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D&D 3.5 edition spell compendium

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Published by Sirperry, 2022-02-25 12:31:23

Spell Compendium

D&D 3.5 edition spell compendium

Keywords: D&D 3.5 Spell Compendium,D&D,3.5,Spell Compendium

solid object, or more than 5
feet above the ground.

If your target is being
held (whether an object
held by a character or a
character being grappled
by a creature), the hold-
ing or grappling creature
also receives a Will saving
throw to resist.

GEMBOMB CHAPTER 1

Evocation [Force] SPELL
Level: Gnome 2, Trade 2 DESCRIPTIONS
Components: V, S, M
Casting Time: 1 round Illus. by E. Polak
Range: Touch
Target: Gem touched
Duration: 10 minutes/

level or until used
Saving Throw: Reflex half
Spell Resistance: Yes

Youplaceasmallsparkofenergy
in the heart of a valuable gem.

You turn a gem into a bomb
that you (and only you) can lob at
enemies. You must hold the gem in
your hand when casting the spell.
You can toss the bomb with perfect
accuracy anywhere within 60 feet.
The gembomb explodes in a 5-foot-
radius burst dealing 1d8 points of
force damage per two caster levels
(maximum 5d8). Tossing a gembomb
is a standard action.
Material Component: A gem worth
at least 1 gp.

A marilith makes good use of the fuse arms spell GEMJUMP

You touch the target and it vanishes in a To randomly determine the subject’s Conjuration [Teleportation]
showerofgoldensparks.Almostinstantly, destination, roll 1d8 to determine the Level: Sorcerer/wizard 6
it appears a short distance away. direction, then roll 1d10×10 to deter- Components: V, S, F
mine the distance from the subject’s Casting Time: 1 round
You teleport a target to a random, safe previous location. Roll direction and Range: Unlimited; see text
location up to 100 feet distant and distance again if this new destination Target: You and willing creatures
visible to you. is outside your line of sight, within a
totaling up to one/3 levels; see text
Duration: Until triggered
Saving Throw: None; see text
Spell Resistance: No; see text

You mutter over the iridescent, faceted
gem. It twinkles in response, and you feel
a strong link between you and the stone.
When you speak the word, the two of you
will be reunited.

101

CHAPTER 1

SPELL
DESCRIPTIONS

Illus. by R. Horsley The general of undeath spell
makes an evil cleric into a
true leader of those beyond

fear and death

This spell teleports you to the location GENERAL OF UNDEATH Target: Armor of creature touched
of a specially prepared gem. Duration: 1 minute/level
Necromancy [Evil] Saving Throw: Will negates
You initially cast gemjump upon Level: Cleric 8
the focus, which you must touch. As Components: V, S, DF (harmless)
a standard action any time after you Casting Time: 1 standard action Spell Resistance: Yes (harmless)
prepare the stone, you can utter a com- Range: Personal
mand word and instantly teleport to the Target: You Confrontedwithincorporealenemies,you
location of the gem, provided you and Duration: 24 hours give the armor you touch the power to
the stone are on the same plane. defend against such foes.
Youfocusonthedarknesswithinyoursoul,
The teleport is always on target (as willingittogrowandgrantyouthepower The subject’s armor gains the ghost
though you are using a greater teleport to control a greater number of undead touch special ability (DMG 219).
spell). If the area containing the gem minions.
is too small for you, you appear in the Material Component: A tiny shield
nearest sufficiently large space. This spell increases the number of Hit made of resin.
Dice of undead that you can control by
You can transport, in addition to an amount equal to your caster level. GHOST TOUCH
yourself, one Medium or smaller When the duration expires, you lose WEAPON
creature per three caster levels, and control of the extra undead as if you
can bring along objects as long as had voluntarily relinquished control Transmutation
their weight does not exceed your of them. Level: Cleric 3
maximum load. Components: V, S
GHOST TOUCH ARMOR Casting Time: 1 standard action
An unwilling creature can’t be Range: Close (25 ft. + 5 ft./2 levels)
teleported by gemjump. Likewise, a Transmutation Target: One weapon or fifty
creature’s Will save (or spell resis- Level: Cleric 2, sorcerer/wizard 2
tance) prevents items in its possession Components: V, S, M projectiles (all of which must be in
from being teleported. Unattended, Casting Time: 1 standard action contact with each other at the time
nonmagical objects receive no saving Range: Touch of casting)
throw. Duration: 1 minute/level

Focus: A gem worth 500 gp.

102

Saving Throw: Will negates Range: Personal weapon, the projectile becomes corpo- CHAPTER 1
(harmless, object) Target: You real as soon as it is fired and can affect
Duration: 1 round/level (D) a corporeal target normally (no miss SPELL
Spell Resistance: Yes (harmless, chance). Magic items you possess work DESCRIPTIONS
object) Laughing at death, you assume a ghostly normally with respect to their effects
form in which you can pass through on you or on another target.
With a few words and a gesture, you walls.
empower a weapon to strike true against As an incorporeal creature, you
incorporeal foes. You assume a visible, incorporeal have no natural armor bonus but have
form like that of a manifesting ghost. a deflection bonus equal to your Cha-
Ghost touch weapon makes a weapon You gain the incorporeal subtype for risma bonus (always at least +1, even if
magically capable of dealing damage the duration of the spell, providing your Charisma score does not normally
normally to incorporeal creatures, you with the following abilities and provide a bonus).
regardless of its enhancement bonus. characteristics.
(An incorporeal creature’s 50% chance You can enter or pass through solid
to avoid damage does not apply to You have no physical body while objects while in ghostform, but you must
attacks made with weapons under the in this state. You can be harmed only remain adjacent to the object’s exterior,
effect of this spell.) A ranged weapon by other incorporeal creatures, magic and so you cannot pass entirely through
affected by this spell does not bestow weapons or creatures that strike as an object whose space is larger than
the ability on its ammunition. magic weapons, and spells, spell-like your own. You can sense the presence
abilities, or supernatural abilities. of creatures or objects within a square
The weapon can be picked up and You are immune to all nonmagical adjacent to your current location, but
moved by an incorporeal creature at attack forms. Even when hit by spells, enemies have total concealment from
any time. A manifesting ghost can including touch spells, or magic weap- you while you are inside an object. In
wield the weapon against corporeal ons, you have a 50% chance to ignore order to see farther from the object you
foes. Essentially, a weapon under the any damage from a corporeal source are in and attack normally, you must
effect of this spell counts as either (except for positive energy, nega- emerge. While inside an object, you
corporeal or incorporeal at any given tive energy, force effects, or attacks have total cover, but when you attack
time, whichever is more beneficial to made with ghost touch weapons). a creature outside the object you have
the wielder. Nondamaging spell effects affect you cover only, so a creature outside with
normally unless they require corporeal a readied action could strike at you as
GHOST TRAP targets to function (such as implosion) you attack. You cannot pass through a
or they create a corporeal effect that force effect.
Abjuration incorporeal creatures would normally
Level: Cleric 6, sorcerer/wizard 7 be unaffected by (such as a web or wall You can pass through and operate
Components: V, S of stone spell). in water as easily as you do in air. You
Casting Time: 1 standard action cannot fall or take falling damage. You
Range: 5 ft./level Your attacks while in ghostform cannot make trip or grapple attacks,
Area: 5 ft./level-radius emanation pass through (ignore) natural armor, nor can you be tripped or grappled.
armor, and shields, although deflec- In fact, you cannot take any physical
centered on you tion bonuses and force effects (such action that would move or manipulate
Duration: 1 minute/level (D) as mage armor) work normally against an opponent or its equipment, nor are
Saving Throw: None you. Nonmagical attacks you make you subject to such actions. You have
Spell Resistance: No with a melee weapon have no effect no weight while in ghostform and do
on corporeal targets, and any melee not set off traps that are triggered by
Energyripplesoutwardfromyou,render- attack you make with a magic weapon weight.
ing solid the insubstantial. against a corporeal target has a 50%
miss chance, except for attacks you You move silently and cannot be
You are surrounded by a field of energy make with a ghost touch weapon, heard with Listen checks if you don’t
that negates incorporeality. The radius which are made normally (no miss wish to be while in ghostform. You have
of the field is 5 feet per caster level. chance). Spells you cast while in ghost- no Strength score while incorporeal,
All incorporeal creatures in this field form affect corporeal targets normally, so your Dexterity modifier applies to
become corporeal. Creatures cannot including spells that require you to both your melee attacks and ranged
turn ethereal while in this area, and make an attack roll (such as rays or attacks. Nonvisual senses, such as scent
ethereal creatures cannot enter or affect melee touch spells). and blindsight, are either ineffective or
the plane this spell was cast on while only partly effective with regard to you.
in this field. Any equipment you are wearing or You have an innate sense of direction
carrying is also incorporeal as long and can move at full speed even when
GHOSTFORM as it remains in your possession. An you cannot see.
object that you relinquish loses its
Transmutation incorporeal quality (and you lose the
Level: Sorcerer/wizard 8 ability to manipulate the object). If
Components: V, S you use a thrown weapon or a ranged
Casting Time: 1 standard action

103

CHAPTER 1

SPELL
DESCRIPTIONS

Illus. by C. Dien Already shaken by the appearance of the ghostly bard, the azers flee upon hearing the spirit’s haunting tune

GHOSTHARP other magical effects, nor can it cast restoration negates the gradual change.
spells. Healing spells can temporarily prolong
Divination the process by increasing the victim’s
Level: Bard 0 GHOUL GAUNTLET hit points, but the transformation
Components: V, S continues unabated.
Casting Time: 1 minute Necromancy [Death, Evil]
Range: Touch Level: Hunger 5, sorcerer/wizard 6 The ghoul that you create remains
Target: Object touched Components: V, S under your control indefinitely. No
Duration: 5 minutes/level (D) Casting Time: 1 standard action matter how many ghouls you gener-
Saving Throw: None Range: Touch ate with this spell, however, you can
Spell Resistance: No Target: One living humanoid control only 4 HD worth of undead
creatures per caster level (this includes
You place the coin on the table, touch it, creature undead from all sources under your
and whisper the words of the spell. Softly Duration: Instantaneous control). If you exceed this number, all
the coin begins to replay the music of the Saving Throw: Fortitude negates the newly created creatures fall under
previous night’s performance. Spell Resistance: Yes your control, and any excess undead
from previous castings become uncon-
You prepare an object that records Your touch gradually transforms a living trolled (you choose which creatures are
and replays a song previously played victim into a ravening, flesh-eating released). If you are a cleric, any undead
or sung in its vicinity. When cast, the ghoul. you might command by virtue of your
spell searches a radius of 50 feet for the power to command or rebuke undead
lingering notes of a tune played there The subject takes 3d6 points of damage do not count toward the limit.
within the last day. It records these per round while its body slowly dies
notes and reverberations. At your verbal and its flesh is transformed into the GHOUL GESTURE
command, “Play,” the ghostharp replays cold, undying flesh of the undead.
the music. The tune repeats until you When the victim reaches 0 hit points, Necromancy
command it to stop, or until its duration it becomes a ghoul (MM 118). Level: Hunger 3
comes to an end. The ghostharp does Components: V, S, M
not record conversations. Its imperfect If the target fails its initial saving Casting Time: 1 standard action
replay can’t reproduce bardic music or throw,removedisease,dispelmagic,heal, Range: Medium (100 ft. + 10 ft./level)
limited wish, miracle, Mordenkainen’s Effect: Ray
disjunction,removecurse,wish,orgreater

104

Duration: 1 round/level magical probing, though they can be GHOUL LIGHT
Saving Throw: Fortitude partial dispelled. Mislead and nondetection can
Spell Resistance: Yes fool a ghoul glyph. Necromancy
Level: Hunger 1
Agreenraystabsfromyourpointingfinger Read magic allows identification of Components: V, S, M
to strike the belly of your enemy. a ghoul glyph with a successful DC 13 Casting Time: 1 standard action
Spellcraft check, if the glyph is noticed Range: Touch
You must succeed on a ranged touch before it is activated. A rogue can use Effect: Magical, heatless flame
attack with the ray to strike a target. the Search skill to find a ghoul glyph and Duration: 10 minutes/level
A subject that is successfully targeted Disable Device to thwart it. The DC in Saving Throw: None
must make a Fortitude save or be para- each case is 27. Spell Resistance: No
lyzed for the duration of the spell.
Asicklygreenflamespringsforthfroman CHAPTER 1
A subject of the ray that succeeds on object that you touch.
its Fortitude save is instead sickened SPELL
for the duration of the spell. The effect looks like a regular DESCRIPTIONS
Neutralize poison removes the flame, equivalent in brightness
sickened condition. to a torch, except for its green Illus. by W. England

MaterialComponent:Asmall hue, but it creates no heat
scrap of cloth taken from cloth- and doesn’t use oxygen.
ing worn by a ghoul, or a pinch Ghoul light can be
of earth from a ghoul’s lair. covered and hidden,
but not smothered or
GHOUL GLYPH quenched.
All undead with-
Necromancy in 30 feetof asource
Level: Hunger 2, sorcerer/ of ghoul light gain +1
turn resistance. Mul-
wizard 2 tiple ghoul light sources
Components: V, S, M
Casting Time: 1 minute do not stack.
Range: Touch Darkness spells of 2nd level or
Target: Object touched higher can counter ghoul light.
Duration: Permanent until MaterialComponent:Abitofrendered
fat.
discharged
Saving Throw: Fortitude partial Girallon’s blessing gives Krusk a hand GIANT’S WRATH
Spell Resistance: Yes in dealing with foes
Transmutation [Earth]
The faint, green glow of the glyph flares When a glyph is activated, the target is Level: Druid 3, sorcerer/wizard 3
to life. A sickly green light fills the room, paralyzed for 1d6+2 rounds. Addition- Components: V, S, M
illuminating the paralyzed forms of its ally, if the target fails a Fortitude save, Casting Time: 1 swift action
victims, and bringing with it the stench the paralyzed subject exudes a carrion Range: Personal
of death. stench that causes distress in all crea- Targets: One pebble/
tures within a 10-foot radius. Those in 3 levels
You inscribe a glyph, approximately the radius, including the target, must Duration: 1 round/level
1 foot across, that paralyzes any make a Fortitude save or take a –2
living creature of Large or smaller size penalty on attack rolls, weapon damage Saving Throw: None
that comes within 5 feet of the glyph. rolls, saving throws, skill checks, and Spell Resistance: None
You can scribe the glyph to be visible as ability checks until the paralysis effect
faintly glowing lines, or invisible. You wears off. Withyourbestgiant’sshoutyourattlesome
can inscribe a ghoul glyph on a portable pebbles in your closed hand, completing
object, but if the object is moved more Material Component: You trace the the spell that will allow them to become
than 5 feet, the glyph fades. glyph with earth from a ghoul’s lair. boulders.

Conditions for triggering a ghoul You infuse a handful of stone pebbles
glyph are stringent. It takes effect on with powerful transmutation magic.
any creature except yourself that moves For the duration of the spell, you can
within 5 feet. It affects invisible crea- hurl one pebble as an attack action
tures normally but is not triggered by that provokes attacks of opportunity.
those that travel past it ethereally. Only The instant the pebble leaves contact
a single ghoul glyph can be inscribed in with your hand, its size and the force
a 5-foot square. of your throw increase dramatically, as

Ghoul glyphs cannot be affected or
bypassed by such means as physical or

105

CHAPTER 1 the pebble transforms into a boulder. GLASS STRIKE no light at all to illumination within
The boulder has a range increment of a 60-foot radius. There is no limit to
SPELL 120 feet, and you must succeed on a Transmutation the number of glowing orbs you can
DESCRIPTIONS ranged attack to strike a target with the Level: Sorcerer/wizard 7 possess, and you can control their light
boulder. If you hit the target, the boul- Components: V, S, F levels independently or in concert.
der deals 2d6 points of bludgeoning Casting Time: 1 standard action
damage + your Str modifier. You gain Range: Close (25 ft. + 5 ft./2 levels) If a glowing orb is smashed, the
an insight bonus equal to your caster Target: One creature or 4 cubic ft. of magic is lost. If you die, however, an orb
level on attack rolls and damage rolls retains its magic. Any character with
(maximum +10) with these boulders. material an Intelligence or Wisdom of at least
Duration: 1 hour/level 13 can gain control of an orb simply by
If you drop a pebble or give it to Saving Throw: Fortitude negates touching it.
another creature, the pebbles’ magic Spell Resistance: Yes
dissipates harmlessly. Focus: A glass sphere (50 gp) into
The spell erupts from the surface of the which the light is placed. An orb usable
Material Component: The pebbles to mirroryouhold,strikingyourfoesquarein for this purpose has hardness 0 and 2
be transmuted. the chest and transforming it to glass. hit points.

GIRALLON’S BLESSING You transform the target into glass. You GOLDEN BARDING
can cast either of these two versions:
Transmutation Conjuration (Creation)
Level: Cleric 3, druid 3, sorcerer/ Glass Creature: As flesh to stone (PH Level: Blackguard 1, paladin 1
232), but the subject becomes glass. Components: V, DF
wizard 3 Casting Time: 1 standard action
Components: V, S, M Glass Object: An object of up to 4 Range: Touch
Casting Time: 1 standard action cubic feet in volume is affected. Part of Target: Special mount touched
Range: Touch a larger object (such as a floor or wall) Duration: 1 hour/level
Target: Creature touched can be transformed by this spell. Glass Saving Throw: None
Duration: 10 minutes/level has hardness 1, and 1 hit point per inch Spell Resistance: No
Saving Throw: Fortitude negates of thickness.
Withaflash,aglowing,goldensuitofbard-
(harmless) Neither version of the spell affects ing for your special mount appears.
Spell Resistance: Yes (harmless) magic items (magic items carried by a
transformed creature remain intact). You create a suit of barding for your
Thetouchedsubjectappearstobeindiscom- When the duration ends, the subject mount to wear. The armor appears
fort for an instant before arms erupt from returns to its original materials. If the on your mount, fitting perfectly. The
its torso with a damp squelch. subject was broken or damaged while golden barding you create has no armor
in glass form, its normal form has check penalty and has no effect on your
You give the subject an additional similar damage. mount’s speed. The exact nature of the
pair of arms. Each of its arms—new barding depends on your caster level.
and old—ends in a clawed hand with Focus: A piece of glass from a mirror.
fingers and an opposable thumb. The 2nd–3rd: Scale mail barding (+4
creature’s original arms (if any) are GLOWING ORB armor bonus).
its primary arms, and new limbs are
secondary limbs (if the subject had no Evocation [Light] 4th–5th: Chainmail barding (+5).
arms, the arms created by the spell are Level: Cleric 4, sorcerer/wizard 3 6th–7th: Splint mail barding (+6).
its primary arms). Components: V, S, F 8th–9th: Half-plate barding (+7).
Casting Time: 1 standard action 10th+: Full plate barding (+8).
The creature gains four claw attacks, Range: Touch You can cast magic vestment or other
each using its base attack bonus + Effect: Magical, controllable light spells that target a suit of armor on the
its Str modifier for attack rolls. Each golden barding.
claw deals 1d4 points of damage + the source
subject’s Str modifier, and if an oppo- Duration: Permanent GOLEM STRIKE
nent is struck by two or more claws in Saving Throw: None
1 round, the subject can rend it for an Spell Resistance: No Divination
additional 2d4 points of damage + 1-1/2 Level: Sorcerer/wizard 1
times its Str modifier. CallingonthelimitlesslightofthePositive Components: V
EnergyPlane,youcoaxatinyportionofits Casting Time: 1 swift action
A creature cannot use normal weap- power into a fragile glass sphere. Range: Personal
ons and the claw attacks in the same Target: You
round, and the subject does not gain This spell places a magical light source Duration: 1 round
additional claw attacks from a high base inside a glass sphere roughly the size of
attack bonus. a human fist. You can control the light Adimglowfillsyoureyes,allowingyouto
level generated by a glowing orb by see—briefly—weakpointsin themagic
Material Component: A few strands of mental command (a standard action), infused within a nearby construct.
girallon hair. provided that the orb is within 30 feet
of you. The light level ranges from

106

For 1 round, you can deliver sneak hoveringaboutthemandformingwedges Saving Throw: Fortitude negates
attacks against constructs as if they of positive energy. Spell Resistance: Yes
were not immune to extra damage from
sneak attacks. To attack a construct For 1 round, you can deliver sneak Youcreateacloudofsicklygrayenergythat
in this manner, you must still meet attacks against undead as if they were streakstowardalivingcreature,wrapping
the other requirements for making a not immune to extra damage from it in the foul essence of unlife.
sneak attack. sneak attacks. To attack an undead
creature in this manner, you must A skull-shaped cloud of gray energy
This spell applies only to sneak attack strikes your target. The gray radiance
damage. It gives you no ability to affect is transferred to the creature, cover- CHAPTER 1
constructs with critical hits, nor does it ing it entirely. For the duration of the
confer any special ability to overcome spell, a living subject cannot regain SPELL
the damage reduction or other defenses hit points or ability score points by DESCRIPTIONS
of constructs. any means (undead creatures can still
gain hit points), nor can the creature
GRACE remove negative levels. Regeneration
or fast healing abilities the subject has
Transmutation [Good]
Level: Bard 2, cleric 3 from any source are suppressed for
Components: V the duration of the spell. Spells
Casting Time: 1 swift action that heal damage do not work on
Range: Personal that individual. The subject can
Target: You improve its current hit points by
Duration: 1 round/level boosting its Constitution score and
can receive temporary hit points
With a single word, you call (from an aid spell, for example). Illus. by M. Phillippi
upon the might and grace of When the spell ends, automatic
your deity, bathing your body healing abilities, such as a troll’s
withdivineenergy.Yourbody regeneration, and items that
glowswithsilverylightand restore hit points, such as a
you feel quick and light on ring of regeneration, begin to
your feet. function again.
Material Component: A
You create a silvery glow A rogue and a cleric of Olidammara, this skull.
around your body that pro- halfling delivers a fatal blow to a vampire
vides illumination to a radius GREAT
of 60 feet. You gain a –20 with the grave strike spell
circumstance penalty on Hide THUNDERCLAP
checks made while under the effect still meet the other requirements for
of this spell. making a sneak attack. Evocation [Sonic]
Level: Sorcerer/wizard 3
For the duration of the spell, you gain This spell applies only to sneak attack Components: V, S, F
a +2 sacred bonus to Dexterity, and your damage. It gives you no ability to affect Casting Time: 1 standard action
base land speed increases by 10 feet. undead with critical hits, nor does it Range: Medium (100 ft. + 10 ft./level)
confer any special ability to overcome Area: 20-ft.-radius spread
Your touch attacks and any melee the damage reduction or other defenses Duration: Instantaneous
weapons you wield become infused of undead creatures. Saving Throw: See text
with this power as well. They are Spell Resistance: No
treated as good-aligned weapons for GRAYMANTLE
the purpose of overcoming damage Yougripthebellinyourfistandraiseitover
reduction. Necromancy your head, intoning the spell and calling
Level: Sorcerer/wizard 5 down a thunderous blast in the midst of
GRAVE STRIKE Components: V, S, M those who oppose you.
Casting Time: 1 standard action
Divination [Good] Range: Medium (100 ft. + 10 ft./level) You create a loud noise equivalent to
Level: Cleric 1, paladin 1 Target: One living creature a peal of thunder. The spell has three
Components: V, DF Duration: 1 round/level effects. First, all creatures in the area
Casting Time: 1 swift action must make Will saves to avoid being
Range: Personal stunned for 1 round. Second, the
Target: You creatures must make Fortitude saves or
Duration: 1 round be deafened for 1 minute. Third, they
must make Reflex saves or fall prone.
Golden motes of light dance before your
eyes.Theyconvergeonundeadyoulookat,

