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Contents Chapter 2: Spell Lists . . . . . . . . . . . . . . . . . 245
Appendix: Domain Spells . . . . . . . . . . . . . . 271
Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Chapter 1: Spell Descriptions . . . . . . . . . . . . . 5
pqqqqqqqqqqqqqqqqqqqqrs
Introduction their clerics. You can assign the domains to deities as you see CONTENTS &
fit, or leave the domains as options for generalist clerics who INTRODUCTION
Pockets full of bat guano, incomprehensible speech, and don’t devote themselves to a particular deity.
twisted hands making bizarre gestures—it sounds crazy, but 3
in the Dungeons & Dragons game, these are the earmarks of INTRODUCING SPELLS
power, for they are the signs of spellcasting. Spells and spell-
casters form a cornerstone of fantasy, and Spell Compendium The simplest way to introduce the spells in this book to your
builds on that cornerstone by presenting over a thousand character or your campaign is to have a character choose them
spells in one place. and cast them in play. You can assume that spellcasters always
possessed the ability to cast the spells but they simply hadn’t
This introduction describes the features of this book and been cast in the presence of the PCs before. Alternatively,
how to use them. After reading it, open this book to any page; spells might be discovered in lost books of lore or newly cre-
you’ll find something magical on every one. ated by a PC or NPC. Wands, scrolls, and other magic items
also present great ways to introduce the spells you want your
USING THIS BOOK character to cast or you want to see cast by your players’ PCs.
Whichever way you choose to introduce Spell Compendium
This book puts over a thousand spells at your fingertips. That spells, don’t hesitate or wait for the perfect moment; the best
fact might be a little intimidating, but Spell Compendium is way to get the most from this or any rules supplement is to
easy to use. It works just like Chapter 11: Spells in the Player’s put it into play right away.
Handbook. When selecting spells for your character, simply
openandplaceSpellCompendiumnexttoyourPlayer’sHandbook OTHER SPELLCASTING CLASSES
and use both books’ spell lists for your character’s class to make
your spell selections. Use the same spellcasting rules presented Spell Compendium deals exclusively with spells used by the
in the Player’s Handbook when casting spells from Spell Com- classes and prestige classes introduced in the Player’s Handbook
pendium, and look to Chapter 10 of the Player’s Handbook for andDungeonMaster’sGuide,butevenifyou’replayingadifferent
explanations of elements of the spell’s descriptions. spellcasting class, you can still use this book. The advice below
should help you decide how to adopt spells for your character.
Spell Compendium presents spells slightly differently from If the spellcasting class or prestige class you’re playing isn’t
the Player’s Handbook format. mentioned here, find a similar class and follow its advice. Also,
many new classes and prestige classes reference the spell lists
Descriptive Passages: The first thing you’re likely to note of existing classes. If your spellcaster uses the spell list of a
is a descriptive passage in italics. This serves much the same character class mentioned in Chapter 2, your character gains
purpose as the italicized descriptions of monsters in the Monster access to all the spells presented for that class.
Manual: It lets you know what the spell looks like, sounds like,
or feels like to cast. The text in this section presents the spell When deciding if other classes should have spells added to
from the spellcaster’s view and describes what its typically like their spell lists, consider the advice below.
to cast the spell. The descriptive passages shouldn’t be consid-
ered to be binding rules. A grand gesture indicated by a spell’s Demonologist (Book of Vile Darkness): The demonologist’s
descriptive passage is unnecessary if you use the Still Spell feat spell list is intentionally narrow. Carefully consider the conse-
to cast it, and even though a descriptive passage describes you quences of expanding the list. If you chose to expand the spell
casting a spell on another creature, it might be possible to cast list, the spells you select should emphasize the demonologist’s
the spell on yourself, depending on the spell’s target entry and focus on demons and demonic abilities.
the rules for spellcasting in the Player’s Handbook.
Disciple of Thrym (Frostburn): The disciple of Thrym’s
References to Other Books: When Spell Compendium spell list is intentionally narrow. Carefully consider the con-
mentions a spell, monster, or some other rule element from sequences of expanding the list. If you choose to add spells
one of the three core rulebooks, that mention is frequently to the disciple of Thrym’s spell list, add cold spells.
accompanied by an abbreviation (PH, DMG, MM) and a page
number in parentheses, so you can find the necessary infor- Fatemaker (Planar Handbook): The fatemaker’s spell list is
mation quickly. On occasion, a spell in this book mentions intentionally narrow. Carefully consider the consequences
or makes use of material from a D&D supplement, such as of expanding the list. If you choose to expand the spell list,
Complete Arcane or Planar Handbook. Those mentions are the spells you add should focus on personal empowerment as
accompanied by parenthetical cross-references as well. opposed to defense or smiting foes from afar.
Deities for Domains: The domains presented in this book Healer (Miniatures Handbook): Add spells concerned with
do not include lists of deities that provide these domains to healing, removing affliction, providing protections, and
providing for needs. In particular, add higher-level versions
of spells the healer can already cast, such as mass restoration.
INTRODUCTION Maho-Tsukai (Oriental Adventures): The maho-tsukai’s and Monster Manual. Other books might increase your
spell list is intentionally narrow. Carefully consider the enjoyment of this product, most notably Complete Arcane and
consequences of expanding the list. When adding spells to Complete Divine, but they are not strictly necessary.
the maho-tsukai’s spell list, add mainly spells with the evil
descriptor. SWIFT AND IMMEDIATE ACTIONS
Mortal Hunter (Book of Vile Darkness): The mortal Some spells in this book have a casting time of “1 swift action”
hunters’s spell list is intentionally narrow. Carefully consider or “1 immediate action.” These action types, not described in
the consequences of expanding the list. Examine the assassin, the core rulebooks, are defined and explained below.
blackguard, and ranger spells in this book for likely additions
to the mortal hunter’s spell list. Swift Action: A swift action consumes a very small
amount of time, but represents a larger expenditure of effort
Prime Underdark Guide (Underdark): The prime Under- and energy than a free action. You can perform one swift
dark guide’s spell list is intentionally narrow. Carefully action per turn without affecting your ability to perform
consider the consequences of expanding the list. When other actions. In that regard, a swift action is like a free
adding to the spell list, look for spells that emphasize survival action. However, you can perform only a single swift action
and exploration. per turn, regardless of what other actions you take. You can
take a swift action any time you would normally be allowed
Spellthief (Complete Adventurer): The spellthief can learn to take a free action.
sorcerer/wizard spells from several specific schools. Thus,
spells in this book from those schools are available to a Casting a quickened spell is a swift action (instead of a free
spellthief to learn. action, as stated in the Quicken Spell feat description in the
Player’s Handbook).
Shaman (Oriental Adventures): Shamans have a spell list
that is a blend of druid and cleric, but they should not get Casting a spell with a casting time of 1 swift action does
all the spells clerics and druids do. Examine the spell lists of not provoke attacks of opportunity.
both those classes for good choices. Also, consider using the
cleric domains presented in this book as shaman domains. Immediate Action: Much like a swift action, an imme-
diate action consumes a very small amount of time, but
Shugenja (Complete Divine): Add spells with strong represents a larger expenditure of effort and energy than a
elemental or weather themes. The druid spell list is a good free action. However, unlike a swift action, an immediate
place to look. action can be performed at any time—even if it’s not your
turn. Casting feather fall is an immediate action (instead of
Sohei (Oriental Adventures): The sohei spell list is inten- a free action, as stated in the spell description in the Player’s
tionally narrow. Carefully consider the consequences of Handbook), since the spell can be cast at any time.
expanding the list. If you choose to do so, add spells that
deal with personal protection and martial ability. Using an immediate action on your turn is the same as
using a swift action, and counts as your swift action for
Warmage (Miniatures Handbook): Expanding the warmage that turn. You cannot use another immediate action or a
spell list isn’t recommended. The warmage has a limited list swift action until after your next turn if you have used an
of spells to balance its power and adding spells might tip that immediate action when it is not currently your turn. You
balance. If you’d like to add to the list anyway, try replacing also cannot use an immediate action if you are currently
access to spells rather than simply giving the warmage a wider flat-footed.
range of spells to choose from. Of course, when a warmage
gains the advanced learning class feature, the evocation spells Magic Items: Activating a spell completion item, activat-
in this book offer many options. ing a spell trigger item, or drinking a potion is a standard
action even if the spell from which the scroll, potion, or
Wu Jen (Complete Arcane): Add spells with element (except item is made can be cast as a swift action. In other words, it
air), wood, and metal themes. takes a standard action to drink a potion of quick march(page
164), even though casting the spell itself requires only a
WHAT YOU NEED TO PLAY swift action.
Spell Compendium makes use of the information in the three
D&Dcorebooks—Player’sHandbook,DungeonMaster’sGuide,
pqqqqqqqqqqqqqqqqqqqqrs
SOURCES vised for this book, you should strongly consider updating your
character or campaign to the new version. The simplest way to
This book includes spells from many sources, including Dragon do this is simply offer a “mulligan” to any character who needs
magazine, web articles previously published on the Wizards of tweaking. It’s pretty easy to note that a spell has a different dura-
the Coast website, and supplements such as Complete Arcane tion or that another class can now cast the spell.
and Manual of the Planes. Most of the spells are presented
with little change, but some material has been revised to v.3.5 Most of the changes we made to previously published mate-
based on feedback from thousands of D&D players comparing rial we made to create an improved version of that material—to
and debating the strengths and weaknesses of spells at gaming help out spells that were formerly suboptimal choices, to adjust
conventions, on message boards, on email lists, and over the spells that were simply too good, or take whatever steps the
counters of their friendly local gaming stores. We hope you like D&D 3.5 revision made necessary. Of course, if you’re play-
the changes we made to some of these spells. ing with older material and it’s working fine in your game, you
shouldn’t feel compelled to change. It’s your game, after all.
If you have been playing with a spell we’ve picked up and re-
4
CHAPTER 1
SPELL
DESCRIPTIONS
Illus. by D. Martin
The spells herein are presented in alphabeti- bridge of sound dark way
cal order (with the exception of those whose
names begin with “greater,” “lesser,” “mass,” Caligarde’s claw force claw
“superior,” “swift,” or “final”; see Order of
Presentation, PH 181). For explanation of chamber ethereal chamber
spell terminology, see Chapter 10 of the
Player’s Handbook. chameleon camouflage
claws of the beast claws of the bear
climb climb walls
curse of petty failing curse of ill fortune
curse of petty failing, legion’s masscurseofillfortune
RENAMED SPELLS Darsson’s potion quick potion
The following spells were renamed before their inclusion deafening breath incorporated into
in this book. If you look for a particular spell in this chapter
and don’t find it, check this list to see if the spell has a new breath weapon
name.
admixture
Dhulark’s glassstrike glass strike
Eilistraee’s grace grace
Elminster’s effulgent epuration effulgent epuration
Previous Name Present Name Elminster’s evasion instant refuge
Aganazzar’s scorcher scorch
air bubble deep breath favor of Ilmater favor of the martyr
Alamanther’s return replicate casting
analyze opponent know opponent force ram battering ram
assay resistance assay spell resistance
Auril’s flowers ice flowers force whip sonic whip
Azuth’s exalted triad triadspell
Azuth’s spell shield mass spell resistance frost fingers frost breath
Balagarn’s iron horn ironthunder horn
bane bow foebane fugue of Tvash-Prull fugue
Barlen’s crabwalk crabwalk
Bigby’s slapping hand slapping hand gate seal seal portal
Ghorus Toth’s metal melt metal melt
great shout incorporated
into greater shout
green oath plant body
Grimwald’s greymantle greymantle
guided arrow guided shot
hand of Torm hand of the faithful 5
harmony inspirational boost Otiluke’s dispelling screen dispelling screen
Horizikaul’s boom sonic blast Otiluke’s greater disp. screen greater dispelling screen
Horizikaul’s cough sonic snap Presper’s moonbow moonbow
Horizikaul’s versatile vibration sonic rumble Rary’s interplanar telep. bond interplanar telepathic bond
Igedrazaar’s miasma malevolent miasma recall spirit revenance
improved alarm greater alarm remedy moderate wounds vigor
ironguard, greater ironguard righteous fury The version of this spell
Kaupaer’s skittish nerves nerveskitter from the Minatures
Kelemvor’s grace life’s grace Handbook has been
Khelben’s suspended silence suspended silence renamed rhino’s rush
CHAPTER 1 Laeral’s cutting hand cutting hand rogue wave tidal surge
SPELL Laogzed’s breath nauseating breath Shelgarn’s persistent blade persistent blade
DESCRIPTIONS
Leomund’s hidden lodge hidden lodge Simbul’s skeletal deliquescence corporeal instability
manifest, mass mass make manifest Simbul’s spell sequencer spell matrix
Mestil’s acid breath acid breath Simbul’s spell trigger greater spell matrix
Mestil’s acid sheath acid sheath Simbul’s spell matrix lesser spell matrix
minor reflection ray deflection Simbul’s synostodweomer synostodweomer
minor servitor awaken construct Snilloc’s snowball swarm snowball swarm
monstrous regeneration greater vigor teleport, mass incorporated into teleport
Mordenkainen’s buzzing bee buzzing bee Tenser’s floating disk, greater greater floating disk
Mordenkainen’s force missiles force missiles Tirumel’s energy spheres energy spheres
Mystra’s miasma magic miasma Tvash-Prull’s bonefiddle bonefiddle
Nchaser’s glowing orb glowing orb undeniable gravity earthbind
Nybor’s gentle reminder rebuke Vaeraun’s nightshield nightshield
Nybor’s mild admonishment greater rebuke Zajimarn’s avalanche obedient avalanche
Nybor’s stern reproof rebuke, final Zajimarn’s ice claw prison ice claw
Nybor’s wrathful castigation wrathful castigation
SPELL DESCRIPTIONS
ABSORB WEAPON weapon cannot be detected with even Asyoucompletethespell’sintricategestures,
a careful search, although detect magic youdetectaslightbuzzattheedgeofyour
Transmutation reveals the presence of a magical aura. hearing. Your body feels warmer, and a
Level: Assassin 2 The only evidence of its presence is feeling of security fills you.
Components: V, S a faint blotch on your skin shaped
Casting Time: 1 standard action vaguely like the weapon. Spells and spell-like effects that target
Range: Touch you are absorbed, their energy stored
Effect: One touched weapon not in When you touch the spot (an action to power spells of your own. Absorption
equivalent to drawing a weapon), or absorbs only ranged spells that have
another creature’s possession when the spell duration expires, the you as a target. Touch spells, effect
Duration: 1 hour/level (D) weapon appears in your hand and spells, and area spells that affect you
Saving Throw: Will negates (object); the spell ends. If you attack with the cannot be absorbed.
weapon in the same round that you
see text retrieve it from its hiding place, you Once the spell is cast, you can absorb
Spell Resistance: Yes (object) can attempt a Bluff check to feint in 1d4+6 spell levels (rolled secretly by
combat as a free action, and you gain the DM). The level of each spell you
Theweaponyouholdinyourhandbegins a +4 bonus on the Bluff check. An absorb is subtracted from the total. If a
tofadefromexistenceasyoucompletethe intelligent magic weapon gets a saving spell is only partially absorbed (because
spell. With the last words of the spell it throw against this spell, but other its level exceeds the number of levels
disappearscompletely.Atthesamemoment, weapons do not. remaining to be absorbed), divide the
a weapon-shaped red blotch appears on number of spell levels left unabsorbed
your arm. by the original spell level. For spells
that deal damage, use the result to
You can harmlessly absorb a weapon ABSORPTION determine what fraction of the damage
you are touching (even a poisoned you take. For spells that create effects,
one) into your arm, as long as it is not Abjuration use the result as a percentage chance
in another creature’s possession. The Level: Sorcerer/wizard 9 to be affected.
weapon must be a light weapon for Components: V, S
you at the time you cast the spell. The Casting Time: 1 standard action For example, you have three spell
absorbed weapon cannot be felt under Range: Personal levels of absorption remaining and are
the skin and doesn’t restrict your range Target: You struck by dominate person cast as a 5th-
of motion in any way. An absorbed Duration: Until expended or 10
minutes/level
6
level spell. Absorption absorbs three manages to gain control over them. Casting Time: 1 standard action CHAPTER 1
levels of the spell, resulting in a 40% You do not need to concentrate to Range: Personal
chance (2/5) that you will be affected maintain control over the demons. You Target: You SPELL
normally. If affected, any saving throw can dismiss them singly or in groups Duration: 1 round/level (D) DESCRIPTIONS
the spell allows you still applies. Like- at any time.
wise, if you’re struck by disintegrate cast Youcrushthefireantsbetweenyourfingers
as a 6th-level spell with four levels of ACCELERATED and rub the smashed mixture over your
absorption remaining, two levels of the MOVEMENT exposed flesh. The smashed ants liquefy,
spell remain, and you take only 33% andtheliquidcoversyourbodyinathick,
(1/3) of the damage you would normally Transmutation translucent sheath.
take from the spell. Level: Bard 1, ranger 1, sorcerer/
You enclose yourself in a fluid sheath
You can use captured spell energy wizard 1 of acid that does not harm you. You can
to cast any spell you know or have Components: S, M breathe normally and cast spells while
prepared, but spells so cast don’t disap- Casting Time: 1 swift action the acid sheath is present. Any creature
pear from your list of prepared spells Range: Personal striking you deals normal damage, but
or count against the number of spells Target: You at the same time the attacker takes 2
you can normally cast per day (so you Duration: 1 round/level (D) points of acid damage per caster level
so must keep a running total of spell (maximum 30 points). Reach weapons,
levels absorbed and used). The levels Anazureglowsurroundsyouasyoucom- such as longspears, do not endanger
of spell energy you have stored must pletethemotionsthatunleashthespell.You their users in this way. The acid sheath
be equal to or greater than the level of immediately feel lighter of foot. does not protect you against other
the spell you want to cast, and you must attack forms, such as fire.
have at hand (and expend) any material While this spell is in effect, you can
components required for the spell. move at your normal speed when using If you are in a grapple, other crea-
Balance, Climb, Hide, Move Silently, tures in the grapple takes acid damage
ABYSSAL ARMY and Tumble without taking any penalty once per round at the beginning of
on your check. This spell does not their turn.
Conjuration (Summoning) affect the penalty for using these skills
[Chaotic, Evil] while running or charging. Any spell you cast with the acid de-
scriptor while the sheath surrounds
Level: Cleric 9, sorcerer/wizard 9 Material Component: A dead cock- you deals an extra 1 point of damage
Components: V, S roach. per die.
Casting Time: 10 minutes
Range: Medium (100 ft. + 10 ft./level) ACID BREATH MaterialComponent:Ahandfuloffire
Effect: Two or more summoned ants (alive or dead).
Conjuration (Creation) [Acid]
creatures, no two of which are Level: Sorcerer/wizard 3 Focus: A glass sculpture of a human-
more than 30 ft. apart Components: V, S, M oid (worth 50 gp).
Duration: 10 minutes/level (D) Casting Time: 1 standard action
Saving Throw: None Range: 15 ft. ACID STORM
Spell Resistance: No Area: Cone-shaped burst
Duration: Instantaneous Conjuration (Creation) [Acid]
You complete the spell and a hot fog rises Saving Throw: Reflex half Level: Sorcerer/wizard 6
fromtheground,coilingroundyou.Step- Spell Resistance: Yes Components: V, S, M
ping out of the billowing steam comes a Casting Time: 1 standard action
handfulofsquat,blubberydemons.Other, You pop the fire ants into your mouth and Range: Medium (100 ft. + 10 ft./level)
greater silhouettes loom behind them, exhalequickly.Theantsdistillintodropsof Area: Cylinder (20-ft. radius,
answering your call. pureacidinmidair,spatteringagainstyour
foes and leaving smoking holes. 20 ft. high)
This spell summons a pack of demons Duration: Instantaneous
from the Infinite Layers of the Abyss You breathe forth a cone of acidic Saving Throw: Reflex half
to serve you. droplets. The cone deals 1d6 points of Spell Resistance: No
acid damage per caster level (maximum
When the spell is complete, 2d4 10d6). Adarkgreencloudwhirlsintobeingbefore
dretches (MM 42) appear. Ten minutes unleashing a shower of foul-smelling,
later,1d4babaudemons(MM40)appear. MaterialComponent:Ahandfuloffire yellow-green rain.
Ten minutes after that, one vrock demon ants (alive or dead).
(MM 48) appears. Each creature has Acid rain deals 1d6 points of acid
maximum hit points per Hit Die. Once ACID SHEATH damage per caster level (maximum
these creatures appear, they serve you for 15d6) to each creature in the area.
the duration of the spell. Conjuration (Creation) [Acid]
Level: Sorcerer/wizard 5 Material Component: A flask of acid
The demons obey you explicitly and Components: V, S, M, F (10 gp).
never attack you, even if someone else
7
CHAPTER 1 AID, MASS When you cast this spell, you increase The transmuted creatures can breathe
your ability to concentrate on a spell air freely. Divide the duration evenly
SPELL Enchantment (Compulsion) you have already cast. You can cast this among all the creatures you touch. This
DESCRIPTIONS [Mind-Affecting] spell while maintaining concentration spell does not make creatures unable to
on another spell. Aiming at the target breathe water.
Illus. by W. Reynolds Level: Cleric 3 gives you a +10 circumstance bonus
Range: Close (25 ft. + 5 ft./2 levels) on Concentration checks you make to Arcane Material Component: A short
Targets: One or more creatures, maintain concentration on the other reed or piece of straw.
spell, and its effect lasts as long as you
no two of which are more than concentrate on the other spell (to a ALARM, GREATER
30 ft. apart maximum of 20 minutes).
Abjuration
Youholdyourholysymbolaloftandcastthe AIR BREATHING Level: Bard 2, sorcerer/wizard 2
spell.Asilveryradiancedancesfromyour Components: V, S, F
hands, leaping over all the nearby party Transmutation Duration: 4 hours/level (D)
members and strengthening them. Level: Cleric 3, druid 3, sorcerer/
Uttering a low chant, you ring a crystal
This spell functions like aid (PH 196), wizard 3 bellwiththedrummingofyourfingernails,
except that it affects multiple subjects Components: S, M/DF bringing into being an invisible warded
at a distance and each subject gains tem- Casting Time: 1 standard action area.
porary hit points equal to 1d8 + caster Range: Touch
level (to a maximum of 1d8+15). Target: Living creatures touched This spell functions like alarm (PH
Duration: 2 hours/level; see text 197), and in addition the spell works on
AIMING AT THE TARGET Saving Throw: Will negates creatures traveling through the area on
coterminous or coexistent planes (DMG
Abjuration (harmless) 150), such the Ethereal Plane and the
Level: Sorcerer/wizard 2 Spell Resistance: Yes (harmless) Plane of Shadow.
