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D&D 3.5 edition spell compendium

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

Spell Compendium

D&D 3.5 edition spell compendium

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

Casting Time: 1 standard action ORB OF ELECTRICITY, blue orb, sending it hurtling toward your CHAPTER 1
Range: Close (25 ft. + 5 ft./2 levels) LESSER intended target.
Effect: One orb of acid SPELL
Duration: Instantaneous Conjuration (Creation) [Electricity] You create a globe of force 3 inches DESCRIPTIONS
Saving Throw: None Level: Sorcerer/wizard 1 across, which streaks from your palm
Spell Resistance: No Effect: One orb of electricity toward your target. You must succeed on
a ranged touch attack to hit the target.
Yourquick,precisemovementsculminatein Theaircracklesaroundyouroutstretched The orb deals 1d6 points of damage per
youropenpalmfacingyourtarget.Anorbof hand and the smell of ozone assaults your caster level (maximum 10d6).
dark green acid flies from your hand. nostrils as a ball of electrical energy, its
surface crackling with bolts of lightning, ORB OF SOUND
An orb of acid about 2 inches across streaks from your open palm.
shoots from your palm at its target, Conjuration (Creation) [Sonic]
dealing 1d8 points of acid damage. You This spell functions like lesser orb of Level: Sorcerer/wizard 4
must succeed on a ranged touch attack acid, except that it deals electricity Effect: One orb of sonic energy
to hit your target. damage.
Symbolsrecognizableasmusicalnotation—
For every two caster levels beyond ORB OF FIRE thevisualrepresentationofsound—appear
1st, your orb deals an additional 1d8 in midair within the curve of your palm
points of damage: 2d8 at 3rd level, Conjuration (Creation) [Fire] accompaniedbythefractioussoundsthey
3d8 at 5th level, 4d8 at 7th level, and Level: Sorcerer/wizard 4 represent. The notes begin to whirl and
the maximum of 5d8 at 9th level or Effect: One orb of fire stretch,formingintoasphericalwhirlwind
higher. ofcacophonicchaos,asyoumakereadyto
This spell functions like orb of acid, releasethespell.Atlast,yousendthesphere
ORB OF COLD except that it deals fire damage. In of noise toward your chosen target.
addition, a creature struck by an orb
Conjuration (Creation) [Cold] of fire must make a Fortitude save or This spell functions like orb of acid,
Level: Sorcerer/wizard 4 be dazed for 1 round instead of being except that it deals 1d4 points of sonic
Effect: One orb of cold sickened. damage per level (maximum 15d4). In
addition, a creature struck by an orb of
This spell functions like orb of acid, ORB OF FIRE, LESSER sound must make a Fortitude save or be
except that it deals cold damage. In deafened for 1 round instead of being
addition, a creature struck by an orb of Conjuration (Creation) [Fire] sickened.
cold must make a Fortitude save or be Level: Sorcerer/wizard 1
blinded for 1 round instead of being Effect: One orb of fire ORB OF SOUND, LESSER
sickened.
Your hand heats to an uncomfortable Conjuration (Creation) [Sonic]
ORB OF COLD, LESSER temperaturejustmomentsbeforeyourelease Level: Sorcerer/wizard 1
the spell’s energy in the form of an orb of Effect: One orb of sonic energy
Conjuration (Creation) [Cold] whiteflamesspeedingfromyouroutward-
Level: Sorcerer/wizard 1 facing palm. Thisspellfunctionslikelesserorbofacid,
Effect: One orb of cold except that it deals 1d6 points of sonic
Thisspellfunctionslikelesserorbofacid, damage, plus an additional 1d6 points
Your hand takes on a blue tint and your except that it deals fire damage. of damage per two caster levels beyond
fingersturnnumbandunresponsiveasyou 1st: 2d6 at 3rd level, 3d6 at 5th level, 4d6
completethespell.Fromyourchilledpalm ORB OF FORCE at 7th level, and the maximum of 5d6
flies an orb composed of blue ice. at 9th level or higher.
Conjuration (Creation) [Force]
Thisspellfunctionslikelesserorbofacid, Level: Sorcerer/wizard 4 OTYUGH SWARM
except that it deals cold damage. Components: V, S
Casting Time: 1 standard action Conjuration (Creation)
ORB OF ELECTRICITY Range: Medium (100 ft. + 10 ft./level) Level: Pestilence 9
Effect: One orb of force Components: V, S
Conjuration (Creation) [Electricity] Duration: Instantaneous Casting Time: 1 standard action
Level: Sorcerer/wizard 4 Saving Throw: None Range: Medium (100 ft. + 10 ft./level)
Effect: One orb of electricity Spell Resistance: No Effect: Three or more otyughs, no