107

CHAPTER 1 Creatures that cannot hear are not Targets: Creatures in a 5-ft.-radius from your stomach. The tentacle has no
stunned, but might still fall prone. burst eyes,butitendsinasetofsnappingreptil-
SPELL ian jaws.
DESCRIPTIONS Focus: An iron bell. Duration: 1 minute/level (D)
Saving Throw: None The tentacle created by the gutsnake
Illus. by D. Martin GREATER Spell Resistance: Yes spell is equivalent to a giant constric-
(SPELL NAME) Acrossthemurkyplain,abeamofradiance tor snake (MM 280) except that it is
shoots down, highlighting your foes. completely obedient to you and moves
Any spell whose name begins with as you command. The snake has hit
greater is alphabetized in this chapter A hail of stone spell pummels its target
according to the second Bright lights shine at the targets. The points equal to your own
word of the spell name. lights grant a +2 circumstance bonus full normal total. Attacks
Thus, the description of a on ranged attack rolls against any against the snake cause you
greater spell appears near highlighted target. If a creature gains no discomfort and do not
the description of the spell total cover or total concealment relative disrupt your spellcasting.
on which it is based, unless to you, or if it leaves the area, the spell If it is “killed,” the tentacle
that spell appears in the ends for that target. disappears without causing
Player’s Handbook. harm to you. The tentacle
GUTSNAKE does not interfere with
GUIDED SHOT spellcasting in any way.
Transmutation
Divination Level: Sorcerer/wizard 5 Once each round as a free
Level: Ranger 1, sorcerer/ Components: V, S, F action, you can have the
Casting Time: 1 standard action tentacle attack a creature up
wizard 1 Range: Personal to 10 feet away with its bite
Components: V Target: You attack, and if it successfully
Casting Time: 1 swift Duration: 1 round/level (D) hits, the tentacle can use the
You concentrate on the tooth, speak the snake’s improved grab abil-
action words,anda15-foot-longtentaclesprouts ity to deal damage through
Range: Personal constriction.
Target: You
Duration: 1 round In each round when the
gutsnake is constricting a
With a guttural utterance target, you cannot move
madewithunmovinglips,you more than 5 feet away from
magicallyfocusyourattention that target, unless the guts-
onadistantfoe.Uponaiming nake makes a successful
your weapon, you note how grapple check to carry the
clearlydefinedyourintended opponent with you when
target is. you move (see PH 155 for
grappling rules). This is the
While this spell is in effect, only way in which the ten-
your ranged attacks do not tacle restricts movement.
take a penalty due to dis- While the snake is present,
tance. In addition, your ranged attacks you can use its Balance and Climb skill
ignore the AC bonus granted to targets modifiers instead of your own, and you
by anything less than total cover, and gain a climb speed of 20 feet.
also ignore the miss chance granted Focus: A fang from any reptile.
to targets by anything less than total
concealment. HAIL OF STONE

This spell does not provide any abil- Conjuration (Creation) [Earth]
ity to exceed the maximum range of the Level: Sorcerer/wizard 1
weapon with which you are attacking, Components: V, S, M
nor does it confer any ability to attack Casting Time: 1 round
targets protected by total cover. Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder (5-ft. radius, 40 ft.
GUIDING LIGHT
high)
Evocation [Light] Duration: Instantaneous
Level: Bard 1, cleric 1, sorcerer/ Saving Throw: None
Spell Resistance: No
wizard 1
Components: V, S Youholdthejadechipbeforeyouandblow
Casting Time: 1 standard action on it as you end the spell. The chip flares
Range: Long (400 ft. + 40 ft./level)

108

with a green flame and vanishes as rocks slashing and piercing damage from the wearing the holy symbol of your deity, CHAPTER 1
begin to fall on your pursuers. subject’s barbs. This damage does not can enter and move within the warded
apply to attackers using reach weapons, area unhindered. Other creatures SPELL
You create a rain of stones that deals such as longspears. The subject itself is that try to enter or move within the DESCRIPTIONS
1d4 points of damage per caster level not harmed by its own barbs. area must make a Fortitude save each
(maximum 5d4) to creatures and round or be stunned for 1 round. If the
objects within the area. Arcane Material Component: A barb creature’s only action is to try to move
from a hamatula. completely out of the area, the ward
Material Component: A piece of jade does not hinder it. Once a creature
worth at least 5 gp. HAND OF DIVINITY succeeds on its saving throw, it is no
longer affected by that casting of hand
HAILSTONES Evocation [see text] of the faithful.
Level: Blackguard 2, cleric 2, paladin 2
Evocation [Cold] Components: V, S, DF This spell has the alignment com-
Level: Sorcerer/wizard 3 Casting Time: 1 minute ponents of your deity, so if your deity
Components: V, S, M Range: Touch is good and lawful, this is a lawful and
Casting Time: 1 standard action Target: Creature touched good spell.
Range: Medium (100 ft. + 10 ft./level) Duration: 1 minute/level
Effect: One frigid globe/5 levels Saving Throw: None HARDENING
Duration: Instantaneous Spell Resistance: No
Saving Throw: None Transmutation
Spell Resistance: Yes Youcalluponyourbeliefsandagreatpairof Level: Sorcerer/wizard 6
handsappearsaroundyourtarget,cradling Components: V, S, M
The crystal globes in your hand vibrate it in its power. The effect fades, but your Casting Time: 1 standard action
intensely before turning ice-cold. As you targetbrieflyglowswithahealthyorange Range: Touch
hurl them, they resemble balls of ice, an nimbus. Target: One item of a volume no
observation borne true when they strike
and shatter into a shower of ice crystals. If your deity is non-evil, this spell greater than 10 cu. ft./level;
grants a +2 sacred bonus on saving see text
You create frigid hailstones that strike throws, and the spell is a good spell. If Duration: Permanent
your enemies. You must succeed on a your deity is evil, this spell grants a +2 Saving Throw: None
ranged touch attack to hit with a globe. profane bonus on saving throws, and Spell Resistance: Yes (object)
Each hailstone deals 5d6 points of cold the spell is an evil spell.
damage. For every five caster levels, you You rub your hands along the length of
gain an additional hailstone (maximum This spell works only on a creature the object, intoning the spell. A warm red
of four stones at 20th level), and all with the same deity as you or the same glowemitsfromyourhands,strengthening
globes must be aimed at enemies that alignment as your deity. If cast on a the object.
are all within 30 feet of each other. target that does not meet this criteria,
the spell has no effect. This spell increases the hardness of
Material Component: A handful of materials. Paper becomes harder to
crystal globes. HAND OF THE tear, glass becomes harder to break,
FAITHFUL wood becomes more resilient, and so
HAMATULA BARBS on. For every two caster levels, add
Abjuration [see text] 1 point of hardness to the material
Transmutation Level: Cleric 4, paladin 3 targeted by the spell. This hardness
Level: Cleric 3, sorcerer/wizard 3 Components: V, S, DF increase improves only the material’s
Components: V, S, M Casting Time: 1 minute resistance to damage. Nothing else
Casting Time: 1 standard action Range: 10 ft. is modified by the improvement. For
Range: Touch Area: 10-ft.-radius emanation example, a longsword (treat steel as
Target: Creature touched iron, base hardness 10) affected by
Duration: 10 minutes/level centered on a point in space a hardening spell cast by a 12th-level
Saving Throw: Fortitude negates Duration: 1 hour/level caster would have hardness 16 for the
Saving Throw: Fortitude negates purpose of ignoring damage caused by
(harmless) Spell Resistance: Yes someone making a sunder attack. The
Spell Resistance: Yes (harmless) sword’s hit points, attack and damage
You summon the protective field, and the modifiers, and other factors are not
Youinvokethedarknatureofthespelland shimmering border limns out along the affected. A hardening spell does not in
slender,sharp-edgedbarbssproutfromyour floor,carryingwithittheephemeralimage any way affect a substance’s resistance
body and clothing, glowing with hellish of blocking hands. to other forms of transformation. Ice
energy. still melts, paper and wood still burn,
You create an immobile zone of ward- rock still becomes transmutable to mud
Any creature hitting the subject of ing that is permeable to those of your with the proper spell, and so on.
this spell with a handheld weapon or religion but repels all others. Creatures
a natural weapon takes 1d8 points of that have the same deity as you, or are

109

CHAPTER 1 This spell affects up to 10 cubic feet Casting Time: 1 round Range: Personal
of material per level of the caster. If Range: Medium (100 ft. + 10 ft./level) Target: You
SPELL cast upon a metal or mineral, the spell Targets: One creature/level, no two Duration: 10 minutes/level
DESCRIPTIONS affects only 1 cubic foot per level.
of which are more than 30 ft. apart With a mint leaf under your tongue, you
Material Component: An ointment Duration: 10 minutes/level whisperquietwordsofsoothingcomfort.
made with 50 gp of diamond dust per Saving Throw: Will negates Youfeeladivinetouchguidingyourheal-
10 cubic feet of material. Spell Resistance: Yes ing hand.

HARMONIC CHORUS Thespellwrappedwithinyourmusicmakes A caster with 5 or more ranks in Heal
even the most hard-hearted quail. can, when casting a conjuration (heal-
Enchantment (Compulsion) ing) spell, choose to remove any one of
[Mind-Affecting] Targets that fail their saves become the following conditions affecting the
shaken. subject of the spell, in addition to the
Level: Bard 2 spell’s normal effects: dazed, dazzled, or
Components: V, S, F HAWKEYE fatigued. A caster with 10 or more ranks
Casting Time: 1 standard action in Heal can choose from the following
Range: Close (25 ft. + 5 ft./2 levels) Transmutation conditions in addition to those above:
Target: One living creature Level: Druid 1, ranger 1 exhausted, nauseated, or sickened.
Duration: Concentration, up to Components: V
Casting Time: 1 standard action Also, when determining the amount
1 round/level (D) Range: Personal of damage healed by your conjuration
Saving Throw: Will negates Target: You (healing) spells, you can substitute
Duration: 10 minutes/level (D) your total ranks in Heal for your caster
(harmless) level. The normal caster level limit for
Spell Resistance: Yes Bycryingoutlikeahawk,youimproveyour individual spells still applies; thus, a
eyesight.Distantobjectsandcreaturesseem 3rd-level cleric with 6 ranks in Heal
Sweeping your arm as if presenting a gift closer and more distinct. when under the effect of healing lorecall
to someone, you call out to the intended cures 1d8+5 points of damage with a
subjectofyourspell.Amantleofsweettones Your range increment for ranged weap- cure light wounds spell.
settlesaboutyoursubject,whosefaceisnow ons increases by 50%, and you gain a +5
twisted in concentration. competence bonus on Spot checks. Material Component: A mint leaf.

Harmonic chorus lets you improve the HEAL ANIMAL HEALING STING
spellcasting ability of another spell- COMPANION
caster. For the duration of the spell, Necromancy
the subject gains a +2 morale bonus to Conjuration (Healing) Level: Druid 2
caster level and a +2 morale bonus on Level: Druid 5, ranger 3 Components: V, S, M
save DCs for all spells it casts. Components: V, S Casting Time: 1 standard action
Casting Time: 1 standard action Range: Touch
Focus: A tuning fork. Range: Touch Targets: You and one living creature
Target: Your animal companion Duration: Instantaneous
HASTE, SWIFT Saving Throw: None
touched Spell Resistance: Yes
Transmutation Duration: Instantaneous
Level: Ranger 2 Saving Throw: Will negates Your palms tingle as you smash the dead
Components: V wasps between your hands. The tingling
Casting Time: 1 swift action (harmless) intensifiesasyoustriketheopposingwar-
Range: Personal Spell Resistance: Yes (harmless) rior, pulling his vitality into yourself.
Target: You
Duration: 1d4 rounds Youlayyourhandonyouranimalcompan- Focusing the power of negative energy,
ion,andasyoudo,itseyesbecomeclearand you deal 1d12 points of damage +1
Two quick syllables release the power of focused, and it breathes easier. per caster level (maximum 1d12+10)
thespell,andtheworldmovesabitslower to a living creature and gain an equal
about you. This spell functions like heal (PH 239), amount of hit points if you make a
except that it affects only your animal successful melee touch attack. A healing
This spell functions like haste (PH companion. sting cannot give you more hit points
239), except as noted above. This spell than your full normal total. Excess hit
counters and dispels any slow effect HEALING LORECALL points are lost.
on you.
Divination Material Component: Five dried wasp
HAUNTING TUNE Level: Cleric 2, druid 2, ranger 1 bodies.
Components: V, S, M
Enchantment (Compulsion) [Fear, Casting Time: 1 standard action
Mind-Affecting, Sonic]

Level: Bard 3
Components: V, S

110

HEALING TOUCH Healthful rest doubles the subjects’ natu- phrasesandintricatemotionsofthistaxing CHAPTER 1
ral healing rate. Each affected creature spell. Sweat beads on your forehead and
Necromancy regains twice the hit points and abil- your breath comes shallow and fast. The SPELL
Level: Sorcerer/wizard 3 ity damage it otherwise would have rhythmic rush of sound in your ears that DESCRIPTIONS
Components: V, S regained during that usuallyaccompaniessuchheavyphysical
Casting Time: 1 standard action day, depend- Illus. by W. England
Range: Touch ing on its exertion is disquietingly absent.
Target: Creature touched activity level
Duration: Instantaneous (PH 76). You exchange your own living
Saving Throw: Will half; heart for a finely crafted heart of
Collecting material components
see text can be a laborious process, so alchemists perfect, unblemished stone,
Spell Resistance: Yes altering the nature of your
often offer them for sale body. Your living heart can
(harmless) be stored or hidden anywhere
HEART OF STONE you like, where it continues
The skin of your hands turns to beat for the duration of
translucent,showingthemuscle Necromancy the spell. While under the
and bone beneath. You touch Level: Sorcerer/wizard 8 effect of heart of stone, you gain
your badly injured ally and feel Components: V, S, F, XP damage reduction 5/— and
yourownvitalityleaveyourbody Casting Time: 1 hour resistance to cold 5, fire 5, and
and enter his damaged form. Range: Personal electricity 5, but are subject to
Target: You the following disadvantages.
You transfer some of your Duration: 1 year Your rate of natural healing
life essence to the subject You feel a hard shove from within your slows to only 1 hit point per
of the spell, healing it. You chestasyoufinallycompletethecomplicated day (regardless of character
can heal up to 1d6 points of level or whether you rest). In
damage per two caster levels addition, your own living heart
(maximum 10d6), and you is susceptible to attack; if it is
decide how many dice to roll damaged or destroyed, you are
when you cast the spell. You instantly slain.
take damage equal to half Heart of stone can be dis-
the amount your subject was pelled, in which case your
healed. This spell cannot heal living heart instantly returns to
a subject of more damage its proper place while the stone
than your current hit points heart is transported to the place
+10, which is enough to kill where you left your heart. Your
you. heart and the stone heart like-
wise switch places if you enter
HEALTHFUL REST an antimagic field (temporarily
negating the spell’s effects),
Conjuration (Healing) but the spell resumes when
Level: Bard 1, cleric 1, you leave it. Stone to flesh can
also end the spell, though
druid 1
Components: V, S you get a Fortitude saving
Casting Time: 10 throw to resist.
Focus: A carved stone
minutes heart of exceptional
Range: Close (25 ft. +
quality (jade, obsidian, or gold-
5 ft./2 levels) veined marble) worth 5,000 gp.
Targets: One creature/level, XP Cost: 500 XP.

no two of which are more than HEART RIPPER
30 ft. apart
Duration: 24 hours Necromancy [Death]
Saving Throw: Will negates Level: Assassin 4
(harmless) Components: V, S
Spell Resistance: Yes (harmless) Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Adiffuseglowofgoldenlightspreadsfrom Target: One living creature
you,wrappingthoseyouhavechosenina Duration: Instantaneous
softnimbus.Thesubjectsofyourspelllook Saving Throw: Fortitude negates
relaxed and rested, the stresses of the day Spell Resistance: Yes
forgotten.

111

CHAPTER 1

SPELL
DESCRIPTIONS

Illus. by B. Hagan The assassin didn’t even bother to speak to the guards before he killed them with a heart ripper spell

Withasweepofyourhand,invisiblemagic Saving Throw: Fortitude partial by normal means; doing so ends the
slams into your target. With a bloody pop Spell Resistance: Yes outlining effect.
andsquelch,theheartofyourtargetbursts
out its back, dropping the creature like a A flickering red fire bursts in the area HEAT DRAIN
discarded rag doll. you intended. Creatures in the area are
outlinedintheflame,somemoreintensely Necromancy [Cold]
Invisible bolts of force instantly slay than others. Level: Cleric 8
the target you designate by driving its Components: V, S, DF
heart from its body unless it succeeds Outlined subjects shed light as torches. Casting Time: 1 standard action
on a Fortitude save. If the target has Outlined creatures do not benefit from Range: 20 ft.
HD higher than your caster level, it the concealment normally provided by Area: 20-ft.-radius burst centered on
does not die on a failed saving throw, darkness (although a 3rd-level or higher
but instead is stunned for 1d4 rounds. magical darkness effect functions you
Creatures that don’t depend on their normally),blur,displacement,invisibility, Duration: Instantaneous
hearts for survival, creatures with no or similar effects. In addition, if they Saving Throw: Fortitude negates
anatomy, and creatures immune to fail a Fortitude save, affected creatures Spell Resistance: Yes
extra damage from critical hits are take 1d4 points of fire damage each
unaffected by the spell. round as their passions manifest as Theheatintheroomseemstorushtoward
physically damaging fire. Creatures you,leavingeveryonearoundyouinbone-
HEARTFIRE that make a successful Fortitude save chilling pain while you feel amazingly
take only half damage each round for refreshed and alive.
Evocation [Light, Fire] the duration of the spell (minimum 1
Level: Bard 2, druid 2 point per round). Spellcasters affected You drain the heat from all living crea-
Components: V, S, DF by this spell who try to cast spells must tures within the affected area except
Casting Time: 1 standard action make Concentration checks (DC 10 + you. This influx of warmth heals and
Range: Close (25 ft. + 5 ft./2 levels) half the continuous damage last dealt) empowers you. All affected living crea-
Area: Living creatures within a 5-ft.- each round as they take continuous tures take 1d6 points of cold damage
damage from the spell. The fire cre- per caster level (maximum 20d6). For
radius burst ated by this spell can be extinguished every living creature that takes damage
Duration: 1 round/level from this spell, you gain 2 temporary

112

hit points. The temporary hit points last creatures appear, they serve you for the By placing your hand to your mouth and CHAPTER 1
for up to 1 minute per level. duration of the spell. calling out, you gain the attention of crea-
tures around you. For a moment, all eyes SPELL
HEATSTROKE The creatures obey you explicitly and snaptoyou.Somecreaturesseemreluctant DESCRIPTIONS
never attack you, even if someone else or unable to pull their eyes away.
Transmutation manages to gain control over them. You
Level: Druid 3 do not need to concentrate to maintain Any creature with 5 Hit Dice or less is
Components: V, S control over the creatures. You can slowed (PH 280) for 1 round. Creatures
Casting Time: 1 standard action dismiss them singly or in groups at any beyond the radius of the burst might
Range: Medium (100 ft. + 10 ft./level) time. hear the shout, but they are not slowed.
Target: One creature An affected creature under the effect
Duration: Instantaneous HELLISH HORDE of a haste spell has the haste spell sup-
Saving Throw: Fortitude partial pressed (not dispelled) for 1 round.
Spell Resistance: Yes Conjuration (Summoning)
[Evil, Lawful] HEROICS
With a wave of your hand and a few
hissedwords,youcausethetargetcreature Level: Cleric 9, sorcerer/wizard 9 Transmutation
to suffer as if it had been toiling for hours Components: V, S Level: Sorcerer/wizard 2
onendunderthemercilesshammerofthe Casting Time: 10 minutes Components: V, S, M
desert sun. Range: Medium (100 ft. + 10 ft./level) Casting Time: 1 standard action
Effect: Two or more summoned Range: Touch
If the target creature fails to resist the Target: Creature touched
spell, it immediately becomes fatigued. creatures, no two of which are Duration: 10 minutes/level
If it is already fatigued, it instead more than 30 ft. apart Saving Throw: None
becomes exhausted. The subject takes Duration: 10 minutes/level (D) Spell Resistance: Yes
2d6 points of nonlethal damage from Saving Throw: None
the oppressive heat as well, even if it Spell Resistance: No Your heart swells with martial vigor and
makes the Fortitude saving throw to you feel like marching off to war. Upon
avoid fatigue or exhaustion. Awaveofspectralfireburstsforth,andout touchingyourintendedsubjectthedesire
ofthecurlingsmokestepsthehunchedform todobattlewanes,butyouseeahintofthe
A creature wearing heavy armor ofabarbazu,followedbyasecond,andother lust for glory in the recipient’s eyes.
takes a –4 penalty on its save. Creatures shadowy forms loom behind them.
with immunity or resistance to fire are The heroics spell temporarily grants the
not affected by this spell. When the spell is complete, 2d4 subject a feat from the fighter’s bonus
bearded devils (MM 52) appear. Ten feat list. For the duration of the heroics
HEAVENLY HOST minutes later, 1d4 chain devils (MM spell, the subject can use the feat as
53) appear. Ten minutes after that, if it were one of those the creature
Conjuration (Summoning) one bone devil (MM 52) appears. Each had selected. All prerequisites for the
[Good, Lawful] creature has maximum hit points per feat must be met by the target of this
Hit Die. Once these creatures appear, spell.
Level: Cleric 9, sorcerer/wizard 9 they serve you for the duration of the
Components: V, S spell. MaterialComponent:Abitofaweapon
Casting Time: 10 minutes or armor that has been used in combat
Range: Medium (100 ft. + 10 ft./level) The devils obey you explicitly and by a fighter of at least 15th level.
Effect: Two or more summoned never attack you, even if someone else
manages to gain control over them. You HIDDEN LODGE
creatures, no two of which are do not need to concentrate to maintain
more than 30 ft. apart control over the devils. You can dismiss Conjuration (Creation)
Duration: 10 minutes/level (D) them singly or in groups at any time. Level: Bard 5, sorcerer/wizard 5
Saving Throw: None Components: V, S, F; see text
Spell Resistance: No HERALD’S CALL Duration: 24 hours

You invoke this spell and heavenly rays Enchantment (Compulsion) You picture in your mind the desired
lance down from above. Out of these [Mind-Affecting, Sonic] appearanceofacamouflagedlodgeevenas
sparklingraysmanifestgreatglowingballs youcompletethemotionsandwordsofthe
ofpower.Theshadowsofgreaterwarriors Level: Bard 1 spell.Whenyoufinish,youopenyoureyes
coalesce within this light. Components: V, S and note a new feature in the landscape
Casting Time: 1 swift action roughly the size of a house.
When the spell is complete, 2d4 lantern Range: 20 ft.
archons (MM 16) appear. Ten minutes Area: 20-ft.-radius burst centered on This spell functions like Leomund’s
later, 1d4 hound archons (MM 17) secure shelter (PH 247), except as noted
appear. Each creature has maximum you here. The house created by hidden lodge
hit points per Hit Die. Once these Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes

113

CHAPTER 1 is perfectly camouflaged to blend in Range: Anywhere in the area to be You can see and hear into the past,
with whatever terrain or surround- warded getting a look at events that happened
SPELL ings are appropriate. It might appear previously at your current location.
DESCRIPTIONS as a house-sized boulder in a rocky or Area: Up to 200 sq. ft./level (S) The level of detail you see and hear
mountainous area, as a sand dune in the Duration: 24 hours (D) by means of this spell depends on
desert, as a densely tangled thicket, a Saving Throw: None the span of time you wish to observe;
grassy knoll, or even a mighty tree. The Spell Resistance: No concentrating on a span of days renders
lodge also obscures all telltale signs of a more detailed perspective than a
habitation, including any smoke, light, After what feels like an hour, you finish span of centuries, for example. You can
or sound coming from within. the chant and rest your hands on the onyx view only one span of time per casting,
sphere,envisioningtheplacesyouwishto chosen from the following options.
At any distance of more than 30 feet, protect from those seeking your secrets.
the lodge is indistinguishable from Days: You sense the events of the
natural terrain. Any creature approach- Hide the path wards a large, continuous past, stretching back one day per caster
ing within 30 feet is entitled to a DC area against divination magic. The level. You gain detailed knowledge of
30 Survival check to spot the hidden ward protects 200 square feet per caster the people, conversations, and events
lodge as an artificial dwelling and not level and can be shaped as you desire. that transpired.
a natural part of the landscape. The warded area can be as much as 20
feet high. Weeks: You gain a summary of the
Focus: The focus of an alarm spell events of the past, stretching back one
(silver wire and a tiny bell), if this Find the path won’t function in an week per caster level. Exact wording
benefit is to be included in the hidden area warded by hide the path. In addi- and details are lost, but you know all
lodge (see Leomund’s secure shelter for tion, any spellcaster attempting to cast the participants and the highlights of
more information). a 1st- through 6th-level divination spell the conversations and events that took
in the warded area must make a caster place.
HIDE FROM DRAGONS level check (DC 11 + your caster level)
or the spell fails. Higher-level divina- Years: You gain a general idea of
Abjuration tions function normally. Hide the path the events of the past, stretching
Level: Assassin 4, bard 5, sorcerer/ has no effect on divination spells cast back one year per caster level. You
outside the warded area. notice only noteworthy events such as
wizard 7 deaths, battles, scenes of great emotion,
Components: S, M Focus: A 6-inch onyx sphere mounted important discoveries, and significant
Casting Time: 1 standard action upon an obsidian stand; the entire focus happenings.
Range: Touch must be worth no less than 1,000 gp.
Targets: One creature touched/ Any creature in physical contact with Centuries: You gain a general idea of
the focus can cast divination spells the events of the past, stretching back
2 levels without restriction from the hide the one century plus an additional century
Duration: 10 minutes/level (D) path effect. If the focus is destroyed or for every four caster levels beyond 1st.
Saving Throw: Will negates brought beyond the boundaries of the For instance, a 16th-level caster would
hide the path spell, the spell is immedi- gain insight into the events of four cen-
(harmless) ately dismissed. turies in the past, and a 17th-level caster
Spell Resistance: Yes (harmless) would see back across five centuries.
HINDSIGHT You notice only the most remark-
Silently you make the motions and the able of events: coronations, deaths of
dragon’sscalesmoldersinyourhand.The Divination important personages, major battles,
risingsmokewrapsaroundyouandsinks Level: Bard 6, sorcerer/wizard 9 and other truly historic happenings.
into your skin. Components: V, S, M
Casting Time: 1 hour Material Component: An hour-
Dragons cannot see, hear, or smell the Range: 60 ft. glass-shaped diamond worth at least
warded creatures, even with blind- Area: 60-ft.-radius emanation 1,000 gp.
sense. They act as though the warded
creatures are not there. Warded crea- centered on you HISS OF SLEEP
tures could stand before the hungriest Duration: Instantaneous
of red dragons and not be molested or Saving Throw: None Enchantment (Compulsion)
even noticed. If a warded character Spell Resistance: No [Mind-Affecting]
touches or attacks a dragon or the
dragon’s hoard, even with a spell, the Therigorousritualofthespellfinallydraws Level: Sorcerer/wizard 7
spell ends for all recipients. toaclose.Youbreatheasighofreliefeven Components: V
asphantomimagesappearbeforeyoureyes, Casting Time: 1 round
Material Component: A dragon scale. moving in reverse. Suddenly they cease Range: Close (25 ft. + 5 ft./2 levels)
theirmovementsandseemmorereal.You Targets: One creature/level
HIDE THE PATH watchasthephantomimagesplayouttheir Duration: 1 round/level
partsinquicksuccession,showingyouthe Saving Throw: Will negates
Abjuration knowledge of the past you seek. Spell Resistance: No
Level: Cleric 6, druid 6
Components: V, S, F From your hiding place, you whisper
Casting Time: 10 minutes the spell softly, your words taking on a

114

light equal to that of a candle. This star CHAPTER 1
has the following three functions, and
you can designate which function to SPELL
activate as a free action on your turn. DESCRIPTIONS

sonorousdrone.One by The holy mount spell bolsters a Spell Turning: A holy star can turn
paladin’s special mount with many a total of four to seven (1d4+3) spell
one, your foes drop to ground, asleep. levels, as the spell turning spell (PH Illus. by J. Thomas
useful resistances 282). Any turning potential depleted
The targets of this spell fall into a through this use remains so for the
comatose slumber. Sleeping creatures Casting Time: 1 swift action duration of the spell; the holy star does
are helpless. Slapping or wounding the Range: Close (25 ft. + 5 ft./2 levels) not return to full capacity every time
subjects awakens them, but normal Target: Your special mount you choose this function. If its entire
noise does not. Awakening a creature Duration: 1 round spell turning capacity is expended,
is a standard action. Saving Throw: Will negates this function no longer works, but the
others do.
HOLY MOUNT (harmless)
Spell Resistance: Yes (harmless) Protection: A holy star gives you a +6
Transmutation circumstance bonus to AC.
Level: Paladin 2 Youinvoketheholypowersandyourmount’s
Components: V, S legs glow with a brilliant yellow radiance. Fire Bolt: A holy star lashes out with
Casting Time: 1 standard action a beam of energy as a ranged touch
Range: Touch This spell increases your special attack against a creature (you choose
Target: Your special mount mount’s base land speed by 40 feet. This the target) up to 90 feet away (no range
Duration: 1 round/level adjustment is treated as an enhance- increment). This attack uses your attack
Saving Throw: None ment bonus. bonus and deals fire damage equal to
Spell Resistance: Yes (harmless) 1d6 points per two caster levels (maxi-
HOLY STAR mum 10d6).
Touching your special mount, you feel
the divine power seep into your trusted Abjuration HOLY STORM
friend and watch as a golden nimbus Level: Cleric 7
surrounds it. Components: V, S Conjuration (Creation) [Good, Water]
Casting Time: 1 standard action Level: Cleric 3, paladin 3
Your special mount gains the celestial Range: 0 ft. Components: V, S, M, DF
template (MM 31) for the duration of Effect: Protective star of energy Casting Time: 1 standard action
the spell. Duration: 3 rounds (D) Range: 20 ft.
Area: Cylinder (20-ft. radius, 20 ft.
HOLY SPURS By calling upon the power of your deity,
you bring into existence a glowing mote high)
Transmutation of energy near your shoulder. While no Duration: 1 round/level (D)
Level: Paladin 1 brighter than a candle, the mote of light Saving Throw: None
Components: V fills your body with an inner warmth and Spell Resistance: No
feeling of reassuring protection.
Youcallupontheforcesofgood,andaheavy
You create a glowing mote of energy rainbeginstofallaroundyou,itsraindrops
that stays near your shoulder, providing soft and warm.

A driving rain falls around you. It
falls in a fixed area once created. The
storm reduces hearing and visibility,
resulting in a –4 penalty on Listen,
Spot, and Search checks. It also applies
a –4 penalty on ranged attacks made
into, out of, or through the storm.
Finally, it automatically extinguishes
any unprotected flames and has a 50%
chance to extinguish protected flames
(such as those of lanterns).

The rain damages evil creatures,
dealing 2d6 points of damage per round
(evil outsiders take double damage) at
the beginning of your turn.

Material Component: A flask of holy
water (25 gp).

115

HOLY You gain a +2 sacred bonus on saving Any creature that bites the spell’s sub-
throws. You gain the ability to speak ject must succeed on a Fortitude saving
TRANSFORMATION and understand Celestial. throw or be nauseated until the end of
its next turn.
CHAPTER 1 Transmutation [Good]
Level: Cleric 7 If a creature of animal Intelligence
SPELL (2 or lower) fails its saving throw, it will
DESCRIPTIONS This spell functions like lesser holy not willingly bite the subject a second
transformation, but when you cast time; someone trying to direct the
Illus., by M. Cotie this spell, you assume the physi- creature to bite the subject again must
cal appearance and many of the make a Handle Animal check as if he
qualities and abilities of a hound was trying to “push” the creature. This
archon (MM 16). While under the check must be made every time he tries
effect of the spell, your creature to make the creature bite.
type changes to outsider (archon,
good, lawful), and your size Creatures that are immune to poison
changes to Medium. You have or that lack the ability to taste are unaf-
the space and reach of a hound
archon (5 feet/5 feet). You gain fected by this spell.
a +4 sacred bonus to Strength Material Component: A pinch of
and Constitution. You gain dark- rotten meat.
vision out to 60 feet. You gain a +4
sacred bonus on saving throws. You HOWLING CHAIN
gain damage reduction 5/evil. Evil
creatures within 10 feet of you Evocation [Force]
take a –2 penalty on attack rolls Level: Sorcerer/wizard 6
and saving throws. You gain the Components: V, S, F
ability to speak and understand Casting Time: 1 standard
Celestial.
action
HOLY Howling chain is tremendously useful Range: Medium (100 ft. +
against enemy spellcasters
TRANSFORMATION, 10 ft./level)
Effect: One chain of force
LESSER Duration: 1 round/level
Saving Throw: See text
Transmutation [Good] Spell Resistance: Yes
Level: Cleric 4
Components: V, S, DF A blood-red chain of pure force
Casting Time: 1 standard appears,howlinginsteadofrat-
tling as it shakes and twines.
action
Range: Personal You create a chain of force,
Target: You which lashes out and attacks
Duration: 1 round/level (D) your enemies. The chain has
a reach of 15 feet, but cannot
Achargeofholyenergycoursesthroughyou, HORRIBLE TASTE move from the space you desig-
causingabarelyvisiblegoldenauratosur- nate. The chain attacks by attempting
roundyou.Youfeelaclosenesstoyourdeity Transmutation to trip your foes (+12 melee touch
aswellasanoticeableincreaseinphysical Level: Druid 1, ranger 1, sorcerer/ attack, +15 on the opposed Strength
girth and power. check). It does not provoke attacks
wizard 1 of opportunity for tripping, nor can
When you cast this spell, you assume Components: V, S, M it be tripped in response on a failed
the physical appearance and many of Casting Time: 1 standard action attempt. If it succeeds in tripping an
the qualities and abilities of a protectar Range: Touch enemy, it immediately follows up with
(MiniaturesHandbook66).Whileunder Target: Creature or object touched a melee attack on the prone defender
the effect of the spell, your creature Duration: 10 minutes/level (+12 melee attack, 2d6+10 points of
type changes to outsider (good), and Saving Throw: Fortitude negates; damage). Any creature struck by the
your size changes to Medium. You chain must make a Will saving throw
have the space and reach of a protectar see text or become shaken.
(5 feet/5 feet). You gain a +2 sacred Spell Resistance: No A howling chain can make one attack
bonus to Strength and Constitution. of opportunity each round for every
You gain a fly speed of 60 feet (good). Afterafewmysticwords,youtouchapiece four caster levels you have, using the
You gain darkvision out to 60 feet. of rotten meat to the subject and it sinks same tactic as above.
inside the creature’s body. A howling chain has as many hit
points as you do when you’re undam-

116

aged, and its AC is AC 20 (–1 size, +11 a vantage point outside of its interior, Asmallglowingdotrevealsthecreature’s CHAPTER 1
natural). It takes damage as a normal due to its size (AC 4). A newly formed weakest point.
creature, but most magical effects hungry gizzard has 5 hit points per SPELL
that don’t deal damage do not affect caster level. The gizzard is treated like This transmutation makes a bow DESCRIPTIONS
it. It makes saving throws as its caster. an unattended object for the purpose strike true. Your first hit with a bow
Disintegrate or a successful dispel magic of saving throws. A hungry gizzard (not including crossbows) in the next
destroys it. reduced to 0 hit points is immediately round is automatically a critical hit. If
destroyed. you don’t hit in the round following
Focus: A small length of platinum the casting of this spell, the effect is
chain worth at least 500 gp. Material Component: A dried gizzard. wasted.

HUNGRY GIZZARD HUNTERS OF HADES HURL

Conjuration (Creation) Conjuration (Summoning) [Evil] Transmutation
Level: Druid 6 Level: Cleric 9 Level: Sorcerer/wizard 2
Components: V, S, M Components: V, S, M Components: V, S
Casting Time: 1 standard action Casting Time: 1 minute Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level) Range: Medium (100 ft. + 10 ft./level) Range: Touch
Target: One Medium or smaller Effect: Two summoned pack fiends, Target: Weapon touched
Duration: 1 minute/level
creature which can be no more than 30 ft. Saving Throw: None
Duration: 1 round/level (D) apart, or one retriever Spell Resistance: No
Saving Throw: Reflex negates Duration: 10 minutes/level (D)
Spell Resistance: Yes Saving Throw: None Youpicturewithyourmind’seyethetarget
Spell Resistance: No weapon returning to its owner. Upon
Whatappearstobeamassivegizzardfrom completionofthespell,theweaponglows
abirdattemptstoconsumeacreatureyou Youevokethedarkpowersandtheground with a dull yellow radiance.
indicate.Thegizzardpulseswithglowing splitsnearyou.Upfromthesmokingdepths
red blood and supernatural energy. comesapairofcreatures,eachresemblinga The hurl spell enhances one melee
mating of wolf and cockroach. weapon so that it returns to the
A Large bulbous, fleshy mass seethes into thrower after being thrown. For the
being around a single Medium or smaller This spell summons either a single duration of the spell, when thrown,
target within range. The target can make retriever (MM 46) or a pair of pack the weapon returns to its wielder at
a Reflex save to avoid becoming engulfed fiends (Planar Handbook 128) from the the beginning of the wielder’s next
by the hungry gizzard, otherwise it Gray Waste of Hades to serve you. The action. The weapon returns whether it
is entombed within the disembodied creatures magically understand your hit or missed its target. On its return,
digestive organ. If the target successfully spoken commands (regardless of your the thrown weapon hovers for 1 round
saves, the gizzard immediately vanishes language). They are treated as trained next to the wielder and can then be
without further effect. hunting beasts, so you can command seized and thrown again. After 1 round,
them to track if you so choose. the weapon falls to the ground. The
Each round a creature remains weapon returns to its wielder only if
trapped inside a hungry gizzard (start- The creatures obey you explicitly and thrown; it doesn’t automatically fly
ing in the round the spell is cast), the never attack you, even if someone else back if dropped or seized by another
target creature is considered grappled manages to gain control over them. You creature. (An improvised weapon or a
and takes 2d8+8 points of crushing do not need to concentrate to maintain weapon not designed for throwing has
damage per round and 1d8 points of control over the creatures. You can a range increment of 10 feet.) Throwing
acid damage. dismiss them singly or in groups at any a two-handed weapon is a full-round
time. action.
While engulfed, the target creature
can cast a spell only if the spell has Material Component: A pinch of ash. HYMN OF PRAISE
no somatic component, the material If a retriever is summoned, a 500 gp
components are in hand, and it makes bloodstone must also be used. Evocation [Good, Sonic]
a Concentration check (DC 20 + spell Level: Bard 3
level). An engulfed creature can cut its HUNTER’S MERCY Components: V, S
way out by using claws or a light slashing Casting Time: 1 standard action
weapon to deal 25 points of damage to Transmutation Range: 50 ft.
the gizzard (AC 12). Once the creature Level: Ranger 1 Area: 50-ft.-radius emanation
exits, the gizzard immediately melts into Components: S
a pool of blood and meaty chunks. Casting Time: 1 standard action centered on you
Range: Personal Duration: 1 round/level (D)
There is no immediate physical exit; Target: You Saving Throw: Will negates
the only way for those trapped inside Duration: 1 round Spell Resistance: Yes
to escape is to cut their way free, to
dispel the spell, or to have allies out- Youreyesglowred,butyouseetheworldas
side destroy the gizzard. The gizzard normalexceptwhenyoulookatyourtarget.
is fairly easy to strike in combat from

117

CHAPTER 1 Yourheartlightandjoyful,youfeelasense This spell creates a battleaxe-shaped Casting Time: 1 standard action
of optimism as you launch into an inspir- formation of jagged, fast-swirling ice Range: Medium (100 ft. + 10 ft./level)
SPELL ing melody. shards in your hand. You are automati- Effect: 10-ft. ice claw
DESCRIPTIONS cally considered proficient with the ice Duration: 1 round/level (D)
You can strike up a rousing, inspira- axe. Attacks with the ice axe are melee Saving Throw: None
Illus. by W. England tional song that temporarily boosts by touch attacks. The axe deals 2d12 points Spell Resistance: Yes
2 the effective caster level of each good- of cold damage +1 point per two caster
aligned divine spellcaster within range. levels (maximum +10) with a success- Youfinishthisevocationandagreatwhite
This increase does not grant access to ful hit. You cannot be disarmed of the clawappearsbeforeyou,coldairwaftingoff
additional spells, but it does improve ice axe nor can it be sundered. Since its crystalline surface.
all spell effects that are dependent on the axe is virtually weightless, your
caster level. Within the spell’s area, Strength modifier does not apply on This spell creates a massive reptilian
each good-aligned divine spellcaster claw made of ice. The ice claw can make
gains a +4 sacred bonus on Charisma Dwarf clerics employ the ice axe spell one grapple attack per round. Its attack
checks to turn undead, and each evil- when fighting fiery foes bonus and grapple modifier are equal to
aligned divine spellcaster takes a –4
sacred penalty on Charisma checks to damage rolls. If your base attack bonus your caster level + your Int modi-
rebuke undead. is high enough to allow for multiple fier or Cha modifier (for wizards
attacks in a round, you can make them and sorcerers, respectively) + 7
HYPOTHERMIA with the ice axe. for the claw’s Strength (24).
In any round when the
Evocation [Cold] If you choose to hold something claw is grappling a target,
Level: Cleric 4, druid 3 other than the ice axe in your hand or it deals 1d8 points of cold
Components: V, S use the hand in some other way, the ice damage.
Casting Time: 1 standard axe vanishes until the hand is empty The claw can attack
again. in the round it appears.
action Directing it to change
Range: Close (25 ft. + 5 ft./ Material Component: A shard of ice, targets is a standard action.
glass, or crystal. It always attacks from your
2 levels) direction and does not get
Target: One creature ICE CLAW a flanking bonus or help a
Duration: Instantaneous combatant get one. The claw
Saving Throw: Fortitude partial Evocation [Cold] has as many hit points as you
Spell Resistance: Yes Level: Sorcerer/wizard 7
Components: V, S, F do when undamaged and has AC
The fighter drops to her knees, her 20 (+10 natural). It takes damage as
face pale and a bluish cast to her lips a normal creature, but most magi-
andfingers.Acloudoffrostedbreath cal effects that do not deal damage
escapes her lips as she whispers, “So . . . do not affect it. The claw cannot push
c-c-cold . . .” through a wall of force or enter an anti-
magic field. It suffers the full effects of
The subject takes 1d6 points of cold a prismatic wall or prismatic sphere. The
damage per caster level (maximum claw has your saving throw bonuses.
10d6) and becomes fatigued. A success- Disintegrate or a successful dispel magic
ful Fortitude save halves the damage destroys it. It has immunity to cold and
and negates the fatigue. vulnerability to fire.
Focus: A white leather glove and a
ICE AXE piece of clear rock crystal.

Evocation [Cold] ICE DAGGER
Level: Cleric 3
Components: V, S, M Evocation [Cold]
Casting Time: 1 standard action Level: Sorcerer/wizard 1
Range: 0 ft. Components: V, S, M
Effect: Battleaxe-shaped weapon of Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
swirling ice Effect: Dagger of ice
Duration: 1 round/level (D) Duration: Instantaneous
Saving Throw: None Saving Throw: None
Spell Resistance: Yes Spell Resistance: Yes

A thin layer of frost forms around your Themeltedicecuppedinyourpalmcrystal-
handasshardsoficedescendfromthesky lizesintoadaggerlikeshardoficethatthen
and coalesce into the form of a battleaxe.

118

fliesatyourfoe,explodingintoaballoficy All warmth leaves your hand as at first a You shake your hand as if to free it from
fragments at its feet. sheen of white frost covers it, then larger some substance you disdain. As you do, a
crystals of clear ice form around it. In magicalshardoficeblastsfromyourhand
The ice dagger created by this spell seconds a large bristling ball of rock-hard andspeedstoitstarget,thesoundofcracking
launches itself at a target. Treat the ice spikes surrounds your fist, a cold mist ice following in its wake.
attack as a thrown splash weapon enshrouding your forearm.
(PH 158) that requires a ranged touch You must succeed on a normal ranged
attack to hit. The ice dagger deals 1d4 You can attack with your fist in all attack to hit (with a +2 bonus on the
points of cold damage to the target per respects as if you were wearing a
caster level (maximum 5d4), and splash +1 spiked gauntlet. The attack roll for every two caster
damage of 1 point of cold damage to levels). If it hits, an ice knife deals
adjacent creatures. 2d8 points of cold damage and CHAPTER 1
2 points of Dexterity damage (a
MaterialComponent:Afew successful Fortitude save negates the SPELL
drops of water made from Dexterity damage). Creatures that have DESCRIPTIONS
melted ice. immunity to cold also take no Dexter-
ity damage automatically.
ICE FLOWERS Illus. by J. Nelson
A knife that misses creates a
Transmutation [Cold] shower of ice crystals in a 10-
Level: Cleric 6, druid 5 foot-radius burst (see Missing
Components: V, S with a Thrown Weapon, PH
Casting Time: 1 standard action 158, to determine where the shard
Range: Long (400 ft. + 40 ft./level) hits). The icy burst deals 1d8 points
Area: 20-ft.-radius burst of cold damage to all creatures within
Duration: Instantaneous the area (Reflex half).
Saving Throw: Reflex half Material Component: A drop of water
Spell Resistance: No or piece of ice.

A lance of ice and earth thrusts ICELANCE
up where you point, flinging
pebbles, rocks, and dirt into the Conjuration (Creation)
sky. Stone rains down, covering Level: Druid 3, sorcerer/
the ground with debris. wizard 3
Components: V, S, F
This spell causes moisture in An icelance spell pins a gnoll to a tree Casting Time: 1 standard
the ground at a point you action
designate to freeze into a +1 spiked gauntlet deals normal damage
mound of solid ice covered by a layer for your size and 1d4 points of cold Range: Medium (100 ft. + 10 ft./level)
of soil, which bursts violently through damage. Damage reduction applies to Effect: One lance of ice
the surface. This flings dangerous ice the ice gauntlet’s normal damage, but Duration: Instantaneous
shards and small stones throughout the it does not affect the cold damage. If Saving Throw: Fortitude partial
area, turning the surface of the ground you fail a saving throw against a fire Spell Resistance: Yes
in the spell’s area into dense rubble effect, the ice gauntlet melts and the
(DMG 90). The shards and stones deal spell ends. Youclutchthequartzinyourhand,focusing
1d6 points of damage per caster level the energy of the spell into a sharp spear.
(maximum 15d6). Half the damage ICE KNIFE With a thought, you send it whistling
is cold damage. The origin point of through the air at your foe.
the spell must be on the ground. This Conjuration (Creation) [Cold]
spell has no effect in desert terrain or Level: Assassin 2, sorcerer/wizard 2 You must succeed on a normal ranged
on solid stone. Components: S, M attack to strike a target with an icelance.
Casting Time: 1 standard action You gain a +4 bonus on your attack
ICE GAUNTLET Range: Long (400 ft. + 40 ft./level) roll. If you hit, the icelance deals 6d6
Effect: One icy missile points of damage to the target. Half of
Evocation [Cold] Duration: Instantaneous this damage is piercing damage; the
Level: Cleric 1 Saving Throw: Fortitude partial or rest is cold damage. In addition, the
Components: V, DF target must make a Fortitude save or
Casting Time: 1 standard action Reflex half; see text be stunned for 1d4 rounds. Regardless
Range: Personal Spell Resistance: Yes of the result of the attack, the icelance
Target: You shatters upon its first use.
Duration: 1 minute/level (D)
Focus:A50-gpclearquartzgemstone.
Alternatively, if you are in a cold region,
you can substitute 10 pounds of ice or
snow for the quartz.