Components: S
Casting Time: 1 immediate action Tiny bubbles form on your hands as you Focus: A bell made of carved crystal,
Range: Personal completethespell.Asyoutoucheachsubject, worth at least 100 gp.
Target: You itschestheavesandshudders,thenbeginsto
Duration: Concentration, up to 20 rhythmically expand and contract.
minutes; see text
As you intone the
words of power to
release this spell,
you feel far more
focused on the
spellonwhich
youhavebeen
concentrating.
8 Nebin surprises the trolls with acid breath
ALIGN FANG Youholdyourholysymbolhighandspeak ates a perfect duplicate of the original. CHAPTER 1
oldwordsofpower.Yourparty’sweapons The spell copies only nonmagical text,
Transmutation [see text] take on a pale blue radiance. not illustrations or magical writings SPELL
Level: Druid 2, ranger 2 (such as the text of a spellbook, a spell DESCRIPTIONS
Components: V, S, DF This spell functions like align weapon scroll, or a sepia snake sigil). If the target
Casting Time: 1 standard action (PH 197), except that it affects multiple contains normal and magical writing
Range: Touch weapons or projectiles at a distance. (such as a letter with explosive runes),
Target: Living creature touched only the normal text is copied, leaving
Duration: 1 minute/level ALLEGRO blank space in the copied text where
Saving Throw: Will negates the magical writing would be expected.
Transmutation Likewise, if the target contains text and
(harmless) Level: Bard 3 illustration, only the text is copied.
Spell Resistance: Yes (harmless) Components: V, S, M
Casting Time: 1 swift action The spell triggers (but does not copy)
Youkneelbesideyouranimalcompanion Range: 20 ft. writing-based magic traps in the mate-
andpressasprigofmistletoeagainstitsfore- Area: 20-ft.-radius burst centered on rial being copied.
head, calling upon the power of nature.
you Blank paper, parchment, or a book
Align fang makes a creature’s natural Duration: 1 minute/level (D) must be provided for the spell to write
weapons good-, evil-, lawful-, or cha- Saving Throw: Fortitude negates upon. If the target has multiple pages,
otic-aligned, as you choose. A natural the spell automatically turns to the
weapon that is aligned can overcome (harmless) next blank page whenever necessary.
the damage reduction of certain crea- Spell Resistance: Yes (harmless) If more pages in the target exist than
tures, usually outsiders of the opposite blank pages are available, the spell
alignment. This spell has no effect on a With a quick wiggle of your fingers and a copies the original until it runs out of
natural weapon that is already treated fewarcanewords,youreleasethefeatherin blank pages. At any time during the
as being aligned, such as the claw or yourhandtocompletethespell.Suddenly, spell’s duration you can redirect the
bite attack of most demons. translucentbluemotesburstoutwardfrom magic to copy from another target, copy
youandcollectonyourselfandyournearby onto a different blank source, or resume
You can’t cast this spell on a manu- allies before fading away. a duplication that was interrupted by a
factured weapon, such as a sword. shortfall of blank pages.
Each creature within the spell’s area
When you cast this spell to make a gains a 30-foot enhancement bonus The spell does not translate the copied
natural weapon good-, evil-, lawful-, to its land speed, up to a maximum writing. If you do not understand the
or chaotic-aligned, align fang is a good, of double the creature’s land speed. original, you have no additional ability
evil, lawful, or chaotic spell, respec- Affected creatures retain these effects to understand the copy.
tively. for the duration of the spell, even if
they leave the original area. AMORPHOUS FORM
ALIGN FANG, MASS
Material Component: A tail feather Transmutation
Transmutation [see text] from a bird of prey. Level: Assassin 3, sorcerer/wizard 3
Level: Druid 3, ranger 3 Components: S, M
Range: Close (25 ft. + 5 ft./2 levels) AMANUENSIS Casting Time: 1 standard action
Targets: One creature/level, no two Range: Touch
Transmutation Target: Willing corporeal creature
of which are more than 30 ft. apart Level: Cleric 0, sorcerer/wizard 0
Components: V, S touched
You hold a sprig of mistletoe aloft and Casting Time: 1 standard action Duration: 1 minute/level (D)
invokethepowersofnature.Youranimal Range: Close (25 ft. + 5 ft./2 levels) Saving Throw: Will negates
allies glow pale blue at their muzzles and Target: Object or objects with
paws. (harmless)
writing Spell Resistance: Yes (harmless)
This spell functions like align fang, Duration: 10 minutes/level
except that it affects multiple allies at Saving Throw: Will negates (object) Youdustyourallywithgelatinandsilently
a distance. Spell Resistance: Yes (object) evokethespell.Immediatelyherbonesbegin
tosoftenandsheandherbelongingsslump,
ALIGN WEAPON, MASS You point at the writing and then move becoming malleable ooze.
your hand as though holding a stylus or
Transmutation [see text] quill. As you intone the spell, the script The subject and all its gear become
Level: Cleric 3 appears on a sheet of paper close at hand. amorphous and oozelike. This new
Range: Close (25 ft. + 5 ft./2 levels) form is boneless and fluid, enabling the
Targets: One weapon/level, no two You cause writing from one source subject to pass through holes or narrow
(such as a book) to be copied into a openings as small as 2 inches in diam-
of which are more than 30 ft. apart book, paper, or parchment. This spell eter. While amorphous, the subject is
copies 250 words per minute and cre- immune to poison, polymorphing, and
stunning, it cannot be flanked, and it is
9
not subject to extra damage from critical An unwilling creature can attempt a You can tell whether an area contains
hits. It gains a swim speed (if it does not Will save to negate the spell and can a magical portal or the effect of a gate
have one already) equal to its land speed. apply spell resistance, if any. Items spell. If you study an area for 1 round,
The subject can remain submerged as in a creature’s possession receive the you know the sizes and locations of any
long as desired without breathing. benefits of saves and spell resistance, such portals in the area. Once you find
but unattended objects and points in a portal, you can study it. (If you find
The subject’s armor (including space do not. Amplify counters and more than one portal, you can study
natural armor) becomes worthless, dispels silence, and is also countered only one at a time.)
though its modifiers and dispelled by silence.
for size, Dexterity, Each round you study a portal, you
CHAPTER 1 and deflection still can discover one property of the portal,
apply to Armor Class, in this order.
SPELL as do armor bonuses
DESCRIPTIONS from force effects (for • Any key or command word needed
example, from the mage to activate the portal.
Illus. by C. Frank armor spell). While
amorphous, the subject • Any special circumstances govern-
can’t attack or cast spells ing the portal’s use (such as specific
that require verbal, somatic, times when it can be activated).
material, or focus components.
(This limitation does not rule • Whether the portal is one-way or
out the casting of any spells that two-way.
the subject might have prepared
using the metamagic feats Eschew • A glimpse of the area where the
Materials, Silent Spell, and Still Spell.) portal leads. You can look at the area
The subject loses all supernatural abili- where the portal leads for 1 round;
ties while in amorphous form, and its the range of your vision is the spell’s
magic items, aside from those bonuses range. Analyze portal does not allow
noted above, cease functioning as long other divination spells or spell-like
as it remains amorphous. abilities to extend through the
portal. For example, you cannot
Material Component: A pinch of also use detect magic or detect evil
gelatin. to study the area where the portal
leads while viewing the area with
AMPLIFY Gaining the benefits of the amorphous body analyze portal.
spell can be disconcerting
Transmutation [Sonic] For each property, you make a caster
Level: Bard 1 ANALYZE PORTAL level check (1d20 + caster level)
Components: S against DC 17. If fail, you can try again
Casting Time: 1 standard action Divination in the next round.
Range: Long (400 ft. + 40 ft./level) Level: Bard 3, Portal 2, sorcerer/ Analyze portal has only a limited
Area: 20-ft.-radius emanation ability to reveal unusual properties,
wizard 3 as follows.
centered on a creature, object, or Components: V, S, M
point in space Casting Time: 1 minute • Random Portals: The spell reveals
Duration: 1 minute/level (D) Range: 60 ft. only that the portal is random and
Saving Throw: Will negates; see text Area: Cone-shaped emanation from whether it can be activated now. It
Spell Resistance: Yes; see text does not reveal when the portal starts
you to the extreme of the range or stops functioning.
You need to hear what’s going on. A hand Duration: Concentration, up to
motionortwo,andthevoicesbecomelouder • Variable Portals: The spell reveals
to your ears. 1 round/level (D) only that the portal is variable. If you
Saving Throw: See text study the portal’s destination, the
You cause an amplification of all sounds Spell Resistance: No spell reveals only the destination to
within the spell’s area. This decreases which the portal is currently set.
the DC to hear those sounds by 20. Seeing with a magic eye, you sense the
Those creatures within the spell’s area portal. Studying it, knowledge about the • Creature-Only Portals: The spell
do not notice the increased amplifica- portal comes into your mind as though reveals this property. If you study
tion. Thus, anyone whose voice is it was a memory you could not recall the portal’s destination, the spell
amplified remains unaware of the until now. reveals where the portal sends
increase in volume. creatures. If it is the kind of portal
that sends creatures to one place and
The spell can be centered on a crea- their equipment to another place,
ture, and the effect then radiates from the spell does not reveal where the
the creature and moves as it moves. equipment goes.
10
• Malfunctioning Portals: The spell Saving Throw: Will negates (object) ANGER OF THE CHAPTER 1
reveals only that the portal is malfunc- Spell Resistance: Yes (object)
tioning, not what sort of malfunction NOONDAY SUN SPELL
the portal produces. You speak the ancient, slippery words as DESCRIPTIONS
you pour the iron and silver into the flask. Evocation [Light]
Material Components: A crystal lens Despite the fact that there is more powder Level: Druid 6
and a small mirror. than room in the bottle, all of it dissolves, Components: V, S
leaving a flask of water swirling with Casting Time: 1 standard action
ANARCHIC STORM motes of gold. Range: 20 feet
Area: All sighted creatures within a
Conjuration (Creation) [Chaotic, This transmutation imbues a flask (1
Water] pint) of water with the energy of chaos, 20-ft.-radius burst centered on you
turning it into anarchic water. Anar- Duration: Instantaneous
Level: Cleric 3 chic water damages lawful outsiders the Saving Throw: Reflex negates;
Components: V, S, M, DF way holy water damages undead and
Casting Time: 1 standard action evil outsiders. A flask of anarchic water see text
Area: Cylinder (20-ft. radius, 20 ft. can be thrown as a splash weapon. Spell Resistance: Yes
Treat this attack as a ranged touch
high) attack with a range increment of 10 Your body explodes with radiance that
Duration: 1 round/level (D) feet. A flask breaks if thrown against bathes the area around you in sunlight.
Saving Throw: None the body of a corporeal creature, but to
Spell Resistance: No use it against an incorporeal creature, Any creature within the area of the
the bearer must open the flask and spell that can see you must make
You call upon the powers of chaos, and a pour the anarchic water out onto the a saving throw or be temporarily
heavy rain begins to fall around you, its target. Thus, a character can douse an blinded. The blindness lasts for 1
drops a rainbow of soft radiances. Above incorporeal creature with anarchic minute per caster level.
you,amulticoloredlightningboltflashes. water only if he is adjacent to it. Doing
so is a ranged touch attack that does not An undead creature caught within
The downpour created by this spell provoke attacks of opportunity. the spell’s area takes 1d6 points of
falls in a fixed area once created. The damage per two caster levels (maxi-
storm reduces hearing and visibility, A direct hit by a flask of anarchic mum 10d6), or half damage if a Reflex
resulting in a –4 penalty on Listen, water deals 2d4 points of damage to save is successful. In addition, the
Spot, and Search checks. It also applies a lawful outsider. Each such creature beam results in the destruction of any
a –4 penalty on ranged attacks made within 5 feet of the point where the undead creature specifically harmed
into, out of, or through the storm. flask hits takes 1 point of damage from by bright light (such as a vampire) if
Finally, it automatically extinguishes the splash. it fails its save.
any unprotected flames and has a 50%
chance to extinguish protected flames MaterialComponent:5poundsofpow- The ultraviolet light generated by
(such as those of lanterns). dered iron and silver (worth 25 gp). the spell deals damage to fungi, mold,
oozes, and slimes as if they were undead
The rain damages lawful creatures, ANGELSKIN creatures.
dealing 2d6 points of damage per round
(lawful outsiders take double damage). Abjuration [Good] ANIMATE BREATH
In addition, each round, a bolt of light- Level: Paladin 2
ning strikes a randomly selected lawful Components: V, S, DF Transmutation
outsider within the spell’s area, dealing Casting Time: 1 standard action Level: Sorcerer/wizard 7
5d6 points of electricity damage. After Range: Touch Components: S
the spell’s duration expires, the water Target: Lawful good creature Casting Time: 1 standard action
disappears. Range: Personal
touched Target: Your breath weapon
Material Component: A flask of anar- Duration: 1 round/level Duration: 1 round/level
chic water (see the anarchic water spell, Saving Throw: Will negates
below). You exhale a flaming tongue of fire, but
(harmless) instead of lashing out against your foes, it
ANARCHIC WATER Spell Resistance: Yes (harmless) produces a creature made of flames that
answers to your bidding.
Transmutation [Chaotic] You touch your ally with the holy symbol
Level: Cleric 1 andinvoketheblessedwords.Anopalescent For this spell to function, you must
Components: V, S, M glow spreads across her skin, imbuing it have a breath weapon, either as a
Casting Time: 1 minute with a pearl-like sheen. supernatural ability or as the result
Range: Touch of casting a spell such as dragon breath
Target: Flask of water touched The subject gains damage reduction (page 73). When you successfully cast
Duration: Instantaneous 5/evil. this spell, you imbue the energy of
your breath weapon with coherence,
mobility, and a semblance of life. The
11
CHAPTER 1
SPELL
DESCRIPTIONS
Illus. by F. Hooper Animate breath gives a lone dragon a powerful ally
animated breath then attacks whom- ANIMATE FIRE Material Component: A handful of
ever or whatever you designate. The charcoal, sulfur, and soda ash.
spell works only on breath weapons Transmutation [Fire]
that deal energy (acid, cold, electricity, Level: Druid 1 ANIMATE SNOW
fire, or sonic) damage. The animated Components: V, S, M
breath uses the statistics of a Huge fire Casting Time: 1 round Transmutation [Cold]
elemental (MM 99), with the following Range: Close (25 ft. + 5 ft./2 levels) Level: Druid 6
exceptions. Target: One Small fire Components: V, S
Duration: Concentration, up to Casting Time: 1 standard action
• The creature’s subtype changes to Range: Medium (100 ft. + 10 ft./level)
match the energy damage dealt by 1 round/level (D) Target: Cube of snow up to 20 ft. on
the breath weapon. Saving Throw: None
Spell Resistance: No a side
• The creature deals 2d8 points of Duration: 1 round/level
damage of the same type as the Bycastingthemixtureinyourhandatthe Saving Throw: None
breath weapon with each successful fire, you complete the spell. Immediately Spell Resistance: No
slam attack, instead of 2d8 points of thereafter, a part of the flame coalesces
fire. intoavaguelyhumanoidshapemoresolid Nearbysnowrapidlydrawstogetherwith
looking than the rest. anaudiblecrunch,coalescingintoavaguely
• The creature has immunity to its own human-shaped form.
energy type, but no vulnerability to You animate a fire, which must be
another energy type. approximately the size of a campfire. You cause snow in the area to become
The animated fire has the statistics of 1d3+2 Large animated objects, 1d3
• The creature does not have the burn a Small fire elemental (MM 98), and Huge animated objects, or one Gar-
ability. attacks as you direct. It cannot move gantuan animated object (MM 14). The
beyond the range of its source fire animated snow attacks as directed by
(25 ft. + 5 ft./2 levels). your vocal commands.
12
Animated snow does not have a objects animated by this spell have that a creature has attempted to teleport CHAPTER 1
hardness score. It possesses improved hardness 5. The spell cannot animate into range and delays the creature as
speed as if it had legs, granting it a objects carried or worn by a creature. normal, but doesn’t give any awareness SPELL
speed of 30 feet, as well as the blind as to the actual location of its imminent DESCRIPTIONS
special ability (MM 13). In addition, Material Component: A mixture of arrival.
each animated snow object has the cold powdered cinnabar and ground peach
subtype and deals an extra 1d6 points pit. The spell has no effect on creatures
of cold damage on a successful hit. attempting to teleport away from the
ANTICIPATE spell’s area, although if their destina-
Animated snow objects take 1d6 tion is within the area, the spell will
points of damage per round in a TELEPORTATION affect their reentry as normal.
place where the temperature is above
freezing. Abjuration Focus: A tiny hourglass of platinum
Level: Sorcerer/wizard 3 andcrystalcostingatleast500 gp,which
ANIMATE WATER Components: V, S, F must be carried or worn by the spell’s
Casting Time: 10 minutes recipient while the spell is in effect.
Transmutation [Water] Range: One willing creature
Level: Druid 1 ANTICIPATE
Range: Close (25 ft. + 5 ft./2 levels) touched TELEPORTATION,
Target: Cube of water up to 5 ft. on Area: 5-ft./level radius emanation GREATER
a side from touched creature Abjuration
Duration: 24 hours Level: Sorcerer/wizard 6
You indicate a patch of water with a Saving Throw: None
hand shaking from pent-up divine spell Spell Resistance: No This spell functions like anticipate tele-
power, and the liquid rises into a vaguely portation, except that greater anticipate
humanoid shape. The arcane words that activate this spell teleportation identifies the type of the
linger in the air for a moment. As they arriving creature (and any companions
This spell functions like animate fire, fadefromyourhearing,youbecomemore accompanying it) and creates a delay of
but you can instead animate a quantity aware of both your surroundings and the 3 rounds, providing the recipient with
of water of at least 4 cubic feet into a possibility of intrusion. even more warning and preparation
Small water elemental (MM 100). time.
The subject of the spell is surrounded
Material Component: A vial of pure with an invisible aura that anticipates Focus: A tiny hourglass of platinum
spring water mixed with cinnabar oil. and delays the teleportation of any and crystal filled with diamond dust,
creature into the spell’s area. Any tele- costing at least 1,000 gp. The hourglass
ANIMATE WOOD portation spell or effect (including all must be carried or worn by the spell’s
spells with the teleportation descriptor) recipient while the spell is in effect.
Transmutation can be anticipated, making the spell’s
Level: Druid 1 recipient instantly aware of the exact ANTICOLD SPHERE
Components: V, S, M location where the teleporting creature
Casting Time: 1 round will arrive (subject to the restrictions Abjuration [Cold]
Range: Touch below), the creature’s size, and how Level: Druid 5, sorcerer/wizard 5
Target: One Small or smaller many other creatures (and their sizes) Components: V, S
are arriving with the teleporting crea- Casting Time: 1 standard action
wooden object ture. The spell also delays the arrival Range: 10 ft.
Duration: Concentration, up to of the teleporting creature by 1 round Area: 10-ft.-radius emanation
(so that it arrives on its initiative count
1 round/level (D) immediately before its next turn), centered on you
Saving Throw: None generally giving the recipient of the Duration: 10 minutes/level (D)
Spell Resistance: No spell and anyone else made aware of Saving Throw: None
the information 1 round to act or ready Spell Resistance: Yes
By touching a piece of wood you release actions. The teleporting creature does
the energy of the spell into it. The wood not perceive this delay. As a rosy color flickers into being in the
beginstowritheandtwistbeforeyoureyes surroundingair,youfeelasenseofwarmth
andthenrisestomoveinthedirectionyou Since a teleporting creature doesn’t and well-being.
indicate. necessarily arrive at the precise loca-
tion it intends, the spell also functions All creatures within the area of the
This spell imbues a Small or smaller against a creature that arrives in range spell gain immunity to cold damage.
wooden object with mobility and a even though its intended destination In addition, the emanation prevents the
semblance of life, then causes it to was elsewhere. For a creature that entrance of any creature with the cold
immediately attack whomever or what- intends to teleport into range but inad- subtype. The effect hedges out such
ever you initially designate. Statistics vertently arrives outside the spell’s area, creatures in the area when it is cast.
for the animated wood are as for a Small the spell gives the recipient awareness
animated object (MM 13). Wooden
13
CHAPTER 1 Note: Forcing an abjuration barrier As you cast this spell, an invisible ray
against creatures that the spell projects from your fingers. Where it
SPELL keeps at bay collapses the barrier strikesyourfoe,itripplesacrosshis
DESCRIPTIONS (PH 172). body,likewaterspreadingacross
a calm pond.
Illus. by F. Vohwinkel ANTIDRAGON AURA
You must succeed on a ranged
Abjuration touch attack with the ray to
Level: Cleric 3, sorcerer/ strike a target. The target,
if struck, functions as if
wizard 3 it were inside an antimagic
Components: V, S, M, DF
Casting Time: 1 standard field (PH 200) if it fails its
Will save.
action
Range: Close (25 ft. + If this spell is used against
a creature, the subject can’t
5 ft./2 levels) cast spells or use supernat-
Targets: One creature/ ural or spell-like abilities,
nor do such abilities have
2 levels, no two of which are any effect on the creature.
more than 30 ft. apart
Duration: 1 minute/level However, the creature can
Saving Throw: Will negates still use spell completion
(harmless) items (such as scrolls) or
Spell Resistance: Yes (harmless) spell trigger items (such as
wands), even though it can’t
Youunleashthepowerofthisspelland cast the spells required.
thenuggetofplatinumvanishesfrom
your palm. Your companions are If this spell is used
bathed in a white aura with a silver against an object, that
scale pattern overlaid upon it. object’s magical powers are
All subjects gain a +2 luck suppressed—including
bonus to Armor Class and any spells previously cast
on saving throws against and currently in effect on
the attacks, spells, and spe- the item, as well as any
cial attacks (extraordinary, spells or magical effects
supernatural, and spell-like) of targeted on the object
dragons. This bonus increases during the antimagic ray’s
by 1 for every four caster levels duration.
above 5th (to +3 at 9th, +4 at
13th, and a maximum of +5 The spell doesn’t affect
at 17th). any objects other than the
subject itself, even if those
Material Component: A objects are worn, carried
chunk of platinum worth at by, or in contact with the
least 25 gp (slightly less than subject. For instance, if a
1 ounce). creature is the target, its equip-
ment remains unaffected.
ANTIMAGIC RAY Material Component: A
pinch of iron filings mixed
Abjuration with ruby dust worth
Level: Sorcerer/wizard 7 100 gp.
Components: V, S, M
Casting Time: 1 standard ANYSPELL
action Transmutation
Range: Close (25 ft. + Level: Spell 3
Components: V, S, DF
5 ft./2 levels)
Effect: Ray (and possibly M, F,
Duration: 1 round/level and XP)
Saving Throw: Will Casting Time: 15
minutes
negates (object) Range: Personal
Spell Resistance: Yes Target: You
Duration: Instantaneous
The gestures for casting arc of lightning . . .