This spell functions like orb of acid, Asyougathertheenergiesofthespell,you two of which are more than 30 ft.
except that it deals electricity damage. feel against your palm a spherical weight apart
In addition, a creature wearing metal that seems almost bonded to your skin. Duration: Seven days or seven
armor struck by an orb of electricity must Thespheregrows,untilwithafinalprecise months (D)
make a Fortitude save or be entangled movement, you release the translucent Saving Throw: None
for 1 round instead of being sickened. Spell Resistance: No

151

CHAPTER 1

SPELL
DESCRIPTIONS

Illus. by J. Engle You smell an otyugh swarm before you see it

Focusing your will on a disgusting pile OWL’S INSIGHT Duration: Instantaneous
ofrefuse,youcausetoothedandtentacled Saving Throw: Will half (harmless);
horrors to rise up and stalk about at your Transmutation
command. Level: Druid 5 see text
Components: V, S Spell Resistance: Yes (harmless)
Otyugh swarm creates otyughs from Casting Time: 1 standard action
a large collection of refuse and filth, Range: Touch You kneel next to your afflicted comrade
such as a sewer or cesspool. You Target: Creature touched and speak the soft words of this spell. At
can choose to create 3d4 ordinary Duration: 1 hour yourtouchagoldenradianceinfusesyour
otyughs (MM 204) or 1d3+1 Huge Saving Throw: Fortitude negates companion.
otyughs with 15 HD (MM 292). The
otyughs willingly aid you in combat (harmless) This spell channels positive energy into
or battle, perform a specific mission, or Spell Resistance: Yes (harmless) a creature to wipe away its afflictions. It
serve as bodyguards. They remain with immediately ends any of the follow-
you for seven days unless you dismiss Asyoucastthisspell,yourfaceisoverlaid ing conditions affecting the subject:
them. If the otyughs are created only with the image of a snow owl. The image blinded, confused, dazed, dazzled, deaf-
for guard duty, the duration of the fades as you bestow your ally with com- ened, diseased, exhausted, fatigued,
spell is seven months. In this case, prehension. frightened, nauseated, panicked, para-
the otyughs must be ordered to guard lyzed, shaken, sickened, and stunned.
only a specific site or location. Otyughs The subject gains an insight bonus It negates sleep effects and the effect
summoned to guard duty cannot move to Wisdom equal to 1/2 your caster of the feeblemind spell, and ends any
outside the spell’s range. level. additional effects from poison, as the
neutralize poison spell. It also cures 1d8
You must create the otyughs in an PANACEA points of damage + 1 point per caster
area containing at least 6,000 pounds level (maximum +20).
of sewage, refuse, or offal. After you cast Conjuration (Healing)
the spell, otyughs not summoned for Level: Cleric 4, druid 5 Panacea does not remove ability dam-
guard duty can leave the area of offal at Components: V, S age, negative levels, or drained levels.
your command. Casting Time: 1 standard action
Range: Touch Used against an undead creature,
Target: Creature touched panacea deals damage instead of curing
the creature (which takes half damage

