spell example, a 19th-level sorcerer generates a
grants a +4 enhancement bonus to Dex- primary bolt (19d6 points of damage) and text
terity, adding the usual benefits to AC, as many as nineteen secondary bolts (each Saving Throw: Will partial; see text
Reflex saves, and other uses of the Dex- of which deals half as much as the primary Spell Resistance: Yes
terity modifier. bolt dealt). Each target can attempt a
Reflex saving throw for half damage. You You unleash chaotic power to smite your
Material Component: A pinch of cat fur. choose secondary targets as you like, but enemies. The power takes the form of a
they must all be within 30 feet of the multicolored explosion of leaping, rico-
Cat’s Grace, Mass primary target, and no target can be struck cheting energy. Only lawful and neutral
more than once. You can choose to affect (not chaotic) creatures are harmed by the
Transmutation fewer secondary targets than the max- spell.
Level: Brd 6, Drd 6, Sor/Wiz 6 imum (to avoid allies in the area, for
Range: Close (25 ft. + 5 ft./2 levels) example). The spell deals 1d8 points of damage per
Targets: One creature/level, no two of two caster levels (maximum 5d8) to lawful
Focus: A bit of fur; a piece of amber, glass, creatures (or 1d6 points of damage per
which can be more than 30 ft. apart or a crystal rod; plus one silver pin for each caster level, maximum 10d6, to lawful
of your caster levels. outsiders) and slows them for 1d6 rounds.
This spell functions like cat’s grace, except A slowed creature can take only a single
that it affects multiple creatures. Changestaff standard action or move action on each of
its turns, plus free actions as normal. In
Cause Fear Transmutation addition, it takes a –2 penalty to AC, attack
Level: Drd 7 rolls, damage rolls, and Reflex saves. A suc-
Necromancy [Fear, Mind-Affecting] Components: V, S, F cessful Will save reduces the damage by
Level: Brd 1, Clr 1, Death 1, Sor/Wiz 1 Casting Time: 1 round half and negates the slow effect.
Components: V, S Range: Touch
Casting Time: 1 standard action Target: Your touched staff The spell deals only half damage against
Range: Close (25 ft. + 5 ft./2 levels) Duration: 1 hour/level (D) creatures who are neither lawful nor
Target: One living creature with 5 or Saving Throw: None chaotic, and they are not slowed. Such a
Spell Resistance: No creature can reduce the damage by half
fewer HD again (down to one-quarter) with a suc-
Duration: 1d4 rounds or 1 round; see text You change a specially prepared quarter- cessful Will save.
Saving Throw: Will partial staff into a Huge treantlike creature, about
Spell Resistance: Yes 24 feet tall. When you plant the end of the Charm Animal
staff in the ground and speak a special
The affected creature becomes frightened. command to conclude the casting of the Enchantment (Charm) [Mind-Affecting]
If the subject succeeds on a Will save, it is spell, your staff turns into a creature that Level: Drd 1, Rgr 1
shaken for 1 round. Creatures with 6 or looks and fights just like a treant (see the Target: One animal
more Hit Dice are immune to this effect. Monster Manual). The staff-treant defends
you and obeys any spoken commands. This spell functions like charm person,
Cause fear counters and dispels remove However, it is by no means a true treant; it except that it affects a creature of the
fear. cannot converse with actual treants or animal type. See the Monster Manual for
more information on creature types.
208

Charm Monster Chill Metal Chill Touch CHAPTER 11:

Enchantment (Charm) [Mind-Affecting] Transmutation [Cold] Necromancy SPELLS
Level: Brd 3, Sor/Wiz 4 Level: Drd 2 Level: Sor/Wiz 1
Target: One living creature Components: V, S, DF Components: V, S
Duration: One day/level Casting Time: 1 standard action Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) Range: Touch
This spell functions like charm person, Target: Metal equipment of one creature Targets: Creature or creatures touched (up
except that the effect is not restricted by
creature type or size. per two levels, no two of which can be to one/level)
more than 30 ft. apart; or 25 lb. of Duration: Instantaneous
Charm Monster, Mass metal/level, none of which can be more Saving Throw: Fortitude partial or Will
than 30 ft. away from any of the rest
Enchantment (Charm) [Mind-Affecting] Duration: 7 rounds negates; see text
Level: Brd 6, Sor/Wiz 8 Saving Throw: Will negates (object) Spell Resistance: Yes
Components: V Spell Resistance: Yes (object)
Targets: One or more creatures, no two of A touch from your hand, which glows with
Chill metal makes metal extremely cold. blue energy, disrupts the life force of living
which can be more than 30 ft. apart Unattended, nonmagical metal gets no creatures. Each touch channels negative
Duration: One day/level saving throw. Magical metal is allowed a energy that deals 1d6 points of damage.
saving throw against the spell (Magic The touched creature also takes 1 point of
This spell functions like charm monster, item’s saving throws are covered in the Strength damage unless it makes a success-
except that mass charm monster affects a Dungeon Master’s Guide.) An item in a crea- ful Fortitude saving throw. You can use
number of creatures whose combined HD ture’s possession uses the creature’s saving this melee touch attack up to one time per
do not exceed twice your level, or at least throw bonus unless its own is higher. level.
one creature regardless of HD. If there are
more potential targets than you can affect, A creature takes cold damage if its An undead creature you touch takes no
you choose them one at a time until you equipment is chilled. It takes full damage damage of either sort, but it must make a
choose a creature with too many HD. if its armor is affected or if it is holding, successful Will saving throw or flee as if
touching, wearing, or carrying metal panicked for 1d4 rounds +1 round per
Charm Person weighing one-fifth of its weight. The crea- caster level.
ture takes minimum damage (1 point or 2
Enchantment (Charm) [Mind-Affecting] points; see the table) if it’s not wearing Circle of Death
Level: Brd 1, Sor/Wiz 1 metal armor and the metal that it’s carry-
Components: V, S ing weighs less than one-fifth of its weight. Necromancy [Death]
Casting Time: 1 standard action Level: Sor/Wiz 6
Range: Close (25 ft. + 5 ft./2 levels) On the first round of the spell, the metal Components: V, S, M
Target: One humanoid creature Casting Time: 1 standard action
Duration: 1 hour/level becomes chilly and uncomfortable to Range: Medium (100 ft. + 10 ft./level)
Saving Throw: Will negates Area: Several living creatures within a 40-
Spell Resistance: Yes touch but deals no damage. The same
ft.-radius burst
This charm makes a humanoid creature effect also occurs on the last round of the Duration: Instantaneous
regard you as its trusted friend and ally Saving Throw: Fortitude negates
(treat the target’s attitude as friendly; see spell’s duration. During the second (and Spell Resistance: Yes
Influencing NPC Attitudes, page 72). If
the creature is currently being threatened also the next-to-last) round, icy coldness A circle of death snuffs out the life force of
or attacked by you or your allies, however, living creatures, killing them instantly.
it receives a +5 bonus on its saving throw. causes pain and damage. In the third,
The spell slays 1d4 HD worth of living
The spell does not enable you to control fourth, and fifth rounds, the metal is creatures per caster level (maximum 20d4).
the charmed person as if it were an Creatures with the fewest HD are affected
automaton, but it perceives your words freezing cold, causing more damage, as first; among creatures with equal HD,
and actions in the most favorable way. You those who are closest to the burst’s point of
can try to give the subject orders, but you shown on the table below. origin are affected first. No creature of 9 or
must win an opposed Charisma check to more HD can be affected, and Hit Dice
convince it to do anything it wouldn’t Round Metal Damage that are not sufficient to affect a creature
ordinarily do. (Retries are not allowed.) An 1 Temperature None are wasted.
affected creature never obeys suicidal or 2 Cold 1d4 points
obviously harmful orders, but a charmed 3–5 Icy 2d4 points Material Component: The powder of a
fighter, for example, might believe you if 6 Freezing 1d4 points crushed black pearl with a minimum value
you assured him that the only chance to 7 Icy None of 500 gp.
save your life is for him to hold back an Cold
onrushing red dragon for “just a few
seconds.” Any act by you or your apparent Any heat intense enough to damage the Clairaudience/Clairvoyance
allies that threatens the charmed person creature negates cold damage from the
breaks the spell. You must speak the spell (and vice versa) on a point-for-point Divination (Scrying)
person’s language to communicate your basis. For example, if the damage roll from
commands, or else be good at panto- a chill metal spell indicates 5 points of cold Level: Brd 3, Knowledge 3, Sor/Wiz 3
miming. damage and the subject plunges through a
wall of fire in the same round and takes 8 Components: V, S, F/DF
points of fire damage, it winds up taking Casting Time: 10 minutes
no cold damage and only 3 points of fire
damage. Underwater, chill metal deals no Range: Long (400 ft. + 40 ft./level)
damage, but ice immediately forms around
the affected metal, making it more Effect: Magical sensor
buoyant. Duration: 1 min./level (D)
Saving Throw: None
Chill metal counters and dispels heat Spell Resistance: No
metal.
Clairaudience/clairvoyance creates an invis-
ible magical sensor at a specific location 209

CHAPTER 11: that enables you to hear or see (your Casting Time: 10 minutes Duration: 1 min./level
choice) almost as if you were there. You Range: 0 ft. Saving Throw: Fortitude partial; see text
SPELLS don’t need line of sight or line of effect, Effect: One clone Spell Resistance: No
but the locale must be known—a place Duration: Instantaneous
familiar to you or an obvious one, such as Saving Throw: None This spell generates a bank of fog, similar
behind a door, around a corner, or in a Spell Resistance: No to a fog cloud, except that its vapors are yel-
grove of trees. Once you have selected the lowish green and poisonous. These vapors
locale, the sensor doesn’t move, but you This spell makes an inert duplicate of a automatically kill any living creature with
can rotate it in all directions to view the creature. If the original individual has 3 or fewer HD (no save). A living creature
area as desired. Unlike other scrying spells, been slain, its soul immediately transfers with 4 to 6 HD is slain unless it succeeds
this spell does not allow magically or to the clone, creating a replacement (pro- on a Fortitude save (in which case it takes
supernaturally enhanced senses to work vided that the soul is free and willing to 1d4 points of Constitution damage on your
through it. If the chosen locale is magically return; see Bringing Back the Dead, page turn each round while in the cloud). A
dark, you see nothing. If it is naturally 171). The original’s physical remains, living creature with 6 or more HD takes
pitch black, you can see in a 10- foot radius should they still exist, become inert and 1d4 points of Constitution damage on your
around the center of the spell’s effect. cannot thereafter be restored to life. If the turn each round while in the cloud (a
Clairaudience/clairvoyance functions only original creature has reached the end of its successful Fortitude save halves this
on the plane of existence you are currently natural life span (that is, it has died of damage). Holding one’s breath doesn’t
occupying. natural causes), any cloning attempt fails. help, but creatures immune to poison are
unaffected by the spell.
Arcane Focus: A small horn (for hearing) To create the duplicate, you must have a
or a glass eye (for seeing). piece of flesh (not hair, nails, scales, or the Unlike a fog cloud, the cloudkill moves
like) with a volume of at least 1 cubic inch away from you at 10 feet per round, rolling
Cloak of Chaos that was taken from the original creature’s along the surface of the ground. Figure out
living body. The piece of flesh need not be the cloud’s new spread each round based
Abjuration [Chaotic] fresh, but it must be kept from rotting (for on its new point of origin, which is 10 feet
Level: Chaos 8, Clr 8 example, by the gentle repose spell). Once farther away from the point of origin
Components: V, S, F the spell is cast, the duplicate must be where you cast the spell.
Casting Time: 1 standard action grown in a laboratory for 2d4 months.
Range: 20 ft. Because the vapors are heavier than air,
Targets: One creature/level in a 20-ft.- When the clone is completed, the origi- they sink to the lowest level of the land,
nal’s soul enters it immediately, if that even pouring down den or sinkhole open-
radius burst centered on you creature is already dead. The clone is phys- ings; thus, the spell is ideal for slaying
Duration: 1 round/level (D) ically identical with the original and pos- hives of giant ants, for example. It cannot
Saving Throw: See text sesses the same personality and memories penetrate liquids, nor can it be cast under-
Spell Resistance: Yes (harmless) as the original. In other respects, treat the water.
clone as if it were the original character
A random pattern of color surrounds the raised from the dead, including the loss of Color Spray
subjects, protecting them from attacks, one level or 2 points of Constitution (if the
granting them resistance to spells cast by original was a 1st-level character). If this Illusion (Pattern) [Mind-Affecting]
lawful creatures, and causing lawful crea- Constitution adjustment would give the Level: Sor/Wiz 1
tures that strike the subjects to become clone a Constitution score of 0, the spell Components: V, S, M
confused. This abjuration has four effects. fails. If the original creature has lost levels Casting Time: 1 standard action
since the flesh sample was taken and died Range: 15 ft.
First, each warded creature gains a +4 at a lower level than the clone would oth- Area: Cone-shaped burst
deflection bonus to AC and a +4 resistance erwise be, the clone is one level below the Duration: Instantaneous; see text
bonus on saves. Unlike protection from law, level at which the original died. Saving Throw: Will negates
the benefit of this spell applies against all Spell Resistance: Yes
attacks, not just against attacks by lawful The spell duplicates only the original’s
creatures. body and mind, not its equipment. A vivid cone of clashing colors springs
forth from your hand, causing creatures to
Second, each warded creature gains A duplicate can be grown while the become stunned, perhaps also blinded, and
spell resistance 25 against lawful spells and original still lives, or when the original possibly knocking them unconscious.
spells cast by lawful creatures. soul is unavailable, but the resulting body Each creature within the cone is affected
is merely a soulless bit of inert flesh, which according to its Hit Dice.
Third, the abjuration blocks possession rots if not preserved.
and mental influence, just as protection from 2 HD or less: The creature is unconscious,
law does. Material Component: The piece of flesh blinded, and stunned for 2d4 rounds, then
and various laboratory supplies (cost 1,000 blinded and stunned for 1d4 rounds, and
Finally, if a lawful creature succeeds on gp). then stunned for 1 round. (Only living
a melee attack against a warded creature, creatures are knocked unconscious.)
the offending attacker is confused for 1 Focus: Special laboratory equipment
round (Will save negates, as with the con- (cost 500 gp). 3 or 4 HD: The creature is blinded and
fusion spell, but against the save DC of cloak stunned for 1d4 rounds, then stunned for 1
of chaos). Cloudkill round.

Focus: A tiny reliquary containing some Conjuration (Creation) 5 or more HD: The creature is stunned for
sacred relic, such as a scrap of parchment Level: Sor/Wiz 5 1 round.
from a chaotic text. The reliquary costs at Components: V, S
least 500 gp. Casting Time: 1 standard action Sightless creatures are not affected by
Range: Medium (100 ft. + 10 ft./level) color spray.
Clone Effect: Cloud spreads in 20-ft. radius, 20 ft.
Material Component: A pinch each of
Necromancy high powder or sand that is colored red, yellow,
Level: Sor/Wiz 8 and blue.

210 Components: V, S, M, F

Command Duration: One day/level Commune
Saving Throw: Will negates
Enchantment (Compulsion) [Language- Spell Resistance: Yes Divination
Dependent, Mind-Affecting] Level: Clr 5
This spell allows you some degree of con- Components: V, S, M, DF, XP
Level: Clr 1 trol over one or more plant creatures. Casting Time: 10 minutes
Components: V Affected plant creatures can understand Range: Personal
Casting Time: 1 standard action you, and they perceive your words and Target: You
Range: Close (25 ft. + 5 ft./2 levels) actions in the most favorable way (treat Duration: 1 round/level
Target: One living creature their attitude as friendly). They will not
Duration: 1 round attack you while the spell lasts. You can try You contact your deity—or agents thereof CHAPTER 11:
Saving Throw: Will negates to give a subject orders, but you must win —and ask questions that can be answered
Spell Resistance: Yes an opposed Charisma check to convince it by a simple yes or no. (A cleric of no SPELLS
to do anything it wouldn’t ordinarily do. particular deity contacts a philosophically
You give the subject a single command, (Retries are not allowed.) A commanded allied deity.) You are allowed one such
which it obeys to the best of its ability at its plant never obeys suicidal or obviously question per caster level. The answers
earliest opportunity. You may select from harmful orders, but it might be convinced given are correct within the limits of the
the following options. that something very dangerous is worth entity’s knowledge. “Unclear” is a
doing (see charm person). legitimate answer, because powerful
Approach: On its turn, the subject moves beings of the Outer Planes are not neces-
toward you as quickly and directly as You can affect a number of plant crea- sarily omniscient. In cases where a one-
possible for 1 round. The creature may do tures whose combined level or HD do not word answer would be misleading or con-
nothing but move during its turn, and it exceed twice your level. trary to the deity’s interests, the DM
provokes attacks of opportunity for this should give a short phrase (five words or
movement as normal. Command Undead less) as an answer instead.

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

CHAPTER 11: Comprehend Languages This spell causes the targets to become giving it a –1 penalty on attack rolls,
confused, making them unable to inde- damage rolls, and saves. Undead cannot be
SPELLS Divination pendently determine what they will do. created within or summoned into a
Level: Brd 1, Clr 1, Sor/Wiz 1 consecrated area.
Components: V, S, M/DF Roll on the following table at the begin-
Casting Time: 1 standard action ning of each subject’s turn each round to If the consecrated area contains an altar,
Range: Personal see what the subject does in that round. shrine, or other permanent fixture dedi-
Target: You cated to your deity, pantheon, or aligned
Duration: 10 min./level d% Behavior higher power, the modifiers given above
01–10 Attack caster with melee or are doubled (+6 sacred bonus on turning
You can understand the spoken words of checks, –2 penalties for undead in the
creatures or read otherwise incomprehen- ranged weapons (or close with area). You cannot consecrate an area with a
sible written messages. In either case, you caster if attack is not possible). similar fixture of a deity other than your
must touch the creature or the writing. 11–20 Act normally. own patron.
The ability to read does not necessarily 21–50 Do nothing but babble
impart insight into the material, merely its incoherently. If the area does contain an altar, shrine,
literal meaning. The spell enables you to 51–70 Flee away from caster at top or other permanent fixture of a deity, pan-
understand or read an unknown language, possible speed. theon, or higher power other than your
not speak or write it. 71–100 Attack nearest creature (for this patron, the consecrate spell instead curses
purpose, a familiar counts as part the area, cutting off its connection with
Written material can be read at the rate of the subject’s self). the associated deity or power. This sec-
of one page (250 words) per minute. ondary function, if used, does not also
Magical writing cannot be read, though A confused character who can’t carry out the grant the bonuses and penalties relating to
the spell reveals that it is magical, but indicated action does nothing but babble undead, as given above.
comprehend languages is often useful when incoherently. Attackers are not at any
deciphering treasure maps. This spell can special advantage when attacking a confused Consecrate counters and dispels desecrate.
be foiled by certain warding magic (such as character. Any confused character who is Material Component: A vial of holy water
the secret page and illusory script spells). It attacked automatically attacks its attackers and 25 gp worth (5 pounds) of silver dust,
does not decipher codes or reveal messages on its next turn, as long as it is still confused all of which must be sprinkled around the
concealed in otherwise normal text. when its turn comes. Note that a confused area.
character will not make attacks of
Comprehend languages can be made per- opportunity against any creature that it is Contact Other Plane
manent with a permanency spell. not already devoted to attacking (either
because of its most recent action or Divination
Arcane Material Component: A pinch of because it has just been attacked). Level: Sor/Wiz 5
soot and a few grains of salt. Components: V
Arcane Material Component: A set of three Casting Time: 10 minutes
Cone of Cold nut shells. Range: Personal
Target: You
Evocation [Cold] Confusion, Lesser Duration: Concentration
Level: Sor/Wiz 5, Water 6
Components: V, S, M/DF Enchantment (Compulsion) [Mind- You send your mind to another plane of
Casting Time: 1 standard action Affecting] existence (an Elemental Plane or some
Range: 60 ft. plane farther removed) in order to receive
Area: Cone-shaped burst Level: Brd 1 advice and information from powers there.
Duration: Instantaneous Components: V, S, DF (See the accompanying table for possible
Saving Throw: Reflex half Range: Close (25 ft. + 5 ft./2 levels) consequences and results of the attempt.)
Spell Resistance: Yes Target: One living creature The powers reply in a language you
Duration: 1 round understand, but they resent such contact
Cone of cold creates an area of extreme cold, and give only brief answers to your
originating at your hand and extending This spell causes a single creature to questions. (The DM answers all questions
outward in a cone. It drains heat, dealing become confused for 1 round. See the con- with “yes,” “no,” “maybe,” “never,” “irrele-
1d6 points of cold damage per caster level fusion spell, above, to determine the exact vant,” or some other one-word answer.)
(maximum 15d6). effect on the subject. You must concentrate on maintaining the
spell (a standard action) in order to ask
Arcane Material Component: A very small Consecrate questions at the rate of one per round. A
crystal or glass cone. question is answered by the power during
Evocation [Good] the same round. For every two caster
Confusion Level: Clr 2 levels, you may ask one question.
Components: V, S, M, DF
Enchantment (Compulsion) [Mind- Casting Time: 1 standard action Contact with minds far removed from
Affecting] Range: Close (25 ft. + 5 ft./2 levels) your home plane increases the probability
Area: 20-ft.-radius emanation that you will incur a decrease to
Level: Brd 3, Sor/Wiz 4, Trickery 4 Duration: 2 hours/level Intelligence and Charisma, but the chance
Components: V, S, M/DF Saving Throw: None of the power knowing the answer, as well
Casting Time: 1 standard action Spell Resistance: No as the probability of the entity answering
Range: Medium (100 ft. + 10 ft./level) correctly, are likewise increased by moving
Targets: All creatures in a 15-ft. radius This spell blesses an area with positive to distant planes. Once the Outer Planes
energy. Each Charisma check made to turn are reached, the power of the deity
burst undead within this area gains a +3 sacred contacted determines the effects. (Random
Duration: 1 round/level bonus. Every undead creature entering a results obtained from the table are subject
Saving Throw: Will negates consecrated area suffers minor disruption,
Spell Resistance: Yes

212

Contact Other Plane called on. The companion spell occurs
based solely on the stated conditions,
Avoid Int/Cha True Don’t Random regardless of whether you want it to.

Plane Contacted Decrease Answer Know Lie Answer You can use only one contingency spell at
a time; if a second is cast, the first one (if
Elemental Plane DC 7/1 week 01–34 35–62 63–83 84–100 still active) is dispelled.

(appropriate) (DC 7/1 week) (01–68) (69–75) (76–98) (99–100) Material Component: That of the com-
01–39 40–65 66–86 87–100 panion spell, plus quicksilver and an eye-
Positive/Negative Energy Plane DC 8/1 week lash of an ogre mage, rakshasa, or similar
spell-using creature.
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 Focus: A statuette of you carved from
elephant ivory and decorated with gems
Outer Plane, lesser deity DC 12/3 weeks 01–60 61–75 76–95 96–100 (worth at least 1,500 gp). You must carry
the focus for the contingency to work.
Outer Plane, intermediate deity DC 14/4 weeks 01–73 74–81 82–98 99–100 CHAPTER 11:
Continual Flame
Outer Plane, greater deity DC 16/5 weeks 01–88 89–90 91–99 100 SPELLS
Evocation [Light]
Avoid Int/Cha Decrease: You must succeed on an Intelligence check against this DC to avoid a Level: Clr 3, Sor/Wiz 2
decrease in Intelligence and Charisma. If the check fails, your Intelligence and Charisma scores each Components: V, S, M
Casting Time: 1 standard action
fall to 8 for the stated duration, and you become unable to cast arcane spells. If you lose Intelligence Range: Touch
Target: Object touched
and Charisma, the effect strikes as soon as the first question is asked, and no answer is received. Effect: Magical, heatless flame
Duration: Permanent
(The entries in parentheses are for questions that pertain to the appropriate Elemental Plane.) Saving Throw: None
Spell Resistance: No
Results of a Successful Contact: d% is rolled for the result shown on the table:
A flame, equivalent in brightness to a
True Answer: You get a true, one-word answer. Questions that cannot be answered in this way are torch, springs forth from an object that
answered randomly. you touch. The effect looks like a regular
flame, but it creates no heat and doesn’t
Don’t Know: The entity tells you that it doesn’t know. use oxygen. A continual flame can be cov-
ered and hidden but not smothered or
Lie: The entity intentionally lies to you. quenched.
Random Answer: The entity tries to lie but doesn’t know the answer, so it makes one up.
Light spells counter and dispel darkness
to DM changes, the personalities of indivi- Contingency spells of an equal or lower level.
dual deities, and so on.)
Evocation Material Component: You sprinkle ruby
On rare occasions, this divination may Level: Sor/Wiz 6 dust (worth 50 gp) on the item that is to
be blocked by an act of certain deities or Components: V, S, M, F carry the flame.
forces. Casting Time: At least 10 minutes; see
Control Plants
Contagion text
Range: Personal Transmutation
Necromancy [Evil] Target: You Level: Drd 8, Plant 8
Level: Clr 3, Destruction 3, Drd 3, Duration: One day/level (D) or until Components: V, S, DF
Casting Time: 1 standard action
Sor/Wiz 4 discharged Range: Close (25 ft. + 5 ft./2 levels)
Components: V, S Targets: Up to 2 HD/level of plant
Casting Time: 1 standard action You can place another spell upon your
Range: Touch person so that it comes into effect under creatures, no two of which can be more
Target: Living creature touched some condition you dictate when casting than 30 ft. apart
Duration: Instantaneous contingency. The contingency spell and the Duration: 1 min./level
Saving Throw: Fortitude negates companion spell are cast at the same time. Saving Throw: Will negates
Spell Resistance: Yes The 10-minute casting time is the mini- Spell Resistance: No
mum total for both castings; if the com-
The subject contracts a disease selected panion spell has a casting time longer than This spell enables you to control the
from the table below, which strikes 10 minutes, use that instead. actions of one or more plant creatures for a
immediately (no incubation period). The short period of time. You command the
DC noted is for the subsequent saves (use The spell to be brought into effect by creatures by voice and they understand
contagion’s normal save DC for the initial the contingency must be one that affects you, no matter what language you speak.
saving throw). your person (feather fall, levitate, fly, teleport, Even if vocal communication is impossible
and so forth) and be of a spell level no (in the area of a silence spell, for instance),
Disease DC Damage higher than one-third your caster level the controlled plants do not attack you. At
(rounded down, maximum 6th level). the end of the spell, the subjects revert to
Blinding sickness 16 1d4 Str1 their normal behavior.
The conditions needed to bring the spell
Cackle fever 16 1d6 Wis into effect must be clear, although they Suicidal or self-destructive commands
can be general. For example, a contingency are simply ignored.
Filth fever 12 1d3 Dex cast with water breathing might prescribe
that any time you are plunged into or
and 1d3 Con otherwise engulfed in water or similar
liquid, the water breathing spell instantly
Mindfire 12 1d4 Int comes into effect. Or a contingency could
bring a feather fall spell into effect any time
Red ache 15 1d6 Str you fall more than 4 feet. In all cases, the
contingency immediately brings into effect
Shakes 13 1d8 Dex the companion spell, the latter being “cast”
instantaneously when the prescribed cir-
Slimy doom 14 1d4 Con cumstances occur. If complicated or con-
voluted conditions are prescribed, the
1 Each time a victim takes 2 or more points whole spell combination (contingency and
the companion magic) may fail when
of Strength damage from blinding

sickness, he or she must make another

Fortitude save (using the disease’s save

DC) or be permanently blinded.