14
Although there is no visible effect from Encirclingyoureyewiththumbandforefin- ARMOR OF DARKNESS CHAPTER 1
thisspellcasting,youchanneldivinepower gerasifholdingajeweler’slens,youspeak
through your mind, shaping and trans- the arcane words that complete the spell. Abjuration [Darkness] SPELL
forming this energy into the potential to Objects near you suddenly seem clearer, Level: Darkness 4 DESCRIPTIONS
cast one arcane spell. more in focus. You note blemishes and Components: V, S, DF
imperfections you had missed before. Casting Time: 1 standard action
Anyspell allows you to read and Range: Touch
prepare any arcane spell of up to You gain an intuitive insight into the Target: Creature touched
2nd level. You must have an arcane value of objects you come into contact Duration: 10 minutes/level
magical writing (a scroll or spellbook) with. You gain a +10 insight bonus on Saving Throw: Will negates
on hand to cast anyspell. During the Appraise checks to determine the value
spell’s 15-minute casting time, you of items you touch while this spell is in (harmless)
can scan the spells available and effect. Using the Appraise skill in this Spell Resistance: Yes (harmless)
choose one to read and prepare. fashion requires 2 minutes instead of
the normal 1 minute. Thespellenvelopsthecreatureinashroud
Once you choose and prepare an of flickering shadows.
arcane spell, you retain it in your Even if you fail an Appraise check
mind. The prepared spell occupies while this spell is in effect, you never The shroud grants the subject a +4
your 3rd-level domain spell slot. If mistakenly estimate the worth of an deflection bonus to Armor Class plus
you read the spell from a spellbook, item by more than 50%. an additional +1 for every three caster
the book is unharmed, but reading levels above 7th (for a total of +5 at 10th
a spell from a scroll erases the spell ARC OF LIGHTNING level, +6 at 13th, +7 at 16th, to a maxi-
from the scroll. mum of +8 at 19th level). The subject
Conjuration (Creation) [Electricity] can see through the armor as if it did
When you cast the arcane spell, it Level: Druid 4, sorcerer/wizard 5, not exist and is also afforded darkvision
works just as though cast by a wizard out to 60 feet. The subject gains a +2
of your cleric level except that your Windstorm 5 saving throw bonus against any holy,
Wisdom score sets the save DC (if Components: V, S, M/DF good, or light spells or effects.
applicable). You must have a Wisdom Casting Time: 1 standard action
of at least 10 + the arcane spell’s level Range: Close (25 ft. + 5 ft./2 levels) Undead creatures that are subjects
to prepare and cast it. Your holy Area: A line between two creatures of armor of darkness also gain +4 turn
symbol substitutes for any noncostly Duration: Instantaneous resistance.
material component. If the spell has Saving Throw: Reflex half
a costly material component (one to Spell Resistance: No ARROW MIND
which a gold piece value is assigned),
you must provide it. If the spell has Static fills the air as you complete the Divination
another focus, you must provide the spell. With a gesture you create magical Level: Ranger 1, sorcerer/wizard 1
focus. If the spell has an XP compo- conductivitybetweentwocreatures,anda Components: V, S, M
nent, you must pay the experience boltofelectricityarcsbetweenthemwitha Casting Time: 1 immediate action
point cost. shockingly loud crackle. Range: Personal
Target: You
ANYSPELL, GREATER This bolt deals 1d6 points of electricity Duration: 1 minute/level (D)
damage per caster level (maximum
Transmutation 15d6) to both creatures and
Level: Spell 6 to anything in the line
between them.
This spell functions like anyspell,
except you can read and prepare any Both creatures
arcane spell of up to 5th level, and the must be in range,
prepared spell occupies your 6th-level and you must be
domain spell slot. able to target them
both (as if this
APPRAISING TOUCH spell had them as
its targets). Draw
Divination the line from any
Level: Bard 1, sorcerer/wizard 1 corner in one crea-
Components: V, S ture’s space to any
Casting Time: 1 standard action corner in the other’s
Range: Personal space. The bolt affects
Target: You all squares in this line.
Duration: 1 hour/level
ArcaneMaterialCom-
ponent: Two small iron
rods.
. . . leave no doubt as to the source of the spell 15
CHAPTER 1 The bow in your hand feels more like an ARROW STORM darkvision out to 60 feet. You also gain
extensionofyourbodyasyoucompletethe low-light vision, scent, and tremorsense
SPELL spell—asifit’sbecomeapartofyourarm. Transmutation out to 60 feet.
DESCRIPTIONS Creaturesnearbyseemsharpertoyoureyes, Level: Ranger 3
more in focus. Components: V Your class and level, hit points,
Casting Time: 1 swift action alignment, base attack bonus, and
While this spell is in effect and you are Range: Personal base saving throw bonuses all remain
wielding a projectile weapon that fires Target: You the same. You lose any extraordinary
arrows, such as a longbow or shortbow, Duration: 1 round special abilities of your own form, as
you threaten all squares within your well as spell-like and supernatural
normal melee reach (5 feet if Small or Your bow glows blue for an instant and abilities. You keep all extraordinary
Medium, 10 feet if Large) with your nowfeelsaslightasafeatherinyourhand. special attacks derived from class
bow, allowing you to make attacks of In your mind’s eye you see the arrows in levels (such as a barbarian’s rage or a
opportunity with arrows shot from your quiver, and your hand feels drawn rogue’s sneak attack), but you lose any
the bow. In addition, you do not pro- to them. from your normal form that are not
voke attacks of opportunity when you derived from class levels. You cannot
shoot a bow while you are in another You can cast this spell only at the speak or cast spells while in bulette
creature’s threatened square. beginning of your turn, before you take form. However, if you have the Natural
any other actions. After casting arrow Spell feat, you can cast spells normally.
Material Component: A flint arrow- storm, you can use a full-round action Your natural armor bonus becomes
head. to make one ranged attack with a bow +12, regardless of any natural armor
with which you are proficient against bonus from your normal form. You
ARROW OF BONE every foe within a distance equal to can make two claw attacks, which are
the weapon’s range increment. You can natural weapons that deal 2d8+8 points
Necromancy [Death] attack a maximum number of individ- of damage. While in bulette form, you
Level: Sorcerer/wizard 7 ual targets equal to your character level. gain the bulette’s leap extraordinary
Components: V, S, M If you choose not to spend a full-round attack form, allowing you to make
Casting Time: 10 minutes action in this fashion after casting the four claw attacks instead of two. Your
Range: Touch spell, the spell has no effect. equipment melds into your new form
Target: One projectile or thrown and becomes nonfunctional.
ASPECT OF THE
weapon touched MaterialComponent:Asmallpieceof
Duration: 1 hour/level or until EARTH HUNTER a bulette’s armored shell.
discharged Transmutation ASPECT OF THE WOLF
Saving Throw: Fortitude partial Level: Druid 6, ranger 4
Spell Resistance: Yes Components: V, S, M, DF Transmutation
Casting Time: 1 standard action Level: Druid 1, ranger 1
You complete the long ritual needed to Range: Personal Components: V, S, M/DF
cast the spell, scribing arcane runes into Target: You Casting Time: 1 standard action
the item. It changes before your eyes into Duration: 10 minutes/level (D) Range: Personal
anidenticalitemmadeofbone.Therunes Target: You
glowwithdarkmagicandtheweaponfeels By completing the spell you call upon the Duration: 10 minutes/level (D)
cold to the touch. world’sprimalenergies.Youfeeldisoriented
foramomentasyourfaceelongatesintoa With a howl you complete the spell.
When thrown or fired at a creature as a snout, your limbs thicken, and your skin Instantly, your body sprouts short, thick
normal ranged attack, the weapon gains turns into silvery chitin. fur.Yourspineandneckbend,causingyou
a +4 enhancement bonus on attack to drop to your hands and knees—which
rolls and damage rolls. In addition, any When you cast this spell, you assume quickly shorten into canine limbs.
living creature struck by an arrow of the physical appearance and many of
bone must succeed on a Fortitude save the qualities and abilities of a bulette When you cast this spell, you assume
or be instantly slain. A creature that (MM 30). While under the effect of the physical appearance and many of
makes its save instead takes 3d6 points the spell, your creature type changes the qualities and abilities of a wolf
of damage +1 point per caster level to magical beast, and your size changes (MM 283). While under the effect of
(maximum +20). Regardless of whether to Huge. You have the space and reach the spell, your creature type changes
the attack hits, the magic of the arrow of a bulette (15 feet/10 feet). You gain to animal, and your size changes to
of bone is discharged by the attack, and the Strength, Dexterity, and Constitu- Medium. You have the space and
the missile is destroyed. tion of an average bulette (Str 27, Dex reach of a wolf (5 ft./5 ft.). You gain the
15, Con 20), but you retain your own Strength, Dexterity, and Constitution
Material Component: A tiny sliver mental ability scores. Your base land of an average wolf (Str 13, Dex 15, Con
of bone and an oil of magic weapon speed becomes 40 feet, and you gain 15), but you retain your own mental
(50 gp). a burrow speed of 10 feet. You gain ability scores. Your base land speed
becomes 50 feet. You gain low-light
16
vision and scent. You gain a bite attack, Casting Time: 1 standard action The only way in or out of the CHAPTER 1
which is a primary natural attack that Range: Close (25 ft. + 5 ft./2 levels) demiplane is through the entrance
deals 1d6+1 points of damage with each Effect: See text created by you, and only those named SPELL
successful hit. Duration: 24 hours/level or described by you upon the casting DESCRIPTIONS
Saving Throw: None of the spell can enter. The portal con-
Your class and level, hit points, Spell Resistance: No tinues to exist and remains visible on
alignment, base attack bonus, and the Astral Plane only while the hospice
base saving throw bonuses all remain You fish out the gem and, floating in the demiplane exists. When you leave the
the same. You lose any extraordinary AstralPlane,castthespell.Asmallpinprick demiplane, the portal seals shut and
special abilities of your own form, as of light appears next to you, widening to vanishes. Anyone still in the hospice
well as spell-like and supernatural abili- form a circular portal of a bronze hue. demiplane at that time appears on
ties. You keep all extraordinary special You step through the portal and begin the the Astral Plane at the location of the
attacks derived from class levels (such process of healing. hospice’s entrance.
as a barbarian’s rage or a rogue’s sneak
attack), but you lose any from your MaterialComponent:Asingleflawless
normal form that are not derived from gemstone of at least 250 gp value.
class levels. You cannot speak or cast
spells while in wolf form. However, ATTUNE FORM Illus. by J. Nelson
if you have the Natural Spell feat, you
can cast spells normally. Your natural Transmutation
armor bonus becomes +2, regardless Level: Cleric 3, druid 3, sorcerer/
of any natural armor bonus from your
normal form. While in wolf form, wizard 4
you gain the wolf’s trip extraordinary Components: V, S, M/DF
attack form, allowing you to make a Casting Time: 1 standard action
free trip attempt against any opponent Range: Touch
that you hit with your bite attack. Your Target: One creature/3 levels
equipment melds into your new form Duration: 24 hours
and becomes nonfunctional. Saving Throw: None
Spell Resistance: No
Arcane Material Component: A whis-
ker from a wolf. You touch the pebble against your allies’
flesh and bring them into attunement
ASSAY SPELL with the plane.
RESISTANCE Augment familiar makes a familiar more This spell allows you to attune
threatening than it appears the affected creatures to the
Divination plane you are currently on,
Level: Cleric 4, sorcerer/wizard 4 negating the harmful effects
Components: V, S of that plane. Affected
Casting Time: 1 swift creatures gain the pro-
tections described in
action the avoid planar effects
Range: Personal spell (page 19).
Target: You ArcaneMaterialComponent:
Duration: 1 round/level
A bit of stone or earth from your home
Finishing the spell, your eyes glow with a plane.
pale blue radiance, and you understand
how to overcome your foe’s resistance to This spell can be cast only upon the AUGMENT FAMILIAR
your magic. Astral Plane (DMG 154). It opens up
a small planar portal to a demiplane Transmutation
This spell gives you a +10 bonus on where natural healing can occur (un- Level: Sorcerer/wizard 2
caster level checks to overcome the like on the Astral Plane itself). The Components: V, S
spell resistance of a specific creature. firm surface of the demiplane is rough- Casting Time: 1 standard action
Assay resistance is effective against only ly 50 feet square, and the demiplane Range: Close (25 ft. + 5 ft./2 levels)
one specific creature per casting, and extends 50 feet above the surface. The Target: Your familiar
you must be able to see the creature demiplane’s traits (including time, Duration: Concentration + 1 round/
when you cast the spell. gravity, and magic) match those of the
Material Plane, and the demiplane is level
ASTRAL HOSPICE self-contained; walking to one end Saving Throw: Fortitude negates
returns a character to the point from
Conjuration (Teleportation) which he began. The demiplane has no (harmless)
Level: Cleric 4 unusual planar traits. Spell Resistance: Yes (harmless)
Components: V, S, M
17
CHAPTER 1 Reaching out with magic, you empower AURA OF EVASION Duration: 1 minute/level
your familiar, making it quicker and Saving Throw: Will negates; see text
SPELL stronger. Abjuration Spell Resistance: Yes
DESCRIPTIONS Level: Cleric 5, sorcerer/wizard 6
This spell grants your familiar a Components: V, S, M, DF You speak a few curt words and your face
+4 enhancement bonus to Strength, Casting Time: 1 standard action is briefly overlaid with the image of a
Dexterity, and Constitution, damage Range: 10 ft. violet-shaded skull. The skull fades, but
reduction 5/magic, and a +2 resistance Area: 10-ft.-radius emanation the nimbus of violet light remains around
bonus on saving throws. you.
centered on you
AURA AGAINST FLAME Duration: 1 minute/level You become surrounded by an aura of
Saving Throw: No fear, granting you a frightful presence
Abjuration Spell Resistance: No not unlike that of a dragon. Whenever
Level: Cleric 2, druid 1 you charge or attack, you inspire fear
Components: V, S “Staytogether,”youshout,andintonethe in all creatures within 30 feet that
Casting Time: 1 standard action wordsofthisspell,castingthecrushedgem- have fewer Hit Dice than your caster
Range: Personal stoneintheairatitsconclusion.Youareall level. Each potentially affected oppo-
Target: You bathed in a silver-green nimbus of light. nent must succeed on a Will save or
Duration: 1 round/level become shaken—a condition that lasts
You and all creatures within 10 feet until the opponent is out of range. A
With the casting of this spell you are sur- of you gain evasion, but only against successful save leaves that opponent
rounded with a cool, blue mist that clings breath weapons. (If a breath weapon immune to your frightful presence
to your body, dampening the heat of the would normally allow a Reflex saving for 24 hours.
nearby flames. throw for half damage, a creature
within an aura of evasion that success- If you cast this spell when you
You create an aura of blue mist that fully saves takes no damage instead.) already have the frightful presence
protects you against fire, absorbing the Creatures within the spell’s area that ability or a fear aura, the existing ability
first 10 points of fire damage as a resist already have evasion or improved eva- becomes more effective in the follow-
energy (fire) spell (PH 272). In addition sion get a +4 bonus on Reflex saving ing ways:
to the resist energy (fire) effect, the spell throws against breath weapons. • The radius of the area affected by the
can be used to snuff out fires.
MaterialComponent:Powderedemer- ability increases by 10 feet.
Any nonmagical flame that the aura ald worth 500 gp. • The DC of your frightful presence
contacts is immediately extinguished
if the flame’s maximum damage is 10 AURA OF GLORY ability increases by 2.
or fewer points per round. This means • Creatures that would normally be
that torches, small fires, and hurled Transmutation
alchemist’s fire are snuffed out and Level: Paladin 2 shaken by your fear aura are fright-
cause no damage if used against you Components: V, DF ened instead, and creatures that
or if you touch them. Casting Time: 1 swift action would normally be frightened are
Area: 10-ft.-radius spread panicked.
You can use a standard action to Duration: Instantaneous
touch an existing magical fire (such Saving Throw: None AURA OF VITALITY
as a flaming sphere or a wall of fire) and Spell Resistance: No
attempt to dispel it as if using a dispel Transmutation
magic spell against it (use the caster You invoke the holy words and a soft Level: Druid 7
level of aura against flame for the caster golden light radiates from you. You feel Components: V, S
level check). If you succeed, you take surerofyourself,bolsteredbythepowerof Casting Time: 1 standard action
no damage from the touch and the your beliefs. Range: Close (25 ft. + 5 ft./2 levels)
magical fire and aura both vanish. If Targets: One creature/3 levels, no
you fail, you take damage from the You channel divine power into your-
magical fire source normally (reduced self, spreading glory to your comrades. two of which are more than 30 ft.
by your aura against flame), and both This spell removes any fear effect from apart
spells remain. all allies within your aura of courage. Duration: 1 round/level
Saving Throw: Will negates
With a readied action, you can use AURA OF TERROR (harmless)
the aura as a dispel magic effect to coun- Spell Resistance: Yes (harmless)
terspell a magical fire attack against Necromancy [Fear, Mind-Affecting]
you. If successful, the spell is counter- Level: Sorcerer/wizard 6 Oneafteranother,yourcompanionsbegin
spelled and the aura disappears. If you Components: V toradiateasoft,goldenglow.Theybreathe
fail the dispel check, or if the attack is Casting Time: 1 standard action deeply, suffused with additional mystic
not a fire attack, the aura remains. Range: 30-ft.-radius emanation power.
centered on you All subjects receive a +4 morale bonus to
Strength, Dexterity, and Constitution.
18
AVASCULAR MASS through the writhing blood vessels Thedangeroftheplanesurprisesyou,and CHAPTER 1
very slowly. Each round devoted to youhavebarelytimetobarkoutafewelder
Necromancy [Death, Evil] moving allows the creature to make a words of power. In a moment you’re safe, SPELL
Level: Deathbound 8, sorcerer/ new Strength check or Escape Artist andyougainabriefrespite—timeenough DESCRIPTIONS
check. The creature moves 5 feet for to cast more permanent protective spells.
wizard 8 each full 5 points by which the check
Components: V, S result exceeds 10. You gain a temporary respite from
Casting Time: 1 standard action the natural effects of a specific plane.
Range: Close (25 ft. + 5 ft./2 levels) If you have at least 5 feet of avascular These effects include extremes in tem-
Effect: Ray mass between you and an opponent, it perature, lack of air, poisonous fumes,
Duration: See text provides cover. If you have at least 20 emanations of positive or negative
Saving Throw: Fortitude partial and feet of avascular mass between you, it energy, or other attributes of the plane
provides total cover. itself (DMG 150).
Reflex negates; see text
Spell Resistance: Yes The avascular mass of entangling Avoid planar effects provides protec-
tissue persists for 1 round per caster tion from the 3d10 points of fire
Youshootablackrayofnecromanticenergy level. When the duration elapses, the damage that characters normally take
fromyouroutstretchedhand,causingyour blood vessel mass becomes so much when on a plane with the fire-domi-
foetoviolentlypurgebloodvesselsthrough limp, decaying tissue. nant trait. Avoid planar effects allows a
its skin. The purged blood vessels spread character to breathe water on a water-
outward,creatingamany-layeredmassof AVASCULATE dominant plane and ignore the threat
bloody, adhesive tissue that traps nearby of suffocation on an earth-dominant
creatures in a gory horror. Necromancy [Death, Evil] plane. A character protected by avoid
Level: Deathbound 7, sorcerer/ planar effects can’t be blinded by the
You must succeed on a ranged touch energy of a major positive-dominant
attack with the ray to strike a target. wizard 7 plane and automatically stops gaining
If the attack is successful, the subject Components: V, S temporary hit points when they equal
loses half its hit points (rounded Casting Time: 1 standard action the character’s full normal hit point
down) and is stunned for 1 round. On Range: Close (25 ft. + 5 ft./2 levels) total. Negative-dominant planes don’t
a successful Fortitude saving throw, Effect: Ray deal damage or bestow negative levels
the subject is not stunned. Oozes and Duration: Instantaneous to characters protected by avoid planar
plants are not affected by this spell. Saving Throw: Fortitude partial effects.
Spell Resistance: Yes
The avascular mass instantaneously In addition, some effects specific to a
erupts from the subject and must Youshootablackrayofnecromanticenergy plane are negated by avoid planar effects.
be anchored to at least two opposed fromyouroutstretchedhand,causingyour In the D&D cosmology, avoid planar
points—such as floor and ceiling foe to violently purge blood or other vital effects negates the deafening effect of
or opposite walls—or else the mass fluids through his skin. Pandemonium and the cold damage on
collapses and has no effect. Creatures the Cania layer of the Nine Hells. The
caught within a 20-foot-radius avascular You must succeed on a ranged touch DM can add additional protections for a
mass become entangled. The original attack with the ray to strike a target. cosmology he creates. If the campaign
target of the spell is automatically If the attack succeeds, the subject has an Elemental Plane of Cold, for
entangled. Because the avascular mass is reduced to half of its current hit example, avoid planar effects protects
is magically animate and gradually points (rounded down) and stunned against the base cold damage dealt to
tightens on those it holds, an entangled for 1 round. On a successful Forti- everyone on the plane.
character who attempts to cast a spell tude saving throw, the subject is not
must make a DC 25 Concentration stunned. The effects of gravity traits, align-
check or lose the spell. ment traits, and magic traits aren’t
AVOID PLANAR negated by avoid planar effects, nor is
Anyone within 20 feet of the primary the special entrapping trait of certain
target when the spell is cast must make EFFECTS planes (such as Elysium and Hades).
a Reflex save. If this save succeeds, the
creature is not stuck in the avascular Abjuration The spell does not provide pro-
mass and is free to act, though moving Level: Cleric 2, druid 2, sorcerer/ tection against creatures, native or
might be a problem (see below). If otherwise, nor does it protect against
the save fails, the creature is stuck. wizard 3 spells, special abilities, or extreme
A stuck creature can break loose by Components: V and nonnatural formations within the
spending 1 round and succeeding on Casting Time: 1 immediate action plane. This spell allows you to survive
a DC 20 Strength check or a DC 25 Range: 20 ft. on the Elemental Plane of Earth, for
Escape Artist check. Once loose (either Targets: One creature/level in a instance, but it won’t protect you if
from making the initial Reflex save you walk into a pool of magma on that
or a later Strength check or Escape 20-ft.-radius burst centered on you same plane.