152

if it makes a Will saving throw), but it designate can enter the pavilion, and Duration: 1 round/level; see text CHAPTER 1
has no other effect. the entrance is shut and made invis- Saving Throw: None (object) and
ible behind you when you enter. You SPELL
PAVILION OF can open it again from your own side Reflex negates; see text DESCRIPTIONS
GRANDEUR at will. Once observers have passed Spell Resistance: No
beyond the entrance, they are in a Illus. by B. Hagan
Conjuration (Creation) spacious tent decorated in the colors Limbo impinges on all sides—colors,
Level: Creation 9 of your faith. The lighting can vary sounds,andelements.Youspeakthewords
Components: V, S, DF between darkness and daylight, and and feel the power of the plane buckle
Casting Time: 10 minutes the temperature between 40 and 90 withinyourmind,thenrelaxasyouimpress
Range: Close (25 ft. + 5 ft./2 levels) degrees Fahrenheit, at your discretion order upon the chaos.
Effect: Extradimensional pavilion, when casting the spell.
This spell grants temporary control
up to five 10-ft. cubes/level (S), plus The pavilion is sumptuously fur- over the terrain of Limbo. Normally,
feast for 12 creatures/level nished, including a full meal for unless controlled, the Ever-Changing
Duration: 24 hours/level (D) plus 12 a dozen creatures per caster level. Chaos of Limbo (DMG 158) is just what
hours; see text Anyone who spends 1 hour dining the plane’s name implies: a roiling soup
Saving Throw: None here gains benefits identical to those of energy and elements. Natives learn
Spell Resistance: No of a heroes’ feast spell (PH 240). While in to control it or to inhabit areas that
the pavilion, creatures heal naturally at have enjoyed some measure of control
Thinking sweet thoughts of home and double the normal rate (not including for a long period, but visitors to areas
hearth, you conjure an invisible bastion fast healing or regeneration). of “raw” limbo must make a DC 16
of comfort and security. Wisdom check to gain control over the
PERINARCH dangerous roil.
You conjure up a grand pavilion-sized
tent that has a single entrance on the Transmutation The perinarch spell gives you auto-
plane from which the spell was cast. Level: Druid 4, Limbo 4, sorcerer/ matic control of a radius of raw Limbo
The entry point looks like a faint (an area not already stabilized or
shimmering in the air that is 10 feet wizard 4 within some other creature’s control)
wide by 15 feet high. Only those you Components: V, S, DF in close range. Control allows you to
Casting Time: 1 standard action reshape the raw limbo as you desire,
Range: Close (25 ft. + 5 ft./2 levels)

A pavilion of grandeur spell provides adventurers with a spectacular resting place between battles 153

CHAPTER 1 adding or subtracting one of the four The god’s domain was made entirely of (for sorcerers and wizards, respectively)
basic elements once per round as a water,butyourspellcreatesabubbleofair and deals 1d4 points of damage, with
SPELL standard action. A favorite among and a place to stand. a critical threat range of 19–20. If an
DESCRIPTIONS travelers from the Material Plane is a This spell functions like perinarch, ally also attacks the creature, the blade
chunk of earth surrounded by a small except that you can cast this spell on moves on your turn to flank the target.
Illus. by R. Spears atmosphere of air. any highly morphic or divinely mor- As a force effect, it can strike ethereal
phic plane (DMG 148). and incorporeal creatures. The blade
The effect of this spell overlaps
with the control already (potentially) Although only in the mind of the spell’s cannot be attacked.
established with a Wisdom check. Your target, phantasmal assailants inflict very Each round after the first, you
allies can give their control over to you can use a standard action to
concurrently with the spell being real harm to the weak-willed switch the blade to a new
cast, if they so choose. Control target; otherwise, it contin-
cannot be wrested away from PERSISTENT BLADE ues to attack the same target.
you while the spell is in effect If an attacked creature has
(which is one of the best Evocation [Force] spell resistance, the resistance
reasons to cast this spell, even Level: Sorcerer/wizard 1 is checked the first time the
if you have a high Wisdom). Components: V, S, F persistent blade strikes. If
If you move more than 100 Casting Time: 1 standard action the blade is successfully
feet away from the area Range: Close (25 ft. + 5 ft./2 levels) resisted, the spell is dis-
that you controlled, the Effect: One dagger made of force pelled. If not, the blade
order you imposed fades Duration: 1 round/level has its normal full effect
away. Saving Throw: None on that creature for the
Spell Resistance: Yes duration of the spell.
You are unable to achieve Youholdadaggerinyourhandandconcen- Focus: A silvered dagger.
any works of complexity trateonit,evokingthepowerofthespell.A
within an area you control, duplicateofthedagger,madeoftranslucent PHANTASMAL
but you can mix two or three force,appearsbesidesitandfliesoffatyour
elements in a crude fashion; command. ASSAILANTS
a few examples are provided You bring into being a tiny blade of
below. You can attempt to force. The blade flies at a speed of 40 Illusion (Phantasm) [Fear,
seize control of a new area that feet (perfect) and attacks any target Mind-Affecting]
already contains foes; however, within its range, as you desire, starting
foes can make a Reflex save to get out in the round when you cast the spell. Level: Sorcerer/wizard 2
of the area. The blade attacks on your turn once Components: V, S
each round, striking with an attack Casting Time: 1 standard action
Thick Barrier: You can “thicken” bonus equal to your base attack bonus Range: Close (25 ft. + 5 ft./2 levels)
empty air with dust and rock, creating + 1/2 your Cha modifier or Int modifier Target: One living creature
a zone around yourself and your allies Duration: Instantaneous
that outside creatures must hack or Saving Throw: Will disbelief (if
force a way through. Their speed drops
to 5 feet, or 10 feet for Large or larger interacted with), then Fortitude
creatures. half; see text
Spell Resistance: Yes
Fiery Barrier: You can create a thick
field of flame that deals 3d10 points of Youpointatyourintendedtarget.Instantly,
fire damage to any creature attempting shadowy shapes form at your flank and
to pass through it. The field also deals rushtowardthecreatureyouindicate,sur-
3d10 points of fire damage for each roundingit.Othersnearbydonotnoticethe
round a creature lingers within it. images that plague your target.