See the Dungeon Master’s Guide for des-
criptions of each disease, as well as for the
general effects of disease.

213

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

Casting Time: 10 minutes create a ghoul or a ghast instead of a you command the creeping doom to move CHAPTER 11:
Range: Close (25 ft. + 5 ft./2 levels) mummy. Doing this may be a good idea, (a standard action). As a standard action,
Effect: Food and water to sustain three because created undead are not automati- you can command any number of the SPELLS
cally under the control of their animator. swarms to move toward any prey within
humans or one horse/level for 24 If you are capable of commanding undead, 100 feet of you. You cannot command any
hours you may attempt to command the undead swarm to move more than 100 feet away
Duration: 24 hours; see text creature as it forms (see Turn or Rebuke from you, and if you move more than 100
Saving Throw: None Undead, page 159). feet from any swarm, that swarm remains
Spell Resistance: No stationary, attacking any creatures in its
This spell must be cast at night. area (but it can be commanded again if you
The food that this spell creates is simple Material Component: A clay pot filled move within 100 feet).
fare of your choice—highly nourishing, if with grave dirt and another filled with
rather bland. Food so created decays and brackish water. The spell must be cast on a Crushing Despair
becomes inedible within 24 hours, dead body. You must place a black onyx
although it can be kept fresh for another gem worth at least 50 gp per HD of the Enchantment (Compulsion) [Mind-
24 hours by casting a purify food and water undead to be created into the mouth or eye Affecting]
spell on it. The water created by this spell socket of each corpse. The magic of the
is just like clean rain water, and it doesn’t spell turns these gems into worthless Level: Brd 3, Sor/Wiz 4
go bad as the food does. shells. Components: V, S, M
Casting Time: 1 standard action
Create Greater Undead Create Water Range: 30 ft.
Area: Cone-shaped burst
Necromancy [Evil] Conjuration (Creation) [Water] Duration: 1 min./level
Level: Clr 0, Drd 0, Pal 1 Saving Throw: Will negates
Level: Clr 8, Death 8, Sor/Wiz 8 Components: V, S Spell Resistance: Yes
Casting Time: 1 standard action
This spell functions like create undead, Range: Close (25 ft. + 5 ft./2 levels) An invisible cone of despair causes great
except that you can create more powerful Effect: Up to 2 gallons of water/level sadness in the subjects. Each affected
and intelligent sorts of undead: shadows, Duration: Instantaneous creature takes a –2 penalty on attack rolls,
wraiths, spectres, and devourers (see the Saving Throw: None saving throws, ability checks, skill checks,
Monster Manual for more information on Spell Resistance: No and weapon damage rolls.
all types of undead). The type or types of
undead you can create is based on your This spell generates wholesome, drinkable Crushing despair counters and dispels
caster level, as shown on the table below. water, just like clean rain water. Water can good hope.
be created in an area as small as will
actually contain the liquid, or in an area Material Component: A vial of tears.
three times as large—possibly creating a
Caster Level Undead Created downpour or filling many small recep- Cure Critical Wounds
15th or lower Shadow tacles.
16th–17th Wraith Conjuration (Healing)
18th–19th Spectre Note: Conjuration spells can’t create Level: Brd 4, Clr 4, Drd 5, Healing 4
20th or higher Devourer substances or objects within a creature.
Water weighs about 8 pounds per gallon. This spell functions like cure light wounds,
Create Undead One cubic foot of water contains roughly 8 except that it cures 4d8 points of damage
gallons and weighs about 60 pounds. +1 point per caster level (maximum +20).
Necromancy [Evil]
Level: Clr 6, Death 6, Evil 6, Sor/Wiz 6 Creeping Doom Cure Critical Wounds, Mass
Components: V, S, M
Casting Time: 1 hour Conjuration (Summoning) Conjuration (Healing)
Range: Close (25 ft. + 5 ft./2 levels) Level: Drd 7 Level: Clr 8, Drd 9, Healing 8
Target: One corpse Components: V, S
Duration: Instantaneous Casting Time: 1 round This spell functions like mass cure light
Saving Throw: None Range: Close (25 ft. + 5 ft./2 levels)/ 100 wounds, except that it cures 4d8 points of
Spell Resistance: No damage +1 point per caster level (max-
ft.; see text imum +40).
A much more potent spell than animate Effect: One swarm of centipedes per two
dead, this evil spell allows you to create Cure Light Wounds
more powerful sorts of undead: ghouls, levels
ghasts, mummies, and mohrgs (see the Duration: 1 min./level Conjuration (Healing)
Monster Manual for more information on Saving Throw: None Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1,
all types of undead). The type or types of Spell Resistance: No
undead you can create is based on your Rgr 2
caster level, as shown on the table below. When you utter the spell of creeping doom, Components: V, S
you call forth a mass of centipede swarms Casting Time: 1 standard action
Caster Level Undead Created (one per two caster levels, to a maximum of Range: Touch
11th or lower Ghoul ten swarms at 20th level), which need not Target: Creature touched
12th–14th Ghast appear adjacent to one another. (See the Duration: Instantaneous
15th–17th Mummy Monster Manual for details on centipede Saving Throw: Will half (harmless); see
18th or higher Mohrg swarms.)
text
You may summon the centipede swarms Spell Resistance: Yes (harmless); see text
so that they share the area of other crea-
You may create less powerful undead than tures. The swarms remain stationary, When laying your hand upon a living
your level would allow if you choose. For attacking any creatures in their area, unless creature, you channel positive energy that
example, at 16th level you could decide to cures 1d8 points of damage +1 point per
caster level (maximum +5).
215

CHAPTER 11: Since undead are powered by negative This spell functions like mass cure light radius. All creatures in the area gain con-
energy, this spell deals damage to them wounds, except that it cures 3d8 points of cealment (20% miss chance). Even crea-
SPELLS instead of curing their wounds. An undead damage +1 point per caster level (maxi- tures that can normally see in such con-
creature can apply spell resistance, and can mum +35). ditions (such as with darkvision or low-
attempt a Will save to take half damage. light vision) have the miss chance in an
Curse Water area shrouded in magical darkness. Normal
Cure Light Wounds, Mass lights (torches, candles, lanterns, and so
Necromancy [Evil] forth) are incapable of brightening the
Conjuration (Healing) Level: Clr 1 area, as are light spells of lower level (such
Level: Brd 5, Clr 5, Drd 6, Healing 5 Components: V, S, M as light or dancing lights). Higher level light
Components: V, S Casting Time: 1 minute spells (such as daylight) are not affected by
Casting Time: 1 standard action Range: Touch darkness.
Range: Close (25 ft. + 5 ft./2 levels) Target: Flask of water touched
Target: One creature/level, no two of Duration: Instantaneous If darkness is cast on a small object that is
Saving Throw: Will negates (object) then placed inside or under a lightproof
which can be more than 30 ft. apart Spell Resistance: Yes (object) covering, the spell’s effect is blocked until
Duration: Instantaneous the covering is removed.
Saving Throw: Will half (harmless) or This spell imbues a flask (1 pint) of water
with negative energy, turning it into Darkness counters or dispels any light
Will half; see text unholy water. Unholy water damages good spell of equal or lower spell level.
Spell Resistance: Yes (harmless) or Yes; outsiders the way holy water damages
undead and evil outsiders. Arcane Material Component: A bit of bat
see text fur and either a drop of pitch or a piece of
Material Component: 5 pounds of pow- coal.
You channel positive energy to cure 1d8 dered silver (worth 25 gp).
points of damage +1 point per caster level Darkvision
(maximum +25) in each selected creature. Dancing Lights
Transmutation
Like other cure spells, mass cure light Evocation [Light] Level: Rgr 3, Sor/Wiz 2
wounds deals damage to undead in its area Level: Brd 0, Sor/Wiz 0 Components: V, S, M
rather than curing them. Each affected Components: V, S Casting Time: 1 standard action
undead may attempt a Will save for half Casting Time: 1 standard action Range: Touch
damage. Range: Medium (100 ft. + 10 ft./level) Target: Creature touched
Effect: Up to four lights, all within a 10- Duration: 1 hour/level
Cure Minor Wounds Saving Throw: Will negates (harmless)
ft.-radius area Saving Throw: None
Conjuration (Healing) Duration: 1 minute (D) Spell Resistance: Yes (harmless)
Level: Clr 0, Drd 0 Saving Throw: None
Spell Resistance: No The subject gains the ability to see 60 feet
This spell functions like cure light wounds, even in total darkness. Darkvision is black
except that it cures only 1 point of damage. Depending on the version selected, you and white only but otherwise like normal
create up to four lights that resemble lan- sight. Darkvision does not grant one the
Cure Moderate Wounds terns or torches (and cast that amount of ability to see in magical darkness.
light), or up to four glowing spheres of
Conjuration (Healing) light (which look like will-o’-wisps), or one Darkvision can be made permanent with
Level: Brd 2, Clr 2, Drd 3, Healing 2, Pal 3, faintly glowing, vaguely humanoid shape. a permanency spell.
The dancing lights must stay within a 10-
Rgr 3 foot-radius area in relation to each other Material Component: Either a pinch of
but otherwise move as you desire (no dried carrot or an agate.
This spell functions like cure light wounds, concentration required): forward or back,
except that it cures 2d8 points of damage up or down, straight or turning corners, or Daylight
+1 point per caster level (maximum +10). the like. The lights can move up to 100 feet
per round. A light winks out if the distance Evocation [Light]
Cure Moderate Wounds, Mass between you and it exceeds the spell’s Level: Brd 3, Clr 3, Drd 3, Pal 3, Sor/Wiz 3
range. Components: V, S
Conjuration (Healing) Casting Time: 1 standard action
Level: Brd 6, Clr 6, Drd 7 Dancing lights can be made permanent Range: Touch
with a permanency spell. Target: Object touched
This spell functions like mass cure light Duration: 10 min./level (D)
wounds, except that it cures 2d8 points of Darkness Saving Throw: None
damage +1 point per caster level (maxi- Spell Resistance: No
mum +30). Evocation [Darkness]
Level: Brd 2, Clr 2, Sor/Wiz 2 The object touched sheds light as bright as
Cure Serious Wounds Components: V, M/DF full daylight in a 60-foot radius, and dim
Casting Time: 1 standard action light for an additional 60 feet beyond that.
Conjuration (Healing) Range: Touch Creatures that take penalties in bright
Level: Brd 3, Clr 3, Drd 4, Pal 4, Rgr 4, Target: Object touched light also take them while within the
Duration: 10 min./level (D) radius of this magical light. Despite its
Healing 3 Saving Throw: None name, this spell is not the equivalent of
Spell Resistance: No daylight for the purposes of creatures that
This spell functions like cure light wounds, are damaged or destroyed by bright light
except that it cures 3d8 points of damage This spell causes an object to radiate (such as vampires). If daylight is cast on a
+1 point per caster level (maximum +15). shadowy illumination out to a 20-foot small object that is then placed inside or
under a light-proof covering, the spell’s
Cure Serious Wounds, Mass

Conjuration (Healing)

216 Level: Clr 7, Drd 8

effects are blocked until the covering is caster level does not grant you access to This spell functions like darkness, except CHAPTER 11:
removed. more spells.) These effects last for 10 min- that the object radiates shadowy illumina-
utes per HD of the subject creature. tion in a 60-foot radius and the darkness SPELLS
Daylight brought into an area of magical lasts longer.
darkness (or vice versa) is temporarily Death Ward
negated, so that the otherwise prevailing Daylight brought into an area of deeper
light conditions exist in the overlapping Necromancy darkness (or vice versa) is temporarily
areas of effect. Level: Clr 4, Death 4, Drd 5, Pal 4 negated, so that the otherwise prevailing
Components: V, S, DF light conditions exist in the overlapping
Daylight counters or dispels any dark- Casting Time: 1 standard action areas of effect.
ness spell of equal or lower level, such as Range: Touch
darkness. Target: Living creature touched Deeper darkness counters and dispels any
Duration: 1 min./level light spell of equal or lower level,
Daze Saving Throw: Will negates (harmless) including daylight and light.
Spell Resistance: Yes (harmless)
Enchantment (Compulsion) [Mind- Delay Poison
Affecting] The subject is immune to all death spells,
magical death effects, energy drain, and Conjuration (Healing)
Level: Brd 0, Sor/Wiz 0 any negative energy effects (such as from Level: Brd 2, Clr 2, Drd 2, Pal 2, Rgr 1
Components: V, S, M inflict spells or chill touch). Components: V, S, DF
Casting Time: 1 standard action Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) This spell doesn’t remove negative Range: Touch
Target: One humanoid creature of 4 HD levels that the subject has already gained, Target: Creature touched
nor does it affect the saving throw neces- Duration: 1 hour/level
or less sary 24 hours after gaining a negative level. Saving Throw: Fortitude negates
Duration: 1 round
Saving Throw: Will negates Death ward does not protect against (harmless)
Spell Resistance: Yes other sorts of attacks, such as hit point loss, Spell Resistance: Yes (harmless)
poison, or petrification, even if those
This enchantment clouds the mind of a attacks might be lethal. The subject becomes temporarily immune
humanoid creature with 4 or fewer Hit to poison. Any poison in its system or any
Dice so that it takes no actions. Human- Deathwatch poison to which it is exposed during the
oids of 5 or more HD are not affected. A spell’s duration does not affect the subject
dazed subject is not stunned, so attackers Necromancy [Evil] until the spell’s duration has expired. Delay
get no special advantage against it. Level: Clr 1 poison does not cure any damage that
Components: V, S poison may have already done.
Material Component: A pinch of wool or Casting Time: 1 standard action
similar substance. Range: 30 ft. Delayed Blast Fireball
Area: Cone-shaped emanation
Daze Monster Duration: 10 min./level Evocation [Fire]
Saving Throw: None
Enchantment (Compulsion) [Mind- Spell Resistance: No Level: Sor/Wiz 7
Affecting]
Using the foul sight granted by the powers Duration: 5 rounds or less; see text
Level: Brd 2, Sor/Wiz 2 of unlife, you can determine the condition
Range: Medium (100 ft. + 10 ft./level) of creatures near death within the spell’s This spell functions like fireball, except that
Target: One living creature of 6 HD or less range. You instantly know whether each it is more powerful and can detonate up to
creature within the area is dead, fragile 5 rounds after the spell is cast. The burst of
This spell functions like daze, but daze (alive and wounded, with 3 or fewer hit flame deals 1d6 points of fire damage per
monster can affect any one living creature points left), fighting off death (alive with 4 caster level (maximum 20d6).
of any type. Creatures of 7 or more HD are or more hit points), undead, or neither
not affected. alive nor dead (such as a construct). The glowing bead created by delayed
Deathwatch sees through any spell or blast fireball can detonate immediately if
Death Knell ability that allows creatures to feign death. you desire, or you can choose to delay the
burst for as many as 5 rounds. You select
Necromancy [Death, Evil] Deep Slumber the amount of delay upon completing the
Level: Clr 2, Death 2 spell, and that time cannot change once it
Components: V, S Enchantment (Compulsion) [Mind- has been set unless someone touches the
Casting Time: 1 standard action Affecting] bead (see below). If you choose a delay, the
Range: Touch glowing bead sits at its destination until it
Target: Living creature touched Level: Brd 3, Sor/Wiz 3 detonates. A creature can pick up and hurl
Duration: Instantaneous/10 minutes per Range: Close (25 ft. + 5 ft./2 levels) the bead as a thrown weapon (range
increment 10 feet). If a creature handles
HD of subject; see text This spell functions like sleep, except that it and moves the bead within 1 round of its
Saving Throw: Will negates affects 10 HD of creatures. detonation, there is a 25% chance that the
Spell Resistance: Yes bead detonates while being handled.
Deeper Darkness
You draw forth the ebbing life force of a Demand
creature and use it to fuel your own power. Evocation [Darkness]
Upon casting this spell, you touch a living Level: Clr 3 Enchantment (Compulsion) [Mind-
creature that has –1 or fewer hit points. If Duration: One day/level (D) Affecting]
the subject fails its saving throw, it dies,
and you gain 1d8 temporary hit points and Level: Sor/Wiz 8 217
a +2 bonus to Strength. Additionally, your Saving Throw: Will partial
effective caster level goes up by +1, Spell Resistance: Yes
improving spell effects dependent on
caster level. (This increase in effective

CHAPTER 11: This spell functions like sending, but the Destruction If a creature falls into more than one
message can also contain a suggestion (see category, the spell indicates the weaker of
SPELLS the suggestion spell), which the subject does Necromancy [Death] the two.
its best to carry out. A successful Will save Level: Clr 7, Death 7
negates the suggestion effect but not the Components: V, S, F Each round you can turn to detect a
contact itself. The demand, if received, is Casting Time: 1 standard action kind of animal or plant in a new area. The
understood even if the subject’s Intel- Range: Close (25 ft. + 5 ft./2 levels) spell can penetrate barriers, but 1 foot of
ligence score is as low as 1. If the message Target: One creature stone, 1 inch of common metal, a thin
is impossible or meaningless according to Duration: Instantaneous sheet of lead, or 3 feet of wood or dirt
the circumstances that exist for the subject Saving Throw: Fortitude partial blocks it.
at the time the demand is issued, the Spell Resistance: Yes
message is understood but the suggestion is The DM decides if a specific kind of
ineffective. This spell instantly slays the subject and animal or plant is present.
consumes its remains (but not its equip-
The demand’s message to the creature ment and possessions) utterly. If the Detect Chaos
must be twenty-five words or less, include- target’s Fortitude saving throw succeeds, it
ing the suggestion. The creature can also instead takes 10d6 points of damage. The Divination
give a short reply immediately. only way to restore life to a character who Level: Clr 1
has failed to save against this spell is to use
Material Component: A short piece of true resurrection, a carefully worded wish This spell functions like detect evil, except
copper wire and some small part of the spell followed by resurrection, or miracle. that it detects the auras of chaotic crea-
subject—a hair, a bit of nail, or the like. tures, clerics of chaotic deities, chaotic
Focus: A special holy (or unholy) symbol spells, and chaotic magic items, and you
Desecrate of silver marked with verses of anathema are vulnerable to an overwhelming chaotic
(cost 500 gp). aura if you are lawful.
Evocation [Evil]
Level: Clr 2, Evil 2 Detect Animals or Plants Detect Evil
Components: V, S, M, DF
Casting Time: 1 standard action Divination Divination
Range: Close (25 ft. + 5 ft./2 levels) Level: Drd 1, Rgr 1 Level: Clr 1
Area: 20-ft.-radius emanation Components: V, S Components: V, S, DF
Duration: 2 hours/level Casting Time: 1 standard action Casting Time: 1 standard action
Saving Throw: None Range: Long (400 ft. + 40 ft./level) Range: 60 ft.
Spell Resistance: Yes Area: Cone-shaped emanation Area: Cone-shaped emanation
Duration: Concentration, up to 10 Duration: Concentration, up to 10 min./
218 This spell imbues an area with negative
energy. Each Charisma check made to turn min./level (D) level (D)
undead within this area takes a –3 profane Saving Throw: None Saving Throw: None
penalty, and every undead creature Spell Resistance: No Spell Resistance: No
entering a desecrated area gains a +1 profane
bonus on attack rolls, damage rolls, and You can detect a particular kind of animal You can sense the presence of evil. The
saving throws. An undead creature created or plant in a cone emanating out from you amount of information revealed depends
within or summoned into such an area in whatever direction you face. You must on how long you study a particular area or
gains +1 hit points per HD. think of a kind of animal or plant when subject.
using the spell, but you can change the
If the desecrated area contains an altar, animal or plant kind each round. The 1st Round: Presence or absence of evil.
shrine, or other permanent fixture dedi- amount of information revealed depends 2nd Round: Number of evil auras (crea-
cated to your deity or aligned higher on how long you search a particular area or tures, objects, or spells) in the area and the
power, the modifiers given above are dou- focus on a specific kind of animal or plant. power of the most potent evil aura present.
bled (–6 profane penalty on turning If you are of good alignment, and the
checks, +2 profane bonus and +2 hit points 1st Round: Presence or absence of that strongest evil aura’s power is overwhelm-
per HD for undead in the area). Further- kind of animal or plant in the area. ing (see below), and the HD or level of the
more, anyone who casts animate dead aura’s source is at least twice your character
within this area may create as many as 2nd Round: Number of individuals of the level, you are stunned for 1 round and the
double the normal amount of undead (that specified kind in the area, and the spell ends.
is, 4 HD per caster level rather than 2 HD condition of the healthiest specimen. 3rd Round: The power and location of
per caster level). each aura. If an aura is outside your line of
3rd Round: The condition (see below) sight, then you discern its direction but
If the area contains an altar, shrine, or and location of each individual present. If not its exact location.
other permanent fixture of a deity, pan- an animal or plant is outside your line of Aura Power: An evil aura’s power de-
theon, or higher power other than your sight, then you discern its direction but pends on the type of evil creature or object
patron, the desecrate spell instead curses the not its exact location. that you’re detecting and its HD, caster
area, cutting off its connection with the level, or (in the case of a cleric) class level;
associated deity or power. This secondary Conditions: For purposes of this spell, the see the accompanying table. If an aura falls
function, if used, does not also grant the categories of condition are as follows: into more than one strength category, the
bonuses and penalties relating to undead, spell indicates the stronger of the two.
as given above. Normal: Has at least 90% of full normal For example, as indicated on the table,
hit points, free of disease. an evil outsider with 12 HD has an over-
Desecrate counters and dispels consecrate. whelming aura of evil. A good cleric who
Material Component: A vial of unholy Fair: 30% to 90% of full normal hit points casts this spell and directs it at the location
water and 25 gp worth (5 pounds) of silver remaining. of such a creature for longer than 1 round
dust, all of which must be sprinkled loses the spell and is stunned for 1 round if
around the area. 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.

Detect Evil the conjuration spell registers.
Each round, you can turn to detect
———————— Aura Power ————————
magic in a new area. The spell can pene-
Creature/Object Faint Moderate Strong Overwhelming trate barriers, but 1 foot of stone, 1 inch of
common metal, a thin sheet of lead, or 3
Evil creature1 (HD) 10 or lower 11–25 26–50 51 or higher feet of wood or dirt blocks it.