Artist check), a creature can progress Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (harmless)
19
Mass awaken creates
powerful allies for a druid
AWAKEN, MASS Target: One construct AWAKEN UNDEAD CHAPTER 1
Duration: Instantaneous
Transmutation Saving Throw: Will negates Necromancy [Evil] SPELL
Level: Druid 8 Level: Deathbound 6, sorcerer/ DESCRIPTIONS
Components: V, S, DF, XP (harmless)
Casting Time: 24 hours Spell Resistance: Yes (harmless) wizard 7 Illus. by J. Jarvis
Range: Medium (100 ft. + 10 ft./level) Components: V, S, M, XP
Target: One animal or tree/3 levels, Tendrilsofwrithinglightcoveryourhand Casting Time: 1 standard action
and the brain it holds. The light disperses Range: Close (25 ft. + 5 ft./2 levels)
no two of which are more than intotheconstructyoutouch,envelopingit Targets: All mindless undead within
30 ft. apart in a soft white corona for several seconds
Duration: Instantaneous before the creature’s body absorbs the a circle with a radius of 25 ft. +
Saving Throw: See text radiance. 5 ft./2 levels
Spell Resistance: Yes Duration: Instantaneous
This spell awakens a humanoid-shaped Saving Throw: None (harmless)
After a full day of constant spellcasting, construct to humanlike sentience. An Spell Resistance: Yes (harmless)
you finally succeed in bringing sentience awakened construct’s Intelligence,
to the subjects. Wisdom, and Charisma scores are Whispering secret words to the undead
all 3d6. The spell does not work on before you, you call forth a glimmer of
You awaken one or more trees or constructs that are constructs only intelligence in its dead eyes.
animals to humanlike sentience. All temporarily (such as objects affected by
awakened creatures must be of the an animate objects spell). The awakened This spell grants intelligence to mind-
same kind. To succeed, you must creature is independent of both you less undead such as skeletons and
make a Will save (DC 10 + the HD of and the being who originally made it, zombies. Undead creatures with Intelli-
the highest-HD target, or the HD the though it is initially friendly toward gence scores are unaffected. A mindless
highest-HD tree has once awakened, both you and its maker. (See MM 290 undead gains an Intelligence score of
whichever is greater). Failure indicates for information on skills and feats the 1d6+4, subject to the limitation that
that the spell fails for all targets. creature gains.) an undead cannot be more intelligent
than is typical of a living creature of the
The awakened animal or tree is Material Component: The brain of a same kind. A dog skeleton simply has
friendly toward you. You have no humanoid that has been dead less than Intelligence 2 (no roll needed), while
special empathy or connection with 8 hours. an orc skeleton makes the die roll but
it, but it serves you in specific tasks or can’t have more than Intelligence 8.
endeavors if you communicate your XP Cost: 5,000 XP. (See MM 290 for information on skills
desires to it. and feats the creature gains.)
AWAKEN SIN
An awakened tree has characteris- Undead regain the armor and weapon
tics as if it were an animated object Enchantment (Compulsion) [Fear, proficiencies they had in life (assume
(MM 13), except that its Intelligence, Good, Mind-Affecting] the undead were formerly warriors
Wisdom, and Charisma scores are all unless the DM specifies otherwise) and
3d6. Awakened plants gain the ability Level: Cleric 3, paladin 2 will don armor and take up weapons
to move their limbs, roots, vines, creep- Components: V, S, DF while obeying your commands. A
ers, and so forth, and they have senses Casting Time: 1 standard action zombie fighter can wear any armor and
similar to a human’s. An awakened Range: Touch wield any simple or martial weapon,
animal has 3d6 Intelligence, a +1d3 Target: One evil creature with and a warhorse zombie can wear any
bonus to Charisma, and +2 HD. armor.
Intelligence 3+
An awakened tree or animal can Duration: Instantaneous Undead also regain any extraordi-
speak one language that you know, plus Saving Throw: Will negates nary racial abilities they had in life,
one additional language that you know Spell Resistance: Yes such as poison or scent.
per point of its Intelligence bonus, if it
has one. (See MM 290 for information Acommandforrepentanceissuesfromyour Awakened undead gain a +2 profane
on skills and feats the creature gains.) mouth, carrying with it the power of the bonus on their Will saving throws to
spell.Thecrushingfeelingofguiltthatgrew resist control undead. Awakened undead
XP Cost: 250 XP per creature awak- within you while you cast the spell lifts as also gain +2 turn resistance (or retain
ened. you project the feeling at your target. their own turn resistance, if any, and if
it is better than +2).
AWAKEN CONSTRUCT The subject immediately takes 1d6
points of nonlethal damage per caster Material Component: A humanoid
Transmutation level (maximum 10d6) and is stunned finger bone.
Level: Cleric 9, sorcerer/wizard 9 for 1 round. If this knocks the subject
Components: V, S, M, XP unconscious, it also takes 1d6 points of XP Cost: 250 XP.
Casting Time: 8 hours Wisdom damage.
Range: Touch
21
CHAPTER 1 AXIOMATIC STORM You speak the ancient, slippery words as BABAU SLIME
you pour the iron and silver into the flask.
SPELL Conjuration (Creation) Despite the fact that there is more powder Transmutation
DESCRIPTIONS [Lawful, Water] than will fit in the container, all of it dis- Level: Abyss 3, druid 1, sorcerer/
solves,leavingaflaskofwaterdottedwith
Illus. by C. Frank Level: Cleric 3, paladin 3 motes of gunmetal gray. wizard 1
Components: V, S, M, DF Components: V, S, M/DF
Casting Time: 1 standard action This transmutation imbues a flask (1 Casting Time: 1 standard action
Area: Cylinder (20-ft. radius, pint) of water with the order of law, Range: Touch
turning it into axiomatic water. Axi- Target: Creature touched
20 ft. high) omatic water damages lawful outsiders Duration: 1 minute/level
Duration: 1 round/level (D) the way holy water damages undead Saving Throw: Fortitude negates
Saving Throw: None and evil outsiders. A flask of axiom-
Spell Resistance: No atic water can be thrown as a splash (harmless)
weapon. Treat this attack as a ranged Spell Resistance: Yes (harmless)
Youcallupontheforcesoflawandaheavy touch attack with a range increment of
rainbeginstofallaroundyou,itsraindrops 10 feet. A flask breaks if thrown against Youpresstheviscousballofdemonsweat
harshandmetallic.Aboveyou,ajetofcaus- the body of a corporeal creature, but to betweenyourfingersandspeaktheeldritch
tic acid lances down from the heavens. use it against an incorporeal creature, words. Your flesh and equipment begin
the bearer must open the flask and to weep hot red tears that quickly form a
A driving rain falls around you. It pout the axiomatic water out onto the coating over your body.
falls in a fixed area once created. The target. Thus, a character can douse an
storm reduces hearing and visibility, incorporeal creature with axiomatic This demon-inspired transmutation
resulting in a –4 penalty on Listen, water only if he is adjacent to it. Doing causes the subject to secrete a slimy
Spot, and Search checks. It also applies so is a ranged touch attack that does not red layer of jelly that coats its skin,
a –4 penalty on ranged attacks made provoke attacks of opportunity. armor, and equipment. A creature
into, out of, or through the storm. that strikes a slime-protected subject
Finally, it automatically extinguishes A direct hit by a flask of axiomatic with an unarmed strike, a touch
any unprotected flames and has a 50% water deals 2d4 points of damage to a attack (including a touch spell), or a
chance to extinguish protected flames chaotic outsider. Each such creature natural weapon takes 1d8 points of
(such as those of lanterns). within 5 feet of the point where the acid damage. Any creature in a grapple
flask hits takes 1 point of damage from with the target of babau slime takes 1d8
The rain damages chaotic creatures, the splash. points of acid damage at the beginning
dealing 2d6 points of damage per round of its turn.
(chaotic outsiders take double damage). MaterialComponent:5poundsofpow-
In addition, each round, a gout of acid dered iron and silver (worth 25 gp). Arcane Material Component: A drop
strikes a randomly selected chaotic of babau slime.
outsider within the spell’s area, deal-
ing 5d6 points of acid damage. After
the spell’s duration expires, the water
disappears.
MaterialComponent:Aflaskofaxiom-
atic water (see the axiomatic water spell,
below).
AXIOMATIC WATER
Transmutation [Lawful]
Level: Cleric 1, paladin 1
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Flask of water
touched
Duration: Instantaneous
Saving Throw: Will negates
(object)
Spell Resistance: Yes
(object)
Backbiter turns a weapon
against its wielder
22
BACKBITER The first time the target creature BALEFUL CHAPTER 1
attempts to cast a spell or use a spell-
Necromancy like ability, the magic of that spell TRANSPOSITION SPELL
Level: Sorcerer/wizard 1 backfires. The spell is expended, and DESCRIPTIONS
Components: V, S, F the creature takes 1d6 points of damage Conjuration (Teleportation)
Casting Time: 1 standard action per level of the spell being cast. This Level: Sorcerer/wizard 2
Range: Close (25 ft. + 5 ft./2 levels) discharge ends the spell. Components: V
Target: One weapon Casting Time: 1 standard action
Duration: 1 round/level or until BALANCING LORECALL Range: Medium (100 ft. + 10 ft./level)
Targets: Two creatures of up to
discharged Divination
Saving Throw: Will negates; see text Level: Druid 2, ranger 2, sorcerer/ Large size
Spell Resistance: Yes (object) Duration: Instantaneous
wizard 2 Saving Throw: Will negates
Theweaponyouindicateduringthespell’s Components: V, S, M/DF Spell Resistance: Yes
castingbrieflyshimmerswithablackaura Casting Time: 1 standard action
that disappears in an eyeblink. Range: Personal Seeingyourfriendimperiled,youcastabout
Target: You for a likely target and settle upon a nearby
You cast this spell on any melee Duration: 1 minute/level (D) foe.Withaword,yourallystandsfreewhile
weapon. The next time that weapon is your foe faces death.
used to make a melee attack, its shaft Asyouperformthefinalgesturesofthespell
twists around so that the weapon you feel magic surround you, pushing on Two target creatures, of which you can
strikes the wielder instead. The weapon you from all sides as if trying to help keep be one, instantly swap positions. A solid
hits automatically, and no attack roll you standing tall. object such as the ground, a bridge,
is made. or a rope must connect the creatures.
You gain a +4 insight bonus on Balance Both subjects must be within range.
The wielder gets no warning or checks. If you have sufficient ranks in Objects carried by the creatures (up
knowledge of the spell’s effect on his the Balance skill, you can even balance to the creatures’ maximum loads) go
weapon, and although he makes the on an otherwise-impossible surface with them, but other creatures do not,
attack, the self-dealt damage can’t be with a DC 20 Balance check. even if they are carried. The movement
consciously reduced (though damage is instantaneous and does not provoke
reduction applies) or changed to nonle- If you have 5 or more ranks in attacks of opportunity.
thal damage. Once the weapon attacks Balance, you can balance on vertical
its wielder (whether successfully or surfaces; the normal modifier for a If either creature succeeds on its Will
not), the spell is discharged. sloped or angled surface no longer save, the spell is negated.
applies to you, though other DC modi-
Magic weapons targeted by this fiers (such as for a slippery surface) BALL LIGHTNING
spell receive a Will save. An item in do apply. If you balance on a vertical
a creature’s possession uses its own surface, you can move up or down as if Evocation [Electricity]
Will save bonus or its wielder’s bonus, you were climbing. However, you are Level: Sorcerer/wizard 5
whichever is higher. not actually climbing, so you can make Components: V, S, M
attacks normally, retain your Dexterity Casting Time: 1 standard action
Focus: A dagger. bonus to Armor Class, and generally Range: Medium (100 ft. + 10 ft./level)
follow the rules of the Balance skill Effect: One lightning ball
BACKLASH rather than the Climb skill. Duration: 1 round/level
Saving Throw: Reflex negates
Transmutation If you have 10 or more ranks in Spell Resistance: Yes
Level: Sorcerer/wizard 4 Balance, you can balance on liquids,
Components: V, S semisolid surfaces such as mud or Withacircuitouspassofyourhandthrough
Casting Time: 1 standard action snow, or similar surfaces that nor- theair,acracklingballoflightningappears
Range: Touch mally couldn’t support your weight. before you, accompanied by the smell of
Target: Creature touched For each consecutive round that you ozone.
Duration: 10 minutes/level or until begin balanced on a particular surface
of this sort, the DC of your Balance You create a 5-foot-diameter ball of
discharged check increases by 5. As with all uses concentrated electricity that rolls in
Saving Throw: Will negates of the Balance skill, you move at half whichever direction you point, dealing
Spell Resistance: Yes speed unless you decide to use the electricity damage to creatures it strikes.
accelerated movement option (thereby It moves 30 feet per round. As part of
You touch your opponent and a red aura increasing the DC of the Balance this movement, it can ascend or jump up
entwines him, then fades without further check by 5). to 30 feet to strike a subject. If it enters
effect. You back away as your opponent a space with a creature, it stops moving
laughs and begins to cast a spell. Arcane Material Component: A thin, for the round and deals 1d6 points
3-inch-long wooden dowel. of electricity damage per caster level
23
CHAPTER 1 (maximum 15d6), though a successful The flames created by this spell do (Strength DC 18) or wriggling out
Reflex save negates that damage. not harm you or any equipment you (Escape Artist DC 18).
SPELL carry or wear. Each round, the flames
DESCRIPTIONS The ball moves as long as you deal 6d6 points of fire damage to any An entangled creature can use a full-
actively direct it (a move action for creature grappling you (or any creature round action to break free (Strength
Illus. b M. Phillippi you), otherwise it merely stays at rest, you grapple) on your turn. DC 13) or disentangle itself (Escape
damaging any creature in its space. It Artist DC 13).
cannot push aside unwilling creatures Arcane Material Component: A pinch
or batter down large obstacles. The of soot. Material Component: Three small
lightning winks out if it exceeds the silver hoops, interlocked.
spell’s range. BANDS OF STEEL
BARGHEST’S FEAST
Material Component: A handful of Conjuration (Creation)
copper and iron pellets. Level: Sorcerer/wizard 3 Necromancy [Evil]
Components: V, S, M Level: Cleric 6, sorcerer/wizard 7
BALOR NIMBUS Casting Time: 1 standard action Components: V, S, M
Range: Medium (100 ft. + 10 ft./level) Casting Time: 1 round
Transmutation Target: One Medium or smaller Range: Touch
Level: Abyss 4, Cleric 2, sorcerer/ Target: Corpse touched
creature Duration: Instantaneous
wizard 2 Duration: 1 round/level Saving Throw: Will negates (object)
Components: V, S, M/DF Saving Throw: Reflex partial Spell Resistance: Yes (object)
Casting Time: 1 standard action Spell Resistance: No
Range: Personal The diamond in your hand turns to coal,
Target: You Theinterlockinghoopsbecomebrieflyhot and then to dust, which sprinkles down
Duration: 1 round/level thendisappearevenassimilar,largerbands upon the corpse. Where it strikes, ebon
Saving Throw: None streakfromyouroutstretchedhandtoward flames spring up, and when the flames
Spell Resistance: No thecreatureyouindicate.Withasatisfying passnothingremains,notevengravedust.
metallicclank,thebandswraparoundthe “Return from that one,” you mutter.
Yousmashthesootagainstyourfleshand indicated creature.
intone the ancient, dark words. Like the Black flames flicker over a corpse,
legendary balor, your body bursts into The victim must succeed on a Reflex utterly consuming it. You destroy the
lurid flames. save or be immobilized and thus unable remains of a dead person or creature,
to move. If the saving throw succeeds,
the victim is only partially trapped by
the bands, and is entangled.
A creature immobilized by the
bands can attempt to escape as a full-
round action, either by bursting free
Ball lightning’s versatility makes it an preventing any form of raising or resur-
effective spell in many situations rection that requires part of the corpse.
There is a 50% chance that a wish,
miracle, or true resurrection spell cannot
restore to life a victim consumed by
a barghest’s feast spell. Check once for
each destroyed creature. If the d% roll
fails, the creature cannot be brought
back to life by mortal magic.
Material Component: A diamond
worth 5,000 gp.
BATTERING RAM
Evocation [Force]
Level: Sorcerer/wizard 2
Components: V, S, F
Casting Time: 1 standard action
24
Range: Close (25 ft. + 5 ft./2 levels) within the area who are friendly to CHAPTER 1
Target: One object or creature you. These creatures can reroll one
Duration: Instantaneous Will save that they have just made each SPELL
Saving Throw: None round for the duration of the spell. DESCRIPTIONS
Spell Resistance: Yes The reroll must be made before the
DM declares whether the roll results attacks—you simply have two claw
Youpointtheshardofcarvedram’shornat in success or failure, and the result of attacks at your normal attack bonus.
your foe and snap off the last words of the the second roll must be used, even if
spell.Aninvisiblewedgeofforceslamsinto it is a lower result. If you attack with a manufactured
thecreature’smidsection,doublingitover weapon or another natural attack, you
and driving it back. BEAST CLAWS can’t make any claw attacks in that
round. The claws do not hinder your
You create a ramlike force that can strike Transmutation manual dexterity or spellcasting.
with considerable power. The force can Level: Druid 1
target a creature or an object. The force Components: V, S, M Material Component: The claw of
deals 1d6 points of damage to the subject. Casting Time: 1 standard action a bird of prey, such as an eagle or
If the subject is a creature, this attack ini- Range: Personal falcon.
tiates a bull rush (as a Medium creature Target: You
with Strength 30, for a +10 bonus on the Duration: 1 hour/level BEASTLAND FEROCITY
bull rush attempt). If the subject is a mov-
able object, such as a door, you can make Withcrackleofpoppingjointsandtendons, Enchantment (Compulsion)
a Strength check (with a +10 bonus) to yourhandsandfingersbecomelongcurving [Mind-Affecting]
attempt to force open the door. claws with heavy knuckles.
Level: Bard 1, druid 1
Focus: A piece of carved ram’s horn. You gain two claw attacks that act as Components: V, S, DF
slashing melee weapons, dealing 1d4 Casting Time: 1 standard action
BATTLE HYMN points of damage with a threat range Range: Touch
of 19–20. Attacks with your trans- Target: Creature touched
Enchantment (Charm) formed hands do not provoke attacks Duration: 1 minute/level
[Mind-Affecting] of opportunity. Saving Throw: Fortitude negates
Level: Bard 2, sorcerer/wizard 4 Your claws work just like the natural (harmless)
Components: V, S weapons of many monsters. You can Spell Resistance: Yes (harmless)
Casting Time: 1 standard action make an attack with one claw or a full
Range: 30 ft. attack with two claws at your normal You cast the spell and lay your hand upon
Targets: All allies within 30 ft. attack bonus, replacing your normal yourally,andbeneathyourglowingfingers,
Duration: 1 round/level attack routine. You take no penalties givehimamixedgift—theabilitytofight
Saving Throw: Will negates for two-weapon fighting, and neither on, but at the cost of not knowing when
(harmless) attack is a secondary attack. If to stop.
Spell Resistance: Yes your base attack bonus
is +6 or higher, you
(harmless) do not gain any
additional
You wave your hand as if a conductor The subject becomes such a
and hum an uplifting tune under your tenacious combatant that it con-
breath.Astheenergyofthespellreleases, tinues to fight without penalty
you hear the air around you fill with the even while disabled or dying.
songyouarehumming,asifperformedby While between –1 and –9 hit
a small troupe. points, the creature gains a
+4 enhancement bonus to
This spell brings forth a stirring Strength. If the creature is
martial tune that inspires all creatures reduced to –10 hit points, it
dies normally.
25
CHAPTER 1 BEGET BOGUN breathing life into your new servant and BELKER CLAWS
companion.
SPELL Conjuration (Creation) Transmutation [Air]
DESCRIPTIONS Level: Druid 1 Beget bogun allows you to infuse living Level: Sorcerer/wizard 2
Components: V, S, M, XP magic into a small mannequin that you Components: V, S, M
Casting Time: 1 standard action have created from vegetable matter. Casting Time: 1 standard action
Range: Touch This is the final spell in the process Range: Touch
Effect: Tiny construct of creating a bogun. See the bogun’s Target: Living creature
Duration: Instantaneous description for further details. Duration: Instantaneous
Saving Throw: None Saving Throw: None
Spell Resistance: No MaterialComponent:Themannequin Spell Resistance: Yes
from which the bogun is created.
With the bogun made, you take the You uncork the vial and speak the old
final step and imbue it with sentience, XP Cost: 25 XP. words.Thesmokeissuesfromthebottleand
pqqqqqqqqqqqqqqqqqqqqrs
Bogun CR 1 with its creator. An attack that destroys a bogun also deals
N, CN, LN, NE, or NG Tiny construct its creator 2d10 points of damage. If its creator is slain, a
bogun also dies, and its body collapses into a heap of rotting
Init +3; Senses darkvision 60 ft., low-light vision; Listen +1, vegetation.
Spot +1 A bogun looks like a vaguely humanoid mound of compost.
The creator determines its precise features, but a typical
Languages telepathic link with master bogun stands about 18 inches tall and has a wingspan of about
2 feet. Its skin is covered with nettles and branches.
AC 15, touch 15, flat-footed 12
hp 11 (2 HD) Combat: A bogun attacks by brushing against opponents
Fort +0, Ref +3, Will +1 with harsh nettles that deliver an irritating poison.
Speed 20 ft. (4 squares), fly 50 ft. (good) Construction: Unlike a homunculus, a bogun is created
Melee nettles +1 (1d4–2 plus poison) from natural materials available in any forest. Thus, there is
Space 2-1/2 ft.; Reach 0 ft. no gold piece cost for its creation. All materials used become
Base Atk +1; Grp –5 permanent parts of the bogun.
Atk Options poison (nettles, DC 11, 1d6 Dex/1d6 Dex)
The creator must be at least 7th level and possess the Craft
Abilities Str 7, Dex 16, Con —, Int 8, Wis 13, Cha 10 Wondrous Item feat to make a bogun. Before casting any
SQ construct traits (MM 307) spells, the creator must weave a physical form out of living
Feats Stealthy (or once-living) vegetable matter to hold the magical energy.
Skills Hide +10, Move Silently +9 A bit of the creator’s own body, such as a few strands of hair
or a drop of blood, must also be incorporated into this crude
A bogun is a small nature servant created by a druid. Like mannequin. The creator can assemble the body personally or
a homunculus, it is an extension of its creator, sharing the hire someone else to do it. Creating this mannequin requires
same alignment and link to nature. A bogun does not fight a DC 12 Craft (basketweaving or weaving) check.
particularly well, but it can perform any simple action, such
as attacking, carrying a message, or opening a door or Once the body is finished, the creator must animate it
window. For the most part, a bogun simply carries out its through an extended magical ritual that requires a week to
creator’s instructions. Because it is self-aware and somewhat complete. The creator must labor for at least 8 hours each day
willful, however, its behavior is not entirely predictable. On in complete solitude in a forest grove; any interruption from
rare occasions (5% of the time), a bogun might refuse to another sentient creature undoes the magic. If the creator is
perform a particular task. In that case, the creator must personally weaving the creature’s body, that process and the
make a DC 11 Diplomacy check to convince the creature to ritual can be performed together.
cooperate. Success means the bogun performs the task as
requested; failure indicates that it either does exactly the When not actively working on the ritual, the creator must
opposite or refuses to do anything at all for 24 hours (DM’s rest and can perform no other activities except eating, sleep-
option as to which). ing, or talking. Missing even one day causes the process to
fail. At that point, the ritual must be started anew, though the
A bogun cannot speak, but the process of creating one previously crafted body and the grove can be reused.
links it telepathically with its creator. It knows what its cre-
ator knows and can convey to him or her everything it sees On the final day of the ritual, the creator must personally
and hears, up to a range of 500 yards. A bogun never travels cast control plants, wood shape, and beget bogun. These spells
beyond this range willingly, though it can be removed forcibly. can come from outside sources, such as scrolls, rather than
In that case, it does everything in its power to regain contact being prepared, if the creator prefers.
pqqqqqqqqqqqqqqqqqqqqrs
26
wraps itself around your hand, turning it CHAPTER 1
into smoke as well.