119

CHAPTER 1 ILLUSORY FEAST bottomless chasm. Those that fail their The spell can be dispelled; if this
saves fall prone and are unable to take happens, the spells transferred are
SPELL Illusion (Pattern) [Mind-Affecting] any action except clawing desperately lost as if the familiar had cast them.
DESCRIPTIONS Level: Sorcerer/wizard 5 at the floor in the hopes of stopping In an antimagic field, the familiar loses
Components: V, S, M their apparent fall. An attack on an the ability to cast the imbued spells,
Casting Time: 1 standard action affected creature frees it from the effect but regains it again if it leaves the field
Range: Long (400 ft. + 40 ft./level) of the illusion but leaves it stunned (as long as the spell’s duration hasn’t
Area: 40-ft.-radius spread for 1 round. Likewise, when the spell expired).
Duration: 1 round/level ends, creatures that believed they were
Saving Throw: Will negates falling are stunned for 1 round. If any transferred spell requires a
Spell Resistance: Yes focus or material component, you must
Flying creatures passing over an illu- have it on your person when the spells
Your stomach growls as an entire feast sory pit are unaffected by the spell. are cast (components are consumed
appears in the distance. You perceive the as normal without requiring you to
composition of the feast continuously IMBUE FAMILIAR WITH bring them to hand). Any XP costs
shifting,itscontentssometimesappealing from a transferred spell are deducted
to the point where you almost forget it is SPELL ABILITY from your total when the familiar casts
an illusion. the spell.
Universal
Tantalizing food and drink appears, Level: Sorcerer/wizard 6 IMPERIOUS GLARE
causing creatures in the area to stop Components: V, S
what they are doing and eat. A creature Casting Time: 1 standard action Necromancy [Fear, Mind-Affecting]
in the area that fails its save stops its Range: Touch Level: Sorcerer/wizard 6
current activities, drops held or car- Target: Familiar touched Components: S
ried items, and begins consuming Duration: 1 hour/level Casting Time: 1 standard action
the illusory food and drink. The food Saving Throw: Will negates Range: Close (25 ft. + 5 ft./2 levels)
looks, feels, smells, tastes, and even Targets: One living creature/level,
sounds real to the affected creature, (harmless)
and it appears to be whatever kind of Spell Resistance: Yes (harmless) no two of which are more than
food the creature prefers. The creature 30 ft. apart
is considered dazed. An attack on an Upon completion of this spell, you feel as Duration: 1 round/level
affected creature frees it from the spell if you had just cast a number of spells in Saving Throw: Will negates; see text
immediately. Sightless creatures are quicksuccession.Yourfamiliargivesyou Spell Resistance: Yes
affected by this spell due to its effect a knowing nod.
on all the senses. Creatures that do not Youregardyourfoeswithasteelyglarethat
eat are unaffected by this spell. This spell allows you to transfer a would peel paint from a wagon. Motes of
number of your spells and the ability darkenergydancebeforeyoureyesandthey,
Material Component: A piece of trail to cast them into your familiar. Spon- to a body, freeze in fear.
rations. taneous spellcasters, such as sorcerers,
can imbue a familiar with any spells The targets must make successful Will
ILLUSORY PIT they know how to cast, subject to the saves or cower. The saving throw DC to
restrictions below. Arcanists who pre- resist this effect is either the normal
Illusion (Glamer) pare spells, such as wizards, can imbue save DC for the spell or the save DC for
Level: Sorcerer/wizard 6 a familiar with any spell they have your natural frightful presence ability,
Components: V, S currently prepared. In either case, you whichever is higher. You cannot cast
Casting Time: 1 round can imbue one spell per three caster this spell if you do not have a frightful
Range: Medium (100 ft. + 10 ft./level) levels, with a maximum spell level of presence ability, either natural or magi-
Area: 10-ft. cube/level one-third your caster level, rounded cally bestowed (such as from the aura
Duration: Concentration + 1 round/ down (maximum 5th level). Multiple of terror spell, for example).
castingsofimbuefamiliarwithspellabil-
level ity have no effect on these limits. IMPLACABLE PURSUER
Saving Throw: Will disbelief
Spell Resistance: No The transferred spell’s variable Divination
characteristics (range, duration, area, Level: Assassin 4, blackguard 4,
You shove downward with your hand, and so on) function according to your
speaking the spell’s arcane words as you level. Once you cast imbue familiar ranger 4
do so. The ground disappears where you with spell ability on your familiar, Components: V, S
indicate, forming an impossibly deep pit. both the spell slot from which you Casting Time: 1 minute
cast the spell and the spell slots of the Range: Long (400 ft. + 40 ft./level);
You create the illusion of a pit, and each transferred spells remain unavailable
creature entering or within the area is for the preparation or casting of new see text
forced to make a Will save or believe the spells until the familiar uses the Target: One creature
floor on which it stands has become a transferred spells or imbue familiar Duration: 1 hour/level (D)
with spell ability expires. Saving Throw: Will negates; see text
Spell Resistance: Yes

120

With this spell, you become an unerring Spot check, a +7 luck bonus on a Climb INCORPOREAL NOVA CHAPTER 1
tracker, instantly aware of your quarry’s check, and a +7 luck bonus on two of
location whenever it’s on the move. his attacks. Necromancy [Death] SPELL
Level: Cleric 5, sorcerer/wizard 6 DESCRIPTIONS
The implacable pursuer spell gives you Material Component: A pair of dice. Components: V, S
the direction and distance to the target Casting Time: 1 standard action
creature whenever it finishes a turn INCITE Range: Medium (100 ft. + 10 ft./level)
more than 10 feet away from where it Area: 50-ft.-radius burst
started. If you are a ranger, you apply Enchantment (Compulsion) Duration: Instantaneous
your favored enemy bonus to the DC [Mind-Affecting] Saving Throw: Will negates
of the Will save. Spell Resistance: Yes
Level: Bard 1, cleric 1, sorcerer/
Once you successfully target a wizard 1 Anovaofdissolutiondissipatestheimma-
creature with implacable pursuer, you terial bodies of incorporeal and gaseous
know its location as long as the subject Components: V, S creatures, destroying them instantly.
is moving, no matter where it goes Casting Time: 1 swift action
on the same plane. Even if it leaves Range: Close (25 ft. + 5 ft./2 levels) The spell destroys 1d4 HD worth
the plane, implacable pursuer tells Target: Creatures in a 10-ft. burst of creatures per caster level (maxi-
you what plane the subject creature Duration: 1 minute/level mum 20d4) in the area. Usually,
went to. The spell then provides no Saving Throw: Will negates creatures such as shadows, wraiths,
further information until you and Spell Resistance: Yes spectres, ghosts, and similar creatures
the subject creature are on the same are destroyed, though vampires and
plane, in which case the spell resumes You cast this spell and your opponent is living creatures in gaseous form are
functioning normally. swallowed in a spiral of sparkling motes also affected, as are other incorporeal
that urge your targets to act. creatures. Creatures with the fewest
IMPROVISATION HD are affected first; among creatures
Affected creatures are not allowed to with equal HD, those that are closest
Transmutation delay or to ready an action. If a subject to the point of origin of the burst are
Level: Bard 1 is currently delaying, it acts as soon affected first. No creature with 9 or
Components: V, S, M as the spell is cast. If the subject cur- more HD is affected, and HD that are
Casting Time: 1 standard action rently has an action readied, it loses not sufficient to affect a creature are
Range: Personal that action. wasted.
Target: You
Duration: 1 round/level (D) INCORPOREAL INDOMITABILITY
ENHANCEMENT
Withanelaborateflourishandcallforluck, Abjuration
you toss the dice in your hand into the air. Necromancy [Evil] Level: Sorcerer/wizard 5
Immediatelyyoufeelasthoughfatefavors Level: Sorcerer/wizard 3 Components: V, S
you, filling you with confidence. Components: V, S, M Casting Time: 1 standard action
Casting Time: 1 round Range: Touch
You gain access to a floating “pool” of Range: Close (25 ft. + 5 ft./2 levels) Target: Creature touched
luck, which manifests as bonus points Target: One incorporeal undead/ Duration: 1 minute/level or until
you can use as desired to improve your
odds of success at various tasks. This level discharged
bonus pool consists of 2 points per Duration: 24 hours Saving Throw: None (harmless)
caster level, which you can spend as Saving Throw: None Spell Resistance: Yes (harmless)
you like to improve attack rolls, skill Spell Resistance: No
checks, and ability checks, although Thespell’senergymakesyoufeelimpervious
no single check can receive a bonus Calling upon the dark power of the Plane to wounds, if only for a limited time.
greater than one-half your caster level. ofNegativeEnergy,youbolsterthepower
You must declare any bonus point usage of incorporeal undead. The indomitability spell protects its
before the appropriate roll is made. recipient from the first incapacitating
Used points disappear from the pool, The undead affected by this spell gain attack the creature suffers during the
and any points remaining when the a +1 deflection bonus to Armor Class, spell’s duration. An incapacitating
spell ends are wasted. These points +1d8 bonus hit points, a +1 enhance- attack is one that would reduce the
count as luck bonuses for the purpose ment bonus on attack rolls, and a +2 recipient to fewer than 1 hit point.
of stacking. bonus to turn resistance. Each of these The attack must be one that deals
enhancements improves by the base damage; the indomitability spell offers
For example, a 14th-level bard pauses amount for every five caster levels no protection from nondamaging
while chasing a pickpocket to cast beyond 5th, so that a 20th-level caster effects or attacks that kill or destroy
improvisation. At any time during the grants undead +4 to AC, +4d8 bonus without dealing any damage, such as
next 14 rounds, he could use the points hit points, +4 on attack rolls, and +8 to death effects. Regardless of how much
to provide himself a +7 luck bonus on a turn resistance.

121

damage the attack deals, the recipient and reach of a bone devil (10 feet/10 INFERNAL
of the indomitability spell takes only feet). You gain a +4 profane bonus to
enough damage to be reduced to 1 hp. Strength and Constitution and dark- TRANSFORMATION,
The remaining damage from the attack vision out to 60 feet. You gain damage
is ignored. Once the spell protects the reduction 5/good. LESSER
subject in this manner, the spell is
discharged. You also grow a tail like that of a Transmutation [Evil]
scorpion. Whenever you take a full Level: Cleric 4
INFERNAL THRENODY Components: V, S, DF
CHAPTER 1
Evocation [Evil, Sonic] Casting Time: 1 standard
SPELL Level: Bard 3 action
DESCRIPTIONS Components: V, S Range: Personal
Casting Time: 1 round Target: You
Range: 50 ft.
Area: 50-ft.-radius emanation Duration: 1 round/level (D)

centered on you Your blood runs cold as a feel-
Duration: 1 round/level (D) ing of utter evil imbues you
Saving Throw: Will negates withunholypower.Acackleof
Spell Resistance: Yes sadisticgleeescapesyourchang-
ingmouth,andyoufeelyourbody
Themelodyyoucreateisalowbut grow in both size and power.
melodious dirge that blankets
Illus. by C. Frank theareainabarelyperceptible When you cast this spell, you
red aura. You feel invigorated assume the physical appearance and
with dark power. Indominability makes a deadly blow many of the qualities and abilities of a
merely dangerous bearded devil (MM 52). While under
You can strike up a pulsing, pow- the effect of the spell, your creature
erful rhythm that temporarily attack action, you can use the tail type changes to outsider (baatezu,
boosts by 2 the effective caster to make an additional attack each evil, lawful), and your size changes to
level of each evil-aligned divine round at your highest attack bonus. A Medium. You have the space and reach
spellcaster within range. This successful attack deals 3d4 points of of a bearded devil (5 feet/5 feet). You
increase does not grant access damage + your Str modifier. This attack gain a +2 profane bonus to Strength
to additional spells, but it overcomes damage reduction as if it
does improve all spell effects were an evil weapon. Creatures hit by and Constitution and darkvision
that are dependent on caster the tail attack must make a Fortitude out to 60 feet.
level. Within the spell’s area, saving throw (DC 10 + 1/2 character
each evil-aligned divine level + Con modifier) or be subjected You grow a snaky beard.
spellcaster gains a +4 to poison (injury, initial damage 1d6 Whenever you take a full attack
profane bonus on Cha- Str, secondary damage 2d6 Str). Your action, you can use the beard
risma checks to rebuke equipment grows to match your new to make an additional attack
undead, and each good-aligned divine size and form, allowing the tail attack each round at your highest
spellcaster takes a –4 profane penalty to function even if you are wearing attack bonus plus all appropriate
on Charisma checks to turn undead. heavy armor or other restrictive cloth- modifiers. A successful attack deals
ing. You gain the ability to speak and 1d8 points of damage + your Str modi-
INFERNAL understand Infernal. fier. This attack overcomes damage
TRANSFORMATION reduction as if it were an evil weapon.
Creatures hit by the beard attack must
Transmutation [Evil] make a Fortitude saving throw (DC 10
Level: Cleric 7 + 1/2 character level + Con modifier) or
be affected by the devil chills disease
This spell functions like lesser infernal (DMG 292). You gain the ability to speak
transformation, except when you cast and understand Infernal.
this spell, you assume the physical
appearance and many of the qualities INFERNAL WOUND
and abilities of a bone devil (MM 52).
While under the effect of the spell, Transmutation [Evil]
your creature type changes to outsider Level: Cleric 2, sorcerer/wizard 2
(baatezu, evil, lawful), and your size Components: V, S
changes to Large. You have the space Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

122

You wave your hands over the blade and INFESTATION OF Material Component: A handful of CHAPTER 1
it takes on a gray pallor. Its attacks will MAGGOTS dead, dried flies.
nowleavealingering,painfulmemoryin SPELL
their wake. Necromancy INHIBIT DESCRIPTIONS
Level: Druid 3
A creature injured by a weapon with Components: V, S, M Enchantment (Compulsion) Illus. by D. Martin
infernal wound cast upon it loses 2 Casting Time: 1 standard action [Mind-Affecting]
additional hit points each round for Range: Touch
the duration of the spell (regardless of Target: Creature touched Level: Bard 1, cleric 1, sorcerer/
how many times it is struck during that Duration: 1 round/2 levels wizard 1
time). The continuing hit point loss Saving Throw: Fortitude
can be stopped by a Heal check (DC Components: V, S
10 + spell level + your relevant ability negates Casting Time: 1 standard action
modifier), a cure spell, or a heal spell. Spell Resistance: Range: Medium (100 ft. + 10 ft./level)

INFERNO Yes Target: One creature
Duration: Instantaneous
Transmutation [Fire] The infestation of maggots spell harms Saving Throw: Will
Level: Druid 5 and horrifies its victims negates
Components: V, S, M Spell Resistance: Yes
Casting Time: 1 standard action Youtouchyourfoewiththedustofdeadflies
Range: Close (25 ft. + 5 ft./ onyourfingers,givingbirthtohundredsof You cast this spell and a
writhing maggots in his flesh. spiral of dark motes sur-
2 levels) With a successful melee touch attack, rounds your foe, slowing
Target: One creature you infest a creature with maggotlike anddistractinghimfromthe
Duration: 6 rounds; see text creatures. If the touched creature task at hand.
Saving Throw: Fortitude fails a Fortitude saving throw, the
magical maggots deal 1d4 points of You inhibit your foe from acting.
negates and Reflex partial; Constitution damage each round at the The subject is forced to delay until the
see text beginning of your turn. The subject following round, acting immediately
Spell Resistance: Yes makes a new Fortitude save each round before you on your initiative count.
to negate the damage in that round and
Singling out the target, you call end the effect. INKY CLOUD
upon elemental forces to surround
it in fire. The infestation can be removed with Conjuration (Creation)
a remove disease or heal spell. Level: Cleric 2,
The target of the inferno takes sorcerer/wizard 2
6d6 points of fire damage unless Components: V,
it makes a Fortitude save. In each S, M
round thereafter, the fire deals 1d6 Casting Time: 1
fewer points of damage (minimum standard action
1d6) until the spell ends or the
subject manages to extinguish the Range: 30 ft.
flames. Thus, the fire deals 5d6 points Area: 30-ft.-radius spread
of damage in the second round, 4d6
points in the third round, and so forth. centered on you
Flammable, nonmagical items carried Duration: 10 minutes/level
by the target automatically fail their Saving Throw: None
saves to resist this damage. Spell Resistance: No

After the first round, the subject Blackbubblesofinkboilupfromthevialin
can attempt a DC 15 Reflex save as yourhandandquicklyspreadtofillallthe
a full-round action to extinguish wateraroundyouwithdarkness,blocking
the flames before taking additional your vision.
damage. Rolling on the ground (the
subject becomes prone) allows the You create an inky cloud that billows
target a +2 bonus on this save. Leaping out from your location. The cloud ob-
into a large body of water or magically scures all sight, including darkvision,
extinguishing the flames automati- beyond 5 feet. A creature within 5 feet
cally ends the effect. has concealment. Creatures farther
away have total concealment.
Material Component: A gob of bees-
wax. A moderate current disperses the
cloud in 4 rounds; a strong current
disperses the cloud in 1 round.

This spell functions only under-
water.

123

CHAPTER 1 MaterialComponent:Asmallvialcon- Target: You specific conditions that trigger the spell.
taining the ink of a squid or octopus. Duration: 1 round or special; When any of these situations occurs,
SPELL you are whisked away to the location.
DESCRIPTIONS INSIDIOUS RHYTHM see text The location can be any place you have
visited, even on another plane.
Enchantment (Compulsion) Youconcentrateonassistingyourfriendsas
[Mind-Affecting] youbegintheshortchantandsimplehand- Material Component: A concoction
choppingmotionnecessarytocastthespell. made from demon skin and rare herbs
Level: Bard 1 Asyoufinish,thespell’schantallowsyouto worth 250 gp.
Components: V, S segue easily into bolstering your allies.
Casting Time: 1 immediate action XP Cost: 100 XP.
Range: Medium (100 ft. + 10 ft./level) While this spell is in effect, the morale
Target: One creature bonus granted by your inspire courage INSTANT SEARCH
Duration: 1 minute/level bardic music increases by 1.
Saving Throw: Will negates Divination
Spell Resistance: Yes The effect lasts until your inspire Level: Assassin 1, ranger 1, sorcerer/
courage effect ends. If you don’t begin
You recite a foolhardy ditty, tapping your to use your inspire courage ability wizard 1
foot in time. With a wink and a grin you before the beginning of your next turn, Components: V, S
mark your target, who shortly thereafter the spell’s effect ends. Casting Time: 1 swift action
follows suit. Range: Personal
INSTANT LOCKSMITH Target: You
The subject takes a –4 penalty on Duration: 1 round
Intelligence-based skill checks and Divination
Concentration checks due to an end- Level: Assassin 1, sorcerer/wizard 1 By pointing at a small area nearby and
lessly recycling melody stuck in its Components: V, S whistlingbriefly,youreleasethepowerof
mind. Whenever the subject attempts Casting Time: 1 swift action the spell, granting you knowledge of the
to cast, concentrate on, or direct a spell, Range: Personal area you indicated.
it must succeed on a Concentration Target: You
check (DC equal to insidious rhythm’s Duration: 1 round You can make one Search check in this
save DC + spell’s level) or fail at the round as a free action. You gain a +2
attempt. You point at a mechanism, twist your insight bonus on the check.
hand,andmakeaclickingsoundwithyour
INSIGHTFUL FEINT tongue.Younowhaveabetterideaofhow INTERPLANAR
the mechanism works. MESSAGE
Divination
Level: Assassin 1, sorcerer/wizard 1 You can make one Disable Device Evocation [Language-Dependent]
Components: V check or one Open Lock check in this Level: Cleric 3
Casting Time: 1 swift action round as a free action. You gain a +2 Components: V, S
Range: Personal insight bonus on the check. Casting Time: 1 standard action
Target: You Range: See text
Duration: 1 round INSTANT REFUGE Target: One creature
Duration: 24 hours/level or until
Withachuckleyouwhisperthewordsthat Evocation
will make your ruse more effective. Level: Sorcerer/wizard 9 discharged
Components: V, S, M, XP Saving Throw: Will negates
You gain a +10 insight bonus on the Casting Time: 10 minutes
next single Bluff check that you make Range: Personal (harmless)
to feint in combat (if it is made before Target: You Spell Resistance: Yes (harmless)
the start of your next turn). You can Duration: Until discharged
make the feint as a move action, or Yourspellcreatesabondbetweenyourself
once as a free action if you have the Yousetinvisiblearcanetriggerswithinyour andthecreatureyoutouch,abondunbro-
Improved Feint feat. mindandbody,allowingyoutoescapegreat ken even by the distance between planes.
peril in an instant.
INSPIRATIONAL BOOST This spell allows you to send a limited
This powerful variant of the contingency message of twenty-five words or less
Enchantment (Compulsion) [Mind- spell automatically transfers you and to the targeted creature, who can be
Affecting, Sonic] everything you carry or touch (except on another plane when the message
for other creatures or objects that weigh is received.
Level: Bard 1 more than 50 pounds) to a locale you
Components: V, S name. Casting the spell takes a standard
Casting Time: 1 swift action action, during which you touch the crea-
Range: Personal When casting instant refuge, you must ture you intend to communicate with.
specify the locale and detail up to six That creature should be able to under-
stand a language you know (otherwise,
when the magic is activated, the creature
knows that you sent the message, but has

124

no idea what the message is). At any time Duration: 1 minute/level (D) ArcaneFocus:Aminiatureskullmade CHAPTER 1
afterward, you can send your interplanar Saving Throw: Will negates out of iron or steel.
message to that creature. SPELL
(harmless) IRON SILENCE DESCRIPTIONS
The message pops into the target’s Spell Resistance: No
mind, awake or asleep, and the target Transmutation
is aware that the message has been Asyoucompletethespell,yoursensesdull Level: Assassin 2, bard 2, cleric 2
delivered. If the message arrives when somewhat.Uponreleasingthespell’senergy Components: V, S, DF
the target is asleep, it might appear as a onyourdesiredsubject,yoursensesclear, Casting Time: 1 standard action
vivid dream that the target remembers althoughthespell’srecipientcannolonger Range: Touch
upon awakening. be perceived. Target: One suit of armor touched/

This spell does not obligate nor force This powerful glamer functions like 3 levels
the creature you communicate with to invisibility (PH 245), except that it Duration: 1 hour/level (D)
act. The target cannot reply to tell you its masks image, scent, and sound alike, Saving Throw: Will negates
plans or intentions. The message travels concealing the subject from all senses
through the Astral Plane to reach its excepttouch.Aswithgreaterinvisibility, (harmless, object)
target, so the spell cannot reach planes this spell doesn’t end if the subject Spell Resistance: Yes (harmless,
separate from (not coterminous to or attacks. While invisible, the subject
coexistent with) the Astral Plane. exudes no scent and is undetectable object)
by scent, blindsense, tremorsense, and
You can have only one interplanar blindsight. Asyouimitateaclankingnoiseyoubrush
message active at any given time. your hand over the armor you wish to
Superior invisibility renders the silence.Thearmorglowssoftlyorangefor
INTERPLANAR recipient immune to detection by see a moment before the glow fades. A closer
invisibility,faeriefire,glitterdust,invisibil- lookrevealswhatlookslikeorangegrease
TELEPATHIC BOND itypurge,anddustofappearance,although in the joints of the armor.
creatures under the effect of the spell
Divination can be detected by true seeing. Certain While this spell is in effect, the armor
Level: Sorcerer/wizard 6 mundane conditions (such as leaving check penalty from the affected suit
Components: V, S, M footprints) can also render a subject or suits of armor does not apply on
Casting Time: 1 standard action detectable. Hide and Move Silently checks. Only
Range: Close (25 ft. + 5 ft./2 levels) wearers proficient in the armor’s use
Targets: You plus one willing INVISIBILITY, SWIFT get this benefit when wearing the
affected armor. The armor check pen-
creature/3 levels, no two of which Illusion (Glamer) alty still applies to other skill checks
are more than 30 ft. apart Level: Assassin 2, bard 1 as normal.
Duration: 10 minutes/level (D) Components: V
Saving Throw: None Casting Time: 1 swift action IRONGUARD
Spell Resistance: No Range: Personal
Target: You Abjuration
Youcrushtheeggshellsasyoucastthisspell, Duration: 1 round Level: Sorcerer/wizard 7
indicatingyourcomradesintheparty.Now, Components: V, S, F, M
regardlessofwheretheymightendup,you Withawhisperedsyllableyoucompletethe
will able to communicate with them. spell. You notice that others look past you Thisspellfunctionslikelesserironguard,
as if you weren’t there. except that the subject you touch is
ThisspellfunctionslikeRary’stelepathic immune to magic metal as well.
bond (PH 268), except that the commu- This spell functions like invisibility (PH
nication functions both on the same 245), except as noted above. Material Component: A tiny shield of
plane and across planes. wood, glass, or crystal.
IRON BONES
Material Component: Pieces of egg- Focus: A small nugget of adamantine
shell from two different kinds of Level: Cleric 4, sorcerer/wizard 4 worth 100 gp.
creatures.
Abriefflashengulfsyourundeadally,and IRONGUARD, LESSER
INVISIBILITY, throughitsfleshyoucanseeitsskeleton.The
skeleton glows a dusky red for a moment. Abjuration
SUPERIOR Level: Sorcerer/wizard 5
This spell functions like stone bones Components: V, S, M
Illusion (Glamer) (page 208), except that the subject Casting Time: 1 standard action
Level: Sorcerer/wizard 8 creature’s skeleton changes to iron. Range: Touch
Components: V, S The creature gains a +6 natural armor Target: Creature touched
Casting Time: 1 standard action bonus to AC. Duration: 1 round/level
Range: Personal or touch Saving Throw: Will negates
Target: You or a creature or object
(harmless)
weighing no more than 100 lb./ Spell Resistance: Yes (harmless)
level

125

CHAPTER 1

SPELL
DESCRIPTIONS

Illus. by L. Parillo With few words and a gesture, a necromancer gives his skeletal allies bones of iron

Youwatchasyourtarget’sskinlightensand IRONGUTS Material Component: A vial contain-
takes on a translucent look. ing the diluted poison of four different
Abjuration creatures.
The subject of lesser ironguard becomes Level: Bard 1, cleric 1, sorcerer/
immune to nonmagical metal. Metal IRONTHUNDER HORN
items (including metal weapons) simply wizard 1
pass through you, and you can walk Components: V, S, M Transmutation [Sonic]
through metal barriers such as iron Casting Time: 1 standard action Level: Bard 1, sorcerer/wizard 2
bars. Magic metal affects you normally, Range: Touch Components: V, S
as do spells, spell-like abilities, and Target: Creature touched Casting Time: 1 standard action
supernatural effects. Attacks delivered Duration: 10 minutes/level Range: 30 ft.
by metal items (such as poison on a Saving Throw: Will negates Area: Cone-shaped burst
dagger) affect you normally. If the spell Spell Resistance: Yes Duration: Instantaneous
expires while metal is inside you, the Saving Throw: Reflex negates
metal object is shunted out of your body You mutter the spell and uncork a bottle Spell Resistance: Yes
(or you away from the metal, if it is an with a noxious concoction of scorpion
immovable object such as a set of iron venom, toad sweat, adder venom, and the Thelastwordsofyourspellboomoutwith
bars). You and the object each take 1d6 strained brains of carrion crawlers. The athunderingroar,knockingthefoesinyour
points of damage as a result (ignoring poisonous liquid evaporates into a black path off their feet.
the object’s hardness for determining cloud that surrounds your hand as you
damage to it). reach out to touch the target. You create a deep resonant vibration
that can shake creatures off their feet.
Because you pass through metal, You enable a creature to better fight off Creatures in the area must succeed on a
you can ignore armor bonuses from the effect of poison. The subject is filled Reflex saving throw or fall prone.
nonmagic metal armor on opponents with antitoxin and gains a +5 alchemi-
you attack with unarmed attacks. cal bonus on Fortitude saves against JAGGED TOOTH
all kinds of poisons, whether injury,
Material Component: A tiny shield of contact, ingestion, or inhalation. After Transmutation
wood, glass, or crystal. the spell ends, the subject is nauseated Level: Druid 3, ranger 2
for 1 round. Components: V, S

126

Casting Time: 1 standard action Saving Throw: None Duration: Concentration; see text CHAPTER 1
Range: Close (25 ft. + 5 ft./2 levels) Spell Resistance: No Saving Throw: None
Target: One natural slashing or Spell Resistance: No SPELL
You cast small wooden statuettes on the DESCRIPTIONS
piercing weapon of target creature ground and they immediately grow into Youstompyourfootontheground,creating
Duration: 10 minutes/level adultworgs.Theworgsgrowlatyourfoes, arippleofnoisethatunleashessuppressed Illus. by C. Dien
Saving Throw: Will negates their jaws slathered with spittle. sounds behind it.