Undead (HD) 2 or lower 3–8 9–20 21 or higher Detect magic can be made permanent
with a permanency spell.
Evil outsider (HD) 1 or lower 2–4 5–10 11 or higher
Detect Poison
Cleric of an evil deity2 (class levels) 1 2–4 5–10 11 or higher
Divination
Evil magic item or spell (caster level) 2nd or lower 3rd–8th 9th–20th 21st or higher Level: Clr 0, Drd 0, Pal 1, Rgr 1,

1 Except for undead and outsiders, which have their own entries on the table. Sor/Wiz 0
Components: V, S
2 Some characters who are not clerics may radiate an aura of equivalent power. The class Casting Time: 1 standard action CHAPTER 11:
Range: Close (25 ft. + 5 ft./2 levels)
description will indicate whether this applies. Target or Area: One creature, one object, SPELLS

his character level is 6th or lower. Range: 60 ft. or a 5-ft. cube
Area: Cone-shaped emanation Duration: Instantaneous
Lingering Aura: An evil aura lingers after Duration: Concentration, up to 1 Saving Throw: None
its original source dissipates (in the case of Spell Resistance: No
a spell) or is destroyed (in the case of a min./level (D)
creature or magic item). If detect evil is cast Saving Throw: None You determine whether a creature, object,
and directed at such a location, the spell Spell Resistance: No or area has been poisoned or is poisonous.
indicates an aura strength of dim (even You can determine the exact type of
weaker than a faint aura). How long the You detect magical auras. The amount of poison with a DC 20 Wisdom check. A
aura lingers at this dim level depends on information revealed depends on how character with the Craft (alchemy) skill
its original power: long you study a particular area or subject. may try a DC 20 Craft (alchemy) check if
the Wisdom check fails, or may try the
Original Strength Duration of 1st Round: Presence or absence of magi- Craft (alchemy) check prior to the Wis-
Faint Lingering Aura cal auras. dom check.
Moderate 1d6 rounds
Strong 1d6 minutes 2nd Round: Number of different magical The spell can penetrate barriers, but 1
Overwhelming 1d6×10 minutes auras and the power of the most potent foot of stone, 1 inch of common metal, a
1d6 days aura. thin sheet of lead, or 3 feet of wood or dirt
blocks it.
Animals, traps, poisons, and other poten- 3rd Round: The strength and location of
tial perils are not evil, and as such this spell each aura. If the items or creatures bearing Detect Scrying
does not detect them. the auras are in line of sight, you can make
Spellcraft skill checks to determine the Divination
Each round, you can turn to detect evil school of magic involved in each. (Make Level: Brd 4, Sor/Wiz 4
in a new area. The spell can penetrate bar- one check per aura; DC 15 + spell level, or Components: V, S, M
riers, but 1 foot of stone, 1 inch of common 15 + half caster level for a nonspell effect.) Casting Time: 1 standard action
metal, a thin sheet of lead, or 3 feet of Range: 40 ft.
wood or dirt blocks it. Magical areas, multiple types of magic, Area: 40-ft.-radius emanation centered on
or strong local magical emanations may
Detect Good distort or conceal weaker auras. you
Duration: 24 hours
Divination Aura Strength: An aura’s power depends Saving Throw: None
Level: Clr 1 on a spell’s functioning spell level or an Spell Resistance: No
item’s caster level. If an aura falls into more
This spell functions like detect evil, except than one category, detect magic indicates You immediately become aware of any
that it detects the auras of good creatures, the stronger of the two. attempt to observe you by means of a div-
clerics or paladins of good deities, good ination (scrying) spell or effect. The spell’s
spells, and good magic items, and you are Lingering Aura: A magical aura lingers area radiates from you and moves as you
vulnerable to an overwhelming good aura after its original source dissipates (in the move. You know the location of every
if you are evil. Healing potions, antidotes, case of a spell) or is destroyed (in the case magical sensor within the spell’s area.
and similar beneficial items are not good. of a magic item). If detect magic is cast and
directed at such a location, the spell indi- If the scrying attempt originates within
cates an aura strength of dim (even weaker the area, you also know its location;
than a faint aura). How long the aura otherwise, you and the scrier immediately
lingers at this dim level depends on its make opposed caster level checks (1d20 +
original power: caster level). If you at least match the
scrier’s result, you get a visual image of the
Detect Law Original Strength Duration of scrier and an accurate sense of his or her
Faint Lingering Aura
Divination Moderate 1d6 rounds
Level: Clr 1 Strong 1d6 minutes
Overwhelming 1d6×10 minutes
This spell functions like detect evil, except 1d6 days
that it detects the auras of lawful creatures,
clerics of lawful deities, lawful spells, and Outsiders and elementals are not magical
lawful magic items, and you are vulnerable in themselves, but if they are summoned,
to an overwhelming lawful aura if you are
chaotic.

Detect Magic Detect Magic

Divination ————————— Aura Power —————————

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

direction and distance from you. pit, deadfall, or snaring; see the spell snare), Casting Time: 1 standard action
Material Component: A small piece of nor mechanically complex ones, nor those Range: 60 ft.
that have been rendered safe or inactive. Area: Cone-shaped emanation
mirror and a miniature brass hearing Duration: Concentration, up to 1 minute/
trumpet. The amount of information revealed
depends on how long you study a particu- level (D)
CHAPTER 11: Detect Secret Doors lar area. Saving Throw: None
Spell Resistance: No
SPELLS Divination 1st Round: Presence or absence of
Level: Brd 1, Knowledge 1, Sor/Wiz 1 hazards. You can detect the aura that surrounds
Components: V, S undead creatures. The amount of informa-
Casting Time: 1 standard action 2nd Round: Number of hazards and the tion revealed depends on how long you
Range: 60 ft. location of each. If a hazard is outside your study a particular area.
Area: Cone-shaped emanation line of sight, then you discern its direction
Duration: Concentration, up to 1 but not its exact location. 1st Round: Presence or absence of undead
auras.
min./level (D) Each Additional Round: The general type
Saving Throw: None and trigger for one particular hazard 2nd Round: Number of undead auras in
Spell Resistance: No closely examined by you. the area and the strength of the strongest
undead aura present. If you are of good
You can detect secret doors, compart- Each round, you can turn to detect alignment, and the strongest undead aura’s
ments, caches, and so forth. Only passages, snares and pits in a new area. The spell can strength is overwhelming (see below), and
doors, or openings that have been spec- penetrate barriers, but 1 foot of stone, 1 the creature has HD of at least twice your
ifically constructed to escape detection are inch of common metal, a thin sheet of character level, you are stunned for 1
detected by this spell—an ordinary lead, or 3 feet of wood or dirt blocks it. round and the spell ends.
trapdoor underneath a pile of crates would
not be detected. The amount of infor- Detect Thoughts 3rd Round: The strength and location of
mation revealed depends on how long you each undead aura. If an aura is outside your
study a particular area or subject. Divination [Mind-Affecting] line of sight, then you discern its direction
Level: Brd 2, Knowledge 2, Sor/Wiz 2 but not its exact location.
1st Round: Presence or absence of secret Components: V, S, F/DF
doors. Casting Time: 1 standard action Aura Strength: The strength of an undead
Range: 60 ft. aura is determined by the HD of the
2nd Round: Number of secret doors and Area: Cone-shaped emanation undead creature, as given on the following
the location of each. If an aura is outside Duration: Concentration, up to 1 table:
your line of sight, then you discern its
direction but not its exact location. min./level (D) HD Strength
Saving Throw: Will negates; see text 1 or lower Faint
Each Additional Round: The mechanism Spell Resistance: No 2–4 Moderate
or trigger for one particular secret portal 5–10 Strong
closely examined by you. You detect surface thoughts. The amount 11 or higher Overwhelming
of information revealed depends on how
Each round, you can turn to detect long you study a particular area or subject. Lingering Aura: An undead aura lingers
secret doors in a new area. The spell can after its original source is destroyed. If
penetrate barriers, but 1 foot of stone, 1 1st Round: Presence or absence of detect undead is cast and directed at such a
inch of common metal, a thin sheet of thoughts (from conscious creatures with location, the spell indicates an aura
lead, or 3 feet of wood or dirt blocks it. Intelligence scores of 1 or higher). strength of dim (even weaker than a faint
aura). How long the aura lingers at this
Detect Snares and Pits 2nd Round: Number of thinking minds dim level depends on its original power:
and the Intelligence score of each. If the
Divination highest Intelligence is 26 or higher (and at Original Strength Duration of
Level: Drd 1, Rgr 1 least 10 points higher than your own Faint Lingering Aura
Components: V, S Intelligence score), you are stunned for 1 Moderate 1d6 rounds
Casting Time: 1 standard action round and the spell ends. This spell does Strong 1d6 minutes
Range: 60 ft. not let you determine the location of the Overwhelming 1d6×10 minutes
Area: Cone-shaped emanation thinking minds if you can’t see the crea- 1d6 days
Duration: Concentration, up to 10 tures whose thoughts you are detecting.

min./level (D) 3rd Round: Surface thoughts of any mind
Saving Throw: None in the area. A target’s Will save prevents
Spell Resistance: No you from reading its thoughts, and you
must cast detect thoughts again to have
You can detect simple pits, deadfalls, and another chance. Creatures of animal intel- Each round, you can turn to detect undead
snares as well as mechanical traps con- ligence (Int 1 or 2) have simple, instinctual in a new area. The spell can penetrate
structed of natural materials. The spell thoughts that you can pick up. barriers, but 1 foot of stone, 1 inch of
does not detect complex traps, including common metal, a thin sheet of lead, or 3
trapdoor traps. Each round, you can turn to detect feet of wood or dirt blocks it.
thoughts in a new area. The spell can pen-
Detect snares and pits does detect certain etrate barriers, but 1 foot of stone, 1 inch of Arcane Material Component: A bit of earth
natural hazards—quicksand (a snare), a common metal, a thin sheet of lead, or 3 from a grave.
sinkhole (a pit), or unsafe walls of natural feet of wood or dirt blocks it.
rock (a deadfall). However, it does not Dictum
reveal other potentially dangerous condi- Arcane Focus: A copper piece.
tions, such as a cavern that floods during Evocation [Lawful, Sonic]
rain, an unsafe construction, or a naturally Detect Undead Level: Clr 7, Law 7
poisonous plant. The spell does not detect Components: V
magic traps (except those that operate by Divination Casting Time: 1 standard action
Level: Clr 1, Pal 1, Sor/Wiz 1 Range: 40 ft.
Components: V, S, M/DF
220

Area: Nonlawful creatures in a 40-ft.- load. You may also bring one additional Range: Medium (100 ft. + 10 ft./level)
radius spread centered on you willing Medium or smaller creature Area: 20-ft.-radius emanation centered on
(carrying gear or objects up to its maxi-
Duration: Instantaneous mum load) or its equivalent per three a point in space
Saving Throw: None or Will negates; see caster levels. A Large creature counts as Duration: One day/level
two Medium creatures, a Huge creature Saving Throw: None
text counts as two Large creatures, and so forth. Spell Resistance: Yes
Spell Resistance: Yes All creatures to be transported must be in
contact with one another, and at least one You create a shimmering emerald barrier
Any nonlawful creature within the area of of those creatures must be in contact with that completely blocks extradimensional CHAPTER 11:
a dictum spell suffers the following ill you. travel. Forms of movement barred include
effects. astral projection, blink, dimension door, SPELLS
If you arrive in a place that is already ethereal jaunt, etherealness, gate, maze, plane
HD Effect occupied by a solid body, you and each shift, shadow walk, teleport, and similar spell-
Equal to caster level Deafened creature traveling with you take 1d6 points like or psionic abilities. Once dimensional
Up to caster level –1 Slowed, deafened of damage and are shunted to a random lock is in place, extradimensional travel
Up to caster level –5 Paralyzed, slowed, open space on a suitable surface within 100 into or out of the area is not possible.
deafened feet of the intended location. If there is no
Up to caster level –10 Killed, paralyzed, free space within 100 feet, you and each A dimensional lock does not interfere
slowed, deafened creature traveling with you take an with the movement of creatures already in
additional 2d6 points of damage and are ethereal or astral form when the spell is
The effects are cumulative and concurrent. shunted to a free space within 1,000 feet. If cast, nor does it block extradimensional
No saving throw is allowed against these there is no free space within 1,000 feet, you perception or attack forms, such as a
effects. and each creature travelling with you take basilisk’s gaze. Also, the spell does not pre-
an additional 4d6 points of damage and the vent summoned creatures from disap-
Deafened: The creature is deafened for spell simply fails. pearing at the end of a summoning spell.
1d4 rounds.
Dimensional Anchor Diminish Plants
Slowed: The creature is slowed, as by the
slow spell, for 2d4 rounds. Abjuration Transmutation
Level: Clr 4, Sor/Wiz 4 Level: Drd 3, Rgr 3
Paralyzed: The creature is paralyzed and Components: V, S Components: V, S, DF
helpless for 1d10 minutes. Casting Time: 1 standard action Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level) Range: See text
Killed: Living creatures die. Undead Effect: Ray Target or Area: See text
creatures are destroyed. Duration: 1 min./level Duration: Instantaneous
Saving Throw: None Saving Throw: None
Furthermore, if you are on your home Spell Resistance: Yes (object) Spell Resistance: No
plane when you cast this spell, nonlawful
extraplanar creatures within the area are A green ray springs from your out- This spell has two versions.
instantly banished back to their home stretched hand. You must make a ranged Prune Growth: This version causes nor-
planes. Creatures so banished cannot touch attack to hit the target. Any creature
return for at least 24 hours. This effect or object struck by the ray is covered with mal vegetation (grasses, briars, bushes,
takes place regardless of whether the crea- a shimmering emerald field that com- creepers, hedges, thistles, trees, vines, and
tures hear the dictum. The banishment pletely blocks extradimensional travel. so forth) within long range (400 feet + 40
effect allows a Will save (at a –4 penalty) to Forms of movement barred by a dimen- feet per level) to shrink to about one-third
negate. sional anchor include astral projection, blink, of their normal size, becoming untangled
dimension door, ethereal jaunt, etherealness, and less bushy. The affected vegetation
Creatures whose HD exceed your caster gate, maze, plane shift, shadow walk, teleport, appears to have been carefully pruned and
level are unaffected by dictum. and similar spell-like or psionic abilities. trimmed.
The spell also prevents the use of a gate or
Dimension Door teleportation circle for the duration of the At your option, the area can be a 100-
spell. foot-radius circle, a 150-foot-radius semi-
Conjuration (Teleportation) circle, or a 200-foot-radius quarter-circle.
Level: Brd 4, Sor/Wiz 4, Travel 4 A dimensional anchor does not interfere You may also designate portions of the area
Components: V with the movement of creatures already in that are not affected.
Casting Time: 1 standard action ethereal or astral form when the spell is
Range: Long (400 ft. + 40 ft./level) cast, nor does it block extradimensional Stunt Growth: This version targets nor-
Target: You and touched objects or other perception or attack forms, such as a mal plants within a range of 1/2 mile,
basilisk’s gaze. Also, dimensional anchor reducing their potential productivity over
touched willing creatures does not prevent summoned creatures the course of the following year to one-
Duration: Instantaneous from disappearing at the end of a sum- third below normal.
Saving Throw: None and Will negates moning spell.
Diminish plants counters plant growth.
(object) Dimensional Lock This spell has no effect on plant crea-
Spell Resistance: No and Yes (object) tures.
Abjuration
You instantly transfer yourself from your Level: Clr 8, Sor/Wiz 8 Discern Lies 221
current location to any other spot within Components: V, S
range. You always arrive at exactly the spot Casting Time: 1 standard action Divination
desired—whether by simply visualizing Level: Clr 4, Pal 3
the area or by stating direction, such as Components: V, S, DF
“900 feet straight downward,” or “upward Casting Time: 1 standard action
to the northwest, 45-degree angle, 1,200 Range: Close (25 ft. + 5 ft./2 levels)
feet.” 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

CHAPTER 11: Targets: One creature/level, no two of an entirely different person. Target: One extraplanar creature
which can be more than 30 ft. apart The spell does not provide the abilities Duration: Instantaneous
SPELLS Saving Throw: Will negates; see text
Duration: Concentration, up to 1 or mannerisms of the chosen form, nor Spell Resistance: Yes
round/level does it alter the perceived tactile (touch) or
audible (sound) properties of you or your This spell forces an extraplanar creature
Saving Throw: Will negates equipment. A battleaxe made to look like a back to its proper plane if it fails a special
Spell Resistance: No dagger still functions as a battleaxe. Will save (DC = spell’s save DC – creature’s
HD + your caster level). If the spell is
Each round, you concentrate on one sub- If you use this spell to create a disguise, successful, the creature is instantly
ject, who must be within range. You know you get a +10 bonus on the Disguise check. whisked away, but there is a 20% chance of
if the subject deliberately and knowingly actually sending the subject to a plane
speaks a lie by discerning disturbances in A creature that interacts with the glamer other than its own.
its aura caused by lying. The spell does not gets a Will save to recognize it as an
reveal the truth, uncover unintentional illusion. For example, a creature that Dispel Chaos
inaccuracies, or necessarily reveal evasions. touched you and realized that the tactile
Each round, you may concentrate on a sensation did not match the visual one Abjuration [Lawful]
different subject. would be entitled to such a save. Level: Clr 5, Law 5, Pal 4

Discern Location Disintegrate This spell functions like dispel evil, except
that you are surrounded by constant, blue,
Divination Transmutation lawful energy, and the spell affects chaotic
Level: Clr 8, Knowledge 8, Sor/Wiz 8 Level: Destruction 7, Sor/Wiz 6 creatures and spells rather than evil ones.
Components: V, S, DF Components: V, S, M/DF
Casting Time: 10 minutes Casting Time: 1 standard action Dispel Evil
Range: Unlimited Range: Medium (100 ft. + 10 ft./level)
Target: One creature or object Effect: Ray Abjuration [Good]
Duration: Instantaneous Duration: Instantaneous Level: Clr 5, Good 5, Pal 4
Saving Throw: None Saving Throw: Fortitude partial (object) Components: V, S, DF
Spell Resistance: No Spell Resistance: Yes Casting Time: 1 standard action
Range: Touch
A discern location spell is among the most A thin, green ray springs from your point- Target or Targets: You and a touched evil
powerful means of locating creatures or ing finger. You must make a successful
objects. Nothing short of a mind blank spell ranged touch attack to hit. Any creature creature from another plane; or you and
or the direct intervention of a deity keeps struck by the ray takes 2d6 points of an enchantment or evil spell on a
you from learning the exact location of a damage per caster level (to a maximum of touched creature or object
single individual or object. Discern location 40d6). Any creature reduced to 0 or fewer Duration: 1 round/level or until
circumvents normal means of protection hit points by this spell is entirely disinte- discharged, whichever comes first
from scrying or location. The spell reveals grated, leaving behind only a trace of fine Saving Throw: See text
the name of the creature or object’s dust. A disintegrated creature’s equipment Spell Resistance: See text
location (place, name, business name, is unaffected.
building name, or the like), community, Shimmering, white, holy energy sur-
county (or similar political division), When used against an object, the ray rounds you. This power has three effects.
country, continent, and the plane of simply disintegrates as much as one 10-
existence where the target lies. foot cube of nonliving matter. Thus, the First, you gain a +4 deflection bonus to
spell disintegrates only part of any very AC against attacks by evil creatures.
To find a creature with the spell, you large object or structure targeted. The ray
must have seen the creature or have some affects even objects constructed entirely of Second, on making a successful melee
item that once belonged to it. To find an force, such as Bigby’s forceful hand or a wall touch attack against an evil creature from
object, you must have touched it at least of force, but not magical effects such as a another plane, you can choose to drive that
once. globe of invulnerability or an antimagic field. creature back to its home plane. The
creature can negate the effects with a suc-
Disguise Self A creature or object that makes a suc- cessful Will save (spell resistance applies).
cessful Fortitude save is partially affected, This use discharges and ends the spell.
Illusion (Glamer) taking only 5d6 points of damage. If this
Level: Brd 1, Sor/Wiz 1, Trickery 1 damage reduces the creature or object to 0 Third, with a touch you can automati-
Components: V, S or fewer hit points, it is entirely disinte- cally dispel any one enchantment spell
Casting Time: 1 standard action grated. cast by an evil creature or any one evil
Range: Personal spell. Exception: Spells that can’t be dis-
Target: You Only the first creature or object struck pelled by dispel magic also can’t be dispelled
Duration: 10 min./level (D) can be affected; that is, the ray affects only by dispel evil. Saving throws and spell
one target per casting. resistance do not apply to this effect. This
You make yourself—including clothing, use discharges and ends the spell.
armor, weapons, and equipment—look Arcane Material Component: A lodestone
different. You can seem 1 foot shorter or and a pinch of dust. Dispel Good
taller, thin, fat, or in between. You cannot
change your body type. For example, a hu- Dismissal Abjuration [Evil]
man caster could look human, humanoid, Level: Clr 5, Evil 5
or like any other human-shaped bipedal Abjuration
creature. Otherwise, the extent of the Level: Clr 4, Sor/Wiz 5 This spell functions like dispel evil, except
apparent change is up to you. You could Components: V, S, DF that you are surrounded by dark, wavering,
add or obscure a minor feature or look like Casting Time: 1 standard action unholy energy, and the spell affects good
Range: Close (25 ft. + 5 ft./2 levels) creatures and spells rather than evil ones.

222

Dispel Law (the drow’s spell resistance doesn’t help check to counter the other spellcaster’s
him); if she fails, that spell remains in spell.
Abjuration [Chaotic] effect.
Level: Chaos 5, Clr 5 Dispel Magic, Greater CHAPTER 11:
If you target an object or creature that is
This spell functions like dispel evil, except the effect of an ongoing spell (such as a Abjuration SPELLS
that you are surrounded by flickering, monster summoned by monster summon- Level: Brd 5, Clr 6, Drd 6, Sor/Wiz 6
yellow, chaotic energy, and the spell af- ing), you make a dispel check to end the
fects lawful creatures and spells rather spell that conjured the object or creature. This spell functions like dispel magic,
than evil ones. except that the maximum caster level on
If the object that you target is a magic your dispel check is +20 instead of +10.
Dispel Magic item, you make a dispel check against the Additionally, greater dispel magic has a
item’s caster level. If you succeed, all the chance to dispel any effect that remove curse
Abjuration item’s magical properties are suppressed can remove, even if dispel magic can’t dispel
Level: Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, for 1d4 rounds, after which the item that effect.
recovers on its own. A suppressed item
Sor/Wiz 3 becomes nonmagical for the duration of Displacement
Components: V, S the effect. An interdimensional interface
Casting Time: 1 standard action (such as a bag of holding) is temporarily Illusion (Glamer)
Range: Medium (100 ft. + 10 ft./level) closed. A magic item’s physical properties Level: Brd 3, Sor/Wiz 3
Target or Area: One spellcaster, creature, are unchanged: A suppressed magic sword Components: V, M
is still a sword (a masterwork sword, in Casting Time: 1 standard action
or object; or 20-ft.-radius burst fact). Artifacts and deities are unaffected by Range: Touch
Duration: Instantaneous mortal magic such as this. Target: Creature touched
Saving Throw: None Duration: 1 round/level (D)
Spell Resistance: No You automatically succeed on your Saving Throw: Will negates (harmless)
dispel check against any spell that you cast Spell Resistance: Yes (harmless)
Because magic is so powerful, so too is the yourself.
ability to dispel magic. You can use dispel Emulating the natural ability of the dis-
magic to end ongoing spells that have been Area Dispel: When dispel magic is used in placer beast (see the Monster Manual), the
cast on a creature or object, to temporarily this way, the spell affects everything subject of this spell appears to be about 2
suppress the magical abilities of a magic within a 30-foot radius. feet away from its true location. The crea-
item, to end ongoing spells (or at least ture benefits from a 50% miss chance as if
their effects) within an area, or to counter For each creature within the area that is it had total concealment. However, unlike
another spellcaster’s spell. A dispelled spell the subject of one or more spells, you make actual total concealment, displacement does
ends as if its duration had expired. Some a dispel check against the spell with the not prevent enemies from targeting the
spells, as detailed in their descriptions, highest caster level. If that check fails, you creature normally. True seeing reveals its
can’t be defeated by dispel magic. Dispel make dispel checks against progressively true location.
magic can dispel (but not counter) spell- weaker spells until you dispel one spell
like effects just as it does spells. (which discharges the dispel magic spell so Material Component: A small strip of
far as that target is concerned) or until you leather made from displacer beast hide,
Note: The effect of a spell with an in- fail all your checks. The creature’s magic twisted into a loop.
stantaneous duration can’t be dispelled, items are not affected.
because the magical effect is already over Disrupt Undead
before the dispel magic can take effect. For each object within the area that is
Thus, you can’t use dispel magic to repair the target of one or more spells, you make Necromancy
damage caused by a fireball or to turn a dispel checks as with creatures. Magic Level: Sor/Wiz 0
petrified character back to flesh. In these items are not affected by an area dispel. Components: V, S
cases, the magic has departed, leaving only Casting Time: 1 standard action
burned flesh or perfectly normal stone in For each ongoing area or effect spell Range: Close (25 ft. + 5 ft./2 levels)
its wake. whose point of origin is within the area of Effect: Ray
the dispel magic spell, you can make a dispel Duration: Instantaneous
You choose to use dispel magic in one of check to dispel the spell. Saving Throw: None
three ways: a targeted dispel, an area dispel, Spell Resistance: Yes
or a counterspell: For each ongoing spell whose area
overlaps that of the dispel magic spell, you You direct a ray of positive energy. You
Targeted Dispel: One object, creature, or can make a dispel check to end the effect, must make a ranged touch attack to hit,
spell is the target of the dispel magic spell. but only within the overlapping area. and if the ray hits an undead creature, it
You make a dispel check (1d20 + your deals 1d6 points of damage to it.
caster level, maximum +10) against the If an object or creature that is the effect
spell or against each ongoing spell of an ongoing spell (such as a monster Disrupting Weapon
currently in effect on the object or summoned by monster summoning) is in the
creature. The DC for this dispel check is 11 area, you can make a dispel check to end Transmutation
+ the spell’s caster level. the spell that conjured that object or Level: Clr 5
creature (returning it whence it came) in Components: V, S
For example, Mialee, at 5th level, targets addition to attempting to dispel spells Casting Time: 1 standard action
dispel magic on a drow who is under the targeting the creature or object. Range: Touch
effects of haste, mage armor, and bull’s Targets: One melee weapon
strength. All three spells were cast on the You may choose to automatically suc- Duration: 1 round/level
drow by a 7th-level wizard. Mialee makes a ceed on dispel checks against any spell that Saving Throw: Will negates (harmless,
dispel check (1d20 + 5 against DC 18) three you have cast.
times, once each for the haste, mage armor, object); see text
and bull’s strength effects. If she succeeds on Counterspell: When dispel magic is used in Spell Resistance: Yes (harmless, object)
a particular check, that spell is dispelled this way, the spell targets a spellcaster and
is cast as a counterspell (page 170). Unlike
a true counterspell, however, dispel magic
may not work; you must make a dispel