SPELL
With a successful touch attack, you DESCRIPTIONS
deal 2d12 points of damage. For every
three caster levels, the smoke lasts for
another round (to a maximum of 4
additional rounds at 12th level), deal-
ing another 2d12 points of damage
per round.
Material Component: A small vial of
smoke.
BENIGN The belker claws spell makes a
spellcaster’s touch a potent weapon
TRANSPOSITION
Conjuration (Teleportation)
Level: Sorcerer/wizard 1
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Two willing creatures of up
to Large size
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Callingoutthearcanewords,yousuddenly The spellcaster places a curse on the Casting Time: 1 standard action Illus. by E. Polak
standwhereyourcompanionwas,andhe creature touched, choosing one of the Range: Medium (100 ft. + 10 ft./level)
has taken your place, outside the reach of three following effects. Target: One creature
his foes. Duration: Concentration
Saving Throw: Reflex negates
Two target creatures, of which you • One ability score is reduced to 1, or Spell Resistance: Yes
can be one, instantly swap positions. two ability scores take –6 penalties
Both subjects must be within range. (to a minimum score of 1). Callinguponthepowerofelementalair,you
Objects carried by the creatures (up encircle the target in whipping winds.
to the creatures’ maximum loads) go • –8 penalty on attack rolls, saving
with them, but other creatures do not, throws, ability checks, and skill The subject can act normally, but it
even if they are carried. The movement checks. cannot move from its current location.
is instantaneous and does not provoke The winds carry its voice away, so it
attacks of opportunity. • Each turn, the subject has a 25% can speak but cannot be heard, and it
chance to act normally; otherwise, cannot hear anything but the roar of
it takes no action. the winds. This spell distracts spellcast-
ers, and so a Concentration check is
BESTOW CURSE, You can also invent your own curse, required to successfully cast any spell
but it should be no more powerful (DC equal to this spell’s DC + the level
GREATER than those described above, and the of the spell being cast).
Dungeon Master has the final say on
Necromancy the curse’s effect. Furthermore, no sonic or language-
Level: Cleric 7, sorcerer/wizard 8 dependent spells or effects can be cast
Components: V, S A greater curse cannot be dispelled, into or out of the winds (though spells
Casting Time: 1 standard action nor can it can be removed with break cast by you upon yourself function
Range: Touch enchantment or limited wish. A miracle normally). Ranged attacks made into
Target: Creature touched or wish spell removes a greater curse, as or out of the winds take a –2 penalty.
Duration: Permanent does remove curse cast by a spellcaster Binding winds holds flying creatures in
Saving Throw: Will negates of at least 17th level. midair.
Spell Resistance: Yes
BINDING WINDS
Channelingyourhatredintobindingwords
ofpower,youthrustyourhandatyourfoe Evocation [Air]
and proclaim a terrible curse. Level: Druid 2, Windstorm 2
Components: V, S
27
CHAPTER 1 BITE OF THE KING bonus to natural armor. Your hands Withasneeze,yougrowawhiskeredsnout
become claws, granting you two claw andratliketailasfinegrayfurcoversyour
SPELL Necromancy attacks, and your mouth becomes that thickening skin.
DESCRIPTIONS Level: Gluttony 8, Hunger 8 of a bear, giving you a bite attack. You
Components: V can attack with both claws at your full You gain a +6 enhancement bonus to
Casting Time: 1 standard action attack bonus, but your bite attack takes Dexterity, a +2 enhancement bonus to
Range: Touch a –2 penalty (as if you had the Multiat- Constitution, and a +3 enhancement
Target: One living creature of a size tack feat). Each claw deals 1d8 points bonus to natural armor. Your face
of damage (1d6 if you are Small) + your lengthens into a ratlike snout, and you
that does not exceed caster’s Str modifier, and your bite deals 2d8 gain a bite attack that deals 1d4 points
Duration: 1 round/level points of damage (2d6 if you are Small) of damage (or 1d3 points if you are
Saving Throw: Fortitude negates + 1/2 your Str modifier. You gain the Small) + 1-1/2 times your Str modifier.
Spell Resistance: Yes benefits of the Blind-Fight and Power You also gain the benefit of the Weapon
Attack feats, as well. If your base attack Finesse feat. If your base attack bonus
Your mouth opens impossibly wide and bonus is +6 or higher, you do not gain is +6 or higher, you do not gain any
engulfsyourfoe.Youswallowloudlyand any additional attacks. additional attacks.
yourmouthreturnstonormalsize,leaving
no trace of your foe behind. Material Component: A tuft of bear Material Component: A rat’s tail.
fur.
When you cast this spell, you can send BITE OF THE
a creature to a pocket “stomach” dimen- BITE OF THE
sion with a successful melee touch WERETIGER
attack. The target you touch must make WEREBOAR
a successful Fortitude save. If it fails its Transmutation
saving throw, the creature is sent to the Transmutation Level: Druid 5, sorcerer/wizard 6
stomach dimension. The victim takes Level: Druid 4, sorcerer/wizard 5 Components: V, S, M
2d8+12 points of bludgeoning damage Components: V, S, M Casting Time: 1 standard action
and 12 points of acid damage per round Casting Time: 1 standard action Range: Personal
while in the stomach dimension. The Range: Personal Target: You
victim can cut its way out by using a Target: You Duration: 1 round/level
light slashing or piercing weapon to Duration: 1 round/level
deal 35 points of damage to the stomach Yousnarl,andyourfeaturesshiftintothose
dimension (AC 21). A creature that Youshakeyourhead,andyourfacereshapes of a tiger. Your hands grow sharp claws,
successfully exits appears to cut its way itselfintothevisageofaboar.Asthishap- andthethickskinandstripedfurofatiger
free from thin air, appearing in a space pens,yourbodybecomesbulkier,andyour covers your body.
adjacent to you. shoulders and back bristle with hair.
You gain a +12 enhancement bonus to
Each time you cast this spell, you You gain a +4 enhancement bonus to Strength, a +4 enhancement bonus to
create a separate temporary stomach Strength, a +6 enhancement bonus to Dexterity, a +6 enhancement bonus to
dimension. Constitution, and a +8 enhancement Constitution, and a +5 enhancement
bonus to natural armor. Your face bonus to natural armor. Your hands
BITE OF THE becomes that of a boar, and you gain become claws, granting you two claw
a bite attack that deals 1d8 points of attacks, and your mouth becomes that
WEREBEAR damage (or 1d6 points if you are Small) of a tiger, giving you a bite attack. You
+ 1-1/2 times your Str modifier. You can attack with both claws at your full
Transmutation also gain the benefit of the Blind-Fight base attack bonus, but your bite attack
Level: Druid 6, sorcerer/wizard 7 feat. If your base attack bonus is +6 or takes a –2 penalty (as if you had the
Components: V, S, M higher, you do not gain any additional Multiattack feat). Each claw deals 1d8
Casting Time: 1 standard action attacks. points of damage (1d6 if you are Small)
Range: Personal + your Str modifier, and your bite deals
Target: You Material Component: Four boar 2d6 points of damage (2d6 if you are
Duration: 1 round/level bristles. Small) + 1/2 your Str modifier. You
gain the benefits of the Blind-Fight and
With an inhuman roar, your face extends BITE OF THE WERERAT Power Attack feats, as well. If your base
andexpands,andyourhandsenlargeinto attack bonus is +6 or higher, you do not
clawedpaws.Powerfulmusclebuildsunder Transmutation gain any additional attacks.
your skin, and you become a half-bear Level: Druid 2, sorcerer/wizard 3
creature. Components: V, S, M Material Component: A tiger’s claw.
Casting Time: 1 standard action
You gain a +16 enhancement bonus to Range: Personal
Strength, a +2 enhancement bonus to Target: You
Dexterity, a +8 enhancement bonus to Duration: 1 round/level
Constitution, and a +7 enhancement
28
BITE OF THE Anything hit by the blade is dis- CHAPTER 1
WEREWOLF integrated if it fails a Fortitude save,
taking 2d6 points of damage per SPELL
Transmutation caster level (maximum 40d6), or 5d6 DESCRIPTIONS
Level: Druid 3, sorcerer/wizard 4 points of damage if the saving throw
Components: V, S, M is successful. The blade can pass Illus. by W. England
Casting Time: 1 standard action through any magical barrier equal to
Range: Personal or less than its spell level, but cannot
Target: You penetrate dead magic areas or an
Duration: 1 round/level antimagic field. It can harm ethereal
and incorporeal creatures as if it were
A howl erupts from your lips as your a force effect.
face contorts and expands into a wolflike
form. The blade always strikes from your
direction. It does not get a flanking
You gain a +2 enhancement bonus to bonus or help a combatant get one. If
Strength, a +4 enhancement bonus to the blade exceeds its range or goes out
Dexterity, a +4 enhancement bonus to of your line of sight, the spell ends. You
Constitution, and a +4 enhancement can direct the blade to attack another
bonus to natural armor. You gain a target as a standard action.
bite attack that deals 1d6 points of
damage (or 1d4 points if you are Small) A gate spell can be used to coun-
+ 1-1/2 times your Str modifier. You terspell a black blade of disaster. A
also gain the benefit of the Blind-Fight dimensional anchor spell cast at the
feat. If your base attack bonus is +6 or blade dispels it automatically. The blade
higher, you do not gain any additional cannot be harmed by physical attacks,
attacks. butdispelmagic,asphereofannihilation,
or a rod of cancellation can affect it. Its
Material Component: A wolf’s tooth. touch attack AC is 13.
BLACK BLADE OF BLACKFIRE
DISASTER
Necromancy [Evil]
Conjuration (Creation) Level: Sorcerer/wizard 8
Level: Sorcerer/wizard 9 Components: V, S, M
Components: V, S Casting Time: 1 standard action
Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level)
Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray
Effect: Sword-shaped planar rift Duration: 1 round/level
Duration: Concentration, up to Saving Throw: Fortitude partial and
1 round/level Reflex negates; see text
Saving Throw: None Spell Resistance: Yes
Spell Resistance: Yes
Withthedarkwordsstillonyourtongue,a
Asyoucastthespell,alargeblacktearinthe rayofblackenergyspringsfromyourhand
universeappearsintheformofacrackling towraptheindicatedtargetinblackflames
ebony sword made of the material of the that absorb heat rather than create it. The
planes. The blade flies off at your mental blackfirecracklesandhisses,emanatingthe
command to destroy your foes. smells of hot metal and sulfur.
You create a black blade-shaped planar A black blade of disaster can bring death to You must succeed on a ranged touch
rift about 3 feet long. The blade strikes any creature it touches attack with the ray to strike a target.
at any creature within its range, as you On a successful attack, a living target
desire, starting the round you cast the is engulfed in chill black flames that
spell. The blade makes a melee touch feed on the fuel of their victim’s life
attack against its designated target once force. A creature engulfed in blackfire
each round. Its attack bonus is equal to must make a successful Fortitude save
your base attack bonus + your Intelli- each round that the spell is in effect or
gence bonus or your Charisma bonus (for take 1d4 points of Constitution damage
wizards and sorcerers, respectively). and become nauseated. A creature
that makes its Fortitude save takes no
29
damage for that round and is sickened You can cast the spell on a point in Range: 0 ft.
instead. In addition to its effects on the space, but the effect is stationary unless Effect: Swordlike column of
subject, blackfire can spread rapidly. you cast it cast on a mobile object. You
Each round on its turn, any living can cast the spell on a creature, and the gnashing teeth
creature adjacent to a creature engulfed effect then radiates from the creature Duration: 1 round/level (D)
in blackfire must succeed on a Reflex and moves as it moves. Unattended Saving Throw: Will partial
save or become engulfed itself. objects and points in space do not get Spell Resistance: Yes
saving throws or benefit from
Any creature that has its Constitu- spell resistance. Athree-foot-longcolumnofdisem-
tion reduced to 0 or lower by the spell bodiedgnashingteethspringsforth
CHAPTER 1 is turned into a pile of black ash and
can be returned to life only by true from your hand.
SPELL resurrection or wish, the caster of which
DESCRIPTIONS must succeed on a DC 30 caster level For the duration of the spell,
check to restore the victim to you can make melee touch
Illus. by C. Frank life. If a creature succeeds on attacks that deal 1d6 points
its Fortitude save in 3 con- of damage +1 point per two
secutive rounds, the blackfire caster levels (maximum +10). Your
affecting it gutters out. The Strength modifier does not apply
black flames cannot otherwise to the damage. A creature that
be extinguished by normal you successfully deal damage to
means (such as immersion must also make a Will saving
in water or smothering), but throw or become frightened
antimagic field, a successful for 1d4 rounds.
dispel magic, remove curse, or
breakenchantmentsnuffsitout. BLADE STORM
As well, a creature protected
by death ward has immunity Transmutation
to blackfire’s effects. Level: Ranger 3
Components: V
MaterialComponent:Apinchof Casting Time: 1 swift action
dust from a vampire destroyed by Range: Personal
sunlight. Target: You
Duration: 1 round
BLACKLIGHT Wands provide spellcasters with a way
to keep spells on hand even when their With a thought and a word you
Evocation [Darkness] completethespell.Yourweapons
Level: Darkness 3, sorcerer/ daily spells are exhausted shift color, becoming blue for a
moment,andfeellighterinyour
wizard 3 Blacklight counters or dispels any hands. An unseen force guides
Components: V, S, M light spell of equal or lower level, such them, pulling them toward your
Casting Time: 1 standard action as daylight. enemies.
Range: Close (25 ft. + 5 ft./2 levels)
Area: A 20-ft.-radius emanation Material Component: A piece of coal You can cast this spell only at the
and the dried eyeball of any creature. beginning of your turn, before you
centered on a creature, object, or take any other actions. After casting
point in space BLADE OF PAIN blade storm, you can take a full-round
Duration: 1 round/level (D) AND FEAR action to make one attack with each
Saving Throw: Will negates or none melee weapon you are currently wield-
(object) Evocation ing against every foe within reach. If
Spell Resistance: Yes or no (object) Level: Assassin 2, blackguard 2, you wield more than one weapon, or
a double weapon, you can attack each
With a few short words of power, you cleric 3, Deathbound 2, sorcerer/ foe once with each weapon or end,
drawthelightfromthesurroundingarea. wizard 3 using the normal rules for two-weapon
Withinjustafewseconds,thelightdimsto Components: V, S, DF fighting (PH 160). So, a ranger wielding
utter darkness. Casting Time: 1 standard action a longsword and a short sword could
attack each opponent he can reach
You create an area of total darkness. with both weapons. If you choose not
The darkness is impenetrable to normal to spend a full-round action in this
vision and darkvision, but you can fashion after casting the spell, the spell
see normally within the blacklit area. has no effect.
Creatures outside the spell’s area, even
you, cannot see through it.
30
BLADE THIRST Once per round, choose one target that Components: V CHAPTER 1
you successfully attacked with a melee Casting Time: 1 swift action
Transmutation weapon. That creature must succeed Duration: 1 round SPELL
Level: Ranger 3 on a Will save or be dazed for 1 round. DESCRIPTIONS
Components: V Spell resistance applies to this effect. Youinvoketheholywordsquickly,andyour
Casting Time: 1 swift action weapon flashes a momentary blue-white
Range: Touch BLAST OF FLAME radiance.
Target: One slashing weapon
Duration: 1 round/level Conjuration (Creation) [Fire] This spell functions like bless weapon
Saving Throw: None (object) Level: Sorcerer/wizard 4 (PH 205), except as noted above.
Spell Resistance: Yes (object) Components: V, S, M
Casting Time: 1 standard action BLESSED AIM
You touch a blade, and it catches fire. Range: 60 ft.
Unearthly blue flames crackle along its Area: Cone-shaped burst Divination
lengthwhiletheweaponbeneathremains Duration: Instantaneous Level: Blackguard 1, cleric 1, paladin 1
cold and unharmed. Saving Throw: Reflex half Components: V, S
Spell Resistance: No Casting Time: 1 standard action
You grant a slashing weapon a +3 Range: 50 ft.
enhancement bonus. The weapon sheds As you cast the spell, your hand becomes Effect: 50-ft.-radius spread centered
illumination as if it were a torch. sheathedinbarelyperceptibleyellowflames.
With a roar, the flames burst from your on you
BLADES OF FIRE hand in the shape of a cone, leaving your Duration: 1 minute/level
hand trailing wisps of smoke. Saving Throw: Will negates
Conjuration (Creation) [Fire]
Level: Ranger 1, sorcerer/wizard 1 Flames fill the area, dealing 1d6 points (harmless)
Components: V of fire damage per caster level (maxi- Spell Resistance: No
Casting Time: 1 swift action mum 10d6) to any creature in the area
Range: Touch that fails its saving throw. Withtheblessingofyourdeity,youbolster
Targets: Up to two melee weapons your allies’ aim with an exhortation.
Material Component: A bit of wick
you are wielding soaked in oil. This spell grants your allies within the
Duration: 1 round spread a +2 morale bonus on ranged
Saving Throw: None BLAST OF FORCE attack rolls.
Spell Resistance: No
Evocation [Force] BLESSING OF
Withawordyourweaponsburstintoflame. Level: Force 3, sorcerer/wizard 2 BAHAMUT
Youfeelnoheatandtheflamesmerelytickle Components: V, S
your skin. Casting Time: 1 standard action Abjuration [Good]
Range: Medium (100 ft. + 10 ft./level) Level: Paladin 3
Your melee weapons each deal an extra Effect: Ray Components: V, S, M
1d8 points of fire damage. This damage Duration: Instantaneous Casting Time: 1 standard action
stacks with any energy damage your Saving Throw: Fortitude partial Range: Personal
weapons already deal. Spell Resistance: Yes Target: You
Duration: 1 round/level
BLADEWEAVE Drawinguponmagicinitspurestform,you You hear a distant dragon’s roar that no
sendinvisibleenergywhistlingthroughthe one else detects, and your skin takes on a
Illusion [Pattern] air to batter your foe. platinum sheen.
Level: Bard 2, sorcerer/wizard 2
Components: V You must succeed on a ranged touch You gain damage reduction 10/magic
Casting Time: 1 swift action attack with the ray to strike a target. A for the spell’s duration.
Range: Personal blast of force deals 1d6 points of damage
Target: You per two caster levels (maximum 5d6). MaterialComponent:Acanaryfeather,
Duration: 1 round/level (D) In addition, a successful hit forces the which is flung into the air.
Saving Throw: See text subject to make a Fortitude save or
Spell Resistance: See text be knocked prone (size and stability BLINDING BREATH
modifiers apply to the saving throw as
With a shout you unleash the power of the if the spell were a bull rush). Transmutation [Light]
spell,causingeverymovementyoumake Level: Sorcerer/wizard 4
with your weapon to seem beautiful and BLESS WEAPON, SWIFT
full of flourish. You expel your breath weapon, which
Transmutation crackles with eye-splitting intensity.
Level: Paladin 1
31
CHAPTER 1
SPELL
DESCRIPTIONS
Illus. by W. England The blessed aim spell grants all of a blackguard’s nearby allies a better chance to hit with ranged attacks
This spell functions like breath flare This spell has no effect on creatures This spell functions like blindsight,
(page 38), except that targets that fail without eyes or creatures that don’t except as noted above and that the
their saving throws against your breath depend on eyes for vision. blindsight granted by the spell is effec-
weapon are permanently blinded, tive out to 60 feet.
rather than dazzled. BLINDSIGHT
BLINK, GREATER
BLINDING SPITTLE Transmutation
Level: Cleric 3, druid 3 Transmutation
Transmutation Components: V, S Level: Bard 5, Celerity 8, sorcerer/
Level: Druid 2 Casting Time: 1 standard action
Components: V, S Range: Touch wizard 5
Casting Time: 1 standard action Target: Creature touched
Range: Close (25 ft. + 5 ft./2 levels) Duration: 1 minute/level Animmaterialfogdescendsoveryoureyes
Effect: One missile of spit Saving Throw: Will negates asyoucompletethespell.Youperceivethe
Duration: Instantaneous closenessofaparallel,etherealreality,and
Saving Throw: None (harmless) youknowthatyoucanpassfreelybetween
Spell Resistance: Yes Spell Resistance: Yes (harmless) that world and the one upon which you
stand.
Whippingyourheadforwardwiththelast You touch your intended subject, which
wordofthespell,youspitaglobuleofdark thenturnsitsheadrapidlyaboutasiflook- This spell functions like blink (PH 206),
liquid at your foe. ing for the source of some sound. except that you have control over the
timing of your “blinking” back and
You spit caustic saliva into your target’s This spell grants the subject the forth between the Ethereal Plane
eyes with a successful ranged touch blindsight ability (MM 306) effective and the Material Plane. You can also
attack. A –4 penalty applies to the out to 30 feet. ready an action to blink away from
attack roll. The subject is blinded until any physical or magical attack. The
it can wash its eyes with water or some BLINDSIGHT, GREATER attack misses automatically unless
other rinsing fluid, which requires a it also affects ethereal targets (as a
standard action. Transmutation force effect does). While blinking,
Level: Cleric 4, druid 4 you have no chance of interfering
32
with your own attacks or your own A hot rush of anger flows through your BLOOD TO WATER CHAPTER 1
spells. When moving through solid target’s veins.
objects, you do not risk materializing Necromancy [Water] SPELL
inside one unless you actually end The target creature enters a rage, as Level: Cleric 7 DESCRIPTIONS
your movement there, in which case its rage special ability, but this rage Components: V, S
you materialize and are shunted off does not count toward the creature’s Casting Time: 1 standard action
to the nearest open space, taking 1d6 number of rage attempts per day. Range: Close (25 ft. + 5 ft./2 levels)
points of damage per 5 feet traveled Effect: Up to five living creatures, no
in this manner. BLOOD SIROCCO
two of which are more than 30 ft.
BLISTERING RADIANCE Evocation apart
Level: Druid 6 Duration: Instantaneous
Evocation [Fire, Light] Components: V, S Saving Throw: Fortitude half
Level: Cleric 5, sorcerer/wizard 4 Casting Time: 1 standard action Spell Resistance: Yes
Components: V, S, M Range: 60 ft.