Complete Barrier: You can create a You create phantasmal images of
complete barrier of solid stone up to 1 nightmare creatures in the target’s
foot thick encircling yourself and your mind, visible only as shadowy shapes
allies, preventing access by any other to you and unseen by all others. If
than the most accomplished tunnelers. the target succeeds on an initial Will
On the other hand, you can attempt to save, it recognizes that the images are
trap foes within their own bubble of not real, and the spell fails. If not, the
solid stone. phantasms strike the target, dealing 8
points of Wisdom damage and 8 points
PERINARCH, PLANAR of Dexterity damage (4 points each on
a successful Fortitude save). If the sub-
Transmutation ject of a phantasmal assailant succeeds
Level: Druid 9, Limbo 9, sorcerer/ in disbelieving and is wearing a helm of

wizard 9

154

telepathy, the spell can be turned back Youcreateever-shiftingphantasmalterrain object weighs no more than 1 pound CHAPTER 1
upon you with the same effect. and landmarks that confuse the subject per caster level. It cannot break into
when it tries to move. The very ground locked chests. A phantasmal thief has SPELL
PHANTASMAL DECOY shiftsandtwistsbeneaththesubject’sfeet, a Hide modifier (useful against those DESCRIPTIONS
andthelandscapemovesofitsownaccord. who can see invisible creatures) and a
Illusion (Phantasm) [Mind-Affecting] The subject finds it nearly impossible to Move Silently modifier both equal to
Level: Ranger 3 walk in a straight line. your caster level.
Components: V, S
Casting Time: 1 standard action The target of a phantasmal disorientation If a phantasmal thief goes undetected,
Range: Medium (100 ft. + 10 ft./level) spell must make a Will save after this it can steal any object a creature pos-
Target: One living creature spell is cast to discern true landmarks sesses but is not holding or wearing.
Duration: 1 round/level from phantasmal ones. If the save Even objects in a bag of holding can be
Saving Throw: Will negates, and succeeds, the creature moves and acts stolen. It can steal objects, bring objects
normally. If the save fails, it instead to you, or put them back where they
Will disbelief (if interacted with) moves in a direction 90 degrees to came from. It can take no other actions.
Spell Resistance: Yes either side (equal chance of going left A phantasmal thief needs 1 round to
or right), and cannot target any creature steal an object and another round to
Reachingintoyourfoe’smind,youweave with ranged attacks or ranged spells. bring it to you.
an illusion of his most hated foe. Because of the disorientation, the
subject doesn’t realize it’s headed in the A phantasmal thief can hold only one
You create a phantasmal image of the wrong direction until it meaningfully object at a time, and the object becomes
subject’s most hated enemy by sifting interacts with its environment (by invisible in its grasp.
through the subconscious mind of the making an attack or manipulating an
subject. Only you and the spell’s sub- object such as a door, for example). For A thief cannot take an item if it is
ject can see the phantasmal creature, the duration of the spell, an affected detected by the creature it’s trying
and the phantasm seems blurry and creature must succeed on a Will save to steal from (with a Listen or Spot
indistinct to you. If the target fails each round to move normally. check). However, the thief can repeat
its Will saving throw, you designate the attempt in the next round. It cannot
a space that the phantasm appears to A phantasmal disorientation spell be harmed in any way, although it can
occupy. The subject must attack the affects only the direction of movement be dispelled.
phantasm, or move to be adjacent to it. and attacks made at range. Creatures
A creature that attacks the phantasm is subject to it can still make melee A phantasmal thief can steal an object
allowed an additional saving throw to attacks, cast personal or touch spells, from a creature’s hand by making a suc-
disbelieve the illusion. If moving up to or otherwise act normally. cessful disarm attempt. It does so with
the phantasm would cause the subject a bonus on the disarm check equal to
to cross dangerous terrain (such as a PHANTASMAL THIEF your caster level. If a phantasmal thief is
pool of lava), it does not move to be used in this way, it disappears after it
adjacent to the phantasm. It merely Conjuration (Creation) brings the stolen object to you.
moves as close as it can and takes no Level: Greed 8, sorcerer/wizard 5
further actions unless the phantasm Components: V, S, M MaterialComponent:Aspoolofgreen
moves to a space it can reach. Casting Time: 1 standard action thread.
Range: Close (25 ft. + 5 ft./2 levels)
As a move action, you can move Effect: One invisible, mindless, PHANTOM BEAR
a phantasmal decoy up to 60 feet in
any direction. Because it’s not real, a shapeless thief Conjuration (Summoning)
phantasmal decoy isn’t affected by ter- Duration: 1 round/level Level: Druid 9
rain that slows movement (although Saving Throw: None Components: V, S, DF
you can slow its progress voluntarily Spell Resistance: No Casting Time: 1 round
if you like to help maintain the facade Range: Medium (100 ft. + 10 ft./level)
of realism). Asyouinvokethisspell,thespoolbeginsto Effect: One summoned phantom
spin, the thread vanishing as it unravels.
PHANTASMAL There is a wrinkle of force that flashes bear
briefly;thenitevaporates,leavingonlythe Duration: Concentration, up to
DISORIENTATION promise of power behind.
1 round/level
Illusion (Phantasm) [Mind-Affecting] An invisible force, not unlike the prod- Saving Throw: None
Level: Druid 6 uct of an unseen servant spell (PH 297), Spell Resistance: No
Components: V, S comes into being where you wish. On
Casting Time: 1 standard action your turn, this force steals objects from Theghostlyimageofagreatbearappears
Range: Medium (100 ft. + 10 ft./level) others as you inaudibly direct it (a free before you. It rises silently on its hind legs
Target: One living creature action). A phantasmal thief can steal an and violently falls onto its forepaws, still
Duration: 1 minute/level (D) object from a creature or can pick up makingnosound.Thenitopensitsmouth,
Saving Throw: Will negates; see text an unattended object, as long as the releasing a tremendous roar.
Spell Resistance: Yes
This spell functions like phantom wolf
(page 157), except that you conjure
an incorporeal bear with a fearsome
roar.