223

This spell makes a melee weapon deadly to and weapon damage rolls for every three This spell functions like dominate person,
undead. Any undead creature with HD caster levels you have (at least +1, maxi- except that the spell is not restricted by
equal to or less than your caster level must mum +6). The bonus doesn’t apply to spell creature type.
succeed on a Will save or be destroyed damage.
utterly if struck in combat with this Dominate Person
weapon. Spell resistance does not apply Divine Power
against the destruction effect. Enchantment (Compulsion) [Mind-
Evocation Affecting]
CHAPTER 11: Divination Level: Clr 4, War 4
Components: V, S, DF Level: Brd 4, Sor/Wiz 5
SPELLS Divination Casting Time: 1 standard action Components: V, S
Level: Clr 4, Knowledge 4 Range: Personal Casting Time: 1 round
Components: V, S, M Target: You Range: Close (25 ft. + 5 ft./2 levels)
Casting Time: 10 minutes Duration: 1 round/level Target: One humanoid
Range: Personal Duration: One day/level
Target: You Calling upon the divine power of your Saving Throw: Will negates
Duration: Instantaneous patron, you imbue yourself with strength Spell Resistance: Yes
and skill in combat. Your base attack bonus
Similar to augury but more powerful, a becomes equal to your character level You can control the actions of any hu-
divination spell can provide you with a (which may give you additional attacks), manoid creature through a telepathic link
useful piece of advice in reply to a question you gain a +6 enhancement bonus to that you establish with the subject’s mind.
concerning a specific goal, event, or Strength, and you gain 1 temporary hit If you and the subject have a common
activity that is to occur within one week. point per caster level. language, you can generally force the sub-
The advice can be as simple as a short ject to perform as you desire, within the
phrase, or it might take the form of a cryp- Dominate Animal limits of its abilities. If no common lan-
tic rhyme or omen. guage exists, you can communicate only
Enchantment (Compulsion) [Mind- basic commands, such as “Come here,” “Go
For example, suppose the question is Affecting] there,” “Fight,” and “Stand still.” You know
“Will we do well if we venture into the what the subject is experiencing, but you
ruined temple of Erythnul?” The DM Level: Animal 3, Drd 3 do not receive direct sensory input from it,
knows that a terrible troll guarding 10,000 Components: V, S nor can it communicate with you
gp and a +1 shield lurks near the entrance Casting Time: 1 round telepathically.
but estimates that your party could beat Range: Close (25 ft. + 5 ft./2 levels)
the troll after a hard fight. Therefore the Target: One animal Once you have given a dominated crea-
divination response might be: “Ready oil Duration: 1 round/level ture a command, it continues to attempt to
and open flame light your way to wealth.” Saving Throw: Will negates carry out that command to the exclusion of
In all cases, the DM controls what infor- Spell Resistance: Yes all other activities except those necessary
mation you receive. If your party doesn’t for day-to-day survival (such as sleeping,
act on the information, the conditions may You can enchant an animal and direct it eating, and so forth). Because of this
change so that the information is no with simple commands such as “Attack,” limited range of activity, a Sense Motive
longer useful. (For example, the troll could “Run,” and “Fetch.” Suicidal or self-de- check against DC 15 (rather than DC 25)
move away and take the treasure with it.) structive commands (including an order to can determine that the subject’s behavior
attack a creature two or more size cate- is being influenced by an enchantment
The base chance for a correct divination gories larger than the dominated animal) effect (see the Sense Motive skill des-
is 70% + 1% per caster level, to a maximum are simply ignored. cription, page 81).
of 90%. The DM adjusts the chance if
unusual circumstances require it (if, for Dominate animal establishes a mental Changing your instructions or giving a
example, unusual precautions against link between you and the subject creature. dominated creature a new command is the
divination spells have been taken). If the The animal can be directed by silent equivalent of redirecting a spell, so it is a
dice roll fails, you know the spell failed, mental command as long as it remains in move action.
unless specific magic yielding false infor- range. You need not see the creature to
mation is at work. control it. You do not receive direct sen- By concentrating fully on the spell (a
sory input from the creature, but you standard action), you can receive full
As with augury, multiple divinations know what it is experiencing. Because you sensory input as interpreted by the mind
about the same topic by the same caster are directing the animal with your own of the subject, though it still can’t
use the same dice result as the first intelligence, it may be able to undertake communicate with you. You can’t actually
divination spell and yield the same answer actions normally beyond its own com- see through the subject’s eyes, so it’s not as
each time. prehension. You need not concentrate good as being there yourself, but you still
exclusively on controlling the creature get a good idea of what’s going on (the
Material Component: Incense and a sac- unless you are trying to direct it to do subject is walking through a smelly
rificial offering appropriate to your reli- something it normally couldn’t do. courtyard, the subject is talking to a guard,
gion, together worth at least 25 gp. Changing your instructions or giving a the guard looks suspicious, and so forth).
dominated creature a new command is the
Divine Favor equivalent of redirecting a spell, so it is a Subjects resist this control, and any
move action. subject forced to take actions against its
Evocation nature receives a new saving throw with a
Level: Clr 1, Pal 1 Dominate Monster +2 bonus. Obviously self-destructive or-
Components: V, S, DF ders are not carried out. Once control is
Casting Time: 1 standard action Enchantment (Compulsion) [Mind- established, the range at which it can be
Range: Personal Affecting] exercised is unlimited, as long as you and
Target: You the subject are on the same plane. You
Duration: 1 minute Level: Sor/Wiz 9 need not see the subject to control it.
Target: One creature
224 Calling upon the strength and wisdom of a
deity, you gain a +1 luck bonus on attack

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

Material Component: A sapphire worth at Open Ground: Each creature standing in
least 1,000 gp. the area must make a DC 15 Reflex save or

225

CHAPTER 11: fall down. Fissures open in the earth, and The elementals obey you explicitly and Casting Time: 1 standard action
never attack you, even if someone else Range: Close (25 ft. + 5 ft./2 levels)
SPELLS every creature on the ground has a 25% manages to gain control over them. You do Effect: Ray of negative energy
not need to concentrate to maintain Duration: Instantaneous
chance to fall into one (Reflex DC 20 to control over the elementals. You can dis- Saving Throw: None
miss them singly or in groups at any time. Spell Resistance: Yes
avoid a fissure). At the end of the spell, all
When you use a summoning spell to You point your finger and utter the incan-
fissures grind shut, killing any creatures summon an air, earth, fire, or water crea- tation, releasing a black ray of crackling
ture, it is a spell of that type. For example, negative energy that suppresses the life
still trapped within. elemental swarm is a fire spell when you force of any living creature it strikes. You
cast it to summon fire elementals and a must make a ranged touch attack to hit. If
Structure: Any structure standing on water spell when you use it to summon the attack succeeds, the subject gains 1d4
open ground takes 100 points of damage, water elementals. negative levels.
enough to collapse a typical wooden or
masonry building, but not a structure built Endure Elements If the subject has at least as many nega-
of stone or reinforced masonry. Hardness tive levels as HD, it dies. Each negative
does not reduce this damage, nor is it Abjuration level gives a creature a –1 penalty on attack
halved as damage dealt to objects normally Level: Clr 1, Drd 1, Pal 1, Rgr 1, Sor/Wiz 1, rolls, saving throws, skill checks, ability
is (See the Dungeon Master’s Guide for checks, and effective level (for deter-
information on hit points for walls and the Sun 1 mining the power, duration, DC, and other
like.) Any creature caught inside a Components: V, S details of spells or special abilities).
collapsing structure takes 8d6 points of Casting Time: 1 standard action Additionally, a spellcaster loses one spell
bludgeoning damage (Reflex DC 15 half ) Range: Touch or spell slot from his or her highest avail-
and is pinned beneath the rubble (see Target: Creature touched able level. Negative levels stack.
below). Duration: 24 hours
Saving Throw: Will negates (harmless) Assuming the subject survives, it re-
River, Lake, or Marsh: Fissures open Spell Resistance: Yes (harmless) gains lost levels after a number of hours
underneath the water, draining away the equal to your caster level (maximum 15
water from that area and forming muddy A creature protected by endure elements hours). Usually, negative levels have a
ground. Soggy marsh or swampland suffers no harm from being in a hot or cold chance of permanently draining the
becomes quicksand for the duration of the environment. It can exist comfortably in victim’s levels, but the negative levels from
spell, sucking down creatures and conditions between –50 and 140 degrees enervation don’t last long enough to do so.
structures. Each creature in the area must Fahrenheit without having to make
make a DC 15 Reflex save or sink down in Fortitude saves (as described in the An undead creature struck by the ray
the mud and quicksand. At the end of the Dungeon Master’s Guide). The creature’s gains 1d4×5 temporary hit points for 1
spell, the rest of the body of water rushes equipment is likewise protected. hour.
in to replace the drained water, possibly
drowning those caught in the mud. Endure elements doesn’t provide any pro- Enlarge Person
tection from fire or cold damage, nor does
Pinned beneath Rubble: Any creature it protect against other environmental Transmutation
pinned beneath rubble takes 1d6 points of hazards such as smoke, lack of air, and so Level: Sor/Wiz 1, Strength 1
nonlethal damage per minute while forth. Components: V, S, M
pinned. If a pinned character falls uncon- Casting Time: 1 round
scious, he or she must make a DC 15 Energy Drain Range: Close (25 ft. + 5 ft./2 levels)
Constitution check or take 1d6 points of Target: One humanoid creature
lethal damage each minute thereafter until Necromancy Duration: 1 min./level (D)
freed or dead. Level: Clr 9, Sor/Wiz 9 Saving Throw: Fortitude negates
Saving Throw: Fortitude partial; see text Spell Resistance: Yes
Elemental Swarm
for enervation This spell causes instant growth of a hu-
Conjuration (Summoning) [see text] manoid creature, doubling its height and
Level: Air 9, Drd 9, Earth 9, Fire 9, This spell functions like enervation, except multiplying its weight by 8. This increase
that the creature struck gains 2d4 negative changes the creature’s size category to the
Water 9 levels, and the negative levels last longer. next larger one. The target gains a +2 size
Components: V, S bonus to Strength, a –2 size penalty to
Casting Time: 10 minutes There is no saving throw to avoid gain- Dexterity (to a minimum of 1), and a –1
Range: Medium (100 ft. + 10 ft./level) ing the negative levels, but 24 hours after penalty on attack rolls and AC due to its
Effect: Two or more summoned creatures, gaining them, the subject must make a increased size.
Fortitude saving throw (DC = energy drain
no two of which can be more than 30 ft. spell’s save DC) for each negative level. If A humanoid creature whose size in-
apart the save succeeds, that negative level is creases to Large has a space of 10 feet and a
Duration: 10 min./level (D) removed. If it fails, the negative level also natural reach of 10 feet. This spell does not
Saving Throw: None goes away, but one of the subject’s charac- change the target’s speed.
Spell Resistance: No ter levels is permanently drained.
If insufficient room is available for the
226 This spell opens a portal to an Elemental An undead creature struck by the ray desired growth, the creature attains the
Plane and summons elementals from it. A gains 2d4×5 temporary hit points for 1 maximum possible size and may make a
druid can choose the plane (Air, Earth, hour. Strength check (using its increased
Fire, or Water); a cleric opens a portal to Strength) to burst any enclosures in the
the plane matching his domain. Enervation process. If it fails, it is constrained without
harm by the materials enclosing it—the
When the spell is complete, 2d4 Large Necromancy
elementals appear. Ten minutes later, 1d4 Level: Sor/Wiz 4
Huge elementals appear. Ten minutes after Components: V, S
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.

spell cannot be used to crush a creature by only half speed through the area. Each diately unfriendly toward you. Each crea-
increasing its size. round on your turn, the plants once again ture with 4 or more HD or with a Wisdom
attempt to entangle all creatures that have score of 16 or higher becomes hostile.
All equipment worn or carried by a avoided or escaped entanglement.
creature is similarly enlarged by the spell. Entropic Shield CHAPTER 11:
Melee and projectile weapons affected by Note: The DM may alter the effects of
this spell deal more damage (see Table 2–2 the spell somewhat, based on the nature of Abjuration SPELLS
in the Dungeon Master’s Guide). Other mag- the entangling plants. Level: Clr 1, Luck 1
ical properties are not affected by this Components: V, S
spell. Any enlarged item that leaves an Enthrall Casting Time: 1 standard action
enlarged creature’s possession (including a Range: Personal
projectile or thrown weapon) instantly Enchantment (Charm) [Language Target: You
returns to its normal size. This means that Dependent, Mind-Affecting, Sonic] Duration: 1 min./level (D)
thrown weapons deal their normal
damage, and projectiles deal damage based Level: Brd 2, Clr 2 A magical field appears around you, glow-
on the size of the weapon that fired them. Components: V, S ing with a chaotic blast of multicolored
Magical properties of enlarged items are not Casting Time: 1 round hues. This field deflects incoming arrows,
increased by this spell—an enlarged +1 Range: Medium (100 ft. + 10 ft./level) rays, and other ranged attacks. Each ranged
sword still has only a +1 enhancement Targets: Any number of creatures attack directed at you for which the
bonus, a staff-sized wand is still only Duration: 1 hour or less attacker must make an attack roll (in-
capable of its normal functions, a giant- Saving Throw: Will negates; see text cluding arrows, magic arrows, Melf’s acid
sized potion merely requires a greater fluid Spell Resistance: Yes arrow, ray of enfeeblement, and so forth) has a
intake to make its magical effects operate, 20% miss chance (similar to the effects of
and so on. If you have the attention of a group of concealment). Other attacks that simply
creatures, you can use this spell to hold work at a distance, such as a dragon’s
Multiple magical effects that increase them spellbound. To cast the spell, you breath weapon, are not affected.
size do not stack, which means (among must speak or sing without interruption
other things) that you can’t use a second for 1 full round. Thereafter, those affected Erase
casting of this spell to further increase the give you their undivided attention, ignor-
size of a humanoid that’s still under the ing their surroundings. They are consid- Transmutation
effect of the first casting. ered to have an attitude of friendly while Level: Brd 1, Sor/Wiz 1
under the effect of the spell (see the Dun- Components: V, S
Enlarge person counters and dispels geon Master’s Guide for information about Casting Time: 1 standard action
reduce person. NPC attitudes). Any potentially affected Range: Close (25 ft. + 5 ft./2 levels)
creature of a race or religion unfriendly to Target: One scroll or two pages
Enlarge person can be made permanent yours gets a +4 bonus on the saving throw. Duration: Instantaneous
with a permanency spell. Saving Throw: See text
A creature with 4 or more HD or with a Spell Resistance: No
Material Component: A pinch of pow- Wisdom score of 16 or higher remains
dered iron. aware of its surroundings and has an atti- Erase removes writings of either magical or
tude of indifferent. It gains a new saving mundane nature from a scroll or from one
Enlarge Person, Mass throw if it witnesses actions that it or two pages of paper, parchment, or
opposes. similar surfaces. With this spell, you can
Transmutation remove explosive runes, a glyph of warding, a
Level: Sor/Wiz 4 The effect lasts as long as you speak or sepia snake sigil, or an arcane mark, but not
Target: One humanoid creature/level, no sing, to a maximum of 1 hour. Those illusory script or a symbol spell. Nonmagical
enthralled by your words take no action writing is automatically erased if you touch
two of which can be more than 30 ft. while you speak or sing and for 1d3 rounds it and no one else is holding it. Otherwise,
apart thereafter while they discuss the topic or the chance of erasing nonmagical writing
performance. Those entering the area is 90%.
This spell functions like enlarge person, during the performance must also
except that it affects multiple creatures. successfully save or become enthralled. The Magic writing must be touched to be
speech ends (but the 1d3-round delay still erased, and you also must succeed on a
Entangle applies) if you lose concentration or do caster level check (1d20 + caster level)
anything other than speak or sing. against DC 15. (A natural 1 or 2 is always a
Transmutation failure on this check.) If you fail to erase
Level: Drd 1, Plant 1, Rgr 1 If those not enthralled have unfriendly explosive runes, a glyph of warding, or a sepia
Components: V, S, DF or hostile attitudes toward you, they can snake sigil, you accidentally activate that
Casting Time: 1 standard action collectively make a Charisma check to try writing instead.
Range: Long (400 ft. + 40 ft./level) to end the spell by jeering and heckling.
Area: Plants in a 40-ft.-radius spread For this check, use the Charisma bonus of Ethereal Jaunt
Duration: 1 min./level (D) the creature with the highest Charisma in
Saving Throw: Reflex partial; see text the group; others may make Charisma Transmutation
Spell Resistance: No checks to assist (as described in Aid Level: Clr 7, Sor/Wiz 7
Another, page 65). The heckling ends the Components: V, S
Grasses, weeds, bushes, and even trees spell if this check result beats your Casting Time: 1 standard action
wrap, twist, and entwine about creatures in Charisma check result. Only one such Range: Personal
the area or those that enter the area, challenge is allowed per use of the spell. Target: You
holding them fast and causing them to Duration: 1 round/level (D)
become entangled. The creature can break If any member of the audience is at-
free and move half its normal speed by tacked or subjected to some other overtly You become ethereal, along with your 227
using a full-round action to make a DC 20 hostile act, the spell ends and the previ- equipment. For the duration of the spell,
Strength check or a DC 20 Escape Artist ously enthralled members become imme-
check. A creature that succeeds on a Reflex
save is not entangled but can still move at

CHAPTER 11: you are in a place called the Ethereal Plane, members seem to spring forth from the read, dealing 6d6 points of force damage.
which overlaps the normal, physical, earth, floor, or whatever surface is Anyone next to the runes (close enough to
SPELLS Material Plane. When the spell expires, underfoot—including water. They grasp read them) takes the full damage with no
you return to material existence. and entwine around creatures that enter saving throw; any other creature within 10
the area, holding them fast and crushing feet of the runes is entitled to a Reflex save
An ethereal creature is invisible, insub- them with great strength. for half damage. The object on which the
stantial, and capable of moving in any runes were written also takes full damage
direction, even up or down, albeit at half Every creature within the area of the (no saving throw).
normal speed. As an insubstantial creature, spell must make a grapple check, opposed
you can move through solid objects, by the grapple check of the tentacles. Treat You and any characters you specifically
including living creatures. An ethereal the tentacles attacking a particular target as instruct can read the protected writing
creature can see and hear on the Material a Large creature with a base attack bonus without triggering the runes. Likewise, you
Plane, but everything looks gray and equal to your caster level and a Strength can remove the runes whenever desired.
ephemeral. Sight and hearing onto the score of 19. Thus, its grapple check modi- Another creature can remove them with a
Material Plane are limited to 60 feet. Force fier is equal to your caster level +8. The ten- successful dispel magic or erase spell, but
effects (such as magic missile and wall of tacles are immune to all types of damage. attempting to dispel or erase the runes and
force) and abjurations affect an ethereal failing to do so triggers the explosion.
creature normally. Their effects extend Once the tentacles grapple an opponent,
onto the Ethereal Plane from the Material they may make a grapple check each round Note: Magic traps such as explosive runes
Plane, but not vice versa. An ethereal on your turn to deal 1d6+4 points of are hard to detect and disable. A rogue
creature can’t attack material creatures, and bludgeoning damage. The tentacles (only) can use the Search skill to find the
spells you cast while ethereal affect only continue to crush the opponent until the runes and Disable Device to thwart them.
other ethereal things. Certain material spell ends or the opponent escapes. The DC in each case is 25 + spell level, or
creatures or objects have attacks or effects 28 for explosive runes.
that work on the Ethereal Plane (such as a Any creature that enters the area of the
basilisk’s gaze attack). Treat other ethereal spell is immediately attacked by the ten- Eyebite
creatures and ethereal objects as if they tacles. Even creatures who aren’t grappling
were material. with the tentacles may move through the Necromancy [Evil]
area at only half normal speed. Level: Brd 6, Sor/Wiz 6
If you end the spell and become mate- Components: V, S
rial while inside a material object (such as a Material Component: A piece of tentacle Casting Time: 1 standard action
solid wall), you are shunted off to the from a giant octopus or a giant squid. Range: Close (25 ft. + 5 ft./2 levels)
nearest open space and take 1d6 points of Target: One living creature
damage per 5 feet that you so travel. Expeditious Retreat Duration: 1 round per three levels; see

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

any means short of dispelling the effect. casting. The faerie fire does not cause any tures.) If the Will save succeeds, the crea-
This is not a sleep effect, and thus elves are harm to the objects or creatures thus ture is shaken for 1 round.
not immune to it. outlined.
Material Component: Either the heart of a
The spell lasts for 1 round per three False Life hen or a white feather.
caster levels. You must spend a move
action each round after the first to target a Necromancy Feather Fall CHAPTER 11:
foe. Level: Sor/Wiz 2
Components: V, S, M Transmutation SPELLS
Fabricate Casting Time: 1 standard action Level: Brd 1, Sor/Wiz 1
Range: Personal Components: V
Transmutation Target: You Casting Time: 1 free action
Level: Sor/Wiz 5 Duration: 1 hour/level or until Range: Close (25 ft. + 5 ft./2 levels)
Components: V, S, M Targets: One Medium or smaller free-
Casting Time: See text discharged; see text
Range: Close (25 ft. + 5 ft./2 levels) falling object or creature/level, no two
Target: Up to 10 cu. ft./level; see text You harness the power of unlife to grant of which may be more than 20 ft. apart
Duration: Instantaneous yourself a limited ability to avoid death. Duration: Until landing or 1 round/level
Saving Throw: None While this spell is in effect, you gain tem- Saving Throw: Will negates (harmless) or
Spell Resistance: No porary hit points equal to 1d10 +1 per Will negates (object)
caster level (maximum +10). Spell Resistance: Yes (object)
You convert material of one sort into a
product that is of the same material. Thus, Material Component: A small amount of The affected creatures or objects fall
you can fabricate a wooden bridge from a alcohol or distilled spirits, which you use slowly, though faster than feathers typi-
clump of tress, a rope from a patch of to trace certain sigils on your body during cally do. Feather fall instantly changes the
hemp, clothes from flax or wool, and so casting. These sigils cannot be seen once rate at which the targets fall to a mere 60
forth. Creatures or magic items cannot be the alcohol or spirits evaporate. feet per round (equivalent to the end of a
created or transmuted by the fabricate spell. fall from a few feet), and the subjects take
The quality of items made by this spell is False Vision no damage upon landing while the spell is
commensurate with the quality of material in effect. However, when the spell dura-
used as the basis for the new fabrication. If Illusion (Glamer) tion expires, a normal rate of falling resu-
you work with a mineral, the target is Level: Brd 5, Sor/Wiz 5, Trickery 5 mes.
reduced to 1 cubic foot per level instead of Components: V, S, M
10 cubic feet. Casting Time: 1 standard action The spell affects one or more Medium
Range: Touch or smaller creatures (including gear and
You must make an appropriate Craft Area: 40-ft.-radius emanation carried objects up to each creature’s maxi-
check to fabricate articles requiring a high Duration: 1 hour/level (D) mum load) or objects, or the equivalent in
degree of craftsmanship (jewelry, swords, Saving Throw: None larger creatures: A Large creature or object
glass, crystal, and the like). Spell Resistance: No counts as two Medium creatures or
objects, a Huge creature or object counts as
Casting requires 1 round per 10 cubic Any divination (scrying) spell used to view two Large creatures or objects, and so
feet (or 1 cubic foot) of material to be anything within the area of this spell forth.
affected by the spell. instead receives a false image (as the major
image spell), as defined by you at the time You can cast this spell with an instant
Material Component: The original mate- of casting. As long as the duration lasts, utterance, quickly enough to save yourself
rial, which costs the same amount as the you can concentrate to change the image if you unexpectedly fall. Casting the spell
raw materials required to craft the item to as desired. While you aren’t concentrating, is a free action, like casting a quickened
be created. the image remains static. spell, and it counts toward the normal
limit of one quickened spell per round.
Faerie Fire Arcane Material Component: The ground You may even cast this spell when it isn’t
dust of a piece of jade worth at least 250 gp, your turn.
Evocation [Light] which is sprinkled into the air when the
Level: Drd 1 spell is cast. This spell has no special effect on
Components: V, S, DF ranged weapons unless they are falling
Casting Time: 1 standard action Fear quite a distance. If the spell is cast on a
Range: Long (400 ft. + 40 ft./level) falling item, such as a boulder dropped
Area: Creatures and objects within a 5-ft.- Necromancy [Fear, Mind-Affecting] from the top of a castle wall, the object
Level: Brd 3, Sor/Wiz 4 does half normal damage based on its
radius burst Components: V, S, M weight, with no bonus for the height of the
Duration: 1 min./level (D) Casting Time: 1 standard action drop. (See the Dungeon Master’s Guide for
Saving Throw: None Range: 30 ft. information on falling objects.)
Spell Resistance: Yes Area: Cone-shaped burst
Duration: 1 round/level or 1 round; see Feather fall works only upon free-falling
A pale glow surrounds and outlines the objects. It does not affect a sword blow or a
subjects. Outlined subjects shed light as text charging or flying creature.
candles. Outlined creatures do not benefit Saving Throw: Will partial
from the concealment normally provided Spell Resistance: Yes Feeblemind 229
by darkness (though a 2nd-level or higher
magical darkness effect functions nor- An invisible cone of terror causes each Enchantment (Compulsion) [Mind-
mally), blur, displacement, invisibility, or living creature in the area to become pan- Affecting]
similar effects. The light is too dim to have icked unless it succeeds on a Will save. If
any special effect on undead or dark- cornered, a panicked creature begins cow- Level: Sor/Wiz 5
dwelling creatures vulnerable to light. The ering. (See the Dungeon Master’s Guide for
faerie fire can be blue, green, or violet, more information on fear-panicked crea- Components: V, S, M
according to your choice at the time of
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous

CHAPTER 11: Saving Throw: Will negates; see text Find Traps one 11d6 and three 3d6 missiles, or any
Spell Resistance: Yes other combination totalling up to four
SPELLS Divination acorns and 20d6 points of damage.
If the target creature fails a Will saving Level: Clr 2
throw, its Intelligence and Charisma Components: V, S Each acorn explodes upon striking any
scores each drop to 1, giving it roughly the Casting Time: 1 standard action hard surface. In addition to its regular fire
intellect of a lizard. The affected creature is Range: Personal damage, it deals 1 point of splash damage
unable to use Intelligence- or Charisma- Target: You per die, and it ignites any combustible
based skills, cast spells, understand Duration: 1 min./level materials within 10 feet. A creature within
language, or communicate coherently. this area that makes a successful Reflex
Still, it knows who its friends are and can You gain intuitive insight into the work- saving throw takes only half damage; a
follow them and even protect them. The ings of traps. You can use the Search skill creature struck directly is not allowed a
subject remains in this state until a heal, to detect traps just as a rogue can. In addi- saving throw.
limited wish, miracle, or wish spell is used to tion, you gain an insight bonus equal to
cancel the effect of the feeblemind. A one-half your caster level (maximum +10) Holly Berry Bombs: You turn as many as
creature that can cast arcane spells, such as on Search checks made to find traps while eight holly berries into special bombs. The
a sorcerer or a wizard, takes a –4 penalty on the spell is in effect. holly berries are usually placed by hand,
its saving throw. since they are too light to make effective
Note that find traps grants no ability to thrown weapons (they can be tossed only 5
Material Component: A handful of clay, disable the traps that you may find. feet). If you are within 200 feet and speak a
crystal, glass, or mineral spheres. word of command, each berry instantly
Finger of Death bursts into flame, causing 1d8 points of
Find the Path fire damage +1 point per caster level to
Necromancy [Death] every creature in a 5-foot-radius burst and
Divination Level: Drd 8, Sor/Wiz 7 igniting any combustible materials within
Level: Brd 6, Clr 6, Drd 6, Knowledge 6, Components: V, S 5 feet. A creature in the area that makes a
Casting Time: 1 standard action successful Reflex saving throw takes only
Travel 6 Range: Close (25 ft. + 5 ft./2 levels) half damage.
Components: V, S, F Target: One living creature
Casting Time: 3 rounds Duration: Instantaneous Material Component: The acorns or holly
Range: Personal or touch Saving Throw: Fortitude partial berries.
Target: You or creature touched Spell Resistance: Yes
Duration: 10 min./level Fire Shield
Saving Throw: None or Will negates You can slay any one living creature within
range. The target is entitled to a Fortitude Evocation [Fire or Cold]
(harmless) saving throw to survive the attack. If the Level: Fire 5, Sor/Wiz 4, Sun 4
Spell Resistance: No or Yes (harmless) save is successful, the creature instead Components: V, S, M/DF
takes 3d6 points of damage +1 point per Casting Time: 1 standard action
The recipient of this spell can find the caster level (maximum +25). The subject Range: Personal
shortest, most direct physical route to a might die from damage even if it succeeds Target: You
specified destination, be it the way into or on its saving throw. Duration: 1 round/level (D)
out of a locale. The locale can be outdoors,
underground, or even inside a maze spell. Fire Seeds This spell wreathes you in flame and
Find the path works with respect to lo- causes damage to each creature that attacks
cations, not objects or creatures at a locale. Conjuration (Creation) [Fire] you in melee. The flames also protect you
Thus, the subject could not find the way to Level: Drd 6, Fire 6, Sun 6 from either cold-based or fire-based attacks
“a forest where a green dragon lives” or “a Components: V, S, M (your choice).
hoard of platinum pieces,” but it could find Casting Time: 1 standard action
the exit to a labyrinth. The location must Range: Touch Any creature striking you with its body
be on the same plane as you are at the time Targets: Up to four touched acorns or up or a handheld weapon deals normal
of casting. damage, but at the same time the attacker
to eight touched holly berries takes 1d6 points of damage +1 point per
The spell enables the subject to sense Duration: 10 min./level or until used caster level (maximum +15). This damage
the correct direction that will eventually Saving Throw: None or Reflex half; see is either cold damage (if the shield protects
lead it to its destination, indicating at ap- against fire-based attacks) or fire damage (if
propriate times the exact path to follow or text the shield protects against cold-based
physical actions to take. For example, the Spell Resistance: No attacks). If the attacker has spell resistance,
spell enables the subject to sense trip wires it applies to this effect. Creatures wielding
or the proper word to bypass a glyph of Depending on the version of fire seeds you weapons with exceptional reach are not
warding. The spell ends when the desti- choose, you turn acorns into splash subject to this damage if they attack you.
nation is reached or the duration expires, weapons that you or another character can
whichever comes first. Find the path can be throw, or you turn holly berries into When casting this spell, you appear to
used to remove the subject and its com- bombs that you can detonate on command. immolate yourself, but the flames are thin
panions from the effect of a maze spell in a and wispy, giving off light equal to only
single round. Acorn Grenades: As many as four acorns half the illumination of a normal torch (10
turn into special splash weapons that can feet). The color of the flames is determined
This divination is keyed to the recipient, be hurled as far as 100 feet. A ranged touch randomly (50% chance of either color)—
not its companions, and its effect does not attack roll is required to strike the blue or green if the chill shield is cast, violet
predict or allow for the actions of creatures intended target. Together, the acorns are or blue if the warm shield is employed. The
(including guardians). capable of dealing 1d6 points of fire special powers of each version are as
damage per caster level (maximum 20d6), follows.
Focus: A set of divination counters of the divided up among the acorns as you wish.
230 sort you favor—bones, ivory counters, For example, a 20th-level druid could
sticks, carved runes, or the like. create one 20d6 missile, two 10d6 missiles,

Warm Shield: The flames are warm to the Underwater, this ward deals half dam- Casting Time: 1 standard action CHAPTER 11:
touch. You take only half damage from age and creates a large cloud of steam. Range: Close (25 ft. + 5 ft./2 levels)
cold-based attacks. If such an attack allows Target: Fifty projectiles, all of which must SPELLS
a Reflex save for half damage, you take no You can use the fire trapped object with-
damage on a successful save. out discharging it, as can any individual to be in contact with each other at the time
whom the object was specifically attuned of casting
Chill Shield: The flames are cool to the when cast. Attuning a fire trapped object to Duration: 10 min./level
touch. You take only half damage from an individual usually involves setting a Saving Throw: None
fire-based attacks. If such an attack allows a password that you can share with friends. Spell Resistance: No
Reflex save for half damage, you take no
damage on a successful save. Note: Magic traps such as fire trap are You turn ammunition (such as arrows,
hard to detect and disable. A rogue (only) bolts, shuriken, and stones) into fiery pro-
Arcane Material Component: A bit of can use the Search skill to find a fire trap jectiles. Each piece of ammunition deals an
phosphorus for the warm shield; a live fire- and Disable Device to thwart it. The DC in extra 1d6 points of fire damage to any
fly or glowworm or the tail portions of four each case is 25 + spell level (DC 27 for a target it hits. A flaming projectile can
dead ones for the chill shield. druid’s fire trap or DC 29 for the arcane easily ignite a flammable object or struc-
version). ture, but it won’t ignite a creature it strikes.
Fire Storm
Material Component: A half-pound of Material Component: A drop of oil and a
Evocation [Fire] gold dust (cost 25 gp) sprinkled on the small piece of flint.
Level: Clr 8, Drd 7, Fire 7 warded object.
Components: V, S Flame Blade
Casting Time: 1 round Fireball
Range: Medium (100 ft. + 10 ft./level) Evocation [Fire]
Area: Two 10-ft. cubes per level (S) Evocation [Fire] Level: Drd 2
Duration: Instantaneous Level: Sor/Wiz 3 Components: V, S, DF
Saving Throw: Reflex half Components: V, S, M Casting Time: 1 standard action
Spell Resistance: Yes Casting Time: 1 standard action Range: 0 ft.
Range: Long (400 ft. + 40 ft./level) Effect: Sword-like beam
When a fire storm spell is cast, the whole Area: 20-ft.-radius spread Duration: 1 min./level (D)
area is shot through with sheets of roaring Duration: Instantaneous Saving Throw: None
flame. The raging flames do not harm nat- Saving Throw: Reflex half Spell Resistance: Yes
ural vegetation, ground cover, and any Spell Resistance: Yes
plant creatures in the area that you wish to A 3-foot-long, blazing beam of red-hot fire
exclude from damage. Any other creature A fireball spell is an explosion of flame that springs forth from your hand. You wield
within the area takes 1d6 points of fire detonates with a low roar and deals 1d6 this bladelike beam as if it were a scimitar.
damage per caster level (maximum 20d6). points of fire damage per caster level Attacks with the flame blade are melee
(maximum 10d6) to every creature within touch attacks. The blade deals 1d8 points
Fire Trap the area. Unattended objects also take this of fire damage +1 point per two caster
damage. The explosion creates almost no levels (maximum +10). Since the blade is
Abjuration [Fire] pressure. immaterial, your Strength modifier does
Level: Drd 2, Sor/Wiz 4 not apply to the damage. A flame blade can
Components: V, S, M You point your finger and determine ignite combustible materials such as
Casting Time: 10 minutes the range (distance and height) at which parchment, straw, dry sticks, and cloth.
Range: Touch the fireball is to burst. A glowing, pea-sized
Target: Object touched bead streaks from the pointing digit and, The spell does not function underwater.
Duration: Permanent until discharged unless it impacts upon a material body or
solid barrier prior to attaining the Flame Strike
(D) prescribed range, blossoms into the fireball
Saving Throw: Reflex half; see text at that point. (An early impact results in an Evocation [Fire]
Spell Resistance: Yes early detonation.) If you attempt to send Level: Clr 5, Drd 4, Sun 5, War 5
the bead through a narrow passage, such as Components: V, S, DF
Fire trap creates a fiery explosion when an through an arrow slit, you must “hit” the Casting Time: 1 standard action
intruder opens the item that the trap pro- opening with a ranged touch attack, or else Range: Medium (100 ft. + 10 ft./level)
tects. A fire trap can ward any object that the bead strikes the barrier and detonates Area: Cylinder (10-ft. radius, 40 ft. high)
can be opened and closed (book, box, prematurely. Duration: Instantaneous
bottle, chest, coffer, coffin, door, drawer, Saving Throw: Reflex half
and so forth). The fireball sets fire to combustibles and Spell Resistance: Yes
damages objects in the area. It can melt
When casting fire trap, you select a point metals with low melting points, such as A flame strike produces a vertical column of
on the object as the spell’s center. When lead, gold, copper, silver, and bronze. If the divine fire roaring downward. The spell
someone other than you opens the object, damage caused to an interposing barrier deals 1d6 points of damage per caster level
a fiery explosion fills the area within a 5- shatters or breaks through it, the fireball (maximum 15d6). Half the damage is fire
foot radius around the spell’s center. The may continue beyond the barrier if the damage, but the other half results directly
flames deal 1d4 points of fire damage +1 area permits; otherwise it stops at the from divine power and is therefore not
point per caster level (maximum +20). The barrier just as any other spell effect does. subject to being reduced by resistance to
item protected by the trap is not harmed fire-based attacks, such as that granted by
by this explosion. Material Component: A tiny ball of bat protection from energy (fire), fire shield (chill
guano and sulfur. shield), and similar magic.
A fire trapped item cannot have a second
closure or warding spell placed on it. Flame Arrow 231

A knock spell does not bypass a fire trap. Transmutation [Fire]
An unsuccessful dispel magic spell does not Level: Sor/Wiz 3
detonate the spell. Components: V, S, M

CHAPTER 11: Flaming Sphere Duration: Instantaneous A bank of fog billows out from the point
Saving Throw: Fortitude negates you designate. The fog obscures all sight,
SPELLS Evocation [Fire] Spell Resistance: Yes including darkvision, beyond 5 feet. A
Level: Drd 2, Sor/Wiz 2 creature within 5 feet has concealment
Components: V, S, M/DF The subject, along with all its carried gear, (attacks have a 20% miss chance). Creatures
Casting Time: 1 standard action turns into a mindless, inert statue. If the farther away have total concealment (50%
Range: Medium (100 ft. + 10 ft./level) statue resulting from this spell is broken or miss chance, and the attacker can’t use
Effect: 5-ft.-diameter sphere damaged, the subject (if ever returned to sight to locate the target).
Duration: 1 round/level its original state) has similar damage or
Saving Throw: Reflex negates deformities. The creature is not dead, but it A moderate wind (11+ mph) disperses
Spell Resistance: Yes does not seem to be alive either when the fog in 4 rounds; a strong wind (21+
viewed with spells such as deathwatch. mph) disperses the fog in 1 round.
A burning globe of fire rolls in whichever Only creatures made of flesh are affected
direction you point and burns those it by this spell. The spell does not function underwater.
strikes. It moves 30 feet per round. As part
of this movement, it can ascend or jump Material Component: Lime, water, and Forbiddance
up to 30 feet to strike a target. If it enters a earth.
space with a creature, it stops moving for Abjuration
the round and deals 2d6 points of fire Fly Level: Clr 6
damage to that creature, though a suc- Components: V, S, M, DF
cessful Reflex save negates that damage. A Transmutation Casting Time: 6 rounds
flaming sphere rolls over barriers less than 4 Level: Sor/Wiz 3, Travel 3 Range: Medium (100 ft. + 10 ft./level)
feet tall, such as furniture and low walls. It Components: V, S, F/DF Area: 60-ft. cube/level (S)
ignites flammable substances it touches Casting Time: 1 standard action Duration: Permanent
and illuminates the same area as a torch Range: Touch Saving Throw: See text
would. Target: Creature touched Spell Resistance: Yes
The sphere moves as long as you actively Duration: 1 min./level
direct it (a move action for you); otherwise, Saving Throw: Will negates (harmless) Forbiddance seals an area against all planar
it merely stays at rest and burns. It can be Spell Resistance: Yes (harmless) travel into or within it. This includes all
extinguished by any means that would put teleportation spells (such as dimension door
out a normal fire of its size. The surface of The subject can fly at a speed of 60 feet (or and teleport), plane shifting, astral travel,
the sphere has a spongy, yielding con- 40 feet if it wears medium or heavy armor, ethereal travel, and all summoning spells.
sistency and so does not cause damage or if it carries a medium or heavy load). It Such effects simply fail automatically.
except by its flame. It cannot push aside can ascend at half speed and descend at
unwilling creatures or batter down large double speed, and its maneuverability is In addition, it damages entering crea-
obstacles. A flaming sphere winks out if it good. Using a fly spell requires only as tures whose alignments are different from
exceeds the spell’s range. much concentration as walking, so the yours. The effect on those attempting to
subject can attack or cast spells normally. enter the warded area is based on their
Arcane Material Component: A bit of tal- The subject of a fly spell can charge but not alignment relative to yours (see below). A
low, a pinch of brimstone, and a dusting of run, and it cannot carry aloft more weight creature inside the area when the spell is
powdered iron. than its maximum load, plus any armor it cast takes no damage unless it exits the
wears. area and attempts to reenter, at which time
Flare it is affected as normal.
Should the spell duration expire while
Evocation [Light] the subject is still aloft, the magic fails Alignments identical: No effect. The crea-
Level: Brd 0, Drd 0, Sor/Wiz 0 slowly. The subject floats downward 60 ture may enter the area freely (although
Components: V feet per round for 1d6 rounds. If it reaches not by planar travel).
Casting Time: 1 standard action the ground in that amount of time, it lands
Range: Close (25 ft. + 5 ft./2 levels) safely. If not, it falls the rest of the Alignments different with respect to either
Effect: Burst of light distance, taking 1d6 points of damage per law/chaos or good/evil: The creature takes
Duration: Instantaneous 10 feet of fall. Since dispelling a spell 6d6 points of damage. A successful Will
Saving Throw: Fortitude negates effectively ends it, the subject also save halves the damage, and spell resist-
Spell Resistance: Yes descends in this way if the fly spell is dis- ance applies.
pelled, but not if it is negated by an
This cantrip creates a burst of light. If you antimagic field. Alignments different with respect to both
cause the light to burst directly in front of law/chaos and good/evil: The creature takes
a single creature, that creature is dazzled Arcane Focus: A wing feather from any 12d6 points of damage. A successful Will
for 1 minute unless it makes a successful bird. save halves the damage, and spell resist-
Fortitude save. Sightless creatures, as well ance applies.
as creatures already dazzled, are not Fog Cloud
affected by flare. At your option, the abjuration can
Conjuration (Creation) include a password, in which case crea-
Flesh to Stone Level: Drd 2, Sor/Wiz 2, Water 2 tures of alignments different from yours
Components: V, S can avoid the damage by speaking the
Transmutation Casting Time: 1 standard action password as they enter the area. You must
Level: Sor/Wiz 6 Range: Medium (100 ft. + 10 ft. level) select this option (and the password) at the
Components: V, S, M Effect: Fog spreads in 20-ft. radius, 20 ft. time of casting.
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level) high Dispel magic does not dispel a forbiddance
Duration: 10 min./level effect unless the dispeller’s level is at least
232 Target: One creature Saving Throw: None as high as your caster level.
Spell Resistance: No
You can’t have multiple overlapping for-
biddance effects. In such a case, the more

recent effect stops at the boundary of the Duration: 10 min./level Fox’s Cunning, Mass CHAPTER 11:
older effect. Saving Throw: None or Will negates
Transmutation SPELLS
Material Component: A sprinkling of holy (harmless) Level: Brd 6, Sor/Wiz 6
water and rare incenses worth at least Spell Resistance: No or Yes (harmless) Range: Close (25 ft. + 5 ft./2 levels)
1,500 gp, plus 1,500 gp per 60-foot cube. If Target: One creature/level, no two of
a password is desired, this requires the This spell grants you a powerful sixth
burning of additional rare incenses worth sense in relation to yourself or another. which can be more than 30 ft. apart
at least 1,000 gp, plus 1,000 gp per 60-foot Once foresight is cast, you receive instan-
cube. taneous warnings of impending danger or This spell functions like fox’s cunning,
harm to the subject of the spell. Thus, if except that it affects multiple creatures.
Forcecage you are the subject of the spell, you would
be warned in advance if a rogue were about Freedom
Evocation [Force] to attempt a sneak attack on you, or if a
Level: Sor/Wiz 7 creature were about to leap out from a Abjuration
Components: V, S, M hiding place, or if an attacker were Level: Sor/Wiz 9
Casting Time: 1 standard action specifically targeting you with a spell or Components: V, S
Range: Close (25 ft. + 5 ft./2 levels) ranged weapon. You are never surprised or Casting Time: 1 standard action
Area: Barred cage (20-ft. cube) or flat-footed. In addition, the spell gives you Range: Close (25 ft. + 5 ft./2 levels) or see
a general idea of what action you might
windowless cell (10-ft. cube) take to best protect yourself—duck, jump text
Duration: 2 hours/level (D) right, close your eyes, and so on—and Target: One creature
Saving Throw: None gives you a +2 insight bonus to AC and Duration: Instantaneous
Spell Resistance: No Reflex saves. This insight bonus is lost Saving Throw: Will negates (harmless)
whenever you would lose a Dexterity Spell Resistance: Yes
This powerful spell brings into being an bonus to AC.
immobile, invisible cubical prison com- The subject is freed from spells and effects
posed of either bars of force or solid walls When another creature is the subject of that restrict its movement, including
of force (your choice). the spell, you receive warnings about that binding, entangle, grappling, imprisonment,
creature. You must communicate what you maze, paralysis, petrification, pinning, sleep,
Creatures within the area are caught and learn to the other creature for the warning slow, stunning, temporal stasis, and web. To
contained unless they are too big to fit to be useful, and the creature can be free a creature from imprisonment or maze,
inside, in which case the spell automat- caught unprepared in the absence of such you must know its name and background,
ically fails. Teleportation and other forms a warning. Shouting a warning, yanking a and you must cast this spell at the spot
of astral travel provide a means of escape, person back, and even telepathically where it was entombed or banished into
but the force walls or bars extend into the communicating (via an appropriate spell) the maze.
Ethereal Plane, blocking ethereal travel. can all be accomplished before some
danger befalls the subject, provided you act Freedom of Movement
Like a wall of force spell, a forcecage resists on the warning without delay. The subject,
dispel magic, but it is vulnerable to a disinte- however, does not gain the insight bonus Abjuration
grate spell, and it can be destroyed by a to AC and Reflex saves. Level: Brd 4, Clr 4, Drd 4, Luck 4, Rgr 4
sphere of annihilation or a rod of cancellation. Components: V, S, M, DF
Arcane Material Component: A hum- Casting Time: 1 standard action
Barred Cage: This version of the spell mingbird’s feather. Range: Personal or touch
produces a 20-foot cube made of bands of Target: You or creature touched
force (similar to a wall of force spell) for Fox’s Cunning Duration: 10 min./level
bars. The bands are a half-inch wide, with Saving Throw: Will negates (harmless)
half-inch gaps between them. Any creature Transmutation Spell Resistance: Yes (harmless)
capable of passing through such a small Level: Brd 2, Sor/Wiz 2
space can escape; others are confined. You Components: V, S, M/DF This spell enables you or a creature you
can’t attack a creature in a barred cage with Casting Time: 1 standard action touch to move and attack normally for the
a weapon unless the weapon can fit Range: Touch duration of the spell, even under the
between the gaps. Even against such Target: Creature touched influence of magic that usually impedes
weapons (including arrows and similar Duration: 1 min./level movement, such as paralysis, solid fog, slow,
ranged attacks), a creature in the barred Saving Throw: Will negates (harmless) and web. The subject automatically suc-
cage has cover. All spells and breath Spell Resistance: Yes ceeds on any grapple check made to resist
weapons can pass through the gaps in the a grapple attempt, as well as on grapple
bars. The transmuted creature becomes smarter. checks or Escape Artist checks made to
The spell grants a +4 enhancement bonus escape a grapple or a pin.
Windowless Cell: This version of the spell to Intelligence, adding the usual benefits
produces a 10-foot cube with no way in to Intelligence-based skill checks and The spell also allows the subject to move
and no way out. Solid walls of force form other uses of the Intelligence modifier. and attack normally while underwater,
its six sides. Wizards (and other spellcasters who rely even with slashing weapons such as axes
on Intelligence) affected by this spell do and swords or with bludgeoning weapons
Material Component: Ruby dust worth not gain any additional bonus spells for the such as flails, hammers, and maces,
1,500 gp, which is tossed into the air and increased Intelligence, but the save DCs provided that the weapon is wielded in the
disappears when you cast the spell. for spells they cast while under this spell’s hand rather than hurled. The freedom of
effect do increase. This spell doesn’t grant movement spell does not, however, allow
Foresight extra skill points. water breathing.