(harmless) You turn small wooden carvings into You create sonic vibrations that negate
Spell Resistance: Yes (harmless) a number of worgs (MM 256) equal to any magical silence effect in the area.
one for every two caster levels. These This zone of negation moves with you
Youfeelyourownteethsharpenmomen- worgs appear between you and your and lasts as long as you continue to
tarily as you complete this spell. As the opponents. They act on their own but concentrate.
magical energy surrounds your intended obey your mental commands. If the
target,itflexesitsmusclesinappreciation worgs move beyond the range of the The silence effect is not dispelled but
of its weapon’s deadlier capabilities. spell, or at the end of the spell, the simply held in abeyance; it remains
worgs become carvings again. Killing in effect outside the area of the joyful
This spell doubles the critical threat a worg destroys its focus item. noise effect.
range of one natural weapon that deals
either slashing or piercing damage. Focus: One carving of a worg for each JUNGLERAZER
Multiple effects that increase a weap- that you create (25 gp each).
on’s threat range don’t stack. Necromancy
JOYFUL NOISE Level: Druid 3, sorcerer/wizard 3
JAWS OF THE WOLF Components: V, S, M
Abjuration Casting Time: 1 standard action
Transmutation Level: Bard 1 Range: 120 ft.
Level: Druid 4 Components: S Area: 120-ft. line
Components: V, S, F Casting Time: 1 standard action Duration: Instantaneous
Casting Time: 1 standard action Range: 10 ft. Saving Throw: Reflex half
Range: Close (25 ft. + 5 ft./2 levels) Area: 10-ft.-radius emanation Spell Resistance: Yes
Effect: One or more created worgs
Duration: 1 round/level (D) centered on you

The junglerazer spell turns forest to ash and 127
ruins plant creatures

CHAPTER 1 Invisibledestructiveenergyspringssilently
forth from you, instantly destroying all
SPELL natural plant life in the area and leaving a
DESCRIPTIONS path of ash in its wake.

Fey, vermin, plants and plant creatures,
and animals caught in the area take
1d10 points of negative energy damage
per caster level (maximum 10d10).

Material Component: A pinch of ash
from a burnt plant.

JUNGLE’S RAPTURE The kelpstrand spell entangles and grapples its target

Illus. by J. Thomas Transmutation Components: V, S, M you are within 300 feet of the ocean
Level: Druid 5 Casting Time: 1 standard action shore, you gain a +4 bonus on any
Components: V, S Range: Close (25 ft. + 5 ft./2 levels) grapple checks made to determine the
Casting Time: 1 standard action Targets: One creature/3 levels, no outcome of a kelpstrand grapple.
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living nonplant creature two of which are more than 30 ft. Material Component: A piece of dried
Duration: Permanent (D) apart seaweed.
Saving Throw: Will negates Duration: 1 round/level
Spell Resistance: Yes Saving Throw: None KISS OF THE VAMPIRE
Spell Resistance: No
Spitting,youcursethecreature,knowing Necromancy
that in days it will be either dead or just Youstretchoutyourhandandlongstrands Level: Sorcerer/wizard 7
another weed. As you watch, its body ofwetkelpstreakouttoenvelopyourfoes. Components: V, S, M
becomesmorerigid,andthefirstwhorlsof Casting Time: 1 standard action
wood grain can be seen on its skin. Make a ranged touch attack at each Range: Personal
target. If you hit a creature, you Target: You
The creature targeted by this spell immediately make an opposed grapple Duration: 1 round/level
immediately takes 1d6 points of Dex- check against the creature as a free
terity drain. This drain manifests as action without provoking attacks of Drawing upon the powers of unlife, you
a hardening of the limbs and skin as opportunity. You add your caster level giveyourselfabilitiessimilartothoseofa
the victim’s flesh slowly turns to wood. and your Wisdom bonus to the result vampire.Youbecomegauntandpalewith
Each day that passes, the victim takes an of your grapple check rather than your feral, red eyes.
additional 1d6 points of Dexterity drain. Strength bonus and size bonus. If you
Even if drained points are restored succeed, the target becomes entangled You gain damage reduction 10/magic,
(through restoration, for example), the in the thick strands of kelp and is and you can use any one of the follow-
target creature still takes Dexterity drain grappled. Each round, the target can ing abilities each round as a standard
each day until the spell is lifted. Once attempt to escape the kelpstrand by action.
a victim of jungle’s rapture is drained to making a successful grapple or Escape
0 Dexterity, it immediately transforms Artist check against the kelpstrand’s • enervation, as a melee touch attack
into a normal plant of the same size as its grapple check. You are not considered • vampiric touch, as a melee touch
original body. Aside from radiating an grappling yourself while using this
aura of transmutation magic, the plant spell. Once you shoot your strands of attack
is a normal plant with no Intelligence, kelp, you need not take any action to • charm person
Wisdom, or Charisma scores. maintain the effect. • gaseous form (self only)

Jungle’s rapture is a curse, and as A creature targeted with multiple While you are using this spell, inflict
such it cannot be dispelled. It can be kelpstrands has to make separate spells heal you and cure spells hurt you.
removed with a break enchantment, lim- grapple or Escape Artist checks against You are treated as if you were undead
ited wish, miracle, or wish spell. Remove each kelpstrand currently grappling it for the purpose of all spells and effects.
curse works only if the caster level of to escape. If you cast this spell while A successful turn (or rebuke) attempt
that spell is equal to or higher than your against an undead of your Hit Dice
caster level at the time you cast jungle’s
rapture.

KELPSTRAND

Conjuration (Creation)
Level: Druid 2

128

requires you to make a Will saving This spell evaluates the creatures in the Strengths can include attack forms
throw (DC 10 + turning character’s Cha area and determines the relative power and special abilities (including spell-
modifier) or be panicked (or cowering) level of each. Creatures are evaluated like abilities or supernatural abilities).
for 10 rounds. A turn attempt that would as follows. Weaknesses include vulnerability to
destroy (or command) undead of your an energy type.
Hit Dice requires you to make a Will CR Strength
save (DC 15 + turning character’s Cha 4 or lower Weak For example, suppose a 7th-level
modifier) or be stunned (or charmed as 5–10 Moderate cleric casts know opponent on a black-
by charm monster) for 10 rounds. 11–15 Strong armored warrior, choosing to learn one
16 or higher Overwhelming strength and two weaknesses. The war-
Any charm effect you create with rior fails his save, and the DM informs
this spell ends when the spell ends, Among creatures within the same cat- the cleric’s player that the opponent has CHAPTER 1
but all other effects remain until their egory, you know which is the most the ability to drain energy (a strength),
normal duration expires. powerful, but not why. For example, is adversely affected by sunlight, and SPELL
among a group of ogres (CR 2), you would can be repelled by a holy symbol (both DESCRIPTIONS
Material Component: A black onyx know one of them (an ogre with two weaknesses). The cleric then concludes
worth at least 50 gp that has been levels of barbarian, CR 4) was the most that he faces a vampire and breaks out
carved with the image of a fang- powerful, but not know if it was because the wooden stakes.
mouthed face. the ogre had class levels, a template (such
as half-fiendish), or for another reason. KNOW
KNIGHT’S MOVE
Any spell of 3rd level or higher that VULNERABILITIES
Transmutation (Teleportation) prevents scrying attempts on a creature
Level: Cleric 3, paladin 2 (such as nondetection) or an area (such Divination
Components: V, S, DF as false vision) thwarts this spell’s ability Level: Bard 2, cleric 3, sorcerer/
Casting Time: 1 swift action to evaluate that creature or creatures
Range: 5 ft./2 levels; see text within that area. wizard 4
Target: You Components: V, S
Duration: Instantaneous KNOW OPPONENT Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
The ground before you appears overlaid Divination Target: One creature
with a chessboard pattern, with certain Level: Bard 3, cleric 3 Duration: Instantaneous
squares of the chessboard glowing softly Components: S, DF Saving Throw: Will negates
red.Timestopsforyouasyoumovewithout Casting Time: 1 standard action Spell Resistance: Yes
walking to the indicated location. Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature Your eyes turn red, then take on a golden
You can teleport with a limited distance Duration: Instantaneous hue. As you look at the creature, you see
and a circumspect form of movement. Saving Throw: Will negates smallrunesdancingarounditshead.Each
You can instantly move up to 5 feet per Spell Resistance: Yes rune identifies a particular vulnerability
two caster levels with this spell, but you orresistance—redforresistances,greenfor
must end this movement in a square Youfeelyoureyesglowwithmagicalenergy vulnerabilities.
that leaves you flanking an enemy. asyoucompletethespell.Youseeluminous
words appear in the air above your spell’s You learn any special qualities, vulner-
KNOW target. The words describe the creature’s abilities, and resistances the target
strengths or weaknesses, as you desire. creature has. Vulnerabilities include
GREATEST ENEMY anything that causes the creature more
You gauge the strengths and weak- than the normal amount of damage
Divination nesses of an opponent to gain combat (such as a creature with the cold
Level: Blackguard 1, paladin 1 advantages. Upon casting this spell, subtype having vulnerability to fire
Components: V, DF you learn a number of strengths or or a crystalline creature’s susceptibil-
Casting Time: 1 standard action weaknesses of the target equal to one, ity to the shatter spell). Resistances
Range: 60 ft. plus one strength or weakness per two include any effects that reduce or
Area: Cone-shaped emanation caster levels (maximum four). You can negate damage the creature takes and
Duration: Concentration, up to choose to learn strengths, weaknesses, immunities to particular attacks. The
or some combination thereof that spell identifies resistances and vulner-
1 round/level you specify. If a creature has more abilities granted by spell effects.
Saving Throw: None strengths or weaknesses than you can
Spell Resistance: Yes learn with a single casting, you learn For example, if cast upon a balor,
the most powerful ones first. Thus, you learn that it has damage reduction
Your eyes flash green, turning golden as if a monster can use finger of death at 15/cold iron and good; spell resistance
yoursurveyyouropponents.Toyoureyes, will and has resistance to sonic 5, you 28; immunity to poison, fire, and elec-
theweakestofthemarelimnedwithapale would learn about finger of death first. tricity; resistance to acid 10 and cold 10;
greennimbus,whichintensifieswithpower. and that it does not have any particular
Themostpowerfuliswrappedinabrilliant, vulnerabilities.
shimmering green aura.

129

CHAPTER 1 LAND WOMB Withalowthrummingsound,abluebeam Rushingtothebodyofyourfallenally,you
lances from your finger to strike your foe call out magic words that will bring back
SPELL Abjuration and weaken him. life and breath to your friend.
DESCRIPTIONS Level: Druid 4, ranger 4 You must succeed on a ranged touch
Components: V, S attack with the ray to strike a target. Last breath restores life to a recently
Illus. by M. Phillippi Casting Time: 1 standard action This ray causes creatures it hits to deceased creature, creating a new body
Range: Touch become weak and slow for the spell’s for the returning spirit to inhabit.
Target: You and one other creature/ However, the spell must be cast within
duration. A struck creature 1 round of the victim’s death. This spell
level takes a penalty to Strength functions like reincarnate (PH 270),
Duration: 10 minutes/level (D) equal to 1d6+1 per two except that the reincarnated creature
Saving Throw: Will negates caster levels (maximum receives no level loss, no Constitution
Spell Resistance: Yes 1d6+10). In addition, a loss, and no loss of spells. The creature
subject that fails a Will has –1 hit points (but is stable).
Otherswatchyouspeakthespell,andthe save is slowed.
earth opens up and swallows you whole. The spell’s slow effect Material Component: Rare oils and
You remain safe and secure beneath the counters and is coun- unguents worth a total of at least
ground, untouched by events above. tered by haste. 500 gp, spread over the remains.

You cannot enter a land womb through Lawful sword gives a paladin the LAUNCH BOLT
stone or rock, only through tillable upper hand over chaotic foes
soil. The land womb holds you Transmutation
secure 10 feet below the surface. LAST BREATH Level: Sorcerer/wizard 0
Anyone in a land womb cannot be Components: V, S, M
perceived by divination spells of 4th Transmutation Casting Time: 1 standard action
level or less. Level: Druid 4 Range: Touch
Components: V, S Target: One crossbow bolt in your
You can bring one additional Casting Time: 1 standard action
creature per caster level with Range: Touch possession
you into the land womb. Target: Dead creature touched Duration: Instantaneous
All creatures to be brought Duration: Instantaneous Saving Throw: None
into the land womb must be Saving Throw: None Spell Resistance: No
touching each other (for Spell Resistance: Yes (harmless)
instance, holding hands in The crossbow bolt in your hand glows a
a ring). bright red, then flies off at your foe.

Land womb creates an You cast this spell on a crossbow
underground space large bolt, causing it to fly at a target
enough to hold all target of your choice as if you
creatures. While space is had fired it from a light
tight, spellcasting by tar- crossbow, using a ranged
gets is still possible while attack roll. The bolt has
in the confines of the spell’s a range increment of 80
effect. You can no longer hear feet. Any properties of the
or see anything on the surface crossbow bolt (such as magical
by nonmagical means. abilities, masterwork quality,
and so on) or feats you possess
You can end the spell at will, but
those who are with you cannot. At the (such as Point Blank Shot, Weapon
end of the spell’s duration, all within Focus [light crossbow], and so on)
the land womb return to the spot apply. Drawing a bolt for this spell is
where they stood before the spell took a free action.
effect.
Material Component: The crossbow
LANGUOR bolt to be fired (1 sp).

Transmutation LAUNCH ITEM
Level: Druid 4
Components: V, S Transmutation
Casting Time: 1 standard action Level: Sorcerer/wizard 0
Range: Close (25 ft. + 5 ft./2 levels) Components: S
Effect: Ray Casting Time: 1 standard action
Duration: 1 round/level Range: Touch
Saving Throw: Will partial Target: One Fine item in your
Spell Resistance: Yes
possession, weighing up to 10 lb.

130

Duration: Instantaneous ingthecities,hamlets,andknownruinsas strike a target. You must make a ranged CHAPTER 1
Saving Throw: None ifpennedbyacartographer.Thelightfades touch attack to hit, and if the ray hits an
Spell Resistance: No but the knowledge of the map remains. undead creature, it deals 1d12 points of SPELL
damage. Creating each beam deals you DESCRIPTIONS
You hold the item and windmill your arm You instantly gain an overview of the 1 point of nonlethal damage.
in an underhanded toss. When it leaves area around you. Lay of the land gives
your hand, it is bathed in an orange glow basic information relevant to major For every two caster levels beyond
and flies farther than you could throw landmarks, such as rivers, lakes, and 1st, you can create an additional ray, up
any item. settlements (of at least hamlet size). It to a maximum of five rays at 9th level.
indicates the direction and distance to If you shoot multiple rays, you can have
You cause a Fine item in your posses- each from the current location. You have them strike a single creature or several
sion to fly at great speed to a target or a good understanding of the terrain up creatures. You must designate targets
location you specify, out to medium to 50 miles from your current location. before you check for spell resistance
range (100 ft. + 10 ft./level). or roll damage. All rays must be aimed
Unlike find the path, this spell does at enemies that are all within 30 feet of
This spell is normally used to launch not give information on traps, pass- each other.
dangerous items (flasks of acid, thun- words, or impediments to a journey.
derstones, and so on) farther than you LIFE WARD
could normally throw them. You can Arcane Focus: A small piece of lode-
use this spell to make an attack with a stone. Abjuration
splash weapon. If you choose to do so, Level: Cleric 4
you must make an attack roll as normal, LEGION’S Components: V, S, DF
but you suffer no penalties for range. (SPELL NAME) Casting Time: 1 standard action
Range: Touch
LAWFUL SWORD Any spell whose name formerly began Target: Creature touched
with legion’s has been renamed to a Duration: 1 minute/level
Evocation mass spell, and is alphabetized in this Saving Throw: Will negates
Level: Paladin 4 chapter according to the second word Spell Resistance: Yes
Components: V, S of the spell name.
Casting Time: 1 standard action With a brush of your hand you surround
Range: Touch LESSER (SPELL NAME) the creature in crawling shadows, a cloak
Target: Weapon touched of negative energy that whirls and swims
Duration: 1 round/level Any spell whose name begins with across the creature’s body.
Saving Throw: None lesser is alphabetized in this chapter
Spell Resistance: No according to the second word of the A creature warded by this spell gains
spell name. Thus, the description of protection from the effects of positive
Callingtomindthoughtsofjustice,yourun a lesser spell appears near the descrip- energy, including magical healing. The
yourfingersalongtheweapon,imbuingit tion of the spell on which it is based, spell can be cast upon undead to offer
with power. unless that spell appears in the Player’s additional protection against the turning
Handbook. abilities of clerics. The subject is immune
This spell functions like holy sword (PH to all positive energy effects, including
242), except as follows. The weapon LIFE BOLT conjuration (healing) spells, channeled
functions as a +5 axiomatic weapon (+5 positive energy such as from the turn
enhancement bonus on attack rolls Necromancy undead ability, or other effects that derive
and damage rolls, lawful-aligned, deals Level: Sorcerer/wizard 2 their power from positive energy.
an extra 2d6 points of damage against Components: V, S
chaotic opponents). It also emits a magic Casting Time: 1 standard action This spell offers protection from the
circle against chaos effect (as the spell). Range: Medium (100 ft. + 10 ft./level) blinding effect of the Positive Energy
Effect: Up to five rays Plane, and warded creatures gain no
LAY OF THE LAND Duration: Instantaneous temporary hit points while there.
Saving Throw: None
Divination Spell Resistance: Yes LIFE’S GRACE
Level: Bard 4, druid 4, ranger 1
Components: V, S, F/DF Holdingyourpalmoutward,youintonethe Abjuration
Casting Time: 3 rounds spellandempoweritwithabitofyourown Level: Cleric 5
Range: Personal life. A golden ray beams forth from your Components: V, S, DF
Target: You hand, striking an undead creature where Casting Time: 1 standard action
Duration: Instantaneous its heart should have been. Range: Touch
Target: Living creature touched
Youcastthisspellandaresurroundedwith You draw forth some of your own life Duration: 1 minute/level
a nimbus of green light. In your mind, a force to create a beam of positive energy Saving Throw: Will negates
mapunfoldsofthesurroundingarea,show- that harms undead. You must succeed
on a ranged touch attack with the ray to (harmless)
Spell Resistance: Yes (harmless)

131

CHAPTER 1 Yousayabriefprayerandtouchyourholy Beginning one turn after you cast LIGHTNING RING
symboltoacreature.Symbolsofwarding this spell, you can choose to expend
SPELL and safety appear and flow out to cover some or all of the light of Lunia as a ray Evocation [Electricity]
DESCRIPTIONS the creature in a web of protective magic of light. You must succeed on a ranged Level: Sorcerer/wizard 8
beforefadingfromsight,absorbedintothe touch attack with the ray to strike a Components: V, S, M
creature’s form. target. You can make a single ranged Casting Time: 1 round
touch attack that deals 1d6 points Range: Personal
The living creature touched becomes of damage, or 2d6 points of damage Effect: Ring of electricity
immune to all death spells, magical against undead or evil outsiders, with a Duration: 1 round/2 levels
death effects, energy drain, and any range of 30 feet. Spell resistance applies Saving Throw: See text
negative energy effects. In addition, the to this attack. This dims your silvery Spell Resistance: Yes
subject is immune to undead special radiance to half (15-foot light, with dim
attacks that deal ability damage, abil- light for an additional 15 feet). You can Your body quakes as a ring of crackling
ity drain, and magical disease (such as choose to fire one additional ray with electricityexplodesfromyourchesttowhirl
mummy rot), even if these attacks do not the same characteristics either on the about you.
have a magical source. (For example, the same round or on a subsequent round.
spell prevents poison damage from the Firing the second ray quenches your The ring of electricity moves with
poisonous bite of an undead creature.) radiance and ends the spell. you and does not interfere with your
This spell does not prevent such attacks spellcasting or attacks, or with others
from undead originating from spells, LIGHT OF MERCURIA attacking you. As long as the lightning
magic items, or class abilities; only the ring is in effect, you gain resistance
special attacks from the undead’s base Evocation [Good, Light] to electricity 20. At the beginning of
nature are affected. Level: Cleric 2, sorcerer/wizard 2 your turn each round, adjacent crea-
tures take 10d6 points of electricity
In addition, the subject’s armor or This spell functions like light of Lunia, damage, or half that with a successful
clothing is considered ghost touch except that the radiance created is Reflex save.
armor, and its armor bonus counts golden. Your light rays deal 2d6 points
against incorporeal attacks. (A suit of of damage, or 4d6 points of damage In addition, each round as a free
clothing is considered armor that gives against undead and evil outsiders. action at the beginning of your turn,
+0 AC for this purpose, though it can you can direct two lightning bolts that
be enhanced with spells such as magic LIGHT OF VENYA deal 5d6 points of electricity damage
vestment.) each, exactly as the lightning bolt spell
Evocation [Good, Light] (caster level 5th), in any directions
This spell doesn’t remove negative Level: Cleric 3, sorcerer/wizard 3 you choose. Each bolt can be aimed
levels that the subject has already separately. A creature struck by one of
gained, nor does it affect the saving This spell functions like light of Lunia, these bolts can make a Reflex save for
throw necessary 24 hours after gaining except that a softy pearly radiance is half damage. The DC for this save is
a negative level. created. Your light rays deal 3d6 points calculated for an 8th-level spell, even
of damage, or 6d6 points of damage though the bolts mimic a 3rd-level
LIGHT OF LUNIA against undead and evil outsiders. spell.
Alternatively, you can choose for the
Evocation [Good, Light] ray to heal 1d6 points of damage + your Material Components: A small glass
Level: Celestia 1, cleric 1, sorcerer/ divine spellcaster level (maximum ring and a bit of fur from any animal.
1d6+10) to a living, non-evil creature.
wizard 1 LIONHEART
Components: V, S LIGHTFOOT
Casting Time: 1 standard action Abjuration [Mind-Affecting]
Range: Medium (100 ft. + 10 ft./level) Transmutation Level: Paladin 1
Target and Effect: You and up to Level: Assassin 1, ranger 1 Components: V, S, M
Components: V Casting Time: 1 standard action
two rays; see text Casting Time: 1 swift action Range: Touch
Duration: 10 minutes/level (D) or Range: Personal Target: Creature touched
Target: You Duration: 1 round/level
until discharged; see text Duration: 1 round Saving Throw: Will negates
Saving Throw: None
Spell Resistance: Yes; see text Youmutterthewordsofthisshortspelland (harmless)
dive down the hallway, dancing between Spell Resistance: Yes (harmless)
You invoke the powers of good and you the armed guards and out the gate.
begintoglowwiththesilverlightoffabled Youtouchyourallywhileintoningthespell.
Lunia,thefirstlayeroftheSevenMounting You provoke no attacks of opportunity Where your finger touches, a warm glow
Heavens of Celestia. when moving. appears, then fades.