Casting Time: 1 standard action Effect: Cone-shaped emanation Youforcefullyspit,endingyourspellcasting.
Range: Long (400 ft. + 40 ft./level) Fromwhereyouspatarisesasea-greenorb
Area: 50-ft.-radius spread centered on you or on a point in of energy for each creature you intend as
Duration: 1 round/level space a subject of the spell. The orbs fly to their
Saving Throw: None and Fortitude Duration: 1 round/level designated targets and turn blood red as
Saving Throw: Fortitude negates; they impact.
partial; see text see text
Spell Resistance: Yes Spell Resistance: Yes You transmute the subjects’ blood
into pure water, dealing 2d6 points
As you conclude the ritual to release the With a hot exhalation and a circular wave of Constitution damage. A successful
energyofthespell,youhurlablazingballof of your outstretched arm, a stifling wind Fortitude save halves the Constitution
lighttowardthepointyoudesignate,andit tearsacrossthelandscape,kickingupclouds damage.
erupts into a brilliant hovering sphere. ofdustandsandandspreadingouttoblow
over your foes. This spell has no effect on living crea-
All sighted creatures in the area are tures with the fire or water subtype.
dazzled (no save), and the heat from the A blood sirocco blows out from your
blistering radiance deals 2d6 points of location with the force of a wind- BLOOD WIND
fire damage to all creatures and objects storm (DMG 95). Creatures in the
in the area each round on your turn affected area of Small or smaller size Evocation
(Fortitude half). Like a fireball spell, are knocked prone and rolled 1d4×10 Level: Cleric 1, sorcerer/wizard 1
blistering radiance erupts if it strikes any feet, taking 1d4 points of nonlethal Components: V, S
material body or solid barrier before damage per 10 feet. Medium creatures Casting Time: 1 swift action
attaining the prescribed range, and you are knocked prone, and creatures of Range: Close (25 ft. + 5 ft./2 caster
must make a successful ranged touch Large or Huge size are unable to move
attack to send the sphere through a toward the origin point of the cone. levels)
narrow opening or passage. A successful Fortitude save allows Target: A single creature with
the creature to move normally in
Blistering radiance counters or dispels that round. Intelligence 4 or higher
any darkness spell of equal or lower Duration: 1 round
level. In addition, the stifling winds Saving Throw: Will negates
dehydrate those within the cone. In
Material Component: A bit of tinder each round when an affected living (harmless)
and a small lens. creature fails its saving throw, it takes Spell Resistance: Yes (harmless)
2 points of damage.
BLOOD FRENZY Afteryoucompletethespell,thesubject’s
Thewindofabloodsiroccoautomati- limbsripplewithpowerandgrowslightly
Transmutation cally extinguishes candles, torches, in length.
Level: Druid 2 and similar unprotected flames. It
Components: V, S causes protected flames, such as The subject can take a full attack
Casting Time: 1 standard action those of lanterns, to dance wildly action to use all of its natural weapons
Range: Touch and has a 50% chance to extinguish or unarmed strikes as if they were
Target: Any creature with the rage these lights. The wind of a blood sirocco thrown weapons with a 20-foot range
continues to blow from the origin increment. The subject gestures as if
ability point to the wide end of the cone making a melee attack, but the result
Duration: Special; see text for the duration of the spell. Any of the attack affects a target within
Saving Throw: Will negates creature within this area is entitled range. This spell does not actually
Spell Resistance: Yes a saving throw each round to ignore grant reach, and so does not help
the effects of the blood sirocco. provide a flanking bonus or allow the
subject to make attacks of opportunity
at any range greater than normal. The
33
CHAPTER 1 subject uses its normal melee attack BLOODSTAR of Constitution damage. Each time
bonuses and deals damage normally victims are damaged, they can attempt
SPELL if it hits, though the target of the Conjuration (Creation) new saves.
DESCRIPTIONS attacks can benefit from cover or Level: Sorcerer/wizard 4
concealment. Components: V, S, F The bloodstar cannot be attacked or
Illub. by C. Frank Casting Time: 1 standard action harmed by physical attacks.
BLOODHOUND Range: Medium (100 ft. + 10 ft./level)
Effect: A bloodstar Focus: A ruby worth at least 30 gp.
Divination Duration: 1 round/level
Level: Ranger 1 Saving Throw: Fortitude negates BODAK’S GLARE
Components: V, S Spell Resistance: Yes
Casting Time: 1 standard action Necromancy [Death, Evil]
Range: Personal In a ruby flash a blood-colored, glowing Level: Abyss 8, Cleric 8
Target: You crystal appears near your foes to suck the Components: V, S, F
Duration: 24 hours (D) blood from their wounds. Casting Time: 1 standard action
Range: 30 ft.
A white film slips over your vision. You create a magic construct called Target: One living creature
Strangely,youreyesseemmorefocusedand a bloodstar that shoots from your Duration: Instantaneous
younotebarelyperceptibletracesofpassage hand and hovers in the air anywhere Saving Throw: Fortitude negates
that you had missed before. within the limit of the range (each Spell Resistance: Yes
round, you can move the bloodstar
If you fail a Survival check to track a anywhere within range with a standard Youinvokethepowersofdeepdarknessand
creature while this spell functions, you action spent concentrating on the new youreyesvanish,lookinglikeholesinthe
can immediately attempt another roll position). The bloodstar pulses with universe itself.
against the same DC to reestablish the ruby light (providing illumination
trail. If the reroll fails, you must search in a 20-foot radius). Any creature you Upon completion of the spell, you
for the trail for 30 minutes (if outdoors) initially designate within 10 feet of the target a creature within range that can
or 5 minutes (if indoors) before trying bloodstar that takes damage from any see you. That creature dies instantly
again. source must make a saving throw. On unless it succeeds on a Fortitude save.
a failed save, the victim takes 1 point The target need not meet your gaze.
A blood sirocco leeches away life
by drawing blood into If you slay a humanoid creature with
its howling winds this attack, 24 hours later it transforms
into a bodak (MM 28) unless it has
been resurrected in the meantime. The
bodak is not under your command,
but can be controlled as normal with
a rebuke undead check.
Focus: A black onyx
gem worth at least
500 gp.
34
BODY BLADES damage any one ability score more than spells, even from magic items. You CHAPTER 1
once every 5 rounds. The creature can gain the Strength and Dexterity of an
Transmutation attempt a Will saving throw each round average warforged titan (Str 28, Dex 8), SPELL
Level: Cleric 2 to negate that round’s effect. but you retain your own mental ability DESCRIPTIONS
Components: V, S scores. You have no Constitution score
Casting Time: 1 standard action While the subject is under the effect while affected by this spell. Your base
Range: Personal of body harmonic, its body whines and land speed becomes 50 feet. You gain
Target: You hums discordantly. The victim takes a darkvision out to 60 feet. You also gain
Duration: 1 minute/level –20 penalty on Move Silently checks. low-light vision.
You finish the spell’s casting and shudder Focus: A crystal water-filled goblet Your class and level, hit points,
asslender,sharp-tippedspikeseruptfrom worth at least 500 gp. alignment, base attack bonus, and
your body, limbs, and clothing. base saving throw bonuses all remain
BODY OF THE SUN the same. You lose any extraordinary
You sprout daggerlike blades from all special abilities of your own form, as
the surfaces of your body and clothing. Transmutation [Fire] well as spell-like and supernatural abili-
The blades appear metallic but are not Level: Druid 2, sorcerer/wizard 2 ties. You keep all extraordinary special
actually metal, and never harm you Components: V, S, DF attacks derived from class levels (such
or interfere with your movement or Casting Time: 1 standard action as a barbarian’s rage or a rogue’s sneak
actions. You are proficient with your Range: 5 ft. attack), but you lose any from your
blades, and they allow you to deal Area: 5-ft.-radius emanation centered normal form that are not derived from
piercing damage equal to 1d6 + your class levels. You cannot speak or cast
caster level (maximum 1d6+5) with a on you spells while in warforged titan form.
successful grapple attack. You can also Duration: 1 round/level Your natural armor bonus becomes +18,
make a regular melee attack (or off- Saving Throw: Reflex half regardless of any natural armor bonus
hand attack) with the spikes, and they Spell Resistance: Yes from your normal form, and you gain
count as a light weapon in this case. If damage reduction 10/adamantine.
a creature initiates a grapple with you, By drawing on the power of the sun, you
it takes the same damage, and you gain cause your body to emanate fire. As a construct, you have the following
a bonus on grapple checks to resist the qualities: immunity to all mind-affect-
grapple equal to the damage dealt. You Fire extends 5 feet in all directions ing spells and abilities, poison, sleep
get a +4 bonus on Escape Artist checks from your body, illuminating the area effects, paralysis, stunning, disease,
to escape from a net, rope, grappler, or and dealing 1d4 points of fire damage death effects, necromancy effects, criti-
spell that entangles. per two caster levels (maximum 5d4). cal hits, nonlethal damage, ability drain,
Adjacent creatures take fire damage fatigue, exhaustion, energy drain, and
BODY HARMONIC each round on your turn. to any effect that requires a Fortitude
save (unless the effect also works on
Transmutation BODY OF WAR objects or is harmless). You also gain
Level: Bard 5 the warforged titan’s two attack forms
Components: V, S, F Transmutation (axe and maul), along with the trample
Casting Time: 1 standard action Level: Sorcerer/wizard 7 special ability (damage 1d8+13; Reflex
Range: Medium (100 ft. + 10 ft./level) Components: V, S, M DC 25 half). The warforged titan’s axe
Target: One living creature Casting Time: 1 standard action deals 2d8 points of slashing damage
Duration: Concentration, up to Range: Personal and has a ×3 critical modifier; its maul
Target: You (essentially a huge warhammer) deals
1 round/level Duration: 1 round/level (D) 2d8 points of bludgeoning damage and
Saving Throw: Will negates also has a ×3 critical modifier. Your
Spell Resistance: Yes Throwingbackyourarmsasyoucomplete equipment melds into your new form
the spell, you feel your body grow heavy and becomes nonfunctional.
Yourubtherimofawater-filledglass,caus- andunresponsive.Amomentofpanicgrips
ing it to emit a piercing tone. As you chant youasyourchestceasestoexpandandyou Material Component: A miniature
a simple poem you feel the glass in your realize you are no longer breathing. Cold bronze hammer.
handcracklewithenergy,causingthehand sweepsoveryourbodyasyouglancedown
holding it to become slightly numb. at your now-metallic flesh. BOLT OF GLORY
As you rub the glass, the targeted When you cast this spell, you assume Evocation [Good]
creature’s body begins to vibrate loudly the physical appearance and many of Level: Cleric 6, Glory 6
and painfully in harmony with the the qualities and abilities of a warforged Components: V, S, DF
tone. Each round you continue to titan (Eberron Campaign Setting 302). Casting Time: 1 standard action
concentrate on this spell, the victim While under the effect of the spell, your Range: Close (25 ft. + 5 ft./2 levels)
takes 1d10 points of damage to one creature type changes to construct, and Effect: Ray
ability score. You must select a different your size changes to Huge. You have the Duration: Instantaneous
ability score each round, and cannot space and reach of a warforged titan (15 Saving Throw: None
feet/15 feet). Your mindset changes so Spell Resistance: Yes
that you relish combat and cannot cast
35
The body of war spell turns any sorcerer or
wizard into a potent combatant
CallinguponthePositiveEnergyPlaneand You point to the empty air and boulders and ends the spell. The spell’s effects CHAPTER 1
thepowerofyourfaith,youprojectawhite tumble into being, burying your oppo- continue even if the subject moves so
boltofhissingpositiveenergyatyourfoe. nents. that you no longer have line of sight or SPELL
line of effect to it. DESCRIPTIONS
You must succeed on a ranged touch You designate the spot on which the
attack with the ray to strike a target. A cylinder is centered. Each creature in Focus: A miniature silver fiddle worth Illus. by W. Reynolds
creature struck takes varying damage, the area that fails a Reflex saving throw at least 30 gp.
depending on its nature or its home takes 1d8 points of damage per caster
plane of existence and your level. level (maximum 20d8) and is buried BOTTLE OF SMOKE
under 5 feet of rubble. A successful save
Creatures native to the Negative halves the damage and avoids burial. Conjuration (Creation)
Energy Plane, evil-aligned outsiders, A buried creature can free itself with Level: Druid 3, ranger 3
and all undead creatures take 1d12 a DC 20 Strength check (a full-round Components: V, S, F
points of damage per caster level action), or it can be dug free by others (a Casting Time: 10 minutes
(maximum 15d12). single creature working alone requires Range: Touch
1 minute to free a trapped creature). A Effect: One smoky, horselike
Creatures native to the Material buried creature is unable to move, and
Plane or an Elemental Plane, or any cannot cast spells with somatic com- creature
other neutral-aligned outsiders, take ponents, and any material components Duration: 1 hour/level
1d12 points of damage per two caster must be in hand. Saving Throw: None
levels (maximum 7d12). Spell Resistance: No
After this spell is cast, its area is
Creatures native to the Positive covered in 5 feet of dense rubble Youwaveanornatebottleaboutandsmoke
Energy Plane and all good-aligned out- (DMG 90) twists into it, filling it with a white cloud.
siders are not affected by this spell.
Focus: A quartz crystal embedded in You create a plume of smoke that you
BOLTS OF rock. capture in a special bottle you’re hold-
BEDEVILMENT ing. If the bottle is thereafter opened
BONEFIDDLE before the spell duration expires, the
Enchantment [Mind-Affecting] smoke emerges to form a vaguely horse-
Level: Bard 5, Madness 5 Necromancy like creature made of wisps of smoke.
Components: V, S Level: Bard 2, sorcerer/wizard 2 It makes no sound, and anything that
Casting Time: 1 standard action Components: V, S, F touches it simply passes through it.
Range: Medium (100 ft. + 10 ft./level) Casting Time: 1 standard action
Effect: Ray Range: Close (25 ft. + 5 ft./2 levels) To mount this smoke horse, the
Duration: 1 round/level Target: One creature with a skeleton would-be rider must make a DC 10
Saving Throw: Will negates Ride check while holding the bottle
Spell Resistance: Yes or exoskeleton in one hand. Anyone attempting to
Duration: Concentration, up to mount without the bottle simply passes
With a strangled peal of laughter to through the horse’s form. Letting go of
complete the spell, you point your hand 1 round/level the bottle after mounting causes the
at your enemy and fire a black beam from Saving Throw: Fortitude negates rider to fall through the horse’s smoky
your finger. Spell Resistance: Yes form; he or she cannot thereafter
remount without the intact bottle in
This spell grants you the ability to You rub your middle finger across your hand. If the bottle is broken, the spell
make one ray attack per round. You thumb like a bow against a fiddle while ends immediately and the rider (if
must succeed on a ranged touch attack simultaneously humming a discordant mounted) falls to the ground.
with the ray to strike a target. A living tune under your breath. Nearby, you see a
creature struck by the ray is dazed for translucentbone-whitefiddlebowappear The smoke horse has a speed of 20
1d3 rounds if it fails its save. and sink into the flesh of your target. It feet per caster level, to a maximum of
begins sawing, as if playing your target 240 feet. It can send smoke billowing
BOMBARDMENT like a fiddle. out behind it at the rider’s behest, leav-
ing behind a bank of smoke 5 feet wide
Conjuration (Creation) You call up a ghostly fiddle bow in the and 20 feet high as it moves. A severe
Level: Druid 8 air above the targeted creature. This wind, or magical wind of any kind,
Components: V, S, F bow immediately descends into the disperses the horse (and any smoke it
Casting Time: 1 standard action target body and begins to saw back and has produced) instantly. Otherwise,
Range: Long (400 ft. + 40 ft./level) forth against its skeleton. Although the bank of smoke lasts 10 minutes,
Area: Cylinder (15-ft. radius, 40 ft. the music produced is eerily beautiful, starting on the turn it was laid down.
it causes intense pain and anguish in Starting or stopping the smoke trail is
high) the victim. Each round on its turn, the a free action. The mount and the smoke
Duration: Instantaneous victim must make a Fortitude save or trail it produces give concealment to
Saving Throw: Reflex half; see text take 3d6 points of sonic damage and a anyone behind them.
Spell Resistance: No –20 penalty on Move Silently checks.
A successful save negates the damage The mount is immune to all damage
and other attacks because material
37
CHAPTER 1 objects and spells simply pass through Branch to branch
it. It cannot attack. allows a druid or
SPELL ranger to swing
DESCRIPTIONS The rider can return the smoke through the trees like
horse to the bottle, and thus pause the
Illus. by J. Nelson spell, at any time by simply uncork- use this resistance to keep from being a monkey
ing it (a move action) and stoppering affected by the suggestion.) Success on
it again (another move action) in the this saving throw does not negate the BRANCH TO BRANCH
next round after the horse is inside. If other effects of the brain spider for
the bottle is reopened later, the spell that creature. Transmutation
reactivates with its remaining duration Level: Druid 1, ranger 1
intact. Regardless of how much dura- Material Component: A dead spider of Components: V, S
tion remains unused, the spell ceases any size or type. It must still have all Casting Time: 1 standard action
functioning 24 hours after it is cast. If eight legs. Range: Personal
dispelled at any time while the bottle Target: You
is corked, the spell ends. BRAMBLES Duration: 1 hour/level (D)
Focus: An ornate, corked bottle worth Transmutation With the last guttural utterance, your
at least 50 gp. Level: Cleric 2, druid 2 fingers thicken and your arms lengthen
Components: V, S, M slightly. You have the impression that
BRAIN SPIDER Casting Time: 1 standard action you would feel more at ease in a canopy
Range: Touch of trees.
Divination [Mind-Affecting] Target: Wooden weapon touched
Level: Cleric 7, Mind 7 Duration: 1 round/level You gain a +10 competence bonus on
Components: V, S, M, DF Saving Throw: None Climb checks made in trees. As long
Casting Time: 1 round Spell Resistance: No as you remain at least 10 feet above
Range: Long (400 ft. + 40 ft./level) the ground, you can brachiate (swing
Targets: Up to eight living creatures With the sound of twisting wood, the by branches and vines) in medium or
Duration: 1 minute/level weaponyoutouchgrowssharpspikeslike dense forest, but not in sparse forest.
Saving Throw: Will negates rose thorns. When you brachiate, you gain a 10-foot
Spell Resistance: Yes enhancement bonus to your land speed
For the duration of the spell, the weapon and ignore the hampered movement
You touch a spider’s body and think of deals both piercing and bludgeoning penalties for undergrowth and other
the targets. As each target succumbs to damage. It gains a +1 enhancement terrain features. You can charge while
the spell, a leg of the spider vanishes into bonus on its attacks and also gains a brachiating, but you can’t run. Natu-
nothingness. +1 enhancement bonus per caster level rally, some local conditions, such as
on melee damage rolls (maximum +10). areas of sparse forest, clearings, wide
For the duration of the spell, as a stan- This spell works only on melee weap- rivers, or other breaks in the forest
dard action, you can eavesdrop on the ons with wooden striking surfaces. For canopy, might force you to return to
thoughts of up to eight other creatures instance, it does not work on a bow, an the ground.
at once, hearing as desired: arrow, or a metal mace.
BREATH FLARE
• A creature’s surface thoughts. Material Component: A small thorn.
• Individual trains of thought in Transmutation [Light]
Level: Sorcerer/wizard 1
whatever order you desire.
• One nugget of information per caster
level from all the minds regard-
ing one particular topic, thing, or
being.
• The thoughts and memories of one
creature of the group in detail.
Once per round, if you do not perform
a detailed study of one creature’s
mind, you can attempt (as a standard
action) to implant a suggestion (PH
285) in the mind of any one of the
affected creatures. The creature can
make another Will saving throw to
resist the suggestion, using the origi-
nal save DC. (Creatures with special
resistance to enchantment spells can
38
Components: S For this spell to function, you must When you use this spell to produce CHAPTER 1
Casting Time: 1 swift action have a breath weapon, either as a super- acid, cold, electricity, or fire energy,
Range: Personal natural ability or as the result of casting it is a spell of that type. For example, SPELL
Target: Your breath weapon a spell such as dragon breath (page 73). breathweaponsubstitutionisanacidspell DESCRIPTIONS
Duration: 1 round When you successfully cast this spell, when you cast it to change your breath
you choose one type of energy other weapon to deal acid damage.
You exhale your breath weapon, and it than that normally associated with
flashes brilliantly, surprising your foes. your breath weapon: acid, cold, electric- BRIAR WEB
ity, fire, or sonic. You can modify your
For this spell to function, you must breath weapon to add an equal amount Transmutation
have a breath weapon that uses fire of the energy you choose. For example, Level: Druid 2, ranger 2
or electricity, either as a supernatural a great wyrm red dragon whose breath Components: V, S, DF
ability or as the result of casting a spell weapon normally deals 24d10 points Casting Time: 1 standard action
such as dragon breath (page 73). When of fire damage could use this spell to Range: Medium (100 ft. + 10 ft./level)
you successfully cast this spell, your produce a cone dealing 24d10 points Area: 40-ft.-radius spread
breath weapon is suffused with bright of fire damage and 24d10 points of acid Duration: 1 minute/level
light. In addition to taking the normal damage. Even opposed types of energy, Saving Throw: None
fire or electricity damage, creatures such as fire and cold, can be combined Spell Resistance: No
that fail their saving throws against the using this spell. If you choose sonic
breath weapon are dazzled for 1 minute energy, the save DC of your breath With a sound like a thousand knives
per caster level. Sightless creatures are weapon is reduced by 2. being unsheathed, the plants in the area
not affected by breath flare. grow sharp thorns and warp into a thick
When you use this spell to produce briar patch.
BREATH OF THE acid, cold, electricity, or fire energy, it is
JUNGLE a spell of that type. For example, breath Thisspellcausesgrasses,weeds,bushes,
weapon admixture is an acid spell when and even trees to grow thorns and wrap
Transmutation you cast it to add acid damage to your and twist around creatures in or enter-
Level: Druid 1 breath weapon. ing the area. The spell’s area becomes
Components: V, S, DF difficult terrain, and creatures move at
Casting Time: 1 standard action BREATH WEAPON half speed within the affected area. Any
Range: Medium (100 ft. + 10 ft./level) creature moving through the area also
Effect: Mist spreads in a 40-ft. radius, SUBSTITUTION takes 1 point of nonmagical piercing
damage for each 5 feet moved.
20 ft. high Transmutation [see text]
Duration: 1 minute/level Level: Sorcerer/wizard 5 A creature with freedom of movement
Saving Throw: None Components: S or the woodland stride ability is unaf-
Spell Resistance: No Casting Time: 1 swift action fected by this spell.
