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