The silvery radiance created by this The subject gains immunity to fear
spell emanates from you in a 30-foot effects.
radius, and dim light extends for an
additional 30 feet.

132

Material Component: A hair from a Casting Time: 1 standard action or sack, the DC of the Listen check
lion’s mane. Range: Touch increases by 5.
Effect: Magical sensor
LION’S CHARGE Duration: 1 hour/level (D) The coins continue to function no
Saving Throw: None matter how far apart they are, although
Transmutation Spell Resistance: No they fall silent if they’re on different
Level: Druid 3, ranger 2 planes.
Components: V
Casting Time: 1 swift action Focus: The pair of coins.
Range: Personal
Target: You LISTENING LORECALL CHAPTER 1
Duration: 1 round
Divination SPELL
You cast the spell and Level: Druid 2, ranger 2 DESCRIPTIONS
a nimbus of yellow Components: V, S, DF
energy in the form of a Casting Time: 1 standard action Illus. by W. England
lion surrounds you. Range: Personal
Target: You
This spell grants you the pounce Duration: 10 minutes/level
special ability (MM 313), allowing
you to make a full attack at the end You feel conscious of your ears as they
of a charge. warm noticeably. Sounds that seem as
though they should be muffled become
LION’S ROAR clear to you.

Evocation [Sonic] You gain a +4 insight bonus on Listen
Level: Cleric 8, Courage 8 checks. In addition, if you have 5
Components: V, S, DF or more ranks in Listen, you gain
Casting Time: 1 standard action blindsense out to 30 feet. If you have
Range: 120 ft. 12 or more ranks in Listen, you gain
Area: 120-ft.-radius burst centered blindsight out to 15 feet.

on you A silence spell or effect negates the
Duration: Instantaneous or 1 blindsense or blindsight granted by a
listening lorecall spell.
minute/level
Saving Throw: Fortitude partial or A wizard uses the lightning ring spell LIVELY STEP
to shock her foes
Will negates (harmless); see text Transmutation
Spell Resistance: Yes or Yes Rubbing two coins together with your Level: Bard 2, sorcerer/wizard 2
fingers, you whisper arcane words into Components: V, S, F
(harmless); see text them. Holding one to your ear surrepti- Casting Time: 1 standard action
tiously, you hand over the other. Range: 30 ft.
You open your mouth and emit a tremen- Area: 30-ft.-radius emanation
dousroar,asoundlikealionbutasloudas You turn two ordinary coins into magic
a mountain falling. listening devices—one a sensor and centered on you
the other a receiver. After casting the Duration: Up to 12 hours
All enemies within the spell’s area spell, you simply give the sensor coin Saving Throw: Will negates
take 1d8 points of sonic damage per away, either surreptitiously or overtly.
two caster levels (maximum 10d8) and By holding the receiver coin up to your (harmless)
are stunned for 1 round. A successful ear, you can hear whatever transpires Spell Resistance: Yes (harmless)
Fortitude save halves the damage and near the sensor as if you were there
negates the stunning effect. (much like a clairaudience effect). If Beating a small drum and singing a
the sensor coin is in a pocket, pouch, marching tune, you exhort your allies to
In addition, all allies within the struggle on.
spell’s area gain a +1 morale bonus
on attack rolls and saves against fear Once you cast this spell, the speed of
effects, plus temporary hit points equal you and all allies within 30 feet of you
to 1d8 + caster level (to a maximum of increases by 10 feet.
1d8+20 temporary hit points at caster
level 20th). You and other affected creatures can
only benefit from this spell by refrain-
LISTENING COIN ing from taking any actions other than
move actions. When one of the affected
Divination (Scrying) creatures takes any other kind of action,
Level: Bard 3 this spell ends.
Components: V, S, F
Focus: A small drum.

133

CHAPTER 1 LIVING PRINTS Components: V You protect the subjects against mind-
Casting Time: 1 standard action affecting spells and abilities, giving
SPELL Divination Range: 60 ft. them a +3 sacred bonus on saving
DESCRIPTIONS Level: Ranger 1 Area: Cone-shaped burst throws against such effects. The spell
Components: V, S Duration: Instantaneous also helps prevent them from being
Casting Time: 1 standard action Saving Throw: Will negates magically compelled to harm you
Range: Personal Spell Resistance: Yes or anyone else affected by this spell.
Target: You Any attempt to make a loyal vassal
Duration: 1 hour/level Dirgelike music fills the area, reminding do so (whether the originating effect
thoseinrangeoflostlovesandlife’sdisap- occurred before or after this spell
Youeyesglowgreenandyoucannowsee pointments. was cast) counts as a suicidal order,
the trails laid down almost a month ago, triggering appropriate responses and
asclearlyasifyourquarryhadjustpassed Creatures within the area of this spell possibly ending the controlling spell.
through. that fail their saves take 1d6 points of If the subjects willingly attempt to
Wisdom damage and are nauseated for harm you, the spell is broken for them
You perceive tracks as if they had just 1d4 rounds. immediately.
been made. You must notice the prints
normally with a successful Search or LOW-LIGHT VISION LUCENT LANCE
Survival check, but this eliminates any
penalties to your tracking due to the Transmutation Transmutation [Light]
passage of time or any rainfall since Level: Assassin 1, druid 1, ranger 1, Level: Cleric 6, sorcerer/wizard 5
the making of the trail. This spell has Components: V, S, F
no effect on tracks more than thirty sorcerer/wizard 1 Casting Time: 1 standard action
days old. Components: V, M Range: Close (25 ft. + 5 ft./2 levels)
Casting Time: 1 standard action Effect: Ray
LIVING UNDEATH Range: Touch Duration: Instantaneous
Target: Creature touched Saving Throw: None
Necromancy Duration: 1 hour/level Spell Resistance: Yes; see text
Level: Cleric 2 Saving Throw: Will negates
Components: V, S, DF Theeternalenergiesoflightanddarkness
Casting Time: 1 standard action (harmless) you call upon to cast this spell cause the
Range: Touch Spell Resistance: Yes (harmless) ambientlightnearyoutocoalescearound
Target: Creature touched the crystal rod in your hand. The light
Duration: 1 minute/level Youpassyourhandoverthesubject’seyes erupts in a coruscating beam of radiance
Saving Throw: Fortitude negates and murmur the arcane words. Its eyes shaped like a needle-sharp lance.
grow larger, and when it opens them, the
(harmless) pupils are speckled with tiny silvers of You must succeed on a ranged touch
Spell Resistance: Yes (harmless) starlight. attack with the ray to strike a target. A
creature struck is blinded for 1 round,
Youinvokethewillofyourgodsandyour The subject creature gains low-light and dazzled for 1 round per caster level.
skin sags and becomes sallow, your eyes vision. A creature sensitive to bright light
hollow, and your flesh foul and rotted. (such as a drow, duergar, or kuo-toa)
Arcane Material Component: A small takes penalties as if it had been exposed
This spell imparts a physical transfor- candle. to full daylight for 1 round if struck by
mation upon the subject, not unlike the beam, even if it resists the spell’s
the process that produces a zombie. LOYAL VASSAL other effects.
While the subject does not actually
become undead, its vital processes are Abjuration [Lawful] In addition to this dazzling effect,
temporarily bypassed with no seeming Level: Paladin 2 lucent lance deals damage based on the
ill effect. The subject is not subject Components: V, S, DF level of light available within your
to sneak attacks and critical hits for Casting Time: 1 standard action square. In bright light, it deals 1d6
the duration of the spell, as if it were Range: Touch points of damage per caster level (maxi-
undead. Targets: One willing creature mum 15d6). In shadowy illumination,
it deals 1d4 points of damage per caster
While the spell is in effect, the sub- touched/3 levels level (maximum 15d4). If no light is
ject takes a –4 penalty to its Charisma Duration: 10 minutes/level; see text present in your square, the spell cannot
score (to a minimum of 1). Saving Throw: Will negates be cast at all.

LOVE’S LAMENT (harmless) Focus: A clear glass or crystal rod.
Spell Resistance: Yes (harmless)
Enchantment (Compulsion)
[Mind-Affecting] Uponinvokingthedivinewords,glowing
silverrunesencircleyourallies’heads.The
Level: Bard 3 runes quickly fade, but the resolve they
instilled remain.

134

LUMINOUS GAZE Components: V Violent Hallucinations: The subjects CHAPTER 1
Casting Time: 1 round perceive any nearby creatures as danger-
Evocation [Light] Range: Close (25 ft. + 5 ft./2 levels) ous enemies, attacking the nearest ones SPELL
Level: Sorcerer/wizard 1 Targets: One creature/level and fighting until the subjects are slain DESCRIPTIONS
Components: V, S Duration: 1 round/level or until no more creatures are in sight.
Casting Time: 1 standard action Saving Throw: Will negates
Range: Personal Spell Resistance: Yes Stupor: The subjects curl up on the
Target: You floor and remain oblivious to events
Duration: 1 round/level Asyoumutterthisspell,yourwordsburrow around them. Characters in a stupor
intoyourfoes’mindslikehungrymaggots, are effectively stunned and prone.
At the corners of your vision you see a spawning dark and disturbing thoughts.
brightly glowing light. Wherever you MAELSTROM
look, that area fills with light as bright as You can choose to inflict one of the fol-
a torch. lowing conditions upon any creatures Conjuration (Creation) [Water]
that fail their saving throws. Level: Druid 8, Ocean 8
This spell causes your eyes to glow with Components: V, S, DF
an unearthly radiance. The glow from Casting Time: 1 round
your eyes provides light as per the Range: Long (400 ft. + 40 ft./level)
light spell. Each creature within a Effect: A whirlpool 120 ft. wide and
20-foot radius of you is dazzled
as long as they remain with 60 ft. deep
range. Sightless creatures Duration: 1 round/level
are unaffected. Saving Throw: Reflex negates;

MADDENING see text
SCREAM Spell Resistance: No

Enchantment (Compulsion) Whirling about your hand and pulling Illus. by J. Engle
[Mind-Affecting] itdown,yourmagicreachesoutanddoes
the same to the water but on a titanic
Level: Madness 8
Components: V scale, creating a vortex of sucking
Casting Time: 1 standard waves.

action Lucent lance bores a hole Maelstrom causes a deadly
Range: Touch through a shadow vortex to form in water. A body
Target: Living creature of water in which you form the
Hysteria: The subjects fall into fits maelstrom must be at least 120 feet
touched of uncontrollable laughing or crying wide and 60 feet deep, or the spell
Duration: 1d4+1 rounds (equal chance for either). This hysteria is wasted.
Saving Throw: None affects subjects as though they were
Spell Resistance: Yes nauseated; they are unable to attack, Waterborne creatures or
cast spells, concentrate on spells, or objects within 50 feet of the
Withanincomprehensibleword do anything else requiring attention. vortex (below and on all sides)
andthetouchofahandwrapped The only action a subject can take is a must make successful Reflex
in black magic, you reduce your single move action per turn. saves or be sucked in. Trained
foe to a screaming lunatic. swimmers can attempt Swim checks
Panic: The subjects become pan- instead if their skill modifier is higher
This spell makes it impossible for icked. If cornered, a panicked creature than their Reflex save bonus. Water-
the victim to do anything other than cowers. borne vessels avoid being sucked in if
race about caterwauling. The creature their operators make Profession (sailor)
must move its speed each turn, unless checks against the same DC as the
somehow prevented, and can take no spell’s saving throw. These creatures
other action. The spell gives the subject and objects take 3d8 points of damage
a –4 penalty to Armor Class, its Reflex upon being sucked in.
saving throws fail except on a roll of 20, Once inside, creatures and objects
and the subject cannot use a shield. take 3d8 points of bludgeoning damage
each round at the beginning of your
MADDENING turn. They remain trapped for 2d4
WHISPERS rounds, after which time they are
ejected to any square adjacent to the
Enchantment (Compulsion) bottom of the vortex (your choice).
[Mind-Affecting] Ejected subjects might be sucked back
into the vortex, but they receive a new
Level: Sorcerer/wizard 8 Reflex save. Subjects of Large or smaller
size are ejected from the bottom of the

135

CHAPTER 1

SPELL
DESCRIPTIONS

Illus. by B. Hagan An aquatic druid can wreak havoc with the maelstrom spell, all the while unseen by his foes

vortex. Larger subjects are ejected from You feel arcane energy encompass you, A greater mage hand spell can lift
the top. granting you a sense of serenity. As you an object and move it at will from a
chooseyourtargetsforthespell,youseeeach distance. As a move action, you can
MAGE ARMOR, one glow briefly with a silver aura. propel the target up to 20 feet in any
GREATER direction, although the spell ends if the
This spell functions like mage armor distance between you and the subject
Conjuration (Creation) [Force] (PH 249), except that it affects multiple ever exceeds the spell’s range.
Level: Sorcerer/wizard 3 creatures.
Components: V, S A creature can negate the effect
MAGE HAND, GREATER against an object it possesses with a
Aninvisiblesheenofarmor-shapedforce successful Will save or if you fail to
surrounds you. Transmutation overcome its spell resistance.
Level: Sorcerer/wizard 1
This spell functions like mage armor Components: V, S An object can be telekinetically
(PH 249), except that it requires no Casting Time: 1 standard action manipulated as if with one hand. For
material component and its tangible Range: Medium (100 ft. + 10 ft./level) example, a lever or rope can be pulled,
field of force provides a +6 armor bonus Target: One object or creature a key can be turned, an object rotated,
to Armor Class. and so on, if the force required is within
weighing up to 40 lb. the weight limitation. The spell has an
MAGE ARMOR, MASS Duration: Concentration effective Strength of 10.
Saving Throw: Will negates
Conjuration (Creation) [Force] Spell Resistance: Yes MAGIC FANG,
Level: Sorcerer/wizard 3
Range: Close (25 ft. + 5 ft./2 levels) Youcastthespell,andyourhandissuffused SUPERIOR
Targets: One creature/level, no two with a ghostly white radiance. You point
your finger at the target across the room, Transmutation
of which are more than 30 ft. apart and it slowly rises in the air. Level: Druid 4, ranger 4
Components: V, S
Casting Time: 1 standard action
Range: Personal

136

Target: You The spell produces a toxic fog that You toss a handful of copper dust into the CHAPTER 1
Duration: 1 round/level deals 1d4 points of nonlethal damage air, and it clings to creatures invisible to
per level (maximum 5d4). Creatures in you. Suddenly they’re visible and in your SPELL
Youspeaktheoldwordsoftheincantation, the area that hold their breath are still presence. DESCRIPTIONS
and your hands glow with a yellow aura subject to the effect. Creatures that are
that flashes at the tips of your digits. immune to poison are not affected by This spell functions like make manifest,
this spell. except that all creatures and unat-
Superior magic fang gives every natural tended objects on coterminous and
weapon you possess an enhancement Focus: Three polished gray stones. coexistent planes within the area of
bonus on attack rolls and damage this spell are instantly brought onto
rolls equal to +1 per four caster levels MAKE MANIFEST your plane.
(maximum +5 at 20th level).
Transmutation For the duration of the spell, the
MAGIC MIASMA Level: Cleric 4, sorcerer/wizard 6 target creatures retain all their abili-
Components: V, S ties except for those that allow them
Abjuration Casting Time: 1 standard action to enter other planes. At the end of
Level: Sorcerer/wizard 9 Range: Close (25 ft. + 5 ft./2 levels) mass make manifest’s duration, objects
Components: V, S, M Target: One creature and creatures return to their plane of
Casting Time: 1 standard action Duration: 1 round/level origin, even if they have left the spell’s
Range: Medium (100 ft. + 10 ft./level) Saving Throw: Will negates area.
Area: 30-ft.-radius emanation Spell Resistance: Yes
Material Component: A handful of
centered on a point in space You cast a spell that reaches into another copper dust.
Duration: 1 round/level plane and pulls another creature to your
Saving Throw: None; see text realm. MANTLE OF CHAOS
Spell Resistance: No
You can cause one creature on a coex- Abjuration [Chaos]
A thick, sparkling cloud of billowing istent plane (DMG 150), along with Level: Cleric 3, Limbo 3
mist rolls into being from the point you its personal belongings, to suddenly Components: V, S
indicate. appear on your plane of existence. An Casting Time: 1 standard action
affected creature appears in the loca- Range: Personal
This potent spell conjures a cloud of tion analogous to the space it occupied Target: You
mist that functions as a solid fog spell on the coexistent plane. For example, Duration: 10 minutes/level (D)
(PH 281). In addition, any spells cast the make manifest spell allows you to Saving Throw: None
within the fog have a –4 penalty to the cause a target on the Ethereal Plane Spell Resistance: Yes
spellcaster’s caster level, and the save to appear on the Material Plane, and
DC of any such spell is reduced by 2. vice versa. This spell does not grant You invoke the powers of chaos, and a
Creatures within the fog, or that enter the ability to pinpoint the location of flickering yellow field of anarchic energy
the fog, must succeed on a Will save or ethereal creatures. surrounds you.
suffer the reduction in caster level and
DC even after they leave the fog, for the For the duration of the spell, the The power of this spell grants you spell
duration of the spell. target creature retains all its abili- resistance equal to 12 + your caster
ties except for those that allow it to level against spells with the lawful
Material Component: A small piece of enter other planes. For example, a descriptor.
quilted cloth, which must be soaked in ghost brought in from the Ethereal
water while the spell is cast. Plane would be unable to return to MANTLE OF EVIL
the Ethereal Plane but would remain
MALEVOLENT MIASMA incorporeal. At the end of the spell’s Abjuration [Evil]
duration, the target creature returns Level: Blackguard 3, cleric 3, Hades 3
Conjuration (Creation) to whatever plane it was on before it
Level: Sorcerer/wizard 2 was targeted by the spell, even if it Youinvokethepowersofevil,andadark,
Components: V, S, F has moved beyond the range of make wavering field of unholy energy wraps
Casting Time: 1 standard action manifest. around you like a cloak.
Range: Close (25 ft. + 5 ft./2 levels)
Area: 15-ft.-radius burst MAKE MANIFEST, This spell functions like mantle of chaos,
Duration: Instantaneous except that mantle of evil grants spell
Saving Throw: Fortitude negates MASS resistance against spells with the good
Spell Resistance: No descriptor.
Transmutation
You click the stones together in your Level: Cleric 6, sorcerer/wizard 8 MANTLE OF GOOD
hand and a gray fog, tinged with darker, Components: V, S, M
malevolentstreaks,springsupinthemidst Area: 25-ft.-radius emanation Abjuration [Good]
of your enemies. Level: Cleric 3, Elysium 3, paladin 3
centered on a point in space
Saving Throw: None

137

CHAPTER 1 You invoke the powers of good, and a Range: Medium (100 ft. + 10 ft./level) amount with a successful Reflex save.
shimmering white field of holy energy Effect: One pair of disembodied, A creature targeted by multiple pairs of
SPELL swaddles you. jaws in a single round makes only one
DESCRIPTIONS flying jaws per caster level saving throw, with success halving the
This spell functions like mantle of chaos, (maximum ten pairs) total damage.
except that mantle of good grants spell Duration: Concentration, up to
resistance against spells with the evil 3 rounds Material Component: A pair of teeth.
descriptor. Saving Throw: See text
Spell Resistance: Yes MARK OF THE HUNTER
MANTLE OF THE
ICY SOUL You clamp your teeth together with the Divination
lastgesture,andseveraldisembodiedjaws Level: Ranger 3
Transmutation [Cold] ofblueforceappearandfloattowardyour Components: V, S, M
Level: Cleric 6, druid 5 foes, gnashing their teeth. Casting Time: 1 standard action
Components: V, S, M Range: Medium (100 ft. + 10 ft./level)
Casting Time: 1 standard action Target: One creature, which must be
Range: Touch
Target: Creature touched a favored enemy
Duration: 1 hour/level Duration: 1 minute/level
Saving Throw: Will negates Saving Throw: Will
Spell Resistance: Yes negates
Spell Resistance: Yes
As you touch the creature, a chill
sweeps through you and down By pointing your finger at
yourarm.Asthespelltakeseffect, oneofyourfavoredenemies,
thecreature’sbodychangeshue, you mark it with a glowing
becoming an icy blue. rune that only you can see.