Divination Arcane Material Component: A few hairs, Material Component: A leather thong,
Level: Drd 9, Knowledge 9, Sor/Wiz 9 or a pinch of dung, from a fox.
Components: V, S, M/DF bound around the arm or a similar
Casting Time: 1 standard action
Range: Personal or touch appendage.
Target: See text
233

CHAPTER 11: Gaseous Form gate. The gate itself is a circular hoop or dangerous. An uncontrolled being may
disk from 5 to 20 feet in diameter (caster’s return to its home plane at any time.
SPELLS Transmutation choice), oriented in the direction you des-
Level: Air 3, Brd 3, Sor/Wiz 3 ire when it comes into existence (typically A controlled creature can be com-
Components: S, M/DF vertical and facing you). It is a two- manded to perform a service for you. Such
Casting Time: 1 standard action dimensional window looking into the services fall into two categories: immediate
Range: Touch plane you specified when casting the spell, tasks and contractual service. Fighting for
Target: Willing corporeal creature and anyone or anything that moves you in a single battle or taking any other
through is shunted instantly to the other actions that can be accomplished within 1
touched side. round per caster level counts as an
Duration: 2 min./level (D) immediate task; you need not make any
Saving Throw: None A gate has a front and a back. Creatures agreement or pay any reward for the
Spell Resistance: No creature’s help. The creature departs at the
moving through the gate from the front are end of the spell.
The subject and all its gear become in-
substantial, misty, and translucent. Its transported to the other plane; creatures If you choose to exact a longer or more
material armor (including natural armor) involved form of service from a called
becomes worthless, though its size, Dex- moving through it from the back are not. creature, you must offer some fair trade in
terity, deflection bonuses, and armor return for that service. The service exacted
bonuses from force effects (for example, Planar Travel: As a mode of planar travel, must be reasonable with respect to the
from the mage armor spell) still apply. The a gate spell functions much like a plane shift promised favor or reward; see the lesser
subject gains damage reduction 10/magic spell, except that the gate opens precisely at planar ally spell for appropriate rewards.
and becomes immune to poison and criti- the point you desire (a creation effect). (Some creatures may want their payment
cal hits. It can’t attack or cast spells with Deities and other beings who rule a planar in “livestock” rather than in coin, which
verbal, somatic, material, or focus compo- realm can prevent a gate from opening in could involve complications.) Immediately
nents while in gaseous form. (This does their presence or personal demesnes if upon completion of the service, the being
not rule out the use of certain spells that they so desire. Travelers need not join is transported to your vicinity, and you
the subject may have prepared using the hands with you—anyone who chooses to must then and there turn over the
feats Silent Spell, Still Spell, and Eschew step through the portal is transported. A promised reward. After this is done, the
Materials.) The subject also loses super- gate cannot be opened to another point on creature is instantly freed to return to its
natural abilities while in gaseous form. If it the same plane; the spell works only for own plane.
has a touch spell ready to use, that spell is interplanar travel.
discharged harmlessly when the gaseous Failure to fulfill the promise to the letter
form spell takes effect. You could position a gate in a hallway in results in your being subjected to service
order to absorb any attack or force coming by the creature or by its liege and master,
A gaseous creature can’t run, but it can at you by shunting it to another plane. at the very least. At worst, the creature or
fly at a speed of 10 feet (maneuverability Whether the denizens of that plane its kin may attack you.
perfect). It can pass through small holes or appreciate this tactic is, of course, another
narrow openings, even mere cracks, with matter. Note: When you use a calling spell such
all it was wearing or holding in its hands, as gate to call an air, chaotic, earth, evil, fire,
as long as the spell persists. The creature is You may hold the gate open only for a good, lawful, or water creature, it becomes
subject to the effects of wind, and it can’t a spell of that type. For example, gate is a
enter water or other liquid. It also can’t brief time (no more than 1 round per chaotic and evil spell when you cast it to
manipulate objects or activate items, even call a demon.
those carried along with its gaseous form. caster level), and you must concentrate on
Continuously active items remain active, XP Cost: 1,000 XP (only for the calling
though in some cases their effects may be doing so, or else the interplanar connec- creatures function).
moot (such as those that supply armor or
natural armor bonuses). tion is severed. Geas/Quest

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

chantment does not end a geas/quest, but You preserve the remains of a dead crea- humanoid for the duration of the spell CHAPTER 11:
limited wish, miracle, and wish do. ture so that they do not decay. Doing so with a successful melee touch attack.
effectively extends the time limit on rais- SPELLS
Bards, sorcerers, and wizards usually ing that creature from the dead (see raise Additionally, the paralyzed subject ex-
refer to this spell as geas, while clerics call dead). Days spent under the influence of udes a carrion stench that causes all living
the same spell quest. this spell don’t count against the time creatures (except you) in a 10-foot-radius
limit. Additionally, this spell makes trans- spread to become sickened (Fortitude
Geas, Lesser porting a fallen comrade more pleasant. negates). A neutralize poison spell removes
the effect from a sickened creature, and
Enchantment (Compulsion) [Language- The spell also works on severed body creatures immune to poison are unaffected
Dependent, Mind-Affecting] parts and the like. by the stench.

Level: Brd 3, Sor/Wiz 4 Arcane Material Component: A pinch of Material Component: A small scrap of
Components: V salt, and a copper piece for each eye the cloth taken from clothing worn by a ghoul,
Casting Time: 1 round corpse has (or had). or a pinch of earth from a ghoul’s lair.
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature with 7 HD or Ghost Sound Giant Vermin

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

CHAPTER 11: Target: You spell effects of 3rd level or lower. The area subtype, or kind (such as aberration, drow,
Duration: 10 min./level (D) or effect of any such spells does not
SPELLS include the area of the lesser globe of or red dragon). Glyphs can also be set with
Your speech becomes fluent and more invulnerability. Such spells fail to affect any
believable. You gain a +30 bonus on Bluff target located within the globe. Excluded respect to good, evil, law, or chaos, or to
checks made to convince another of the effects include spell-like abilities and spells
truth of your words. (This bonus doesn’t or spell-like effects from items. However, pass those of your religion. They cannot be
apply to other uses of the Bluff skill, such any type of spell can be cast through or out
as feinting in combat, creating a diversion of the magical globe. Spells of 4th level and set according to class, Hit Dice, or level.
to hide, or communicating a hidden mes- higher are not affected by the globe, nor
sage via innuendo.) are spells already in effect when the globe Glyphs respond to invisible creatures
is cast. The globe can be brought down by
If a divination is attempted against you a targeted dispel magic spell, but not by an normally but are not triggered by those
that would detect your lies or force you to area dispel magic. You can leave and return
speak the truth (such as discern lies or zone of to the globe without penalty. who travel past them ethereally. Multiple
truth), the caster of the divination must
succeed on a caster level check (1d20 + Note that spell effects are not disrupted glyphs cannot be cast on the same area.
caster level) against a DC of 15 + your unless their effects enter the globe, and
caster level to succeed. Failure means the even then they are merely suppressed, not However, if a cabinet has three drawers,
divination does not detect your lies or dispelled. For example, creatures inside
force you to speak only the truth. the globe would still see a mirror image each can be separately warded.
created by a caster outside the globe. If that
Glitterdust caster then entered the globe, the images When casting the spell, you weave a
would wink out, to reappear when the tracery of faintly glowing lines around the
Conjuration (Creation) caster exited the globe. Likewise, a caster warding sigil. A glyph can be placed to
Level: Brd 2, Sor/Wiz 2 standing in the area of a light spell would conform to any shape up to the limitations
Components: V, S, M still receive sufficient illumination for of your total square footage. When the
Casting Time: 1 standard action vision, even though that part of the light spell is completed, the glyph and tracery
Range: Medium (100 ft. + 10 ft./level) spell’s area that lies within the globe would become nearly invisible.
Area: Creatures and objects within 10-ft.- not be luminous.
Glyphs cannot be affected or bypassed by
radius spread If a given spell has more than one level such means as physical or magical probing,
Duration: 1 round/level depending on which character class is though they can be dispelled. Mislead, poly-
Saving Throw: Will negates (blinding casting it, use the level appropriate to the morph, and nondetection (and similar magi-
caster to determine whether lesser globe of cal effects) can fool a glyph, though non-
only) invulnerability stops it. magical disguises and the like can’t.
Spell Resistance: No
Material Component: A glass or crystal Read magic allows you to identify a glyph
A cloud of golden particles covers every- bead that shatters at the expiration of the of warding with a DC 13 Spellcraft check.
one and everything in the area, causing spell. Identifying the glyph does not discharge it
creatures to become blinded and visibly and allows you to know the basic nature of
outlining invisible things for the duration Glyph of Warding the glyph (version, type of damage caused,
of the spell. All within the area are covered what spell is stored).
by the dust, which cannot be removed and Abjuration
continues to sparkle until it fades. Level: Clr 3 The DM may decide that the exact glyphs
Components: V, S, M available to you depend on your deity. He
Any creature covered by the dust takes a Casting Time: 10 minutes or she might also make new glyphs avail-
–40 penalty on Hide checks. Range: Touch able according to the magical research
Target or Area: Object touched or up to 5 rules in the Dungeon Master’s Guide.
Material Component: Ground mica.
sq. ft./level Note: Magic traps such as glyph of
Globe of Invulnerability Duration: Permanent until discharged warding are hard to detect and disable. A
rogue (only) can use the Search skill to
Abjuration (D) find the glyph and Disable Device to
Level: Sor/Wiz 6 Saving Throw: See text thwart it. The DC in each case is 25 + spell
Spell Resistance: No (object) and Yes; see level, or 28 for glyph of warding.
This spell functions like lesser globe of
invulnerability, except that it also excludes text Depending on the version selected, a
4th-level spells and spell-like effects.
This powerful inscription harms those glyph either blasts the intruder or activates
Globe of Invulnerability, Lesser who enter, pass, or open the warded area or
object. A glyph of warding can guard a a spell.
Abjuration bridge or passage, ward a portal, trap a
Level: Sor/Wiz 4 chest or box, and so on. Blast Glyph: A blast glyph deals 1d8 points
Components: V, S, M
Casting Time: 1 standard action You set the conditions of the ward. Typ- of damage per two caster levels (maximum
Range: 10 ft. ically, any creature entering the warded
Area: 10-ft.-radius spherical emanation, area or opening the warded object without 5d8) to the intruder and to all within 5 feet
speaking a password (which you set when
centered on you casting the spell) is subject to the magic it of him or her. This damage is acid, cold,
Duration: 1 round/level (D) stores. Alternatively or in addition to a
Saving Throw: None password trigger, glyphs can be set fire, electricity, or sonic (caster’s choice,
Spell Resistance: No according to physical characteristics (such
as height or weight) or creature type, made at time of casting). Each creature
236 An immobile, faintly shimmering magical
sphere surrounds you and excludes all affected can attempt a Reflex save to take

half damage. Spell resistance applies

against this effect.

Spell Glyph: You can store any harmful
spell of 3rd level or lower that you know.
All level-dependent features of the spell
are based on your caster level at the time of
casting the glyph. If the spell has a target, it
targets the intruder. If the spell has an area
or an amorphous effect (such as a cloud),
the area or effect is centered on the
intruder. If the spell summons creatures,
they appear as close as possible to the
intruder and attack. Saving throws and
spell resistance operate as normal, except
that the DC is based on the level of the
spell stored in the glyph.

Material Component: You trace the glyph Range: Close (25 ft. + 5 ft./2 levels) Area: Up to 200 sq. ft./level (S)
with incense, which must first be sprin- Target or Area: One object or a 10-ft. Duration: 2 hours/level (D)
kled with powdered diamond worth at Saving Throw: See text
least 200 gp. square Spell Resistance: See text
Duration: 1 round/level (D)
Glyph of Warding, Greater Saving Throw: See text This powerful spell is primarily used to CHAPTER 11:
Spell Resistance: No defend your stronghold. The ward protects
Abjuration 200 square feet per caster level. The SPELLS
Level: Clr 6 A grease spell covers a solid surface with a warded area can be as much as 20 feet high,
layer of slippery grease. Any creature in and shaped as you desire. You can ward 237
This spell functions like glyph of warding, the area when the spell is cast must make a several stories of a stronghold by dividing
except that a greater blast glyph deals up to successful Reflex save or fall. This save is the area among them; you must be
10d8 points of damage, and a greater spell repeated on your turn each round that the somewhere within the area to be warded to
glyph can store a spell of 6th level or lower. creature remains within the area. A crea- cast the spell. The spell creates the fol-
ture can walk within or through the area of lowing magical effects within the warded
Material Component: You trace the glyph grease at half normal speed with a DC 10 area.
with incense, which must first be sprin- Balance check. Failure means it can’t move
kled with powdered diamond worth at that round (and must then make a Reflex Fog: Fog fills all corridors, obscuring all
least 400 gp. save or fall), while failure by 5 or more sight, including darkvision, beyond 5 feet.
means it falls (see the Balance skill for A creature within 5 feet has concealment
Goodberry details). (attacks have a 20% miss chance). Creatures
farther away have total concealment (50%
Transmutation The DM should adjust saving throws by miss chance, and the attacker cannot use
Level: Drd 1 circumstance. For example, a creature sight to locate the target). Saving Throw:
Components: V, S, DF charging down an incline that is suddenly None. Spell Resistance: No.
Casting Time: 1 standard action greased has little chance to avoid the effect,
Range: Touch but its ability to exit the affected area is Arcane Locks: All doors in the warded
Targets: 2d4 fresh berries touched almost assured (whether it wants to or area are arcane locked. Saving Throw: None.
Duration: One day/level not). Spell Resistance: No.
Saving Throw: None
Spell Resistance: Yes The spell can also be used to create a Webs: Webs fill all stairs from top to
greasy coating on an item—a rope, ladder bottom. These strands are identical with
Casting goodberry upon a handful of freshly rungs, or a weapon handle, for instance. those created by the web spell, except that
picked berries makes 2d4 of them magical. Material objects not in use are always af- they regrow in 10 minutes if they are
You (as well as any other druid of 3rd or fected by this spell, while an object burned or torn away while the guards and
higher level) can immediately discern wielded or employed by a creature receives wards spell lasts. Saving Throw: Reflex
which berries are affected. Each trans- a Reflex saving throw to avoid the effect. If negates; see text for web. Spell Resistance:
muted berry provides nourishment as if it the initial saving throw fails, the creature No.
were a normal meal for a Medium creature. immediately drops the item. A saving
The berry also cures 1 point of damage throw must be made in each round that Confusion: Where there are choices in
when eaten, subject to a maximum of 8 the creature attempts to pick up or use the direction—such as a corridor intersection
points of such curing in any 24-hour greased item. A creature wearing greased or side passage—a minor confusion-type
period. armor or clothing gains a +10 circumstance effect functions so as to make it 50%
bonus on Escape Artist checks and on probable that intruders believe they are
Good Hope grapple checks made to resist or escape a going in the opposite direction from the
grapple or to escape a pin. one they actually chose. This is an en-
Enchantment (Compulsion) [Mind- chantment, mind-affecting effect. Saving
Affecting] Material Component: A bit of pork rind or Throw: None. Spell Resistance: Yes.
butter.
Level: Brd 3 Lost Doors: One door per caster level is
Components: V, S Greater (Spell Name) covered by a silent image to appear as if it
Casting Time: 1 standard action were a plain wall. Saving Throw: Will dis-
Range: Medium (100 ft. + 10 ft./level) Any spell whose name begins with greater belief (if interacted with). Spell Resistance:
Targets: One living creature/level, no two is alphabetized in this chapter according to No.
the second word of the spell name. Thus,
of which may be more than 30 ft. apart the description of a greater spell appears In addition, you can place your choice
Duration: 1 min./level near the description of the spell on which of one of the following five magical effects.
Saving Throw: Will negates (harmless) it is based. Spell chains that have greater
Spell Resistance: Yes (harmless) spells in them include those based on the 1. Dancing lights in four corridors. You
spells arcane sight, command, dispel magic, can designate a simple program that causes
This spell instills powerful hope in the glyph of warding, invisibility, magic fang, the lights to repeat as long as the guards and
subjects. Each affected creature gains a +2 magic weapon, planar ally, planar binding, wards spell lasts. Saving Throw: None.
morale bonus on saving throws, attack prying eyes, restoration, scrying, shadow Spell Resistance: No.
rolls, ability checks, skill checks, and conjuration, shadow evocation, shout, and
weapon damage rolls. teleport. 2. A magic mouth in two places. Saving
Throw: None. Spell Resistance: No.
Good hope counters and dispels crushing Guards and Wards
despair. 3. A stinking cloud in two places. The
Abjuration vapors appear in the places you designate;
Grease Level: Sor/Wiz 6 they return within 10 minutes if dispersed
Components: V, S, M, F by wind while the guards and wards spell
Conjuration (Creation) Casting Time: 30 minutes lasts. Saving Throw: Fortitude negates; see
Level: Brd 1, Sor/Wiz 1 Range: Anywhere within the area to be text for stinking cloud. Spell Resistance: No.
Components: V, S, M
Casting Time: 1 standard action warded 4. A gust of wind in one corridor or room.
Saving Throw: Fortitude negates. Spell
Resistance: Yes.

CHAPTER 11: 5. A suggestion in one place. You select an A gust of wind can’t move a creature discern lies, dispel magic, endure elements,
area of up to 5 feet square, and any creature beyond the limit of its range. freedom of movement, invisibility purge,
SPELLS who enters or passes through the area protection from energy, remove fear, resist
receives the suggestion mentally. Saving Any creature, regardless of size, takes a – energy, silence, tongues, and zone of truth.
Throw: Will negates. Spell Resistance: Yes. 4 penalty on ranged attacks and Listen Saving throws and spell resistance might
checks in the area of a gust of wind. apply to these spells’ effects. (See the
The whole warded area radiates strong individual spell descriptions for details.)
magic of the abjuration school. A dispel The force of the gust automatically ex-
magic cast on a specific effect, if successful, tinguishes candles, torches, and similar An area can receive only one hallow
removes only that effect. A successful unprotected flames. It causes protected spell (and its associated spell effect) at a
Mordenkainen’s disjunction destroys the flames, such as those of lanterns, to dance time.
entire guards and wards effect. wildly and has a 50% chance to extinguish
those lights. Hallow counters but does not dispel
Material Component: Burning incense, a unhallow.
small measure of brimstone and oil, a In addition to the effects noted, a gust of
knotted string, and a small amount of wind can do anything that a sudden blast of Material Component: Herbs, oils, and
blood. wind would be expected to do. It can incense worth at least 1,000 gp, plus 1,000
create a stinging spray of sand or dust, fan gp per level of the spell to be included in
Focus: A small silver rod. a large fire, overturn delicate awnings or the hallowed area.
hangings, heel over a small boat, and blow
Guidance gases or vapors to the edge of its range. Hallucinatory Terrain

Divination Gust of wind can be made permanent Illusion (Glamer)
Level: Clr 0, Drd 0 with a permanency spell. Level: Brd 4, Sor/Wiz 4
Components: V, S Components: V, S, M
Casting Time: 1 standard action Hallow Casting Time: 10 minutes
Range: Touch Range: Long (400 ft. + 40 ft./level)
Target: Creature touched Evocation [Good] Area: One 30-ft. cube/level (S)
Duration: 1 minute or until discharged Level: Clr 5, Drd 5 Duration: 2 hours/level (D)
Saving Throw: Will negates (harmless) Components: V, S, M, DF Saving Throw: Will disbelief (if inter-
Spell Resistance: Yes Casting Time: 24 hours
Range: Touch acted with)
This spell imbues the subject with a touch Area: 40-ft. radius emanating from the Spell Resistance: No
of divine guidance. The creature gets a +1
competence bonus on a single attack roll, touched point You make natural terrain look, sound, and
saving throw, or skill check. It must Duration: Instantaneous smell like some other sort of natural ter-
choose to use the bonus before making the Saving Throw: See text rain. Thus, open fields or a road can be
roll to which it applies. Spell Resistance: See text made to resemble a swamp, hill, crevasse,
or some other difficult or impassable
Gust of Wind Hallow makes a particular site, building, or terrain. A pond can be made to seem like a
structure a holy site. This has four major grassy meadow, a precipice like a gentle
Evocation [Air] effects. slope, or a rock-strewn gully like a wide
Level: Drd 2, Sor/Wiz 2 and smooth road. Structures, equipment,
Components: V, S First, the site or structure is guarded by and creatures within the area are not hid-
Casting Time: 1 standard action a magic circle against evil effect. den or changed in appearance.
Range: 60 ft.
Effect: Line-shaped gust of severe wind Second, all Charisma checks made to Material Component: A stone, a twig, and
turn undead gain a +4 sacred bonus, and a bit of green plant.
emanating out from you to the extreme Charisma checks to command undead take
of the range a –4 penalty. Spell resistance does not Halt Undead
Duration: 1 round apply to this effect. (This provision does
Saving Throw: Fortitude negates not apply to the druid version of the spell.) Necromancy
Spell Resistance: Yes Level: Sor/Wiz 3
Third, any dead body interred in a hal- Components: V, S, M
This spell creates a severe blast of air (ap- lowed site cannot be turned into an undead Casting Time: 1 standard action
proximately 50 mph) that originates from creature. Range: Medium (100 ft. + 10 ft./level)
you, affecting all creatures in its path. Targets: Up to three undead creatures, no
Finally, you may choose to fix a single
A Tiny or smaller creature on the spell effect to the hallowed site. The spell two of which can be more than 30 ft.
ground is knocked down and rolled effect lasts for one year and functions apart
1d4×10 feet, taking 1d4 points of nonlethal throughout the entire site, regardless of Duration: 1 round/level
damage per 10 feet. If flying, a Tiny or the normal duration and area or effect. You Saving Throw: Will negates (see text)
smaller creature is blown back 2d6×10 feet may designate whether the effect applies Spell Resistance: Yes
and takes 2d6 points of nonlethal damage to all creatures, creatures who share your
due to battering and buffeting. faith or alignment, or creatures who This spell renders as many as three undead
adhere to another faith or alignment. For creatures immobile. A nonintelligent un-
Small creatures are knocked prone by example, you may create a bless effect that dead creature (such as a skeleton or
the force of the wind, or if flying are blown aids all creatures of your alignment or faith zombie) gets no saving throw; an intelli-
back 1d6×10 feet. in the area, or a bane effect that hinders gent undead creature does. If the spell is
creatures of the opposed alignment or an successful, it renders the undead creature
Medium creatures are unable to move enemy faith. At the end of the year, the immobile for the duration of the spell
forward against the force of the wind, or if chosen effect lapses, but it can be renewed (similar to the effect of hold person on a
flying are blown back 1d6×5 feet. or replaced simply by casting hallow again. living creature). The effect is broken if the
halted creatures are attacked or take
Large or larger creatures may move Spell effects that may be tied to a hal- damage.
normally within a gust of wind effect. lowed site include aid, bane, bless, cause fear,
darkness, daylight, death ward, deeper darkness, Material Component: A pinch of sulfur
238 detect evil, detect magic, dimensional anchor, and powdered garlic.

Harm Heal Saving Throw: Will negates (object) CHAPTER 11:
Spell Resistance: Yes (object)
Necromancy Conjuration (Healing) SPELLS
Level: Clr 6, Destruction 6 Level: Clr 6, Drd 7, Healing 6 Heat metal makes metal extremely warm.
Components: V, S Components: V, S Unattended, nonmagical metal gets no
Casting Time: 1 standard action Casting Time: 1 standard action saving throw. Magical metal is allowed a
Range: Touch Range: Touch saving throw against the spell. (Magic
Target: Creature touched Target: Creature touched item’s saving throws are covered in the
Duration: Instantaneous Duration: Instantaneous Dungeon Master’s Guide.) An item in a
Saving Throw: Will half; see text Saving Throw: Will negates (harmless) creature’s possession uses the creature’s
Spell Resistance: Yes Spell Resistance: Yes (harmless) saving throw bonus unless its own is
higher.
Harm charges a subject with negative en- Heal enables you to channel positive en-
ergy that deals 10 points of damage per ergy into a creature to wipe away injury A creature takes fire damage if its
caster level (to a maximum of 150 points at and afflictions. It immediately ends any equipment is heated. It takes full damage if
15th level). If the creature successfully and all of the following adverse conditions its armor is affected or if it is holding,
saves, harm deals half this amount, but it affecting the Target: ability damage, touching, wearing, or carrying metal
cannot reduce the target’s hit points to less blinded, confused, dazed, dazzled, deafened, weighing one-fifth of its weight. The crea-
than 1. diseased, exhausted, fatigued, feebleminded, ture takes minimum damage (1 point or 2
insanity, nauseated, sickened, stunned, and points; see the table) if it’s not wearing
If used on an undead creature, harm acts poisoned. It also cures 10 hit points of metal armor and the metal that it’s carry-
like heal. damage per level of the caster, to a ing weighs less than one-fifth of its weight.
maximum of 150 points at 15th level.
Haste On the first round of the spell, the metal
Heal does not remove negative levels, becomes warm and uncomfortable to
Transmutation restore permanently drained levels, or re- touch but deals no damage. The same
Level: Brd 3, Sor/Wiz 3 store permanently drained ability score effect also occurs on the last round of the
Components: V, S, M points. spell’s duration. During the second (and
Casting Time: 1 standard action also the next-to-last) round, intense heat
Range: Close (25 ft. + 5 ft./2 levels) If used against an undead creature, heal causes pain and damage. In the third,
Targets: One creature/level, no two of instead acts like harm. fourth, and fifth rounds, the metal is
searing hot, causing more damage, as
which can be more than 30 ft. apart Heal, Mass shown on the table below.
Duration: 1 round/level
Saving Throw: Fortitude negates (harm- Conjuration (Healing) Round Metal Damage
Level: Clr 9, Healing 9 1 Temperature None
less) Range: Close (25 ft. + 5 ft./2 levels) 2 Warm 1d4 points
Spell Resistance: Yes (harmless) Targets: One or more creatures, no two of 3–5 Hot 2d4 points
6 Searing 1d4 points
The transmuted creatures move and act which can be more than 30 ft. apart 7 Hot None
more quickly than normal. This extra Warm
speed has several effects. This spell functions like heal, except as
noted above. The maximum number of hit Any cold intense enough to damage the
When making a full attack action, a points restored to each creature is 250. creature negates fire damage from the spell
hasted creature may make one extra attack (and vice versa) on a point-for-point basis.
with any weapon he is holding. The attack Heal Mount For example, if the damage roll from a heat
is made using the creature’s full base attack metal spell indicates 2 points of fire
bonus, plus any modifiers appropriate to Conjuration (Healing) damage and the subject is hit by a ray of
the situation. (This effect is not cumulative Level: Pal 3 frost in the same round and takes 3 points
with similar effects, such as that provided Components: V, S of cold damage, it winds up taking no fire
by a weapon of speed, nor does it actually Casting Time: 1 standard action damage and only 1 point of cold damage. If
grant an extra action, so you can’t use it to Range: Touch cast underwater, heat metal deals half
cast a second spell or otherwise take an Target: Your mount touched damage and boils the surrounding water.
extra action in the round.) Duration: Instantaneous
Saving Throw: Will negates (harmless) Heat metal counters and dispels chill
A hasted creature gains a +1 bonus on Spell Resistance: Yes (harmless) metal.
attack rolls and a +1 dodge bonus to AC
and Reflex saves. Any condition that This spell functions like heal, but it affects Helping Hand
makes you lose your Dexterity bonus to only the paladin’s special mount (typically
Armor Class (if any) also makes you lose a warhorse). Evocation
dodge bonuses. Level: Clr 3
Heat Metal Components: V, S, DF
All of the hasted creature’s modes of Casting Time: 1 standard action
movement (including land movement, Transmutation [Fire] Range: 5 miles
burrow, climb, fly, and swim) increase by Level: Drd 2, Sun 2 Effect: Ghostly hand
30 feet, to a maximum of twice the sub- Components: V, S, DF Duration: 1 hour/level
ject’s normal speed using that form of Casting Time: 1 standard action Saving Throw: None
movement. This increase counts as an Range: Close (25 ft. + 5 ft./2 levels) Spell Resistance: No
enhancement bonus, and it affects the Target: Metal equipment of one creature
creature’s jumping distance as normal for 239
increased speed. per two levels, no two of which can be
more than 30 ft. apart; or 25 lb. of
Multiple haste effects don’t stack. Haste metal/level, all of which must be within
dispels and counters slow. a 30-ft. circle
Duration: 7 rounds
Material Component: A shaving of lico-
rice root.