155

Phantom Bear CR 14 PHANTOM FOE First, the subject believes it is being
N Huge magical beast (incorporeal) flanked by the phantom foe and the
Illusion (Phantasm) [Mind-Affecting] real creature the foe duplicates. Thus,
Init +9; Senses darkvision 60 ft.; Listen Level: Assassin 2, sorcerer/wizard 2 the duplicated creature is always con-
Components: V, S, F sidered to be flanking the subject in
+20, Spot +20 Casting Time: 1 standard action melee. A creature that can’t be flanked
Range: Touch is immune to this aspect of the spell.
AC 25, touch 25, flat-footed 16; Dodge, Target: Creature touched
Mobility Duration: 1 round/level Second, the subject of the spell is
Saving Throw: Will disbelief unable to determine that the phantom
hp 147 (14 HD) Spell Resistance: No foe is not a real threat, and whenever
Fort +13, Ref +17, Will +7 the subject attempts to attack the
By waving around a tiny pewter figurine creature duplicated by the phantom foe,
CHAPTER 1 Speed fly 60 ft. (good) and picturing in your mind the figurine that creature benefits from a 50% miss
Melee 2 claws +23 incorporeal touch attackingthetargetcreature,youcomplete chance against attacks from the subject
SPELL thespell.Youfeelaphantasmalforceleap of the spell. Because this miss chance
DESCRIPTIONS (2d6 plus 3d6 cold) and from the figurine toward your target. comes from the subject’s inability to
bite +22 incorporeal touch (2d8 tell the phantom foe from the original,
plus 3d6 cold) If the target creature fails its saving it is rolled separately from any miss
Space 15 ft.; Reach 15 ft. throw, this spell creates in the subject’s chance that applies due to displacement
Base Atk +14; Grp — mind an illusory double of whichever or concealment.
Atk Options Combat Reflexes creature currently threatens it that it
Special Actions fearsome roar deems most dangerous. The form of Creatures other than the subject
this phantom foe changes as appropri- cannot see the phantom foe, although
Illus. by E. Polak Abilities Str —, Dex 29, Con 20, Int 11, ate whenever the target perceives a they can attempt to guess its location
Wis 17, Cha 28 different threatening creature more by how the target acts. If the subject is
dangerous than the last. This illusory not threatened by any creature at the
SQ incorporeal traits double provides two effects. start of its turn, the spell ends.
Feats Combat Reflexes, Dodge,
Focus: A tiny pewter figure of a war-
Mobility, Multiattack, Weapon rior that is worth 10 gp.
Focus (bite)
Skills Listen +20, Spot +20

Fearsome Roar (Su) 120-ft. radius,
once every 1d4 rounds, Will DC 26
negates. Creatures within 30 feet
become panicked, others within
the area become frightened for 3d6
rounds if they fail their saves.