Illus. by R. Spears The subject creature gains Your favored enemy
the cold subtype, granting it bonuses against a foe with
immunity to cold and vulner- Manyjaws gives wizards a potent offense a mark of the hunter are 4
ability to fire (the creature they can use while taking other actions higher than they would
takes half again as much otherwise be.
damage from fire effects). When you cast this spell, you summon
A fire creature subjected to several pairs of mystical, disembodied Furthermore, the
this spell does not gain the jaws that fly about and attack your foes. rune limns your enemy,
cold subtype, but it loses the These pairs of jaws can be commanded making the foe easier for
fire subtype for the duration. to attack separate targets, or multiple you to attack. The subject
pairs can be sent to attack a single foe. of a mark of the hunter spell
MaterialComponent:Apinch The jaws originate at your location and gains no bonus to Armor
of sapphire dust worth 10 gp. fly out to attack their targets, moving Class against your attacks
at a fly speed of 40 feet with perfect from any cover less than
MANTLE OF LAW maneuverability. You can redirect as total cover, nor does it gain
many of the jaws as you desire as a a miss chance against your attacks
Abjuration [Law] standard action. from any concealment less than total
Level: Cleric 3, Mechanus 3, paladin 3 concealment. Other effects that grant
Each round on your action, each pair a miss chance (such as incorporeality)
You invoke the powers of law, and a of jaws automatically hits its target and work normally.
constant blue field of axiomatic energy deals 1d6 points of damage, or half that Material Component: A bit of skin or
surrounds you. bone from the relevant favored enemy
type or subtype.
This spell functions like mantle of
chaos, except that mantle of law grants MARK OF THE
spell resistance against spells with the
chaotic descriptor. OUTCAST

MANYJAWS Necromancy
Level: Blackguard 1, cleric 2, druid 2
Evocation [Force] Components: V, S, DF
Level: Sorcerer/wizard 3 Casting Time: 1 standard action
Components: V, S, M Range: Close (25 ft. + 5 ft./2 levels)
Casting Time: 1 standard action Target: One creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

138

Youselectyourvictimforpunishmentand MASS (SPELL NAME) face,movingthroughdirtandstoneaseasily CHAPTER 1
invoke the ancient words of anathema. A as if you were flying through the air.
dull purple splotch in the shape of a skull Any spell whose name begins with SPELL
manifestsitselfonyourvictim’sflesh,vis- mass is alphabetized in this chapter You travel straight through the earth DESCRIPTIONS
ible to all. according to the second word of the itself to a destination you choose.
spell name. Thus, the description of
This spell creates an indelible mark a mass spell appears near the descrip- The movement is instantaneous and
on the subject’s face (or other upper tion of the spell on which it is based, has no distance limitations (though the
body part, if the subject doesn’t have unless that spell appears in the Player’s location must be on the same world).
a head). The mark is visible to normal Handbook. You need only think of where you
vision, low-light vision, and darkvision. want to go. If you don’t think of an
The wearer of such a mark takes a MASTER AIR exact location, the earth carries you to
–5 circumstance penalty on Bluff and the periphery of the general area you
Diplomacy checks and a –2 penalty to Transmutation imagine.
Armor Class. Level: Druid 2
Components: V, S, F The earth never leaves you stranded
The mark cannot be dispelled, but Casting Time: 1 standard action inside it. It always puts you back to the
it can be removed with a break enchant- Range: Personal surface even if it cannot deliver you to
ment,limitedwish,miracle,removecurse, Target: You your chosen destination. It takes you
or wish spell. Duration: 1 round/level as far as it can. Underground, creature-
built structures don’t hinder you as
MARKED OBJECT Youholdafeatheraloftandintonethespell. long as you can move around them.
Greattranslucentwingsunfoldfromyour
Divination back. You leap up and are airborne. This spell functions only on the
Level: Assassin 2, ranger 1, sorcerer/ Material Plane.
You sprout a pair of insubstantial feath-
wizard 2 ery or batlike (your choice) wings. Focus: The fossil of any animal.
Components: V, S, F
Casting Time: 1 minute You can fly at a speed of 90 feet MASTER’S TOUCH
Range: Personal with good maneuverability (60 feet
Target: You if you’re wearing medium or heavy Divination
Duration: 24 hours/level armor). Using master air requires as Level: Bard 1, sorcerer/wizard 1
much concentration as walking, so Components: V, F
Byholdingthesmallitemtoyournoseand you can attack or cast spells normally. Casting Time: 1 swift action
reciting the ancient words of power you You can charge but not run, and you Range: Personal
unleash the spell. You immediately have cannot carry aloft more weight than Target: You
asenseoftheobject’sownersuchthatyou your maximum load (PH 161), plus any Duration: 1 minute/level (D)
believeyoucouldfindfurtherindications armor you wear.
of the creature’s passage. Holding aloft an item you wish to use
Should the spell duration expire effectively, you address it directly with
Upon casting this spell, you become while you are still aloft, the magic fails acommandtoobeyyourdesiretowieldit.
attuned to the specific creature that slowly. You drop 60 feet per round for
owns the spell’s focus item. (A creature 1d6 rounds. If you reach the ground in You gain proficiency with a single
is considered to own an item if it was that amount of time, you land safely. weapon or shield you hold in your
the last creature to carry the item on its If not, you fall the rest of the distance, hands when the spell is cast. The lack
person for 24 hours or more. You do not taking falling damage normally. Since of a somatic component means the
count when considering what creature dispelling a spell effectively ends it, you spell can be cast in the middle of a fight
was last to carry an item.) This attun- also fall in this way if the master air spell while you keep ready whatever items
ement grants you a +10 bonus on Search is dispelled. stand between you and danger.
and Survival checks made to track the
item’s owner or find evidence of the Focus: A wing feather from any bird Proficiency is granted for only a
owner’s passage. This spell does not or the wing bone of any bat. single, specific item, although multiple
give you insight into who or what the castings allow for multiple proficien-
creature you are attuned to is or where MASTER EARTH cies. For example, if you hold a short
that creature ultimately might be. Also, sword and a rapier, with a buckler
the spell does not provide a trail that is Transmutation strapped to your off hand, you could
not already there nor provide you with Level: Druid 7 cast the spell three times, once for each
the benefit of the Track feat. Components: V, S, F weapon and once for the shield.
Casting Time: 1 standard action
Arcane Focus: An object owned by Range: Personal This spell does not grant proficiency
the creature or a piece of the creature Target: You for a kind or category of item (such
to be tracked, such as a tuft of hair or Duration: Instantaneous as short swords) but only for the one
a fingernail. specific item held in your hand at
Thegroundbelowyourfeetsuddenlyseems the time the spell is cast (this short
insubstantial, and you sink below the sur- sword). Should you set that item down
or otherwise lose your grip on it, the
proficiency does not transfer to a dif-

139

CHAPTER 1 ferent item of the same kind you might You cause a single natural opening or MEMORY ROT
pick up. However, if you recover the natural chamber to become animated.
SPELL original item before the spell’s effect The opening or chamber cannot move, Evocation
DESCRIPTIONS runs out, you are still proficient with but it can attack. You can order it to Level: Druid 5
that specific weapon or shield for the attack any creature, or a specific type of Components: V, S
duration. creature. You also can order it to attack Casting Time: 1 standard action
under a specific circumstance, such as Range: Close (25 ft. + 5 ft./2 levels)
Focus: The item in whose use you when creatures try to leave or when Target: One living creature
wish to be proficient. they touch something. Duration: Instantaneous
Saving Throw: Fortitude negates
MAW OF CHAOS An animated opening can attack Spell Resistance: Yes
only creatures that try to move through
Abjuration [Chaotic] it. An animated chamber can attack You blow across your open palm at your
Level: Sorcerer/wizard 9 every creature inside. Only one maw opponent, and your breath coalesces into
Components: V, S, M of stone can be in effect on a particular a cloud of glowing yellow spores that sur-
Casting Time: 1 standard action opening or chamber at a time. roundyourfoe’shead,drivingthroughits
Range: Medium (100 ft. + 10 ft./level) scalp into the brain beneath.
Area: 15-ft.-radius emanation The animated opening has an attack
bonus equal to your level +10. The You create a cloud of spores that infests
centered on a point in space maw of stone deals damage equal to 2d8 the brain of the subject creature, gradu-
Duration: 1 round/level points + your caster level. ally destroying its mind. The spores
Saving Throw: Will partial deal 1d6 points of Intelligence damage
Spell Resistance: Yes An animated opening can make one immediately. The spores then gradually
immediate attack against a creature eat away at the subject’s brain, dealing
Attheculminationofcastingthespellyou passing through. If it succeeds, the 1 point of Intelligence drain each
open your mouth wide as if to yawn. In target must make a Reflex save or it round thereafter at the beginning of
imitation,theaircracksandsplits,opening cannot pass through the maw. your turn. The subject can attempt a
into a yawning area of roiling blue-green Fortitude save each round to combat
energy resembling a great mouth. The animated stone has an Armor the effect of the spores. A successful
Class of 15 and hardness 8. Dealing 60 save ends the spores’ advance and halts
All creatures in the area take 1d6 points points of damage to it ends the spell. any further Intelligence drain.
of damage per caster level in the round
when you cast the spell and each round MECHANUS MIND MESMERIZING GLARE
thereafter at the start of your turn.
Those damaged must also make a Will Enchantment (Compulsion) [Lawful, Enchantment (Compulsion)
saving throw or be dazed for 1 round. Mind-Affecting] [Mind-Affecting]

Second, the chaotic energy makes it Level: Mechanus 2, sorcerer/wizard 2 Level: Bard 2, sorcerer/wizard 3
difficult to concentrate. Any activity Components: V, S Components: S
that involves concentration (such as Casting Time: 1 standard action Casting Time: 1 standard action
casting a spell or using a spell-like Range: Touch Range: Close (25 ft. + 5 ft./2 levels)
ability) requires a Concentration check Target: Creature touched Targets: One living creature/level,
(DC 25 + spell level) to succeed. Duration: 1 minute/level
Saving Throw: Fortitude negates no two of which are more than
Creatures with the chaotic subtype 30 ft. apart
are unaffected by this spell. (harmless) Duration: 1 round/level
Spell Resistance: Yes (harmless) Saving Throw: Will negates
Material Component: A jawbone with Spell Resistance: Yes
teeth. You speak the words of the spell and your
mindfeelsclearerandmoreorganized,as Yousaynothing,butyoureyesglowwitha
MAW OF STONE if it were mere drawers where everything warm, friendly fire. Others stop to regard
wasputinitsproperplace.Yourfacegrows you, and once enraptured, they cannot
Transmutation calmerandunexpressive,butyourthoughts look away.
Level: Cavern 7 are more rational and ordered.
Components: V, S, DF Directing your gaze toward the target
Casting Time: 1 standard action The subject gains a +4 resistance bonus creatures, you cause them to stop and
Range: Close (25 ft. + 5 ft./2 levels) on Will saving throws to resist mind- stare blankly at you. Creatures that fail
Effect: One cave mouth or natural affecting spells and abilities. their saving throws become fascinated.

tunnel up to 20 ft. in diameter While in the grip of Mechanus mind, METAL MELT
Duration: 10 minutes/level (D) the subject also becomes more ana-
Saving Throw: Reflex partial; lytical and less emotional. The subject Transmutation [Fire]
gains a +2 competence bonus on Intel- Level: Sorcerer/wizard 4
see text ligence-based checks, but takes a –2 Components: V, S, M
Spell Resistance: No penalty on Charisma-based checks.

Therockcomesalive,openingintoahuge
maw of deadly stone.

140

Casting Time: 1 standard action but must make a Constitution check A red mist rises from the ground as you
Range: Close (25 ft. + 5 ft./2 levels) (DC 10 +1 per previous success) each intone this spell, billowing outward from
Target: Nonmagical metal object round thereafter to continue doing so. you.Withinityouseeleavescurlup,scrolls
Failure on any such check (or voluntary rot from their spindles, and the leather
weighing up to 5 lb./level resumption of breathing) causes the armorofyourfoesdripfromtheirvulner-
Duration: 1 round subject to fall unconscious (0 hp). On able forms.
Saving Throw: Will negates (object) the next round, the subject drops to
Spell Resistance: Yes (object) –1 hit points and is dying; on the third Miasma of entropy causes accelerated
round, it suffocates (DMG 304). decay in all wood, leather, and other
You uncork the vial and pour out its con- natural materials in the spell’s area. It
tents,andthearmoryoudesignatebegins destroys nonmagical objects of wood, CHAPTER 1
to soften and flow.
leather, paper, and other for- SPELL
You alter the physical merly living organic matter. DESCRIPTIONS
properties of a metal All such objects within the
object so that it runs like area rot into slimy, pulpy Illus. by D. Martin
water. The melted metal masses. Objects weighing
does not change temperature more than 1 pound per
but flows as a liquid for 1 round caster level are not affected,
and then returns to its normal but all other objects of the
solid state, usually in a form appropriate composition are
resembling a puddle. An item in ruined.
a creature’s possession is allowed Alternatively, you can
a Will save, using the creature’s target miasma of entropy
saving throw bonus unless against a single solid object
its own is higher. of nonliving nonmagical
organic matter that weighs
Material Component: A up to 10 pounds per caster
drop of mercury in a vial. level.

MIASMA Metal melt can cause a metal weapon MIND POISON
to run like water
Evocation Necromancy
Level: Druid 6 MIASMA OF ENTROPY Level: Sorcerer/wizard 3
Components: V, Components: V, S, M
Necromancy
S, DF Level: Druid 4, sorcerer/wizard 5 Casting Time: 1 standard
Casting Time: 1 Components: V, S action
Casting Time: 1 standard action Range: Touch
standard action Range: 30 ft. Target: Living creature
Range: Close (25 ft. + Area or Target: Cone-shaped burst touched
Duration: Instantaneous;
5 ft./2 levels) or one solid object; see text see text
Target: One living creature Duration: Instantaneous
Duration: 3 rounds/level Saving Throw: Fortitude half or Saving Throw: Fortitude
Saving Throw: Fortitude negates; negates; see text
Will negates (object); see text
see text Spell Resistance: Yes (object) Spell Resistance: Yes
Spell Resistance: Yes
You spit on your fingers and whip your
Youhissoutaredmistthatstreakstoward hand in a snakelike motion, imbuing it
your target despite prevailing winds and with poisoning magic.
claws into his mouth and nose, choking
him. You infect the subject with a poison
that saps willpower, dealing 1d10
By filling the subject’s mouth and points of Wisdom damage immediately
throat with unbreathable gas, you and another 1d10 points of Wisdom
prevent it from doing much more than damage 1 minute later. Each instance of
coughing and spitting. An affected damage can be negated by a Fortitude
creature cannot speak, cast spells save (DC 10 + 1/2 your caster level +
with verbal components, use breath your Int or Cha modifier, for wizards
weapons, or utter command words to or sorcerers, respectively).
activate magic items, but it can other-
wise act normally. Material Component: A piece of a
toadstool.
The subject can hold its breath for
2 rounds per point of Constitution

141

CHAPTER 1 MINDLESS RAGE (and counts as one of the creature’s uses ily, attacking anyone who approaches
of rage for that day). within 30 feet or who otherwise
SPELL Enchantment (Compulsion) appears to be trying to take the object
DESCRIPTIONS [Mind-Affecting] Focus: A scarlet handkerchief or away. If no one approaches within 30
similar piece of cloth, waved in the feet or seems interested in trying to
Level: Bard 2, sorcerer/wizard 2 target’s direction while you vocalize take the object, the subject can act
Components: V, S, F the verbal component. normally.
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level) MINOR DISGUISE Dragons, due to their greedy nature,
Target: One creature take a –4 penalty on their saving throws
Duration: 1 round/level Transmutation against this spell.
Saving Throw: Will negates Level: Bard 0
Spell Resistance: Yes Components: V, S Material Component: A copper
Casting Time: 1 standard action piece.
By waving a scarlet cloth and shouting Range: Personal
taunts at your intended subject, you gain Target: You MOMENT OF CLARITY
its undivided attention. Duration: 1 hour
Abjuration
You fill the subject with so great a Yourfingertipsglowblue,andyouaddafew Level: Paladin 1
rage that it can do nothing but focus details to enhance your disguise. Components: V, S, DF
on engaging you in personal physical Casting Time: 1 standard action
combat. The target must be able to see You use magic to make minor, cosmetic Range: Touch
you when you cast this spell. If the changes in your appearance. The spell Target: Creature touched
subject later loses line of sight to you, does not change the actual structure of Duration: Instantaneous
the spell immediately ends. (A subject either your features or body. It can add Saving Throw: None
can’t voluntarily break line of sight color to hair, paint wrinkles upon your Spell Resistance: No
with you, such as by closing its eyes, to face, give you a scar, or darken your
end this spell prematurely.) teeth. This spell gives you a +2 compe- Youfeeladark,oppressiveweightpressing
tence bonus on the next Disguise check against your mind. When you touch your
If the subject threatens you, it must you make during its duration. target, the weight lifts. The creature you
make a full attack against you using a touched seems now to be battling with a
melee weapon or a natural weapon. If MISER’S ENVY similar oppression.
the subject doesn’t threaten you at the
start of its turn, it must move toward Enchantment (Compulsion) When you cast this spell and touch a
you (taking nothing but move actions) [Mind-Affecting] creature that is under the influence of
and end its movement as close to you as a mind-affecting spell or ability, that
possible. If it gets close enough with a Level: Bard 2, sorcerer/wizard 3 creature immediately receives another
single move action to threaten you, it Components: V, S, M saving throw against the effect’s origi-
stops and makes a melee attack against Casting Time: 1 standard action nal DC to break free of the effect. If
you as normal. Range: Close (25 ft. + 5 ft./2 levels) the spell or ability did not originally
Target: One living creature permit a saving throw, this spell has
While under the effect of a mindless Duration: 1 round/level no effect.
rage spell, the subject can make use Saving Throw: Will negates
of all its normal melee combat skills, Spell Resistance: Yes MONSTROUS THRALL
abilities, and feats—either offensive
or defensive. However, the subject Uponinvokingthepowerofthisspell,both Enchantment (Compulsion)
can’t make ranged attacks, cast spells, thedwarfandthesmallidolacrosstheroom [Mind-Affecting]
or activate magic items that require a glowwithavioletshade.Thedwarfstarts
command word, a spell trigger, or spell moving toward it, his eyes tinged violet Level: Domination 9
completion to function. The subject with greed. Components: V, S
can’t make any attack against a creature Casting Time: 1 standard action
other than you. When you cast this spell, you designate Range: Medium (100 ft. + 10 ft./level)
a target creature and specify an object, Target: One creature
The subject of this spell, though both of which must be within the Duration: 24 hours/level
overcome with rage, is by no means ren- spell’s range. If the target creature fails Saving Throw: Will negates
dered idiotic or suicidal. For example, its saving throw, it becomes consumed Spell Resistance: Yes
an affected creature will not charge off by a powerful desire for the object. For
a cliff in an attempt to reach you. the duration of the spell, the creature Calling upon your reserves of personal
seeks to obtain the object (going so power,youreachoutwardwithyourmind
An interesting side effect of mindless far as to attack anyone holding or and gain control of the will of your foe.
rage occurs when the spell affects any wearing it).
character or creature that has the rage This spell functions like true domina-
ability (such as a barbarian). In these Once the creature gains possession tion (page 224), except that the subject
cases, the mindless rage spell automati- of the object, it protects the item greed- can be any creature and is permanently
cally activates the creature’s rage ability

142

dominated if it fails its initial Will save. Arcane Material Component: A small This spell instills in the target an CHAPTER 1
A subject ordered to take an action candy made with wintergreen oil. obsessive fascination with the moon. If
against its nature receives a saving the target fails its save, it fixates on the SPELL
throw with a –4 penalty to resist taking MOON BOLT moon, staring at the moon or imagin- DESCRIPTIONS
that particular action. If the save suc- ing it in its mind, and is considered
ceeds, the subject still remains your Evocation fascinated for the duration of the spell.
thrall despite its minor mutiny. Once Level: Cleric 4, druid 4
a subject makes a successful saving Components: V, S If the saving throw is successful,
throw to resist a specific order, it makes Casting Time: 1 standard action the subject is instead dazzled for the
all future saving throws to resist taking Range: Long (400 ft. + 40 ft./level) duration of the spell.
that specific action without a penalty. Target: One living or undead
Sightless creatures are not affected
MOON BLADE creature, or two living or undead by this spell.
creatures that are no more than
Evocation 15 ft. apart; see text Focus: A silver ingot worth 5 gp.
Level: Moon 3 Duration: Instantaneous
Components: V, S, M/DF Saving Throw: Fortitude half MOON PATH
Casting Time: 1 standard action (living target) or Will negates
Range: 0 ft. (undead target) Evocation [Force]
Effect: A swordlike beam Spell Resistance: Yes Level: Moon 5
Duration: 1 minute/level (D) Components: V, S, M/DF
Saving Throw: None Picturing a full moon in your mind Casting Time: 1 standard action
Spell Resistance: Yes you call upon the cyclical energies of the Range: Medium (100 ft. + 10 ft./level)
celestial body. You create a bolt of shim- Effect: A variable-width, glowing
A3-foot-longblazingbeamofmoonlight mering moonlight that streaks from your
springs forth from your hand. outstretched hand. white stair or bridge of translucent
force up to 15 ft./level long;
You call a swordlike beam of moonlight A moon bolt strikes unerringly against see text
into your hand. Anyone who can cast any living or undead creature in Duration: 1 minute/level (D)
moon blade can wield the beam with range. Saving Throw: None; see text
proficiency. However, if you are profi- Spell Resistance: No
cient with any type of sword, you can A living creature struck by a moon
wield the beam as if it were any type bolt takes 1d4 points of Strength Asyoucastthisspell,pure,palemoonlight
of sword and thus gain the benefits of damage per three caster levels (maxi- shapes itself into a stair or bridge, as you
any special sword skill you might have, mum 5d4). If the subject makes a desire.
such as Weapon Focus. successful Fortitude saving throw, the
Strength damage is halved. Moon path allows you to create a stair or
Attacks with a moon blade are melee bridge from one spot to another. The
touch attacks. Its strike saps vitality or An undead creature struck by a effect is a railless ribbon of glowing
life force, causing no visible wounds but moon bolt must make a Will save or fall white translucent force like a glass
dealing 1d8 points of damage +1 point helpless for 1d4 rounds, after which strip. The strip can be from 3 to 20
per two caster levels (to a maximum time it is no longer helpless and can feet wide as you decide. (You can vary
of +10) to any type of creature except stand upright, but it takes a –2 penalty the width over the ribbon’s length if
undead. Undead are visibly wounded on attack rolls and Will saving throws you want.) It sticks to its endpoints
by a moon blade. Their substance boils for the next minute. unshakably, even if these endpoints
away from its touch, and they take 2d8 are in midair.
points of damage +1 point per caster MOON LUST
level (to a maximum of +20) per blow. At the time of casting, you designate
The blade is immaterial, and your Illusion (Pattern) [Mind-Affecting] up to one creature per caster level to
Strength modifier does not apply to Level: Cleric 1 receive extra protection while stand-
the damage. Components: V, S, F ing on or moving along the moon path.
Casting Time: 1 standard action Protected creatures gain the benefit of
Asuccessfulmoonbladestriketempo- Range: Medium (100 ft. + 10 ft./level) a sanctuary effect. This functions like
rarily scrambles magic. On the target’s Target: One living creature the 1st-level spell sanctuary except that
next turn after a hit from a moon blade, Duration: 1 round/level the save DC is 15 + your Wis modi-
the creature must make a Concentra- Saving Throw: Will partial fier, and any subject of the spell who
tion check to use any spell or spell-like Spell Resistance: Yes attacks breaks the sanctuary effect for
ability. The DC is equal to 10 + damage all subjects. Protected creatures also
dealt + spell level. (An opponent hit by Forcefullypresentingasilveringotinyour stick to the top of the moon path as
a moon blade while casting a spell must hand, you extol the virtues of the moon’s though they have received spider climb
make the usual Concentration check to beauty in a language both beautiful and spells. A creature loses both benefits
avoid losing the spell in addition to the dead.Thewordsofyourlovingdeclaration immediately when it leaves the path.
check on its next turn.) call forth a silver-white glow around your
target that swiftly fades. Unlike a wall of force, a moon path can
be dispelled. It is otherwise similar to
a wall of force in that it needs no sup-
ports and it is immune to damage of

143

CHAPTER 1 all kinds. A disintegrate spell blasts a not counter or dispel it. Darkness spells Living creatures in the area of a moonfire
hole in the path 10 feet square, leaving of higher level block a moonbeam. spell feel an unnatural chill and take
SPELL the rest of the path intact. (If the moon 1d8 points of damage per two caster
DESCRIPTIONS path is 10 feet wide or less, this merely Arcane Material Component: A pinch levels (maximum 10d8). Undead and
creates a 10-foot gap.) A hit from a rod of white powder. shapechangers take 1d8 points of
of cancellation, a sphere of annihilation, damage per caster level (maximum
or Mordenkainen’s disjunction destroys MOONBOW 20d8). This application of the spell
a moon path. Spells and breath weap- allows a Reflex save for half damage.
ons cannot pass through a moon path, Evocation [Electricity]
although dimension door, teleport, and Level: Sorcerer/wizard 5 All magical auras within the
similar effects can bypass the barrier. Components: V, S, M cone glow with a faint blue light for
It blocks ethereal creatures as well as Casting Time: 1 standard action 1 round per caster level. Disguised,
material creatures. Gaze attacks cannot Range: Medium (100 ft. + 10 ft./level) shapechanged, or polymorphed crea-
operate through a moon path. Effect: 1d4 motes of electricity tures and objects in the spell’s area at the
Duration: Instantaneous or up to time the spell is cast must make Will
A moon path must be straight, con- saves or immediately return to their
tinuous, and unbroken when formed. 4 rounds; see text normal forms. Even if the save succeeds,
If its surface would be interrupted by Saving Throw: None they remain covered in ghostly white
any object or creature, the spell fails. Spell Resistance: Yes outlines that show their true forms for
The bridge version of the spell must 1 round per caster level.
be created flat. The stair version cannot Sparks flit among your fingers as you call
rise or descend any more sharply than electricity from the surrounding air. The entire area covered by the cone
45 degrees. glows silver-white for 1 round per
This spell conjures three glowing motes caster level. This radiance is as bright
Arcane Material Component: A white of electricity. You direct any number of as the light of a full moon and negates
handkerchief. the motes to fly off and strike targets electricity damage for 1 round per
within the spell’s range. Multiple motes caster level unless the item or creature
MOONBEAM can be fired at the same target, or each generating the electricity effect makes
can be sent against a separate target. a caster level check (1d20 + item’s caster
Evocation [Light] You must succeed on a ranged touch level or creature’s caster level) against a
Level: Moon 2 attack with a mote to strike a target. DC equal to 10 + your caster level. If an
Components: V, S, M/DF Any creature struck by a mote takes 1d6 electricity effect is generated outside
Casting Time: 1 standard action points of electricity damage per two the glowing cone, the cone blocks the
Range: 30 ft. caster levels (maximum 10d6). electricity effect unless the creature
Area: Cone-shaped emanation generating the effect succeeds on a
Duration: 1 minute/level (D) If you do not immediately fire all caster level check. If an electricity effect
Saving Throw: None or Will the motes created by the spell, you can is generated inside the glowing cone,
choose to fire as many of the remaining the cone negates the electricity effect
negates; see text ones as you wish as a standard action unless the creature generating the
Spell Resistance: No during the next round. If a round effect succeeds on a caster level check.
passes in which you do not fire one
Asyoucompletethisspell,aswathofpale of your motes, the spell ends and all MOUNTAIN STANCE
moonlight springs from your hand. remaining motes vanish.
Transmutation
On your turn each round, you can Material Component: A small piece of Level: Druid 2, sorcerer/wizard 2
change the direction the cone of light moonstone. Components: V, S
points. Casting Time: 1 standard action
MOONFIRE Range: Touch
Light from a moonbeam spell does Target: One creature
not adversely affect creatures that are Evocation [Light] Duration: 1 minute/level
sensitive to light, but lycanthropes Level: Moon 9 Saving Throw: Will negates
in humanoid form caught in the Components: V, S, DF
cone must make a Will save to avoid Casting Time: 1 standard action (harmless)
involuntarily assuming their animal Range: 60 ft. Spell Resistance: No
forms. A lycanthrope in animal form Area: Cone-shaped burst and cone-
can change out of it on the creature’s By calling upon the primordial powers of
next turn (spending a round in animal shaped emanation; see text elementalearth,youcompletethespell.A
form). However, if it is still in the area Duration: Instantaneous and feelingofstubborndeterminationfillsyour
of the spell, it must succeed on a Will soul until you touch the spell’s intended
save to do so. Once a lycanthrope 1 round/level; see text recipient. You see then in that creature a
successfully saves against moonbeam, Saving Throw: Reflex half and Will hint of the same feeling of determination.
it is not affected by any more of your
moonbeam spells for 24 hours. negates; see text While this spell is in effect, the subject
Spell Resistance: Yes can root itself to the ground as a free
Moonbeam penetrates any darkness
spell of equal or lower level, but does A cone of fiery white moonlight springs
from your hand.