Range: Personal
With a word of power and flick of your Target: Your breath weapon BRILLIANT AURA
wrist, a foul-smelling, fine mist appears. Duration: 1 round
Transmutation
The DC of any saving throw made Yourfoes,preparedforyourterriblefiery Level: Cleric 8, druid 8, sorcerer/
within the mist against poison or breath weapon, are caught off guard as
disease increases by 2. you exhale a cone of caustic acid in their wizard 7
surprised faces. Targets: Weapons carried by one
The mist does not provide conceal-
ment. For this spell to function, you must creature/2 levels, no two of which
have a breath weapon, either as a super- are more than 30 ft. apart
BREATH WEAPON natural ability or as the result of casting Duration: 1 round/level
ADMIXTURE a spell such as dragon breath (page 73). Saving Throw: Will negates
When you successfully cast this spell, (harmless)
Transmutation [see text] you choose one type of energy other Spell Resistance: Yes (harmless)
Level: Sorcerer/wizard 9 than that normally associated with
Components: S your breath weapon: acid, cold, electric- Takingfreshinsightfromcontemplationof
Casting Time: 1 swift action ity, or fire. You can modify your breath light, you cast the spell and set your allies
Range: Personal weapon to use the selected energy type aglow with white brilliance.
Target: Your breath weapon instead of its normal energy type. For
Duration: 1 round example, an old red dragon whose This spell functions like brilliant blade
breath weapon normally deals 16d10 (see below), except as noted here, and
You spit out two forms of energy as points of fire damage could use this that all weapons of the subject crea-
your breath weapon streaks toward your spell to produce a cone dealing 16d10 tures gain the brilliant energy special
opponents. points of acid damage instead. ability.
39
BRILLIANT BLADE asuitofarmorinstantlycausesthearmorto Components: S, DF
sprout long, deadly-looking spines. Casting Time: 1 immediate action
Transmutation Range: Close (25 ft. + 5 ft./2 levels)
Level: Cleric 7, druid 7, sorcerer/ The bristle spell temporarily enhances
one suit of armor, causing it to grow Target: One willing creature/
wizard 6 long hard spikes that stick out in level, no two of which are
Components: V, S all directions. This spell does not more than 20 ft. apart
Casting Time: 1 standard action work on clothing other than Duration: 1 minute/
Range: Close (25 ft. + 5 ft./2 levels) armor, but it does function level (D); see text
Target: One melee or thrown Saving Throw: None
CHAPTER 1 Spell Resistance: No
weapon, or fifty
SPELL projectiles (all of which With a sharp jab of your
DESCRIPTIONS must be in contact with finger, the water around
each other at the time of your indicated subjects
casting) begins to push them
Duration: 1 minute/level toward the surface.
Saving Throw: Will
negates (harmless, The subjects of this
object) spell are borne toward
Spell Resistance: Yes the surface at 60 feet
(harmless, object) per round until they are
floating on it. The sub-
Illus. by W. England With a word, the indicated ject then rests at the top
weaponglowswithasoftblue- of the liquid (rescuing it
white halo that emits a low, from drowning if it was
slowly pulsating hum. The a sinking air-breather)
faintsmellofozonepermeates and can swim away
the air. under its own power
or be moved by others
You transform a single melee Briar web wraps creatures in the (such as with a rope). If
weapon, natural weapon, thorny grip of nearby plants the subject is removed
thrown weapon, or group from the liquid, the
of projectiles into a weapon with armor that already has spikes built spell ends.
with the brilliant energy in. The spikes are flexible enough not
special ability (DMG 224). to hamper the creature wearing the BURNING
If this spell is cast on ar- armor. Each round, the first time the
rows or crossbow bolts, the armor wearer attacks a target in melee, BLOOD
effect on a particular pro- the spikes strike out as well, growing in
jectile ends after one use, length and hardness. The spikes have Necromancy
whether or not the mis- an attack bonus equal to your caster Level: Sorcerer/
sile strikes its intended level and deal 2d6 points of damage.
target. Treat shuriken Your Strength modifier does not apply wizard 4
as arrows, rather than to this damage. Components: V, S, M
as thrown weapons, Casting Time: 1
for the purpose of BUOYANT LIFTING
this spell. standard action
Evocation Range: Medium (100 ft. + 10 ft./level)
BRISTLE Level: Druid 1 Target: One living creature; see text
Duration: 1 round/level (D)
Transmutation Saving Throw: Fortitude partial;
Level: Sorcerer/
see text
wizard 2 Spell Resistance: Yes
Components: V, S
Casting Time: 1 standard action The taste of copper fills your mouth and
Range: Touch bloodyspatterspunctuatethelastfewwords
Target: Suit of armor touched thatunlockthespell.Yougagslightlyasthe
Duration: 1 minute/level (D) blood in your mouth congeals, but disap-
Saving Throw: None pears even as you release the spell.
Spell Resistance: No
You taint a living creature’s blood with
With a word and the sudden opening of a hot, corrosive infusion, dealing 1d8
yourhandyoucompletethespell.Touching points of acid damage and 1d8 points
of fire damage per round. The subject
40
can attempt a Fortitude save each round Youinvokethespellandyourhandsglow tion expires or the subject moves out CHAPTER 1
to negate the damage, but a successful with a yellow aura, the aura lengthen- of range.
save does not prevent damage in future ing and forming into translucent mole SPELL
rounds. Searing pain limits the subject hands. The smell of freshly turned earth The bee can’t be attacked, but it can DESCRIPTIONS
to a single move action in any round fills the air. be dispelled.
when it fails its Fortitude save.
The subject can burrow through earth Material Component: A dab of honey.
Burning blood does not affect crea- and loose rock (but not solid stone)
tures of the construct, elemental, ooze, with a speed of 30 feet (or 20 feet if it CACOPHONIC BURST
plant, or undead types. wears medium or heavy armor, or if it
carries a medium or heavy load). Evocation [Sonic]
Material Component: A drop of blood Level: Bard 5, sorcerer/wizard 5
and a pinch of saltpeter. ArcaneFocus: Aclawfromaburrow- Components: V, S
ing creature. Casting Time: 1 standard action
BURNING SWORD Range: Long (400 ft. + 40 ft./level)
BURROW, MASS Area: 20-ft.-radius burst
Evocation [Fire] Duration: Instantaneous
Level: Sorcerer/wizard 2 Transmutation Saving Throw: Reflex half
Components: V, S Level: Druid 4, ranger 3 Spell Resistance: Yes
Casting Time: 1 standard action Targets: One creature/level, no two
Range: Touch Youcompletethespellwithascream,and
Target: Weapon touched of which are more than 30 ft. apart echoesofyourcrytraveloutwardandburst
Duration: 1 minute/level (D) into ear-shattering sounds.
Saving Throw: None You call upon the power of the spell and,
Spell Resistance: No in turn, each of your allies’ hands gain a You cause a burst of low, discordant
yellownimbus,formingintothehandsof noise to erupt at the chosen location.
By chopping your hand like an axe and large moles. It deals 1d6 points of sonic damage
utteringthelastfewphrasesofthespell,you per caster level (maximum 15d6) to all
causetheweaponyou’vetouchedtobecome This spell functions like burrow, except creatures within the area.
wreathed in flickering blue flames. that it affects multiple creatures.
Cacophonicburstcannotpenetratethe
The flames from this spell shed azure BUZZING BEE area of a silence spell.
light out to 30 feet. These flames do not
harm the weapon or its wielder, but Conjuration (Creation) CACOPHONIC SHIELD
for the duration of the spell, it delivers Level: Sorcerer/wizard 1
fire damage in addition to its normal Components: V, S, M Evocation [Sonic]
damage. Casting Time: 1 standard action Level: Bard 4, sorcerer/wizard 5
Range: Medium (100 ft. + 10 ft./level) Components: V, S
The enchanted weapon deals an Target: One creature Casting Time: 1 standard action
extra 1d6 points of fire damage on Duration: 1 minute/level (D) Range: 10 ft.
a successful hit. Also, on a critical Saving Throw: None Area: 10-ft.-radius emanation
hit, the weapon deals additional fire Spell Resistance: No
damage based on the weapon’s critical centered on you
multiplier: A small but extremely loud bee appears, Duration: 1 minute/level (D)
buzzingaroundtheheadofthedesignated Saving Throw: Fortitude partial
Critical Additional target. Spell Resistance: Yes
Multiplier Fire Damage
×2 +1d10 This spell creates an unnerving noise Yourwordsspeedintoajumbleofsounds
×3 +2d10 that disrupts the subject’s concentra- thatmixtogetheruntilonlyaconstant,faint
×4 +3d10 tion. The subject is distracted and buzzing sound remains.
takes a –10 penalty on Move Silently
BURROW checks. Creatures that can’t hear are You create a barrier of sonic energy
not distracted. The DC of Concentra- at a distance of 10 feet from yourself.
Transmutation tion checks to cast spells or maintain Creatures on either side of the barrier
Level: Druid 2, ranger 2 concentration while distracted is equal hear it as a loud but harmless buzzing.
Components: V, S, F/DF to this spell’s DC + the level of the spell Nonmagical sound (including sound
Casting Time: 1 standard action being cast. produced by a thunderstone) does
Range: Touch not cross the barrier. Supernatural
Target: Creature touched The bee has a fly speed of 180 feet or spell-based sounds or sonic effects
Duration: 1 minute/level (D) (perfect). It remains near the subject penetrate the barrier only if the caster
Saving Throw: Will negates in spite of darkness, invisibility, poly- or originator of the effect succeeds
morph, cover, concealment, or any on a caster level check (DC 11 + your
(harmless) other attempt at disguising or hiding. caster level).
Spell Resistance: Yes (harmless) The bee remains until the spell’s dura-
A creature that crosses the barrier
takes 1d6 points of sonic damage +1
41
CHAPTER 1 point per caster level (maximum +20) Effect: One called marut Components: V, S, DF, XP
and must make a Fortitude save or Duration: Instantaneous Casting Time: 10 minutes
SPELL be deafened for 1 minute. The sonic Saving Throw: None Range: Close (25 ft. + 5 ft./2 levels)
DESCRIPTIONS vibrations create a 20% miss chance for Spell Resistance: No Effect: One called zelekhut
any missiles (including siege weapon You call across the boundaries of the Duration: Instantaneous
Illus. by J. Nelson attacks) crossing the barrier in either multiverse, and the powers of Mechanus Saving Throw: None
direction. The barrier moves with you, respond.Themarutwarpsintoplaceinan Spell Resistance: No
but you cannot force another creature eyeblinkwithawhirlingthrobofthunder.
to pass through it (for example, by “Whodeniesdeath?”itaskswiththevoice Youmakethenecessaryconjurationsand
moving adjacent to an enemy). If you of an avalanche. the powers of Mechanus respond. The
force a creature to pass through, the Zelekhutfadesintoview,itscentaurform
barrier has no effect on that creature. A zelekhut only answers the call of a accompaniedbythesoundofrattlingsilver
spellcaster who seeks justice
CALL KOLYARUT chains.“Whoseekstoescapejustice?”
By casting this spell, you receive the aid it asks with the solemn tones of a
Conjuration (Calling) [Lawful] of a marut inevitable (MM 159). If you judge’s gavel.
Level: Cleric 7, sorcerer/ know an individual marut’s name, you
can request that individual by speaking By casting this spell, you receive
wizard 7 the name during the spell (though the aid of a zelekhut inevi-
Components: V, S, DF, XP you might get a different creature,
Casting Time: 10 anyway). table (MM 160). If you
know an individual
minutes You can ask the marut to perform zelekhut’s name, you
Range: Close (25 ft. one duty for you. The task must take can request that indi-
no more than 1 hour to complete. The vidual by speaking
+ 5 ft./2 levels) inevitable does not ask for any payment the name during the
Effect: One called for the task.
spell (though you might
kolyarut XP Cost: 500 XP. get a different creature,
Duration:
CALL ZELEKHUT anyway).
Instantaneous You can ask the
Saving Throw: None Conjuration (Calling) [Lawful]
Spell Resistance: No Level: Cleric 5, sorcerer/wizard 5 zelekhut to perform one
duty for you. The task
As you complete the spell, the must take no more than
powersofMechanusrespond.The 1 hour to complete. The
kolyarutdoesnotmanifestbefore inevitable does not ask for
you as much as assembles itself any payment for the task.
inyourpresence,asinglewhirling XP Cost: 100 XP.
cogunfoldinguntiltheconstructstands
complete.“Whoistobepunished?”itasksin CALTROPS
the flat voice of a clock mechanism.
Conjuration (Creation)
By casting this spell, you receive the Level: Sorcerer/wizard 0
aid of a kolyarut inevitable (MM 159). Components: V, S
If you know an individual kolyarut’s Casting Time: 1 standard action
name, you can request that individual Range: Close (25 ft. + 5 ft./2 levels)
by speaking the name during the spell Area: See text
(though you might get a different Duration: 1 round/level
creature, anyway). Saving Throw: None
Spell Resistance: No
You can ask the kolyarut to perform
one duty for you. The task must take Youspeakthewordsandspreadyourpalm
no more than 1 hour to complete. The open,asifyouwerethrowingjacks.Coppery
inevitable does not ask for any payment sparks spring from your palm, filling the
for the task. corridor with small four-pronged spikes.
XP Cost: 250 XP. A caltrops spell covers one 5-foot-by-5-
foot square with caltrops. Every time
CALL MARUT a creature moves into an area covered
by caltrops or spends a round fight-
Conjuration (Calling) [Lawful] ing while standing in such an area, it
Level: Cleric 9, Mechanus 9, might step on one. The caltrops make
one attack roll (+0 melee) against the
sorcerer/wizard 9 creature. For this attack, the target’s
Components: V, S, DF, XP
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
42
shield and deflection bonuses do not CAMOUFLAGE, MASS random direction (roll 1d8; 1 indicates CHAPTER 1
count, nor does its armor bonus for a push into the square closest to you,
armor worn. A target wearing shoes or Transmutation and 2 through 8 indicate the other SPELL
other footwear gains a +2 armor bonus Level: Druid 2, ranger 2 squares, moving clockwise around the DESCRIPTIONS
to Armor Class (which does count). If Range: Medium (100 ft. + 10 ft./level) creature). Any creature pushed by the
the caltrops succeed on the attack, the Target: Any number of creatures, no sphere must succeed on a Reflex save
creature has stepped on one. or fall prone.
two of which are more than 60 ft.
A successful attack by a caltrop apart A capricious zephyr moves as long as
deals 1 point of damage. If the target Saving Throw: Will negates you actively direct it (a move action
is Small, Medium, or Large, its land (harmless) for you). Otherwise, it merely stays at
speed is reduced by one-half because Spell Resistance: Yes (harmless) rest and attempts to bowl over anyone
of the injury. This movement penalty in its square. The spell ends if the
lasts for 24 hours, until the creature Reaching out to your environment, you distance between the sphere and you
is successfully treated with a DC 15 wrap your allies in the patterns and shift- ever exceeds the spell’s range.
Heal check, or until it receives at least ingcolorsoftheirsurroundings,concealing
1 point of magical healing. A charging them from prying eyes. CAST IN STONE
or running creature must immediately
stop if it steps on a caltrop. Any creature This spell functions like camouflage, Transmutation
moving at half speed or slower can pick except the effect is mobile with the Level: Druid 9
its way through a bed of caltrops with group. The spell is broken for any Components: V, S
no trouble. individual who moves more than 60 Casting Time: 1 standard action
feet from the nearest member of the Range: Personal
The DM judges the effectiveness of group. (If only two individuals are Target: You
caltrops against unusual opponents or affected, the one moving away from the Duration: 1 round/level (D)
opponents outside the size range given other one loses its camouflage. If both Saving Throw: None and Fortitude
above. A giant centipede, for example, are moving away from each other, they
can scramble among the caltrops with both become visible when the distance negates; see text
no chance of hurting itself, and a fire between them exceeds 60 feet.) Spell Resistance: No
giant wearing thick, massive boots
might be immune to their attacks. CAPRICIOUS ZEPHYR Youreyesbecomelikegraystoneorbstraced
withgoldenveins.Thechangecatchesthe
For every two caster levels beyond Evocation [Air] foesfightingyoubysurprise,andtheyturn
1st, you can affect an additional 5-foot- Level: Druid 3, sorcerer/wizard 3 to stone.
by-5-foot square, and the caltrops’ attack Components: V, S
bonus increases by 1. Thus, you affect Casting Time: 1 standard action Any creature within 30 feet that meets
two squares at 3rd level (+1 melee), three Range: Medium (100 ft. + 10 ft./level) your gaze is permanently turned into a
at 5th level (+2 melee), four at 7th level Effect: 5-ft.-diameter sphere mindless, inert statue (as flesh to stone),
(+3 melee), and a maximum of five at 9th Duration: 1 round/level unless it succeeds on a Fortitude save.
level or higher (+4 melee maximum). Saving Throw: None or Reflex You can free the victim of your own
cast in stone at any time by speaking a
Multiple caltrops spells (or mundane partial; see text command word you establish during
caltrops) occupying the same space Spell Resistance: Yes the casting.
have no additional effect.
Blowingonyourtwirlinghand,youcom- Each creature within range of the
CAMOUFLAGE pletethespell,creatingaroilingballofdust gaze must attempt a saving throw
and gale-force winds. against the gaze effect each round at
Transmutation the beginning of its turn. A creature
Level: Druid 1, ranger 1 A ball of swirling wind and dust moves can avert its eyes, which grants a 50%
Components: V, S as you direct it, pushing your foes chance to avoid the gaze but in turn
Casting Time: 1 standard action across the battlefield. From its starting grants you concealment relative to it.
Range: Personal point, a capricious zephyr moves 30 feet A creature can close its eyes or turn
Target: You per round in the direction you point, away entirely; doing so prevents the
Duration: 10 minutes/level regardless of the presence or absence gaze from affecting it but grants you
of terrain. total concealment from that creature.
Upon finishing the spell, your skin and
clothingchangecolor,warpingtintandhue If the sphere enters a space with a In addition, you can actively attempt
to match your surroundings. creature, it stops moving for that round to use the gaze as a standard action each
and tries to bowl over the creature with round. To do so, you choose a target
Throughout the duration of the spell, its wind force. That creature must resist within range, and that target must
your coloration changes instantly to a bull rush attack from the capricious attempt a saving throw. A target that is
match the background of any new zephyr, which has a +6 bonus on the averting or shutting its eyes gains the
environment you enter, with no effort check. If the spell wins the bull rush, above benefits.
on your part. This effect grants you a +10 it pushes the creature as far as it can in a
circumstance bonus on Hide checks.
43
CHAPTER 1
SPELL
DESCRIPTIONS
Illus. by R. Spears Chain missile puts magic missile to shame
CASTIGATE For example, a lawful good cleric who You cause any creatures in the area to
casts this spell deals full damage to feel increasingly more intoxicated the
Evocation [Sonic] any creature that is not lawful and not longer you perform a drinking song. In
Level: Cleric 4, paladin 4, good, half damage to any creature that the round this spell is cast, all creatures
is lawful or good (but not both), and no that fail their saving throws take a –2
Purification 4 damage to lawful good creatures. penalty to Dexterity, Intelligence, and
Components: V Wisdom.
Casting Time: 1 standard action A Fortitude saving throw reduces
Range: 10 ft. damage by half. If you use a standard action to
Area: 10-ft.-radius burst centered on continue performing in a second con-
CELEBRATION secutive round, each affected creature
you must succeed on a second Will saving
Duration: Instantaneous Enchantment (Compulsion) [Mind- throw or become nauseated. Succeed-
Saving Throw: Fortitude half Affecting, Sonic] ing on this saving throw prevents the
Spell Resistance: Yes nausea, and the creature is immune to
Level: Bard 4 further effects of this spell.
Shoutingyourdeity’steachings,yourebuke Components: V, S
your foes with the magic of your sacred Casting Time: 1 standard action If you use a standard action to con-
words. Range: Close (25 ft. + 5 ft./2 levels) tinue performing in a third consecutive
Targets: All creatures in a 15-ft.- round, any affected creatures must
This spell has no effect on creatures succeed on a Will save or pass out,
that cannot hear. All creatures whose radius burst becoming unconscious and helpless.
alignment differs from yours on both Duration: 1 round/level
the law–chaos and the good–evil axes Saving Throw: Will negates; see text CHAIN MISSILE
take 1d4 points of damage per caster Spell Resistance: Yes
level (maximum 10d4). All creatures Evocation [Force]
whose alignment differs from yours With a few slurred words and fumbling Level: Sorcerer/wizard 3
on one component take half damage, motions,youcompletethespellandprepare Components: V, S
and this spell does not deal damage to perform. Casting Time: 1 standard action
to those who share your alignment. Range: Long (400 ft. + 40 ft./level)
44
Target: One creature, plus one CHAIN OF EYES CHARGE OF THE CHAPTER 1
more creature/2 levels (each of
which must be within 30 ft. of the Divination TRICERATOPS SPELL
primary target) Level: Cleric 3, druid 4, sorcerer/ DESCRIPTIONS
Transmutation
Duration: Instantaneous wizard 2 Level: Druid 3, ranger 3
Saving Throw: None Components: V, S Components: V, S, DF
Spell Resistance: Yes Casting Time: 1 standard action Casting Time: 1 standard action
Range: Touch Range: Touch
Bolts of pale blue energy spring forth Target: Living creature touched Target: Living creature touched
fromyourfingerandslamintothedesired Duration: 1 hour/level Duration: 1 round/level (D)
target. An instant later, the bolts bounce Saving Throw: Will negates Saving Throw: Will negates
away toward other creatures, slamming Spell Resistance: Yes
into each one. (harmless)
With the creature’s will to resist brushed Spell Resistance: Yes
Missiles of magical energy dart from aside,yougazeoutfromitseyestoseeyour
your fingertip to unerringly strike own satisfied smile. Holdingyourhandtoyourhead—indexand
a creature. The missiles strike one middle fingers extended in a V—you call
creature initially, then spring to other You can use another creature’s vision upontheancientpowerofthetriceratops.You
targets. Each missile deals 1d4+1 points instead of your own. While this spell touch your
of force damage. One missile strikes gives you no control over the subject, intended
the primary target per two caster levels, each time it comes into physical contact target,
to a maximum of ten missiles (deal- with another living being, you can
ing 10d4+10 points of damage). After choose to transfer your sensor to the Illus. by J. Nelson
the missiles strike, they ricochet to a new creature. During your turn in a
number of targets up to the number round, you can use a free action to
of missiles created by the spell. Each switch from seeing through the
secondary target takes 1d4+1 points of current creature’s eyes to seeing
damage, as if struck by a single magic normally or back again.
missile. You choose secondary targets as
you like, but they must all be within 30 Each transfer attempt
feet of the primary target, and no sec- allows the new target a saving
ondary target can be struck more than throw and spell resistance.
once. You can choose to affect fewer If a target resists, the spell
secondary targets than the maximum ends.