CHAPTER 11: You create the ghostly image of a hand, radius meets the description, the hand and food and drink. The feast takes 1 hour
which you can send to find a creature locates the closest creature. If that creature to consume, and the beneficial effects do
SPELLS within 5 miles. The hand then beckons to refuses to follow the hand, the hand does not set in until this hour is over. Every
that creature and leads it to you if the crea- not seek out a second subject. creature partaking of the feast is cured of
ture is willing to follow. all diseases, sickness, and nausea; becomes
If, at the end of 4 hours of searching, the immune to poison for 12 hours; and gains
When the spell is cast, the hand appears hand has found no subject that matches 1d8 temporary hit points +1 point per two
in front of you. You then specify a person the description within 5 miles, it returns to caster levels (maximum +10) after imbi-
(or any creature) by physical description, you, displays an outstretched palm (indica- bing the nectar-like beverage that is part of
which can include race, gender, and ting that no such creature was found), and the feast. The ambrosial food that is con-
appearance but not ambiguous factors such disappears. sumed grants each creature that partakes a
as level, alignment, or class. When the +1 morale bonus on attack rolls and Will
description is complete, the hand streaks The ghostly hand has no physical form. saves and immunity to fear effects for 12
off in search of a subject that fits the It is invisible to anyone except you and a hours.
description. The amount of time it takes to potential subject. It cannot engage in com-
find the subject depends on how far away bat or execute any other task aside from If the feast is interrupted for any reason,
she is. locating a subject and leading it back to the spell is ruined and all effects of the
you. The hand can’t pass through solid spell are negated.
Distance Time to Locate objects but can ooze through small cracks
100 ft. or less 1 round and slits. The hand cannot travel more Heroism
1,000 ft. 1 minute than 5 miles from the spot it appeared
1 mile 10 minutes when you cast the spell. Enchantment (Compulsion) [Mind-
2 miles 1 hour Affecting]
3 miles 2 hours Heroes’ Feast
4 miles 3 hours Level: Brd 2, Sor/Wiz 3
5 miles 4 hours Conjuration [Creation] Components: V, S
Level: Brd 6, Clr 6 Casting Time: 1 standard action
Once the hand locates the subject, it beck- Components: V, S, DF Range: Touch
ons the creature to follow it. If the subject Casting Time: 10 minutes Target: Creature touched
does so, the hand points in your direction, Range: Close (25 ft. + 5 ft./2 levels) Duration: 10 min./level
indicating the most direct feasible route. Effect: Feast for one creature/level
The hand hovers 10 feet in front of the Duration: 1 hour plus 12 hours; see text Saving Throw: Will ne-
subject, moving before it at a speed of as Saving Throw: None gates (harmless)
much as 240 feet per round. Once the Spell Resistance: No Spell Resistance: Yes (harm-
hand leads the subject back to you, it less)
disappears. You bring forth a great feast, including a
magnificent table, chairs, service, This spell imbues a
The subject is not compelled to follow single creature with great
the hand or act in any particular way to- bravery and morale in
ward you. If the subject chooses not to battle. The target gains a +2
follow, the hand continues to beckon for morale bonus on attack
the duration of the spell, then disappears. rolls, saves, and skill
If the spell expires while the subject is en checks.
route to you, the hand disappears;
the subject must then rely on her Heroism, Greater
own devices to locate you.
Enchantment (Compulsion)
If more than one sub- [Mind-Affecting]
ject in a 5-mile
Level: Brd 5, Sor/Wiz 6
Jozan casts holy smite Duration: 1 min./level
against a succubus.
This spell functions like
heroism, except the crea-
ture gains a +4 morale
bonus on attack rolls,
saves, and skill
checks, immunity to
fear effects, and tem-
porary hit points
equal to your caster
level (maximum 20).

240

Hide from Animals Hold Monster Casting Time: 1 standard action CHAPTER 11:
Range: Medium (100 ft. + 10 ft./level)
Abjuration Enchantment (Compulsion) [Mind- Target: One portal, up to 20 sq. ft./level SPELLS
Level: Drd 1, Rgr 1 Affecting] Duration: 1 min./level (D)
Components: S, DF Saving Throw: None
Casting Time: 1 standard action Level: Brd 4, Law 6, Sor/Wiz 5 Spell Resistance: No
Range: Touch Components: V, S, M/DF
Targets: One creature touched/level Target: One living creature This spell magically holds shut a door,
Duration: 10 min./level (D) gate, window, or shutter of wood, metal, or
Saving Throw: Will negates (harmless) This spell functions like hold person, except stone. The magic affects the portal just as if
Spell Resistance: Yes that it affects any living creature that fails it were securely closed and normally
its Will save. locked. A knock spell or a successful dispel
Animals cannot see, hear, or smell the magic spell can negate a hold portal spell.
warded creatures. Even extraordinary or Arcane Material Component: One hard For a portal affected by this spell, add 5 to
supernatural sensory capabilities, such as metal bar or rod, which can be as small as a the normal DC for forcing open the portal.
blindsense, blindsight, scent, and tremor- three-penny nail.
sense, cannot detect or locate warded crea- Holy Aura
tures. Animals simply act as though the Hold Monster, Mass
warded creatures are not there. Warded Abjuration [Good]
creatures could stand before the hungriest Enchantment (Compulsion) [Mind- Level: Clr 8, Good 8
of lions and not be molested or even Affecting] Components: V, S, F
noticed. If a warded character touches an Casting Time: 1 standard action
animal or attacks any creature, even with a Level: Sor/Wiz 9 Range: 20 ft.
spell, the spell ends for all recipients. Targets: One or more creatures, no two of Targets: One creature/level in a 20-ft.-

Hide from Undead which can be more than 30 ft. apart radius burst centered on you
Duration: 1 round/level (D)
Abjuration This spell functions like hold person, except Saving Throw: See text
Level: Clr 1 that it affects multiple creatures and holds Spell Resistance: Yes (harmless)
Components: V, S, DF any living creature that fails its Will save.
Casting Time: 1 standard action A brilliant divine radiance surrounds the
Range: Touch Hold Person subjects, protecting them from attacks,
Targets: One touched creature/level granting them resistance to spells cast by
Duration: 10 min./level (D) Enchantment (Compulsion) [Mind- evil creatures, and causing evil creatures to
Saving Throw: Will negates (harmless); Affecting] become blinded when they strike the
subjects. This abjuration has four effects.
see text Level: Brd 2, Clr 2, Sor/Wiz 3
Spell Resistance: Yes Components: V, S, F/DF First, each warded creature gains a +4
Casting Time: 1 standard action deflection bonus to AC and a +4 resistance
Undead cannot see, hear, or smell the Range: Medium (100 ft. + 10 ft./level) bonus on saves. Unlike protection from evil,
warded creatures. Even extraordinary or Target: One humanoid creature this benefit applies against all attacks, not
supernatural sensory capabilities, such as Duration: 1 round/level (D); see text just against attacks by evil creatures.
blindsense, blindsight, scent, and tremor- Saving Throw: Will negates; see text
sense, cannot detect or locate warded Spell Resistance: Yes Second, each warded creature gains
creatures. Nonintelligent undead creatures spell resistance 25 against evil spells and
are automatically affected and act as The subject becomes paralyzed and freezes spells cast by evil creatures.
though the warded creatures are not there. in place. It is aware and breathes normally
An intelligent undead creature gets a but cannot take any actions, even speech. Third, the abjuration blocks possession
single Will saving throw. If it fails, the Each round on its turn, the subject may and mental influence, just as protection from
subject can’t see any of the warded crea- attempt a new saving throw to end the evil does.
tures. However, if it has reason to believe effect. (This is a full-round action that does
unseen opponents are present, it can at- not provoke attacks of opportunity.) Finally, if an evil creature succeeds on a
tempt to find or strike them. melee attack against a warded creature, the
A winged creature who is paralyzed offending attacker is blinded (Fortitude
If a warded creature attempts to turn or cannot flap its wings and falls. A swimmer save negates, as blindness/deafness, but
command undead, touches an undead can’t swim and may drown. against holy aura’s save DC).
creature, or attacks any creature (even with
a spell), the spell ends for all recipients. Arcane Focus: A small, straight piece of Focus: A tiny reliquary containing some
iron. sacred relic, such as a scrap of cloth from a
Hold Animal saint’s robe or a piece of parchment from a
Hold Person, Mass holy text. The reliquary costs at least 500
Enchantment (Compulsion) [Mind- gp.
Affecting] Enchantment (Compulsion) [Mind-
Affecting] Holy Smite
Level: Animal 2, Drd 2, Rgr 2
Components: V, S Level: Sor/Wiz 7 Evocation [Good]
Target: One animal Targets: One or more humanoid Level: Good 4
Components: V, S
This spell functions like hold person, except creatures, no two of which can be more Casting Time: 1 standard action
that it affects an animal instead of a than 30 ft. apart Range: Medium (100 ft. + 10 ft./level)
humanoid. Area: 20-ft.-radius burst
This spell functions like hold person, except Duration: Instantaneous (1 round); see
as noted above. 241
text
Hold Portal Saving Throw: Will partial; see text
Spell Resistance: Yes
Abjuration
Level: Sor/Wiz 1
Component: V

You draw down holy power to smite your Any nongood creature within the area that Duration: Concentration + 2 rounds
enemies. Only evil and neutral creatures hears the holy word suffers the following ill Saving Throw: Will negates
are harmed by the spell; good creatures are effects. Spell Resistance: Yes
unaffected.
CHAPTER 11: HD Effect A twisting pattern of subtle, shifting colors
The spell deals 1d8 points of damage per Equal to caster level Deafened weaves through the air, fascinating
SPELLS two caster levels (maximum 5d8) to each Up to caster level –1 Blinded, deafened creatures within it. Roll 2d4 and add your
evil creature in the area (or 1d6 points of Up to caster level –5 Paralyzed, blinded, caster level (maximum 10) to determine
damage per caster level, maximum 10d6, to deafened the total number of Hit Dice of creatures
an evil outsider) and causes it to become Up to caster level –10 Killed, paralyzed, affected. Creatures with the fewest HD are
blinded for 1 round. A successful Will blinded, deafened affected first; and, among creatures with
saving throw reduces damage to half and equal HD, those who are closest to the
negates the blinded effect. The effects are cumulative and concurrent. spell’s point of origin are affected first. Hit
No saving throw is allowed against these Dice that are not sufficient to affect a
The spell deals only half damage to effects. creature are wasted. Affected creatures
creatures who are neither good nor evil, become fascinated by the pattern of colors.
and they are not blinded. Such a creature Deafened: The creature is deafened for Sightless creatures are not affected.
can reduce that damage by half (down to 1d4 rounds.
one-quarter of the roll) with a successful A wizard or sorcerer need not utter a
Will save. Blinded: The creature is blinded for 2d4 sound to cast this spell, but a bard must
rounds. sing, play music, or recite a rhyme as a
Holy Sword verbal component.
Paralyzed: The creature is paralyzed and
Evocation [Good] helpless for 1d10 minutes. Material Component: A glowing stick of
Level: Pal 4 incense or a crystal rod filled with phos-
Components: V, S Killed: Living creatures die. Undead phorescent material.
Casting Time: 1 standard action creatures are destroyed.
Range: Touch Hypnotism
Target: Melee weapon touched Furthermore, if you are on your home
Duration: 1 round/level plane when you cast this spell, nongood Enchantment (Compulsion) [Mind-
Saving Throw: None extraplanar creatures within the area are Affecting]
Spell Resistance: No instantly banished back to their home
planes. Creatures so banished cannot Level: Brd 1, Sor/Wiz 1
This spell allows you to channel holy return for at least 24 hours. This effect Components: V, S
power into your sword, or any other melee takes place regardless of whether the crea- Casting Time: 1 round
weapon you choose. The weapon acts as a tures hear the holy word. The banishment Range: Close (25 ft. + 5 ft./2 levels)
+5 holy weapon (+5 enhancement bonus on effect allows a Will save (at a –4 penalty) to Area: Several living creatures, no two of
attack and damage rolls, extra 2d6 damage negate.
against evil opponents). It also emits a which may be more than 30 ft. apart
magic circle against evil effect (as the spell). Creatures whose HD exceed your caster Duration: 2d4 rounds (D)
If the magic circle ends, the sword creates a level are unaffected by holy word. Saving Throw: Will negates
new one on your turn as a free action. The Spell Resistance: Yes
spell is automatically canceled 1 round Horrid Wilting
after the weapon leaves your hand. You Your gestures and droning incantation
cannot have more than one holy sword at a Necromancy fascinate nearby creatures, causing them to
time. Level: Sor/Wiz 8, Water 8 stop and stare blankly at you. In addition,
Components: V, S, M/DF you can use their rapt attention to make
If this spell is cast on a magic weapon, Casting Time: 1 standard action your suggestions and requests seem more
the powers of the spell supersede any that Range: Long (400 ft. + 40 ft./level) plausible. Roll 2d4 to see how many total
the weapon normally has, rendering the Targets: Living creatures, no two of which Hit Dice of creatures you affect. Creatures
normal enhancement bonus and powers of with fewer HD are affected before
the weapon inoperative for the duration of can be more than 60 ft. apart creatures with more HD. Only creatures
the spell. This spell is not cumulative with Duration: Instantaneous that can see or hear you are affected, but
bless weapon or any other spell that might Saving Throw: Fortitude half they do not need to understand you to be
modify the weapon in any way. Spell Resistance: Yes fascinated.

This spell does not work on artifacts. This spell evaporates moisture from the If you use this spell in combat, each
Note: A masterwork weapon’s bonus to body of each subject living creature, deal- target gains a +2 bonus on its saving throw.
attack does not stack with an enhancement ing 1d6 points of damage per caster level If the spell affects only a single creature
bonus to attack. (maximum 20d6). This spell is especially not in combat at the time, the saving throw
devastating to water elementals and plant has a penalty of –2.
Holy Word creatures, which instead take 1d8 points of
damage per caster level (maximum 20d8). While the subject is fascinated by this
Evocation [Good, Sonic] spell, it reacts as though it were two steps
Level: Clr 7, Good 7 Arcane Material Component: A bit of more friendly in attitude (see Influencing
Components: V sponge. NPC Attitudes, page 72). This allows you
Casting Time: 1 standard action to make a single request of the affected
Range: 40 ft. Hypnotic Pattern creature (provided you can communicate
Area: Nongood creatures in a 40-ft.-radius with it). The request must be brief and rea-
Illusion (Pattern) [Mind-Affecting] sonable. Even after the spell ends, the
spread centered on you Level: Brd 2, Sor/Wiz 2 creature retains its new attitude toward
Duration: Instantaneous Components: V (Brd only), S, M; see text you, but only with respect to that particu-
Saving Throw: None or Will negates; see Casting Time: 1 standard action lar request.
Range: Medium (100 ft. + 10 ft./level)
text Effect: Colorful lights in a 10-ft.-radius

242 Spell Resistance: Yes spread

A creature that fails its saving throw writing. Only the person (or people) des- another creature. Only a creature with an CHAPTER 11:
does not remember that you enspelled it. ignated by you at the time of the casting Intelligence score of at least 5 and a
are able to read the writing; it’s unintelli- Wisdom score of at least 9 can receive this SPELLS
Ice Storm gible to any other character, although an bestowal. Only cleric spells from the
illusionist recognizes it as illusory script. schools of abjuration, divination, and
Evocation [Cold] conjuration (healing) can be transferred.
Level: Drd 4, Sor/Wiz 4, Water 5 Any unauthorized creature attempting The number and level of spells that the
Components: V, S, M/DF to read the script triggers a potent illusory subject can be granted depends on its Hit
Casting Time: 1 standard action effect and must make a saving throw. A Dice; even multiple castings of imbue with
Range: Long (400 ft. + 40 ft./level) successful saving throw means the crea- spell ability can’t exceed this limit.
Area: Cylinder (20-ft. radius, 40 ft. high) ture can look away with only a mild sense
Duration: 1 full round of disorientation. Failure means the crea- HD of Spells
Saving Throw: None ture is subject to a suggestion implanted in Recipient Imbued
Spell Resistance: Yes the script by you at the time the illusory 2 or lower One 1st-level spell
script spell was cast. The suggestion lasts 3–4 One or two 1st-level spells
Great magical hailstones pound down for 1 only 30 minutes. Typical suggestions 5 or higher One or two 1st-level spells
full round, dealing 3d6 points of blud- include “Close the book and leave,” “Forget and one 2nd-level spell
geoning damage and 2d6 points of cold the existence of the book,” and so forth. If
damage to every creature in the area. A –4 successfully dispelled by dispel magic, the The transferred spell’s variable character-
penalty applies to each Listen check made illusory script and its secret message istics (range, duration, area, and the like)
within the ice storm’s effect, and all land disappear. The hidden message can be read function according to your level, not the
movement within its area is at half speed. by a combination of the true seeing spell level of the recipient.
At the end of the duration, the hail disap- with the read magic or comprehend languages
pears, leaving no aftereffects (other than spell. Once you cast imbue with spell ability,
the damage dealt). you cannot prepare a new 4th-level spell to
The casting time depends on how long a replace it until the recipient uses the
Arcane Material Component: A pinch of message you wish to write, but it is always imbued spells or is slain, or until you dis-
dust and a few drops of water. at least 1 minute. miss the imbue with spell ability spell. In the
meantime, you remain responsible to your
Identify Material Component: A lead-based ink deity or your principles for the use to
(cost of not less than 50 gp). which the spell is put. If the number of
Divination 4th-level spells you can cast decreases, and
Level: Brd 1, Magic 2, Sor/Wiz 1 Illusory Wall that number drops below your current
Components: V, S, M/DF number of active imbue with spell ability
Casting Time: 1 hour Illusion (Figment) spells, the more recently cast imbued
Range: Touch Level: Sor/Wiz 4 spells are dispelled.
Targets: One touched object Components: V, S
Duration: Instantaneous Casting Time: 1 standard action To cast a spell with a verbal component,
Saving Throw: None Range: Close (25 ft. + 5 ft./2 levels) the subject must be able to speak. To cast a
Spell Resistance: No Effect: Image 1 ft. by 10 ft. by 10 ft. spell with a somatic component, it must
Duration: Permanent have humanlike hands. To cast a spell with
The spell determines all magic properties Saving Throw: Will disbelief (if inter- a material component or focus, it must
of a single magic item, including how to have the materials or focus.
activate those functions (if appropriate), acted with)
and how many charges are left (if any). Spell Resistance: No Implosion

Identify does not function when used on This spell creates the illusion of a wall, Evocation
an artifact (see the Dungeon Master’s Guide floor, ceiling, or similar surface. It appears Level: Clr 9, Destruction 9
for details on artifacts). absolutely real when viewed, but physical Components: V, S
objects can pass through it without diffi- Casting Time: 1 standard action
Arcane Material Component: A pearl of at culty. When the spell is used to hide pits, Range: Close (25 ft. + 5 ft./2 levels)
least 100 gp value, crushed and stirred into traps, or normal doors, any detection abil- Targets: One corporeal creature/round
wine with an owl feather; the infusion ities that do not require sight work nor- Duration: Concentration (up to 4
must be drunk prior to spellcasting. mally. Touch or a probing search reveals
the true nature of the surface, though such rounds)
Illusory Script measures do not cause the illusion to Saving Throw: Fortitude negates
disappear. Spell Resistance: Yes
Illusion (Phantasm) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 3 Imbue with Spell Ability You create a destructive resonance in a
Components: V, S, M corporeal creature’s body. For each round
Casting Time: 1 minute or longer; see Evocation you concentrate, you cause one creature to
Level: Clr 4, Magic 4 collapse in on itself, killing it. (This effect,
text Components: V, S, DF being instantaneous, cannot be dispelled.)
Range: Touch Casting Time: 10 minutes
Target: One touched object weighing no Range: Touch You can target a particular creature only
Target: Creature touched; see text once with each casting of the spell.
more than 10 lb. Duration: Permanent until discharged
Duration: One day/level (D) Implosion has no effect on creatures in
Saving Throw: Will negates; see text (D) gaseous form or on incorporeal creatures.
Spell Resistance: Yes Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless) 243
You write instructions or other informa-
tion on parchment, paper, or any suitable You transfer some of your currently pre-
writing material. The illusory script appears pared spells, and the ability to cast them, to
to be some form of foreign or magical

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

Conjuration (Creation) [Fire] When laying your hand upon a creature, Inflict Serious Wounds, Mass
Level: Fire 8, Sor/Wiz 8 you channel negative energy that deals 1d8
Components: V, S points of damage +1 point per caster level Necromancy
Casting Time: 1 standard action (maximum +5). Level: Clr 7
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud spreads in 20-ft. radius, 20 ft. Since undead are powered by negative This spell functions like mass inflict light
energy, this spell cures such a creature of a wounds, except that it deals 3d8 points of
high like amount of damage, rather than harm- damage +1 point per caster level (maxi-
Duration: 1 round/level ing it. mum +35).
Saving Throw: Reflex half; see text
Spell Resistance: No Inflict Light Wounds, Mass Insanity

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

Saving Throw: None remotely trigger traps, open a portcullis to Invisibility Sphere CHAPTER 11:
Spell Resistance: No release attack dogs, and so forth. If the
subject attacks directly, however, it im- Illusion (Glamer) SPELLS
You summon a number of swarms of mediately becomes visible along with all Level: Brd 3, Sor/Wiz 3
locusts (one per three levels, to a maxi- its gear. Spells such as bless that specifically Components: V, S, M
mum of six swarms at 18th level). The affect allies but not foes are not attacks for Area: 10-ft.-radius emanation around the
swarms must be summoned so that each this purpose, even when they include foes
one is adjacent to at least one other swarm in their area. creature or object touched
(that is, the swarms must fill one contigu-
ous area). You may summon the locust See Table 8–5: Attack Roll Modifiers This spell functions like invisibility, except
swarms so that they share the area of other and Table 8–6: Armor Class Modifiers, that this spell confers invisibility upon all
creatures. Each swarm attacks any page 151, for the effects of invisibility on creatures within 10 feet of the recipient.
creatures occupying its area. The swarms combat. The center of the effect is mobile with the
are stationary after being summoned, and recipient.
won’t pursue creatures that flee. Invisibility can be made permanent (on
objects only) with a permanency spell. Those affected by this spell can see each
See the Monster Manual for details on other and themselves as if unaffected by
locust swarms. Arcane Material Component: An eyelash the spell. Any affected creature moving out
encased in a bit of gum arabic. of the area becomes visible, but creatures
Invisibility moving into the area after the spell is cast
Invisibility, Greater do not become invisible. Affected crea-
Illusion (Glamer) tures (other than the recipient) who attack
Level: Brd 2, Sor/Wiz 2, Trickery 2 Illusion (Glamer) negate the invisibility only for themselves.
Components: V, S, M/DF Level: Brd 4, Sor/Wiz 4 If the spell recipient attacks, the invisibility
Casting Time: 1 standard action Components: V, S sphere ends.
Range: Personal or touch Target: You or creature touched
Target: You or a creature or object weigh- Duration: 1 round/level (D) Iron Body
Saving Throw: Will negates (harmless)
ing no more than 100 lb./level Transmutation
Duration: 1 min./level (D) This spell functions like invisibility, except Level: Earth 8, Sor/Wiz 8
Saving Throw: Will negates (harmless) or that it doesn’t end if the subject attacks. Components: V, S, M/DF
Casting Time: 1 standard action
Will negates (harmless, object) Invisibility, Mass Range: Personal
Spell Resistance: Yes (harmless) or Yes Target: You
Illusion (Glamer) Duration: 1 min./level (D)
(harmless, object) Level: Sor/Wiz 7
Components: V, S, M This spell transforms your body into living 245
The creature or object touched becomes Range: Long (400 ft. + 40 ft./level)
invisible, vanishing from sight, even from Targets: Any number of creatures, no two iron, which grants you several powerful
darkvision. If the recipient is a creature
carrying gear, that vanishes, too. If you cast of which can be more than 180 ft. apart resistances and abilities.
the spell on someone else, neither you nor
your allies can see the subject, unless you This spell functions like invisibility, except You gain damage reduction 15/adaman-
can normally see invisible things or you that the effect is mobile with the group tine. You are immune to blindness, critical
employ magic to do so. and is broken when anyone in the group hits, ability score damage, deafness, dis-
attacks. Individuals in the group cannot ease, drowning, electricity, poison, stun-
Items dropped or put down by an in- see each other. The spell is broken for any ning, and all spells or attacks that affect
visible creature become visible; items individual who moves more than 180 feet your physiology or respiration, because
picked up disappear if tucked into the from the nearest member of the group. (If you have no physiology or respiration
clothing or pouches worn by the creature. only two individuals are affected, the one while this spell is in effect. You take only
Light, however, never becomes invisible, moving away from the other one loses its half damage from acid and fire of all kinds.
although a source of light can become so invisibility. If both are moving away from However, you also become vulnerable to
(thus, the effect is that of a light with no each other, they both become visible when all special attacks that affect iron golems.
visible source). Any part of an item that the the distance between them exceeds 180
subject carries but that extends more than feet.) You gain a +6 enhancement bonus to
10 feet from it becomes visible, such as a your Strength score, but you take a –6
trailing rope. Material Component: An eyelash encased penalty to Dexterity as well (to a minimum
in a bit of gum arabic. Dexterity score of 1), and your speed is
Of course, the subject is not magically reduced to half normal. You have an arcane
silenced, and certain other conditions can Invisibility Purge spell failure chance of 50% and a –8 armor
render the recipient detectable (such as check penalty, just as if you were clad in
stepping in a puddle). The spell ends if the Evocation full plate armor. You cannot drink (and
subject attacks any creature. For purposes Level: Clr 3 thus can’t use potions) or play wind instru-
of this spell, an attack includes any spell Components: V, S ments.
targeting a foe or whose area or effect Casting Time: 1 standard action
includes a foe. (Exactly who is a foe Range: Personal Your unarmed attacks deal damage
depends on the invisible character’s per- Target: You equal to a club sized for you (1d4 for Small
ceptions.) Actions directed at unattended Duration: 1 min./level (D)
objects do not break the spell. Causing characters or 1d6 for Medium characters),
harm indirectly is not an attack. Thus, an You surround yourself with a sphere of
invisible being can open doors, talk, eat, power with a radius of 5 feet per caster and you are considered armed when
climb stairs, summon monsters and have level that negates all forms of invisibility.
them attack, cut the ropes holding a rope Anything invisible becomes visible while making unarmed attacks.
bridge while enemies are on the bridge, in the area.
Your weight increases by a factor of ten,

causing you to sink in water like a stone.