144

action. The subject gains a bonus equal
to your caster level against any attempts
to grapple, lift, push, bull rush, over-
run, throw, trip, or otherwise
force the subject to move
against its will through
either physical or magi-
cal means.

CHAPTER 1

SPELL
DESCRIPTIONS

Mountain stance makes holding Illus. by W. O’Connor
your ground easy

If at any point such an effort succeeds You create a cloud of scalding hot steam With a touch, you gift your animal ally
and the subject is forced to move, that moves in a straight line, away from with nature’s strength, resilience, and
the spell ends immediately. Any you, at a speed of 10 feet per round. speed.
voluntary movement on the subject’s Anyone within the cloud takes 2d6 points
part does not end the spell (although of damage and is permanently blinded. The affected animal gains a +10 morale
a creature cannot be rooted while it If a creature within the area makes a suc- bonus on attack rolls and damage rolls
moves), and the subject can “reroot” cessful Reflex saving throw, it takes only and 1d8 temporary hit points per caster
itself elsewhere in the same manner half damage and is not blinded. level, plus the effect of a haste spell
as described above. (PH 239).
Any creature within the cloud has
MURDEROUS MIST concealment. Winds do not affect the NATURE’S BALANCE
cloud’s direction or speed. However, a
Conjuration (Creation) moderate wind (11+ mph) disperses the Transmutation
Level: Druid 4 cloud in 4 rounds, and a strong wind Level: Druid 3
Components: V, S (21+ mph) disperses it in 1 round. Components: V, S
Casting Time: 1 standard action Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) NATURE’S AVATAR Range: Touch
Effect: Cloud spreads in a 30-ft. Target: Creature touched
Transmutation Duration: 10 minutes/level
radius, 20 ft. high Level: Druid 9 Saving Throw: Fortitude negates
Duration: 1 round/level Components: V, S, DF
Saving Throw: Reflex partial; Casting Time: 1 swift action (harmless)
Range: Touch Spell Resistance: Yes (harmless)
see text Target: Animal touched
Spell Resistance: No Duration: 1 minute/level Touching your friend, you concentrate,
Saving Throw: Will negates imaginingalightflowingfromyourbody
Drawing the power of steaming volcanic intohis.Asyoudoso,ablueglowflickersto
ventsintoyourbody,youexhale,andacloud (harmless) lifeinthecenterofyourchest,andittravels
of boiling steam roils away from you. Spell Resistance: Yes (harmless)

145

CHAPTER 1 downyourarmintohisform,grantinghim OpenOutdoorSite: Arampartordike Area: Cone-shaped burst
a portion of your power. of earth 5 feet high and 5 feet thick Duration: Instantaneous
SPELL at its base rises immediately behind Saving Throw: Fortitude negates
DESCRIPTIONS You take a –4 penalty to your choice of a shallow ditch 5 feet wide and 5 feet Spell Resistance: No
Strength, Dexterity, or Constitution, deep along the perimeter of the site.
and your subject gains an equivalent Creatures behind the dike receive Youwindmillyourarmtocompletethespell
bonus to the same ability score. You get cover. Attackers approaching on foot andnearlygagbeforeexhalingagreatgout
no saving throw to avoid the loss, but must scramble down into the ditch and of putrid-smelling green gas.
your subject can attempt a Fortitude then climbing 10 feet to reach the top
save to avoid the gain, if desired. of the dike (Climb DC 10). You breathe out a cone of nauseating
vapors. Any creature in the area must
NATURE’S FAVOR Rough Outdoor Site or Cavern: Loose succeed on a Fortitude save or be nause-
stones and boulders, dead wood, and ated for 1d6 rounds.
Evocation patches of dense briars are arranged
Level: Druid 2, ranger 2 to form a defensible wall 5 feet high Material Component: A piece of fish
Components: V, S, DF and 2 feet thick at the base around the at least one day old.
Casting Time: 1 swift action perimeter of the site. Creatures behind
Range: Touch the wall receive cover. NEGATIVE ENERGY
Target: Animal touched AURA
Duration: 1 minute Marshy or Low-Lying Site: In areas
Saving Throw: Will negates such as marsh, bog, swamp, or tundra, Necromancy
nature’s rampart cannot raise a wall, Level: Cleric 4
(harmless) but instead creates a water-filled ditch Components: V, S
Spell Resistance: Yes (harmless) 10 feet wide and 5 feet deep. Creatures Casting Time: 1 standard action
forced to wade the ditch are reduced Range: Personal
Rubbingtheanimal’sside,youwhisperthe to 1/4 their normal speed (minimum Area: 10-ft.-radius emanation
final bit of the spell’s ritual. The animal 5 feet) and cannot charge or run.
glancesatyoubeforeturningitsattention centered on you
to your foes, bristling as it does so. Focus: A small quartz gem engraved Duration: 1 round/level
with the image of an exquisite tiny
You grant the subject animal a +1 luck castle, worth at least 100 gp. Youspeaktheancientwordsofthisspelland
bonus on attack rolls and damage rolls anauraofblack,cracklingnegativeenergy
for every three caster levels you possess NATUREWATCH surrounds you.
(maximum +5).
Necromancy Each round on your turn, every living
NATURE’S RAMPART Level: Druid 0, ranger 1 creature within 10 feet of you loses 1 hit
Components: S point per three caster levels (maximum
Transmutation Casting Time: 1 standard action 5). Undead creatures instead gain 2 hit
Level: Druid 3, ranger 3 Range: 30 ft. points per round (though they can’t
Components: V, S, F Area: Cone-shaped emanation exceed their full normal hit point
Casting Time: 10 minutes Duration: 10 minutes/level total from this effect). Characters with
Range: Medium (100 ft. + 10 ft./level) Saving Throw: None immunity to negative energy effects are
Area: Structure up to 40 ft. square Spell Resistance: No not affected by this aura. The aura does
Duration: Instantaneous not affect you.
Saving Throw: None Reaching out with your heart, you seek
Spell Resistance: No knowledge of the health of plants and NERVESKITTER
animals in the area.
Withafinalwaveofyourhand,theground Transmutation
beneath your feet trembles and the land- This spell is similar to deathwatch (PH Level: Sorcerer/wizard 1
scape shifts into a new form. 217), but it functions only on animals Components: V, S
and plants. In addition, it also allows Casting Time: 1 immediate action
You shape a natural setting into a formi- you to determine a variety of other Range: Close (25 ft. + 5 ft./2 levels)
dable defensive position. Usually this mundane information about the ani- Target: One creature
spell is used to prepare an open outdoor mals and plants (whether or not the Duration: 1 round
area such as a hillside or a forest, but a plants are dehydrated, the animals are Saving Throw: None (harmless)
large natural cavern could be shaped into malnourished, and so forth). Spell Resistance: Yes
a divine rampart. Artificial structures
or features are not affected, although NAUSEATING BREATH You suffuse your ally with a brief, blue
nature’srampartcouldbepositionedtofill glow.Hejerksawayfromyou,asifhecan
a gap between two buildings or barricade Conjuration (Creation) anticipate your next action.
an unpaved road. The effect of the spell Level: Cleric 3, sorcerer/wizard 3
depends on the terrain: Components: V, S, M You cast this spell when you and your
Casting Time: 1 standard action party roll for initiative. You enhance
Range: 30 ft.

146

the subject’s reactions in combat, tain their surroundings. The subjects confused, thinking it has entered a CHAPTER 1
granting it a +5 bonus on its initiative can see only 5 feet through the shadows nightmare.
check for the current encounter. If that coat them, and foes within that SPELL
the subject does not make an initiative range have concealment from the NIGHT’S CARESS DESCRIPTIONS
check within 1 round, this spell has subjects. Darkvision does not penetrate
no effect. a net of shadows. Necromancy [Evil]
Level: Sorcerer/wizard 5
NET OF SHADOWS NIGHTMARE LULLABY Components: V, S
Casting Time: 1 standard action
Illusion (Shadow) [Darkness] Enchantment (Compulsion) Range: Touch
Level: Sorcerer/wizard 1 [Mind-Affecting, Sonic] Target: Creature touched
Components: V, S Duration: Instantaneous
Casting Time: 1 standard action Level: Bard 2 Saving Throw: Fortitude partial;
Range: Close (25 ft. + 5 ft./2 levels) Components: V, S
Targets: One creature/level, no two Casting Time: 1 standard action see text
Range: Medium (100 ft. + 10 ft./level) Spell Resistance: Yes
of which are more than 25 ft. apart Target: One creature
Duration: 1d6 rounds Duration: 1 round/level Atouchfromyourhand,whichshedsdark-
Saving Throw: Will negates Saving Throw: Will negates nessliketheblackestnight,disruptsthelife
Spell Resistance: Yes Spell Resistance: Yes force of a living creature.

You cast the spell, and the surrounding Yourmusiccalmsyourfoe,sendingittosleep Your touch deals 1d6 points of Illus. by R. Horsley
shadows shift at your command, flying whileitremainsupright.Asyouperform,it damage per caster level (maximum
toward your targets and wrapping them- starts to twitch and moan, as if tormented 15d6) and 1d6+2 points of Constitu-
selves around them. by unseen fears. tion damage. (A successful Fortitude
saving throw negates the Constitu-
This spell gives the subjects conceal- This spell can put a target into a surreal, tion damage.)
ment, but the shifting magic shadows sleepwalking state. The target must
also inhibit the subjects’ ability to ascer- make a Will saving throw or become The spell has a special effect on an
undead creature. An undead touched

The nauseating breath spell can effectively incapacitate foes 147

CHAPTER 1 by you takes no damage or Constitution You lose your spellcasting ability This potent spell infuses you with
loss, but it must make a successful Will for the duration of the spell, including powerful fey magic, granting you many
SPELL saving throw or flee as if panicked for your ability to use spell trigger or spell of the traits and abilities of a nixie (MM
DESCRIPTIONS 1d4 rounds +1 round per caster level. completion magic items, just as if the 235). Upon casting this spell, you gain a
spells were no longer on your class list. swim speed of 30 feet. You can breathe
NIGHTSHIELD underwater, and you gain low-light
Material Component: A potion of cat’s vision and damage reduction 5/cold
Abjuration grace, which you drink (and whose iron. You also gain a +6 enhancement
Level: Cleric 1, sorcerer/wizard 1 effect is subsumed by this spell’s bonus to Dexterity, a +2 enhancement
Components: V, S effect). bonus to Wisdom, and a +8 enhance-
Casting Time: 1 standard action ment bonus to Charisma.
Range: Personal NIMBUS OF LIGHT
Target: You Focus: A lock of nixie’s hair, freely
Duration: 1 minute/level (D) Evocation [Light] given to you by a nixie.
Level: Cleric 1, Purification 1
With a whisper-quiet whoosh, a field of Components: V, S, DF OBEDIENT AVALANCHE
shadowy energy cloaks your body. Casting Time: 1 standard action
Range: Personal Conjuration (Creation) [Cold]
This spell provides a +1 resistance Target: You Level: Cold 9, sorcerer/wizard 9
bonus on saving throws; this resistance Duration: 1 minute/level or until Components: V, S
bonus increases to +2 at caster level 6th Casting Time: 1 standard action
and +3 at caster level 9th. In addition, discharged (D) Range: Medium (100 ft. + 10 ft./level)
the spell negates magic missile attacks Effect: 20-ft.-radius avalanche of
directed at you. Aglitteringcoronaofsunlightsurrounds
yourbodyatafewinchesdistance—until snow centered on a point in space;
NIGHTSTALKER’S you release it as a focused blast of divine see text
TRANSFORMATION energy. Duration: Instantaneous
Saving Throw: Reflex half or Reflex
Transmutation The nimbus of light around you glows negates; see text
Level: Sorcerer/wizard 5 like a lantern, providing bright illumi- Spell Resistance: No
Components: V, S, M nation in a 30-foot radius (and shadowy
Casting Time: 1 standard action illumination for an additional 30 feet) You summon an avalanche of snow out
Range: Personal from you. of a rift in midair, burying your foes and
Target: You sending them to a frosty death.
Duration: 1 round/level (D) As a move action, you can coalesce
the energy from a nimbus of light around Anobedientavalanchespellaffectscrea-
Moving the potion you hold in a circle your outstretched arm, and then as a tures differently, depending on where
beforeyou,youfinishspeakingthewordsof standard action fling it toward a foe they are in relation to the avalanche.
thespellbeforequaffingthepotioninone within 30 feet. You must succeed on a
gulp.Amomentlateryoufeeldiscomfort ranged touch attack with the energy Within 20 feet of the Center Point:
as your connection to the arcane energies to strike a target. A nimbus of light Creatures take 1d8 points of damage
of the world around you slips away. In its deals 1d8 points of damage +1 point per two caster levels (maximum 10d8)
place, you find your mind and body filled per round that has elapsed since you and an additional 1d6 points of cold
with abilities you lacked before. cast the spell (maximum 1d8 + caster damage per two caster levels. A suc-
level). Attacking with a nimbus of light cessful Reflex save halves the damage.
You gain a +4 enhancement bonus to ends the spell, whether your ranged Creatures who fail their saves are also
Dexterity, a +3 luck bonus to Armor touch attack is successful or not. buried (DMG 90). All squares within 20
Class, a +5 luck bonus on Reflex saving feet of the center point are covered in
throws, a +5 competence bonus on NIXIE’S GRACE heavy snow (DMG 94), which persists
Spot, Listen, Hide, and Move Silently as long as ordinary snow would. A
checks, and proficiency with all simple Transmutation [Water] buried creature can free itself with a
weapons plus the hand crossbow, rapier, Level: Bard 6 DC 20 Strength check as a full-round
sap, shortbow, and short sword. You also Components: V, S, F action, and can be dug free by others (a
gain the Weapon Finesse feat and the Casting Time: 1 standard action single creature working alone requires
evasion ability (PH 50). You deal an extra Range: Personal 1 minute to free a trapped creature). A
3d6 points of damage whenever you Target: You trapped creature is unable to move, and
attack an opponent that you flank or an Duration: 10 minutes/level cannot cast spells with somatic compo-
opponent denied its Dexterity bonus to Saving Throw: None nents, and any material components
Armor Class. This extra damage works Spell Resistance: No must be in hand.
like the rogue’s sneak attack ability.
You feel a longing for cool waters, and a Between 20 feet and 40 feet of the
forcefulconfidencemanifestswithinyou. Center Point: Creatures take half as
Your movements and thoughts become much damage from the impact of the
filled with grace. avalanche as the creatures nearer the

148

center point took (Reflex negates). • Peril: You will face challenges typical Move Silently, Search, Survival, and CHAPTER 1
Creatures who fail their saves must of an adventure: challenging but not wild empathy checks.
also resist the force of the snow moving overwhelming monsters, dangerous SPELL
past them as if they were being bull traps, and other hazards for the next ONE MIND DESCRIPTIONS
rushed. The snow has a +13 attack hour or so.
bonus (+5 for effective Strength of Divination
20 and +8 for effectively being Huge) • GreatDanger:Yourverylifeisatgrave Level: Paladin 2
on the bull rush check, and it pushes risk. You will likely face powerful
characters away from the center point NPCs or deadly traps in the next This spell functions like lesser one mind,
of the spell. All squares in the 20-foot hour. except as noted here, and in addition
to 40-foot ring are covered in snow it allows you and your special mount
(DMG 94), which persists as long as If the roll fails, you get one of the two to predict each other’s movements,
ordinary snow would. incorrect results, determined randomly giving you a significant edge in combat.
by the DM, and you don’t necessarily You and your mount both gain a +2
Terrain and Structures: The avalanche know that you failed because the DM bonus on attack rolls as long as you
uproots small trees and other vegeta- rolls secretly. are mounted.
tion automatically, and it leaves a trail
of light rubble (DMG 91) even after the Choosing which vision is “correct” ONE MIND, GREATER
snow melts. Structures struck by an takes some educated guesswork
obedient avalanche take 1d6×10 points on the part of the DM, who should Divination
of damage. assess the characters’ likely courses Level: Paladin 3
of action and what dangers they’re
An obedient avalanche extinguishes likely to face. This spell functions like one mind,
all flames it touches, whether they are except as noted here, and in addition
normal or magical. The exact form that an omen of peril you and your mount gain a +2 bonus
takes depends on whether you worship on melee damage rolls as long as you
OMEN OF PERIL a specific deity, venerate nature as a are mounted.
druid, or simply uphold abstract prin-
Divination ciples. A druid might see a white dove ONE MIND, LESSER
Level: Cleric 1, druid 1, Liberation 1, for safety, a dark cloud obscuring the
sun for peril, and a forest fire for great Divination
ranger 1 danger. A cleric of Fharlanghn might Level: Paladin 1
Components: V, F get a vision of a straight road for safety, Components: V, S, DF
Casting Time: 1 round a crossroads for peril, and a washed-out Casting Time: 1 standard action
Range: Personal bridge for great danger. Range: Personal
Target: You Target: You
Duration: Instantaneous Unlike the more powerful augury Duration: 1 hour/level
spell (PH 202), an omen of peril doesn’t
Abriefsupplicationgivesyouavisionthat respond to a specific question. It indi- Your mount begins to move in a pre-
hints at how dangerous the immediate cates only the level of danger likely dictable, complementary manner to
future is likely to be. for the next hour, not what form the yourself. It positions itself to maximize
danger will take. itseffectivenessasacombatpartner,and
Based on an assessment of your imme- youfeelthatyouractionsinstinctivelydo
diate surroundings and chosen path of Focus: A set of marked sticks, bones, the same for it.
travel, you receive one of three visions or similar tokens worth at least 25 gp.
that reflect the next hour’s journey: You temporarily strengthen the mental
safety, peril, or great danger. ONE WITH THE LAND bond with your special mount when
you cast this spell. When you are
The base chance for receiving an Transmutation mounted on your special mount, the
accurate reply is 70% +1% per caster Level: Druid 2, ranger 2 link with your mount sharpens your
level, to a maximum of 90%; the DM Components: V, S senses, giving you a +4 insight bonus
makes the roll secretly. Casting Time: 1 standard action on Spot and Listen checks and the
Range: Personal scent ability (MM 314) for the dura-
If the omen of peril is successful, you Target: You tion of the spell. If your mount ever
get one of three visions, which lasts just Duration: 1 hour/level moves more than 10 feet from you,
a second or two. the spell ends.
You cast the spell and are bathed in a
• Safety: You aren’t in any immediate golden-greenlightfromabove.Asitfades,
danger. If you continue on your pres- you feel in touch with your natural sur-
ent course (or remain where you are roundings.
if you have been stationary for some
time before casting the spell), you You forge a strong link with nature
will face no significant monsters, that gives you greater insight into your
traps, or other challenges for the environment. You gain a +2 compe-
next hour or so. tence bonus on Handle Animal, Hide,

149

CHAPTER 1 OOZE PUPPET it to move and attack as you see fit. OPALESCENT GLARE
You can force the ooze to perform
SPELL Transmutation as you desire, within the limits of its Necromancy [Death, Good]
DESCRIPTIONS Level: Sorcerer/wizard 6 abilities. Controlling the ooze’s actions Level: Arborea 4, Cleric 6, sorcerer/
Components: V, S for an entire round is a move action
Casting Time: 1 standard action for you. When the ooze is not directed wizard 6
Range: Medium (100 ft. + 10 ft./level) to move, attack, or undertake any Components: V, S, DF
Target: One ooze actions by you, telekinetic force holds it Casting Time: 1 standard action
Duration: 24 hours/level immobile. Once control is established, Range: Personal
Saving Throw: Fortitude negates you must have line of sight to the ooze Target: You
Spell Resistance: Yes to manipulate it, but distance is not Duration: Instantaneous
otherwise a factor, unless you and the Saving Throw: Will partial; see text
With a few chanted words and a mystic ooze are on different planes (at which Spell Resistance: Yes
pass of your arm, your magic reaches out point the spell ends).
to invisibly surround the ooze, placing it Youinvokethespellandyoureyesbeginto
under your control. If a controlled ooze splits, such as a glow with a rippling pearly radiance, like
black pudding (MM 201) struck by a those of a noble ghaele eladrin.
You telekinetically take control of the slashing weapon, you retain control of
targeted ooze, manipu- only one of the resultant oozes (choose Inspired by the deadly gaze of the noble
lating it and randomly). ghaele eladrin, you gain a gaze attack
forcing usable against creatures within 60 feet.
If an evil creature with 5 or fewer Hit
Illus. by C. Dien Dice meets your gaze (DMG 294), it
dies unless it succeeds on a Will save.
Even if the save succeeds, the creature
is affected as though by a fear spell (PH
229) for 2d10 rounds.

Non-evil creatures and evil creatures
with more than 5 Hit Dice are not slain
by the gaze, and they suffer the fear
effect only if they fail the Will save.

ORB OF ACID

Conjuration (Creation) [Acid]
Level: Sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One orb of acid
Duration: Instantaneous
Saving Throw: Fortitude partial;

see text
Spell Resistance: No

An orb of acid about 3 inches across
shoots from your palm at its target,
dealing 1d6 points of acid damage
per caster level (maximum 15d6). You
must succeed on a ranged touch attack
to hit your target.
A creature struck by the orb takes
damage and becomes sickened by the
acid’s noxious fumes for 1 round. A
successful Fortitude save negates the
sickened effect but does not reduce the
damage.

The ooze puppet spell telekinetically controls an ooze creature ORB OF ACID, LESSER

Conjuration (Creation) [Acid]
Level: Sorcerer/wizard 1
Components: V, S

150


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