(to avoid allies in the area, for example).
Missiles without a secondary target do A druid can cast
not ricochet off the primary target. charge of the triceratops
Spells, magic items, and abilities that on herself, an ally,
protect against magic missile (such as or an animal companion
the shield spell or a brooch of shielding)
also protect against this spell. If the
primary target has that sort of protec-
tion, the spell has no effect against it
but still springs to all secondary targets.
(A brooch of shielding loses a number of
charges equal to the number of missiles
hitting the creature—up to ten mis-
siles.) If spell resistance causes the spell
to fail to harm the primary target, the
spell fails and missiles do not ricochet
to additional targets.
The missiles strike unerringly, even
if the targets are in melee or have
anything less then total cover or
concealment. You cannot single out
specific parts of a creature to strike.
This spell cannot target or damage
inanimate objects.
45
CHAPTER 1 which then grows large horns, a bony and tells the player that Darkon lost. You must succeed on a ranged touch
skull plate, and a thickened hide. Because Darkon is under the effect of attack with the ray to strike a target.
SPELL a cheat spell, the player can have the The subject takes 1d10 points of cold
DESCRIPTIONS The horns created by this spell grant DM reroll. The spell alters probability, damage. This damage increases to 2d10
a natural gore attack that deals 1d8 so there is no subterfuge that another at caster level 4th, 3d10 at caster level
points of damage (1d6 points of damage character could notice (except for the 7th, and 4d10 at caster level 10th.
if the subject creature is Small, 2d6 if casting of the spell itself).
Large). If the gore attack is used as part CIRCLE DANCE
of a charge, it deals double damage. Focus: A pair of dice made from
human bones. Divination
If the gore attack is used as a Level: Bard 2, cleric 3, druid 3,
primary weapon, the subject adds CHECKMATE’S LIGHT
1-1/2 times its Strength bonus to the sorcerer/wizard 3
damage of the attack. If it is used as a Evocation [Lawful] Components: V, S
secondary weapon, the subject adds Level: Cleric 3, paladin 2 Casting Time: 1 minute
only 1/2 its Strength bonus to the Components: V, S, DF Range: Personal
damage roll, and takes a –5 penalty Casting Time: 1 standard action Target: You
on the attack roll. Range: Touch Duration: Instantaneous
Target: Melee weapon touched
The recipient also gains a +4 enhance- Duration: 1 round/level (D) Youdancetoeachpointofthecompassrose,
ment bonus to its natural armor. Saving Throw: None then finish the spell in a wide, circular
Spell Resistance: No sweep.Attheend,youknowthatthecrea-
CHEAT tureyouseekliesinthedirectionyouface.
You intone your deity’s name and the
Transmutation weapon you touch hums a harmonic You divine the relative direction and
Level: Bard 1, Greed 1, sorcerer/ responsebeforeitlightsupwithasoothing condition of another creature. You
red glow. must have firsthand knowledge of the
wizard 1 creature for the spell to function.
Components: V, S, F You imbue the touched weapon with a
Casting Time: 1 standard action +1 enhancement bonus per three caster If the creature is alive and on the
Range: Personal levels (maximum +5 at 15th level), same plane as you, the spell leaves
Target: You and it is treated as lawful-aligned for you facing in its direction. You also
Duration: 1 minute/level or until the purpose of overcoming damage get an impression of its physical
reduction. In addition, you can cause and emotional condition (unharmed,
discharged it to cast a red glow as bright as a torch. w o u n d e d , unconscious, dying,
Saving Throw: Will negates; see text Any creature within the radius of its and so on). If the creature you seek is
Spell Resistance: No clear illumination (20 feet) gets a +1 on a different plane or dead, you feel
morale bonus on saving throws against nothing.
Yourattlethediceinyourhandandmutter fear effects.
the words of the spell, then check your CLARITY OF MIND
facedowncardsagain.Thetwolowcards If the weapon leaves your grasp, the
have somehow become trumps. spell effect is suppressed until you or Abjuration
another worshiper of your deity picks Level: Balance 3
At one point during the duration of it up. Time that passes while the spell’s Components: V, S, DF
this spell, you can attempt to alter effects are suppressed counts against Casting Time: 1 standard action
the outcome of a game of chance. the spell’s duration. Range: Touch
This spell can affect only nonmagical Target: Living creature touched
games, such as those using cards or CHILL OF THE GRAVE Duration: 1 hour/level
dice. It cannot affect a game involving Saving Throw: Will negates
magic, nor a magic item involved in a Necromancy
game of chance (such as a deck of many Level: Deathbound 1 (harmless)
things). Whenever a dice roll is made to Components: V, S Spell Resistance: Yes (harmless)
determine the outcome of the game, a Casting Time: 1 standard action
character under the effect of this spell Range: Close (25 ft. + 5 ft./2 levels) A nimbus of silver rays surrounds the
can demand a reroll and take the better Effect: Ray warrior’sheadasyoutouchhimandinvoke
of the two rolls. Duration: Instantaneous the spell’s holy power. His thoughts grow
Saving Throw: None clearer,andheisbetterabletoseethrough
Anyone observing the game of Spell Resistance: Yes the mind-warping effects of spells.
chance is allowed a Will saving throw
to realize something fishy is going on, Apalerayeruptsfromyourpointingfinger, You grant the subject a +4 insight
and might suspect that the outcome of and a moaning sound fills the air as it bonus on saving throws against all
the game has been magically altered. streaks toward your target. mind-affecting spells and effects. If
the subject of clarity of mind attacks a
For example, Darkon is playing a creature that has concealment and fails
game that he has a 1 in 4 chance of
winning. The DM secretly rolls 1d4
46
the miss chance roll, he can reroll the Asilverglowsheathesyourbody CHAPTER 1
miss chance once to see if his attack asyoucompletethespell.Asthe
actually hit the target. glowfades,youfeelatouchofthe SPELL
divineatthebackofyourmind. DESCRIPTIONS
CLAWS OF THE This divine touch spreads until
The climb walls spell helps make youfeelyourconcernsandanxieties Illus. by M. Cotie
BEAR treacherous ascents simple work fade away.
Transmutation When you cast this spell, your hands You gain a +4 sacred bonus on
Level: Druid 1, ranger 1 become shadowy claws. Starting on saving throws made against
Components: V, S your next action, you can use the claws mind-affecting spells and
Casting Time: 1 standard to make unarmed attacks as if they were effects.
natural weapons. (You attack with one
action claw and can use the other claw for an CLIMB WALLS
Range: Personal off-hand attack. If you have multiple
Target: You attacks, you use them normally when Transmutation
Duration: 1 round/level attacking with the claws.) Attacks with Level: Druid 1,
the claws are melee touch attacks. Each
Howling a curse at your enemies, pain claw deals 1d8 points of cold damage. If ranger 1
explodes in your hands as they suddenly you grapple an opponent, you deal claw Components: V, S, M
sportlongclaws.Almostinstantlythepain damage with each successful grapple Casting Time: 1 standard action
fades.Toobadyourfoeswon’tbeabletosay check, and the grappled target is under Range: Touch
the same. the effect of a slow spell for as long as Target: Creature touched
you maintain the grapple. An opponent Duration: 1 minute/level (D)
When you cast this spell, your hands that makes a successful Fortitude save Saving Throw: Will negates
become natural weapons that deal 1d8 is not slowed, and it cannot be slowed by (harmless)
points of damage each or your normal this casting of claws of darkness. Spell Resistance: Yes (harmless)
unarmed damage, whichever is greater.
You are considered armed while this You can extend the claws up to 6 feet, Youbrushthetargetwithyourfinger,and
spell is in effect. If you are Small, your which gives you a natural reach of 10 shenowperceiveshandholdsandtoeholds
claws deal 1d6 points of damage, and if feet, or retract them as a free action. where others see smooth stone.
you are Large, they deal 2d6 points of
damage. You add your Strength modi- When the spell is in effect, you The subject gains a +10 enhancement
fier to your claw damage rolls. cannot cast spells with components bonus on Climb checks. The bonus
other than verbal ones, nor can you increases to +20 at caster level 5th, and
Your claws work just like the natural carry items with your hands. Any magic to +30 (the maximum) at caster level
weapons of many monsters. You can items worn on your hands are tempo- 9th. Unlike with spider climb, this spell
make an attack with one claw or a full rarily absorbed and cease functioning does not allow the subject to climb
attack with two claws at your normal while the spell is active. on ceilings, and it does not give the
attack bonus, replacing your normal creature a climb speed.
attack routine. You take no penalties CLEAR MIND
for two-weapon fighting, and neither Material Component: A drop of tree
attack is a secondary attack. If your Abjuration sap or equally sticky material.
base attack bonus is +6 or higher, you do Level: Paladin 1
not gain any additional attacks—you Components: V, S, DF CLOAK OF BRAVERY
simply have two claw attacks at your Casting Time: 1 standard action
normal attack bonus. Range: Personal Abjuration [Mind-Affecting]
Target: You Level: Cleric 3, Courage 3, paladin 2
CLAWS OF DARKNESS Duration: 10 minutes/level Components: V, S
Casting Time: 1 standard action
Illusion (Shadow) Range: 60 ft.
Level: Sorcerer/wizard 2 Area: 60-ft.-radius emanation
Components: V, S
Casting Time: 1 standard action centered on you
Range: Personal Duration: 10 minutes/level
Target: You Saving Throw: Will negates
Duration: 1 round/level (D)
Saving Throw: Fortitude partial (harmless)
Spell Resistance: Yes; see text Spell Resistance: Yes (harmless)
You draw material from the Plane of Summoningupyourcourage,youthrowout
Shadowtocauseyourhandsandforearms yourarmandsweepitoverthearea,cloak-
toelongateandchangeshapeintofeatureless ing all your allies in a glittering mantle of
claws of inky blackness. magic that bolsters their bravery.
47
CHAPTER 1 All allies within the emanation (includ- Components: V, S, DF Range: Close (25 ft. + 5 ft./2 levels)
ing you) gain a morale bonus on saves Casting Time: 1 standard action Target: One creature
SPELL against fear effects equal to your caster Range: Touch Duration: Instantaneous
DESCRIPTIONS level (to a maximum of +10 at caster Target: Creature touched Saving Throw: Will half (harmless);
level 10th). Duration: 1 hour/level (D)
Saving Throw: Will negates see text
CLOAK OF BRAVERY, Spell Resistance: Yes (harmless)
GREATER (harmless)
Spell Resistance: Yes (harmless) Yourallyfallsfromacrushingblow,butyou
Abjuration [Mind-Affecting] don’thavetimetoreachhim.Youquickly
Level: Courage 9 Ablue-greenglowsurroundsyourhandas speakwordsofpower,andtheworstofhis
Range: 1 mile; see text you complete the spell. With a touch you injuries glow golden and begin to heal.
Area: 1-mile-radius emanation release it into your intended target, which
then turns the same shade of blue-green. This spell cures 1d4 points of damage
centered on you +1 point per caster level (maximum
Duration: 1 hour/level While underwater, the subject func- +5).
tions as if affected by blur (PH 206),
Thisspellfunctionslikecloakofbravery, freedomofmovement(PH233),andwater If you cast this spell immediately
except all allies within the emanation breathing (PH 300), and doesn’t take after the subject takes damage, it
(including you) are immune to fear nonlethal damage for the duration of effectively prevents the damage. It
effects and gain a +2 morale bonus on the spell. When out of the water (or would keep alive someone who had just
attack rolls. Allies who don’t have line even partially out), the subject gains dropped to –10 hit points, for example,
of sight to you are unaffected. none of these advantages except water leaving the character at negative hit
breathing. The subject can leave and points but stable.
CLOAK OF DARK reenter water without ending the
POWER spell. Usedagainstanundeadcreature,close
wounds deals damage instead of curing
Abjuration CLOAK POOL the creature (which takes half damage
Level: Drow 1 if it makes a Will saving throw).
Components: V, S Illusion (Glamer)
Casting Time: 1 standard action Level: Bard 2, sorcerer/wizard 2 CLOUD OF
Range: Touch Components: V, S
Target: Creature touched Casting Time: 1 standard action BEWILDERMENT
Duration: 1 minute/level Range: Close (25 ft. + 5 ft./2 levels)
Saving Throw: Will negates Target: One color pool Conjuration
Duration: 1 hour/level (D) Level: Bard 2, sorcerer/wizard 2
(harmless) Saving Throw: Will negates Components: V, S, M
Spell Resistance: Yes (harmless) Casting Time: 1 standard action
(harmless, object) Range: Close (25 ft. + 5 ft./2 levels)
A dim gray haze appears around the Spell Resistance: No Area: 10-ft. cube
creature. Light bends around this haze, Duration: 1 round/level
leaving the creature in a patch of strange Afewwordsandmotions,andtheswirling Saving Throw: Fortitude negates;
and shifting darkness. colorpoolbecomesassilver-grayastherest
of the Astral Plane. see text
Cloakofdarkpowercreatesaduskyhaze Spell Resistance: No
around the subject. The haze does not This spell causes a color pool on the
interfere with vision, but the subject Astral Plane (DMG 154)—an irregular Asyouexhalethelastsyllablesoftheincan-
and anything it wears or carries is pro- patch of color containing a portal to tation,yourbreathformsaninvisiblespray
tected from the effects of full sunlight, another plane—to seemingly cease to of noxious air.
even under the open, daytime sky of exist. In truth, the color pool is only
the surface world. A drow subject suf- hidden from view. The use of this This spell creates a small cloud of
fers no blindness or bright illumination spell does not hide the area around the nauseating vapors. Any living creature
combat penalties while under the effect pool; it masks only the fact that a pool in the area becomes nauseated. This
of cloak of dark power. is present. See invisibility or true seeing condition lasts as long as the creature is
reveals the presence of the pool, as does in the cloud and for 1d4+1 rounds after
The subject also gains a +4 resistance analyze portal. it leaves. Any creature that succeeds
bonus on saves against light or darkness on its save but remains in the cloud
spells or effects. CLOSE WOUNDS must continue to save each round on
your turn.
CLOAK OF THE SEA Conjuration (Healing)
Level: Cleric 2 The cloud obscures sight, including
Transmutation Components: V darkvision, providing concealment to
Level: Druid 5, sorcerer/wizard 6 Casting Time: 1 immediate action creatures within the area or against
attacks made through the cloud.
Material Component: A rotten egg.
48
CLOUD WINGS CLOUD-WALKERS CLUTCH OF ORCUS CHAPTER 1
Transmutation Transmutation Necromancy [Evil] SPELL
Level: Druid 2 Level: Druid 7, Windstorm 6 Level: Cleric 3 DESCRIPTIONS
Components: V, S Components: V, S, DF Components: V, S
Casting Time: 1 standard action Casting Time: 1 standard action Casting Time: 1 standard action
Range: Touch Range: Touch Range: Medium (100 ft. + 10 ft./level)
Target: Creature touched Targets: One creature/level Target: One humanoid
Duration: 1 hour/level Duration: 10 minutes/level (D) Duration: Concentration, up to
Saving Throw: Fortitude negates Saving Throw: Reflex negates
1 round/level
(harmless) (harmless) Saving Throw: Fortitude negates
Spell Resistance: Yes (harmless) Spell Resistance: Yes (harmless) Spell Resistance: Yes
As you touch the subject, mist Reachingoutahandtwisted Illus. by R. Spears
forms crude wings that cling to by tension into a grasping
his back. claw,yousqueezeyourfoe’s
heart from afar, anticipat-
This spell increases the sub- ingthemomentitssmoking
ject’s fly speed by 30 feet. It remains will rest in your
has no effect on other modes palm.
of movement, nor does it
allow the subject to fly if it Magical force grips the
cannot already do so. subject’s heart (or similar
vital organ) and begins
CLOUDBURST crushing it. The victim
is paralyzed and takes
Evocation [Water] 1d12 points of damage per
Level: Druid 1 round. Concentration is
Components: V, S required to maintain the
Casting Time: 1 round spell each round. A con-
Range: Long (400 ft. + scious victim can attempt
a new Fortitude saving
40 ft./level) throw each round to end
Area: 100-ft.-radius the spell. If the victim
dies as a result of this
emanation spell, its smoking heart
Duration: 10 minutes/level appears in your hand.
(D)
Saving Throw: None
Spell Resistance: No
Cloudswhirlintoexistenceand, COCOON
withapealofthunder,letloosea Conjuration (Creation)
drenching downpour. The cloud wings spell gives great speed to a flying creature Level: Druid 8
Components: V, S, M,
You cause clouds to gather and XP
a heavy rain to fall. The rain reduces Withakissblowntoeachsubject,youcreate Casting Time: 1 round
visibility ranges by half, resulting in a gaseous pads of cloudstuff on their feet, Range: Close (25 ft. + 5 ft./2 levels)
–4 penalty on Spot and Search checks. allowing them to walk on the clouds. Target: One corpse
It automatically extinguishes unpro- Duration: Instantaneous
tected flames and has a 50% chance Each subject of the spell can move Saving Throw: Fortitude negates
of extinguishing protected flames. with a fly speed of 60 feet (perfect Spell Resistance: Yes
Ranged weapon attacks and Listen maneuverability), but only outdoors.
checks take a –4 penalty. Fire damage To touch the earth again, a subject must Thesilkwormcocoondisappearsfromyour
in this spell’s area is reduced by 1 point use a standard action to shake off the palm,andsilkthreadscoalescefromthinair
per die of damage. cloudstuff, which ends the spell for that aroundyourtarget,quicklywrappingabout
This spell does not function indoors, creature. You can dismiss the spell, but the body until it is fully encased.
underground, underwater, or in desert only for all subjects at once—an act
climates. After the spell ends, the water that can have significant consequences When cast upon a deceased creature
created evaporates over the next 10 for subjects already in the air. (whose death can be no less recent
minutes. The water created with this than 1 round per caster level), this spell
spell does not slake thirst or provide preserves the body and begins a slow
any nourishment to plants. process of rebirth. If the corpse is raised,
49
CHAPTER 1 resurrected, or reincarnated at any point Area: 1-mile-radius circle centered COMETFALL
during the next week, the creature on you
SPELL takes no level loss or Constitution loss Conjuration (Creation)
DESCRIPTIONS normally associated with such spells. Duration: 2d4 hours Level: Cleric 6, druid 6
Saving Throw: None Components: V, S, DF
At the conclusion of the week, if the Spell Resistance: No Casting Time: 1 standard action
subject has not been returned to life, Range: Medium (100 ft. + 10 ft./level)
the creature is automatically reincar- Asyoucallupondivinepowertofuelyour Effect: 400-pound ball of rock and
nated, as the spell, with no loss of level spell, you feel the air around you become
or Constitution. chilled.Thedropintemperaturecreatesa ice
thinfogthatexacerbatesthecoldintheair Area: 5-ft.-radius burst
Material Component: A silkworm without hindering your vision or move- Duration: Instantaneous
cocoon. ment whatsoever. Saving Throw: Reflex half
Spell Resistance: No
XP Cost: 250 XP
COLD FIRE This spell causes a powerful cold front Youconjureabright,glowingcomet,which
to form, lowering the temperature in appearsinmidairaboveyourenemies,then
Transmutation [Cold] the affected area by 5 degrees Fahren- strikesthegroundwithtremendousforce
Level: Cleric 1, druid 1 heit per caster level (maximum change and a thunderous boom.
Components: V, S, DF of 50 degrees Fahrenheit), to a maxi-
Casting Time: 1 standard action mum low of –20 degrees Fahrenheit You conjure a comet that immediately
Range: Close (25 ft. + 5 ft./2 levels) (see Cold Dangers, DMG 302). Spells falls to the ground, dealing 1d6 points
Target: One fire source (up to a 20-ft. with the cold descriptor deal an extra of damage per caster level (maximum
1 point of damage per die when cast 15d6) to everything in the area. The
cube) or one creature; see text in the area. force of the comet can also knock
Duration: 1 minute/level (D) (fire creatures over. Creatures who fail their
COMBUST Reflex save are knocked prone. A crea-
source) or Instantaneous (creature) ture that succeeds on its saving throw
Saving Throw: No (fire source) or Evocation [Fire] takes half damage from the comet and
Level: Sorcerer/wizard 2 is not knocked down.
Fortitude half (creature) Components: V, S, M
Spell Resistance: No (fire source) or Casting Time: 1 standard action The comet breaks apart on impact,
Range: Touch filling the 10-foot-square area with
Yes (creature) Target: Touched creature or dense rubble (DMG 90).
Asyoucompletethespellyouwidenyour combustible object that weighs no You must cast this spell in an area
eyes slightly at the fire you wish to affect. more than 25 lb./level with at least 40 feet of vertical space
Itsflamesinstantlyturnablue-white.The Duration: Instantaneous; see text above the point of impact. If you do not
air between you and the fire feels much Saving Throw: Reflex partial have 40 feet of space, the spell fails.
colder. Spell Resistance: Yes
CONE OF DIMNESS
You are able to change the normal You rub the oil against the flint and
flames of a fire (any blaze that lasts for murmurtheancientwords,touchingyour Illusion (Phantasm) [Mind-Affecting]
more than 1 round) into cold flames. target. It immediately smolders and then Level: Sorcerer/wizard 3
Affected flames deal cold damage bursts into bright flames. Components: V, S
to creatures that come into contact Casting Time: 1 standard action
with them. The spell can also affect This spell makes a combustible object Range: 60 ft.
magical fires such as those generated or a creature’s combustible equipment Area: Cone-shaped burst
by a wall of fire, provided the affected burst into flame, even if damp. Duration: 1 round/level
fire is small enough. Cold fire flames Saving Throw: Will negates; see text
burn blue and white for the duration If the target is a creature, the initial Spell Resistance: Yes
of the spell. eruption of flame causes 1d8 points of
fire damage per caster level (maximum Splaying your fingers, you call upon the
If the target is a creature with the fire 10d8) with no saving throw. Further, energies that dwell within the shadowy
subtype or vulnerability to cold, the the creature must make a DC 15 Reflex placesoftheworld.Yourarmshakeswith
spell deals 1d6 points of cold damage save or catch fire (DMG 303). barely contained power, causing a trans-
per two caster levels (maximum 5d6) lucent gray cone to burst forth from your
to the creature, but has no further If the target is a combustible, unat- outstretched hand.
effect. tended object, the initial eruption of
flame deals fire damage to the object as Creatures in the cone must succeed
COLD SNAP noted above. The object catches fire and on a Will save or believe darkness
takes 1d6 points of fire damage each has engulfed them, rendering them
Transmutation [Cold] round until consumed or someone puts blinded. A creature that makes its
Level: Cleric 6, druid 5 out the fire. initial Will save suffers no ill effects.
Components: V, S
Casting Time: 1 minute MaterialComponent:Adropofoiland
Range: 1 mile a piece of flint.
50