However, you could survive the crushing

pressure and lack of air at the bottom of

the ocean—at least until the spell duration

expires.

CHAPTER 11: Arcane Material Component: A small piece Targets: One weapon or fifty projectiles, Casting Time: 1 standard action
of iron that was once part of either an iron all of which must be in contact with Range: Personal
SPELLS golem, a hero’s armor, or a war machine. each other at the time of casting Target: You
Duration: Instantaneous
Ironwood Duration: 10 min./level
Saving Throw: Will negates (harmless, You instantly know the direction of north
Transmutation from your current position. The spell is
Level: Drd 6 object) effective in any environment in which
Components: V, S, M Spell Resistance: Yes (harmless, object) “north” exists, but it may not work in
Casting Time: 1 minute/lb. created extraplanar settings. Your knowledge of
Range: 0 ft. This spell makes a weapon magically keen, north is correct at the moment of casting,
Effect: An ironwood object weighing up to improving its ability to deal telling blows. but you can get lost again within moments
This transmutation doubles the threat if you don’t find some external reference
5 lb./level range of the weapon. A threat range of 20 point to help you keep track of direction.
Duration: One day/level (D) becomes 19–20, a threat range of 19–20
Saving Throw: None becomes 17–20, and a threat range of 18– Legend Lore
Spell Resistance: No 20 becomes 15–20. The spell can be cast
only on piercing or slashing weapons. If Divination
Ironwood is a magical substance created by cast on arrows or crossbow bolts, the keen Level: Brd 4, Knowledge 7, Sor/Wiz 6
druids from normal wood. While re- edge on a particular projectile ends after Components: V, S, M, F
maining natural wood in almost every way, one use, whether or not the missile strikes Casting Time: See text
ironwood is as strong, heavy, and resistant its intended target. (Treat shuriken as Range: Personal
to fire as steel. Spells that affect metal or arrows, rather than as thrown weapons, for Target: You
iron (such as heat metal) do not function on the purpose of this spell.) Duration: See text
ironwood. Spells that affect wood (such as
wood shape) do affect ironwood, although Multiple effects that increase a weapon’s Legend lore brings to your mind legends
ironwood does not burn. Using this spell threat range (such as the keen edge spell and about an important person, place, or thing.
with wood shape or a wood-related Craft the Improved Critical feat) don’t stack. You If the person or thing is at hand, or if you
check, you can fashion wooden items that can’t cast this spell on a natural weapon, are in the place in question, the casting
function as steel items. Thus, wooden plate such as a claw. time is only 1d4×10 minutes. If you have
armor and wooden swords can be created only detailed information on the person,
that are as durable as their normal steel Knock place, or thing, the casting time is 1d10
counterparts. These items are freely usable days, and the resulting lore is less complete
by druids. Transmutation and specific (though it often provides
Level: Sor/Wiz 2 enough information to help you find the
Further, if you make only half as much Components: V person, place, or thing, thus allowing a
ironwood as the spell would normally allow, Casting Time: 1 standard action better legend lore result next time). If you
any weapon, shield, or suit of armor so Range: Medium (100 ft. + 10 ft./level) know only rumors, the casting time is 2d6
created is treated as a magic item with a +1 Target: One door, box, or chest with an weeks, and the resulting lore is vague and
enhancement bonus. incomplete (though it often directs you to
area of up to 10 sq. ft./level more detailed information, thus allowing a
Material Component: Wood shaped into Duration: Instantaneous; see text better legend lore result next time).
the form of the intended ironwood object. Saving Throw: None
Spell Resistance: No During the casting, you cannot engage
Jump in other than routine activities: eating,
The knock spell opens stuck, barred, sleeping, and so forth. When completed,
Transmutation locked, held, or arcane locked doors. It opens the divination brings legends (if any)
Level: Drd 1, Rgr 1, Sor/Wiz 1 secret doors, as well as locked or trick- about the person, place, or things to your
Components: V, S, M opening boxes or chests. It also loosens mind. These may be legends that are still
Casting Time: 1 standard action welds, shackles, or chains (provided they current, legends that have been forgotten,
Range: Touch serve to hold closures shut). If used to or even information that has never been
Target: Creature touched open a arcane locked door, the spell does not generally known. If the person, place, or
Duration: 1 min./level (D) remove the arcane lock but simply suspends thing is not of legendary importance, you
Saving Throw: Will negates (harmless) its functioning for 10 minutes. In all other gain no information. As a rule of thumb,
Spell Resistance: Yes cases, the door does not relock itself or characters who are 11th level and higher
become stuck again on its own. Knock does are “legendary,” as are the sorts of creatures
The subject gets a +10 enhancement bonus not raise barred gates or similar impedi- they contend with, the major magic items
on Jump checks. The enhancement bonus ments (such as a portcullis), nor does it they wield, and the places where they
increases to +20 at caster level 5th, and to affect ropes, vines, and the like. The effect perform their key deeds.
+30 (the maximum) at caster level 9th. is limited by the area. A 3rd-level caster can
cast a knock spell on a door of 30 square feet Examples of legend lore results include
Material Component: A grasshopper’s or less (for example, a standard 4-foot-by-7- the following.
hind leg, which you break when the spell foot door). Each spell can undo as many as
is cast. two means of preventing egress. Thus if a A divination about a mysterious magic
door is locked, barred, and held, or axe you have at hand: “Woe to the evildoer
Keen Edge quadruple locked, opening it requires two whose hand touches the axe, for even the
knock spells. haft chops the hand of the evil ones. Only
Transmutation a true Son or Daughter of Stone, one who
Level: Sor/Wiz 3 Know Direction loves Moradin and whom Moradin loves,
Components: V, S may awaken the true powers of the axe,
Casting Time: 1 standard action Divination
Range: Close (25 ft. + 5 ft./2 levels) Level: Brd 0, Drd 0
Components: V, S
246

and only with the sacred word ‘Rudnogg’ on can be fitted with locks, wards, and so on, (string and a bit of wood) if this benefit is
the lips.” just as any normal chest can be. to be included.

A divination about a legendary paladin To hide the chest, you cast the spell Focus: The focus of the alarm spell (silver
about whom you know many details: while touching both the chest and the wire and a tiny bell) if this benefit is to be
“Vanashon has been denied the glory of replica. The chest vanishes into the Ethe- included.
death and the duty of life. He waits pa- real Plane. You need the replica to recall
tiently beneath the Forbidden Mountain.” the chest. After sixty days, there is a Leomund’s Tiny Hut CHAPTER 11:
(The paladin has been turned to stone in cumulative chance of 5% per day that the
the caverns under the mountain.) chest is irretrievably lost. If the miniature Evocation [Force] SPELLS
of the chest is lost or destroyed, there is no Level: Brd 3, Sor/Wiz 3
A divination about ancient ruins about way, not even with a wish spell, that the Components: V, S, M
which you have only a passing reference in large chest can be summoned back, al- Casting Time: 1 standard action
a partially damaged tome: “The sorcerer though an extraplanar expedition might be Range: 20 ft.
who called herself Ryth built a library mounted to find it. Effect: 20-ft.-radius sphere centered on
without words and a temple without gods.
Those tho read and those who pray tore it Living things in the chest eat, sleep, and your location
down in a night and a day.” (These clues age normally, and they die if they run out Duration: 2 hours/level (D)
may be enough for you to find out more of food, air, water, or whatever they need Saving Throw: None
and get details you need to cast a better to survive. Spell Resistance: No
legend lore.)
Focus: The chest and its replica. You create an unmoving, opaque sphere of
Material Component: Incense worth at force of any color you desire around
least 250 gp. Leomund’s Secure Shelter yourself. Half the sphere projects above
the ground, and the lower hemisphere
Focus: Four strips of ivory (worth 50 gp Conjuration (Creation) passes through the ground. As many as
each) formed into a rectangle. Level: Brd 4, Sor/Wiz 4 nine other Medium creatures can fit into
Components: V, S, M, F; see text the field with you; they can freely pass into
Leomund’s Secret Chest Casting Time: 10 minutes and out of the hut without harming it.
Range: Close (25 ft. + 5 ft./2 levels) However, if you remove yourself from the
Conjuration (Summoning) Effect: 20-ft.-square structure hut, the spell ends.
Level: Sor/Wiz 5 Duration: 2 hours/level (D)
Components: V, S, F Saving Throw: None The temperature inside the hut is 70° F
Casting Time: 10 minutes Spell Resistance: No if the exterior temperature is between 0°
Range: See text and 100° F. An exterior temperature below
Target: One chest and up to 1 cu. ft. of You conjure a sturdy cottage or lodge made 0° or above 100° lowers or raises the
goods/caster level of material that is common in the area interior temperature on a 1-degree-for-1
Duration: Sixty days or until discharged where the spell is cast—stone, timber, or basis (thus, if it’s –20° outside, inside the
Saving Throw: None (at worst) sod. The floor is level, clean, and hut it’s 50°). The hut also provides protec-
Spell Resistance: No dry. In all respects the lodging resembles a tion against the elements, such as rain,
normal cottage, with a sturdy door, two dust, and sandstorms. The hut withstands
You hide a chest on the Ethereal Plane for shuttered windows, and a small fireplace. any wind of less than hurricane force, but a
as long as sixty days and can retrieve it at hurricane (75+ mph wind speed) or greater
will. The chest can contain up to 1 cubic The shelter has no heating or cooling force destroys it.
foot of material per caster level (regardless source (other than natural insulation
of the chest’s actual size, which is about 3 qualities). Therefore, it must be heated as a The interior of the hut is a hemisphere.
feet by 2 feet by 2 feet). If any living normal dwelling, and extreme heat ad- You can illuminate it dimly upon com-
creatures are in the chest, there is a 75% versely affects it and its occupants. The mand or extinguish the light as desired.
chance that the spell simply fails. Once the dwelling does, however, provide consid- Although the force field is opaque from
chest is hidden, you can retrieve it by erable security otherwise—it is as strong as the outside, it is transparent from within.
concentrating (a standard action), and it a normal stone building, regardless of its Missiles, weapons, and most spell effects
appears next to you. material composition. The dwelling resists can pass through the hut without affecting
flames and fire as if it were stone. It is it, although the occupants cannot be seen
The chest must be exceptionally well impervious to normal missiles (but not the from outside the hut (they have total
crafted and expensive, constructed for you sort cast by siege engines or giants). concealment).
by master crafters. If made principally of
wood, it must be ebony, rosewood, sandal- The door, shutters, and even chimney Material Component: A small crystal bead
wood, teak, or the like, and all of its corner are secure against intrusion, the former that shatters when the spell duration
fittings, nails, and hardware must be plat- two being arcane locked and the latter se- expires or the hut is dispelled.
inum. If constructed of ivory, the metal cured by an iron grate at the top and a
fittings of the chest must be gold. If the narrow flue. In addition, these three areas Leomund’s Trap
chest is fashioned from bronze, copper, or are protected by an alarm spell. Finally, an
silver, its fittings must be silver or unseen servant is conjured to provide ser- Illusion (Glamer)
electrum (a valuable metal). The cost of vice to you for the duration of the shelter. Level: Sor/Wiz 2
such a chest is never less than 5,000 gp. Components: V,S,M
Once it is constructed, you must make a The secure shelter contains rude furnish- Casting Time: 1 standard action
tiny replica (of the same materials and ings—eight bunks, a trestle table, eight Range: Touch
perfect in every detail), so that the stools, and a writing desk. Target: Object touched
miniature of the chest appears to be a per- Duration: Permanent (D)
fect copy. (The replica costs 50 gp.) You Material Component: A square chip of Saving Throw: None
can have but one pair of these chests at any stone, crushed lime, a few grains of sand, a Spell Resistance: No
given time—even a wish spell does not sprinkling of water, and several splinters of
allow more. The chests are nonmagical and wood. These must be augmented by the This spell makes a lock or small 247
components of the unseen servant spell mechanism seem to be trapped to anyone

CHAPTER 11: who can detect traps. You place the spell Light Duplicate any sorcerer/wizard spell of
upon any small mechanism or device, such 6th level or lower, provided the spell is
SPELLS as a lock, hinge, hasp, cork, cap, or ratchet. Evocation [Light] not of a school prohibited to you.
Any character able to detect traps, or who Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 Duplicate any other spell of 5th level or
uses any spell or device enabling trap Components: V, M/DF lower, provided the spell is not of a
detection, is 100% certain a real trap exists. Casting Time: 1 standard action school prohibited to you.
Of course, the effect is illusory and Range: Touch Duplicate any sorcerer/wizard spell of
nothing happens if the trap is “sprung”; its Target: Object touched 5th level or lower, even if it’s of a pro-
primary purpose is to frighten away Duration: 10 min./level (D) hibited school.
thieves or make them waste precious time. Saving Throw: None Duplicate any other spell of 4th level or
Spell Resistance: No lower, even if it’s of a prohibited school.
If another Leomund’s trap is active within Undo the harmful effects of many
This spell causes an object to glow like a spells, such as geas/quest or insanity.
50 feet when the spell is cast, the casting torch, shedding bright light in a 20-foot- Produce any other effect whose power
radius (and dim light for an additional 20 level is in line with the above effects,
fails. feet) from the point you touch. The effect such as a single creature automatically
is immobile, but it can be cast on a mov- hitting on its next attack or taking a –7
Material Component: A piece of iron able object. Light taken into an area of penalty on its next saving throw.
magical darkness does not function.
pyrite touched to the object to the trapped A duplicated spell allows saving throws
A light spell (one with the light de- and spell resistance as normal (but the save
while the object is sprinkled with a special scriptor) counters and dispels a darkness DC is for a 7th-level spell). When a limited
spell (one with the darkness descriptor) of wish duplicates a spell that has an XP cost,
dust requiring 50gp to prepare. an equal or lower level. you must pay that cost or 300 XP,
whichever is more. When a limited wish
Lesser (Spell Name) Arcane Material Component: A firefly or a spell duplicates a spell with a material
piece of phosphorescent moss. component that costs more than 1,000 gp,
Any spell whose name begins with lesser is you must provide that component.
alphabetized in this chapter according to Lightning Bolt
the second word of the spell name. Thus, XP Cost: 300 XP or more (see above).
the description of a lesser spell appears near Evocation [Electricity]
the description of the spell on which it is Level: Sor/Wiz 3 Liveoak
based. Spell chains that have lesser spells in Components: V, S, M
them include those based on the spells Casting Time: 1 standard action Transmutation
confusion, geas, globe of invulnerability, planar Range: 120 ft. Level: Drd 6
ally, planar binding, and restoration. Area: 120-ft. line Components: V, S
Duration: Instantaneous Casting Time: 10 minutes
Levitate Saving Throw: Reflex half Range: Touch
Spell Resistance: Yes Target: Tree touched
Transmutation Duration: One day/level (D)
Level: Sor/Wiz 2 You release a powerful stroke of electrical Saving Throw: None
Components: V, S, F energy that deals 1d6 points of electricity Spell Resistance: No
Casting Time: 1 standard action damage per caster level (maximum 10d6)
Range: Personal or close (25 ft. + 5 ft./2 to each creature within its area. The bolt This spell turns an oak tree into a protector
begins at your fingertips. or guardian. The spell can be cast on only a
levels) single tree at a time; while liveoak is in
Target: You or one willing creature or one The lightning bolt sets fire to combusti- effect, you can’t cast it again on another
bles and damages objects in its path. It can tree. The tree on which the spell is cast
object (total weight up to 100 lb./level) melt metals with a low melting point, such must be within 10 feet of your dwelling
Duration: 1 min./level (D) as lead, gold, copper, silver, or bronze. If place, within a place sacred to you, or
Saving Throw: None the damage caused to an interposing bar- within 300 feet of something that you wish
Spell Resistance: No rier shatters or breaks through it, the bolt to guard or protect.
may continue beyond the barrier if the
248 Levitate allows you to move yourself, an- spell’s range permits; otherwise, it stops at Liveoak must be cast on a healthy, Huge
other creature, or an object up and down as the barrier just as any other spell effect oak. A triggering phrase of up to one word
you wish. A creature must be willing to be does. per caster level is placed on the targeted
levitated, and an object must be unattended oak. For instance, “Attack any persons who
or possessed by a willing creature. You can Material Component: A bit of fur and an come near without first saying ‘sacred
mentally direct the recipient to move up or amber, crystal, or glass rod. mistletoe’ “ is an eleven-word trigger
down as much as 20 feet each round; doing phrase that you could use at 11th level or
so is a move action. You cannot move the Limited Wish higher. The liveoak spell triggers the tree
recipient horizontally, but the recipient into animating as a treant (see the Monster
could clamber along the face of a cliff, for Universal Manual). At the DM’s option, you can
example, or push against a ceiling to move Level: Sor/Wiz 7 extrapolate statistics for a smaller tree from
laterally (generally at half its base land Components: V, S, XP the treant statistics if you cast likeoak on a
speed). Casting Time: 1 standard action smaller oak.
Range: See text
A levitating creature that attacks with a Target, Effect, or Area: See text If liveoak is dispelled, the tree takes root
melee or ranged weapon finds itself in- Duration: See text immediately, wherever it happens to be. If
creasingly unstable; the first attack has a –1 Saving Throw: None; see text released by you, the tree tries to return to
penalty on attack rolls, the second –2, and Spell Resistance: Yes its original location before taking root.
so on, to a maximum penalty of –5. A full
round spent stabilizing allows the creature A limited wish lets you create nearly any
to begin again at –1. type of effect. For example, a limited wish
can do any of the following things.
Focus: Either a small leather loop or a
piece of golden wire bent into a cup shape
with a long shank on one end.

Locate Creature Target: You You point your finger at an object and can
Duration: 1 hour/level (D) lift it and move it at will from a distance.
Divination As a move action, you can propel the ob-
Level: Brd 4, Sor/Wiz 4 This spell increases your base land speed ject as far as 15 feet in any direction,
Components: V, S, M by 10 feet. (This adjustment counts as an though the spell ends if the distance
Duration: 10 min./level enhancement bonus.) It has no effect on between you and the object ever exceeds
other modes of movement, such as burrow, the spell’s range.
This spell functions like locate object, except climb, fly, or swim.
this spell locates a known or familiar Magic Circle against Chaos CHAPTER 11:
creature. Material Component: A pinch of dirt.
Abjuration [Lawful] SPELLS
You slowly turn and sense when you are Lullaby Level: Clr 3, Law 3, Pal 3, Sor/Wiz 3
facing in the direction of the creature to be
located, provided it is within range. You Enchantment (Compulsion) [Mind- This spell functions like magic circle against
also know in which direction the creature Affecting] evil, except that it is similar to protection
is moving, if any. from chaos instead of protection from evil, and
Level: Brd 0 it can imprison a nonlawful called
The spell can locate a creature of a spe- Components: V, S creature.
cific kind (such as a human or a unicorn) Casting Time: 1 standard action
or a specific creature known to you. It Range: Medium (100 ft. + 10 ft./level) Magic Circle against Evil
cannot find a creature of a certain type Area: Living creatures within a 10-ft.-
(such as humanoid or animal). To find a Abjuration [Good]
kind of creature, you must have seen such radius burst Level: Clr 3, Good 3, Pal 3, Sor/Wiz 3
a creature up close (within 30 feet) at least Duration: Concentration + 1 Components: V, S, M/DF
once. Casting Time: 1 standard action
round/level (D) Range: Touch
Running water blocks the spell. It Saving Throw: Will negates Area: 10-ft.-radius emanation from
cannot detect objects. It can be fooled by Spell Resistance: Yes
mislead, nondetection, and polymorph spells. touched creature
Any creature within the area that fails a Duration: 10 min./level
Material Component: A bit of fur from a Will save becomes drowsy and inattentive, Saving Throw: Will negates (harmless)
bloodhound. taking a –5 penalty on Listen and Spot Spell Resistance: No; see text
checks and a –2 penalty on Will saves
Locate Object against sleep effects while the lullaby is in All creatures within the area gain the
effect. Lullaby lasts for as long as the caster effects of a protection from evil spell, and no
Divination concentrates, plus up to 1 round per caster nongood summoned creatures can enter
Level: Brd 2, Clr 3, Sor/Wiz 2, Travel 2 level thereafter. the area either. You must overcome a crea-
Components: V, S, F/DF ture’s spell resistance in order to keep it at
Casting Time: 1 standard action Mage Armor bay (as in the third function of protection
Range: Long (400 ft. + 40 ft./level) from evil), but the deflection and resistance
Area: Circle, centered on you, with a Conjuration (Creation) [Force] bonuses and the protection from mental
Level: Sor/Wiz 1 control apply regardless of enemies’ spell
radius of 400 ft. + 40 ft./level Components: V, S, F resistance.
Duration: 1 min./level Casting Time: 1 standard action
Saving Throw: None Range: Touch This spell has an alternative version that
Spell Resistance: No Target: Creature touched you may choose when casting it. A magic
Duration: 1 hour/level (D) circle against evil can be focused inward
You sense the direction of a well-known or Saving Throw: Will negates (harmless) rather than outward. When focused
clearly visualized object. The spell locates Spell Resistance: No inward, the spell binds a nongood called
such objects as apparel, jewelry, furniture, creature (such as those called by the lesser
tools, weapons, or even a ladder. You can An invisible but tangible field of force planar binding, planar binding, and greater
search for general items such as a stairway, surrounds the subject of a mage armor spell, planar binding spells) for a maximum of 24
a sword, or a jewel, in which case you providing a +4 armor bonus to AC. Unlike hours per caster level, provided that you
locate the nearest one of its kind if more mundane armor, mage armor entails no cast the spell that calls the creature within
than one is within range. Attempting to armor check penalty, arcane spell failure 1 round of casting the magic circle. The
find a certain item, such as a particular chance, or speed reduction. Since mage creature cannot cross the circle’s boun-
piece of jewelry, requires a specific and armor is made of force, incorporeal daries. If a creature too large to fit into the
accurate mental image; if the image is not creatures can’t bypass it the way they do spell’s area is the subject of the spell, the
close enough to the actual object, the spell normal armor. spell acts as a normal protection from evil
fails. You cannot specify a unique item spell for that creature only.
(such as “Baron Vulden’s signet ring”) Focus: A piece of cured leather.
unless you have observed that particular A magic circle leaves much to be desired
item firsthand (not through divination). Mage Hand as a trap. If the circle of powdered silver
laid down in the process of spellcasting is
The spell is blocked by even a thin sheet Transmutation broken, the effect immediately ends. The
of lead. Creatures cannot be found by this Level: Brd 0, Sor/Wiz 0 trapped creature can do nothing that dis-
spell. Polymorph any object fools it. Components: V, S turbs the circle, directly or indirectly, but
Casting Time: 1 standard action other creatures can. If the called creature
Arcane Focus: A forked twig. Range: Close (25 ft. + 5 ft./2 levels) has spell resistance, it can test the trap
Target: One nonmagical, unattended once a day. If you fail to overcome its spell
Longstrider resistance, the creature breaks free, des-
object weighing up to 5 lb. troying the circle. A creature capable of
Transmutation Duration: Concentration
Level: Drd 1, Rgr 1, Travel 1 Saving Throw: None
Components: V, S, M Spell Resistance: No
Casting Time: 1 standard action
Range: Personal 249


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