156 The phantom stag spell provides a druid with a powerful mount to ride into battle

PHANTOM STAG 16th Level: The phantom stag’s antlers Phantom Wolf CR 12
have the ghost touch (DMG 224) and N Large magical beast (incorporeal)
Conjuration (Creation) wounding (DMG 226) weapon special
Level: Druid 5 abilities. The phantom stag gains a +6 Init +9; Senses darkvision 60 ft.; Listen
Components: V, S deflection bonus to AC.
Casting Time: 1 standard action +20, Spot +20
Range: 0 ft. 18th Level: The phantom stag can use
Effect: One quasi-real, staglike etherealness on behalf of its rider (as Aura frightful presence
the spell, PH 228, caster level 18th).
creature The phantom stag gains a +8 deflection AC 25, touch 25, flat-footed 16; Dodge,
Duration: 1 hour/level (D) bonus to AC. Mobility
Saving Throw: None; see text
Spell Resistance: No PHANTOM THREAT hp 113 (12 HD)
Fort +12, Ref +17, Will +7
Puttingyourfingerstoyourlipstowhistle, Illusion (Phantasm) [Mind-Affecting]
you blow a deer’s call, and a great ghostly Level: Bard 1 Speed fly 60 ft. (good) CHAPTER 1
stag appears before you. Components: V, S Melee bite +22 incorporeal touch (2d6
Casting Time: 1 standard action SPELL
You conjure a Large, corporeal staglike Range: Close (25 ft. + 5 ft./2 levels) plus 3d6 cold) DESCRIPTIONS
creature that bears you or a person you Target: One creature Space 15 ft.; Reach 15 ft.
designate into combat or overland at Duration: 1 round/level Base Atk +14; Grp —
great speed. A phantom stag has a black Saving Throw: Will negates Atk Options Combat Reflexes
body and head with sharp, silvery ant- Spell Resistance: Yes
lers, and smoke-colored, insubstantial Abilities Str —, Dex 29, Con 18, Int 11,
hooves that make no sound. It has no Reachingouttoyourfoe’smind,youcause Wis 17, Cha 26
saddle, bridle, or bit, but it is exception- him to feel as though a threat looms close
ally alert to the nudges and balance behind no matter which way he turns. SQ incorporeal traits
changes of its rider. Feats Alertness, Combat Reflexes,
You create the sensation in the subject’s
The phantom stag has an AC of 20 mind that it is threatened by more Dodge, Mobility, Weapon Focus
(–1 size, +6 natural armor, +5 Dex) and foes than it actually faces. Though the (bite)
40 hit points +5 hit points per caster subject doesn’t actually perceive any Skills Listen +20, Spot +20
level. It attacks with its antlers at a +10 additional enemies (and thus doesn’t
bonus, dealing 1d8+9 points of damage waste any attacks on the phantasm), a Frightful Presence (Su) 30-ft. radius,
(doubled on a successful charge). It can creature affected by this spell is con- Will DC 24 negates. Creatures with
also trample Medium or smaller foes, sidered flanked, even if not threatened less than 12 HD become frightened
who must succeed on a Reflex save (18 by other creatures. No amount of con- for 3d6 rounds if they fail their
+ 1/2 your caster level) or take 1d6+9 vincing by others can help the subject saves. An opponent that succeeds
points of damage as the stag moves of this spell avoid its effect—only a on the save is immune to that same
through their space. successful saving throw against the phantom wolf’s frightful presence
spell when initially cast can help the for 24 hours.
A phantom stag has a speed of 20 feet target. A creature that can’t be flanked
per caster level, to a maximum of 300 is immune to this spell. You conjure forth an incorporeal white
feet. It can bear its rider’s weight plus wolf with abnormally large, frosty jaws.
up to 10 pounds per caster level in other PHANTOM WOLF This phantom wolf follows your mental
gear. It ignores terrain elements such commands, acting on your behalf as
as undergrowth, rubble, or mud that Conjuration (Summoning) long as it remains within range and you
would slow its movement. Level: Druid 8 continue to concentrate on it.
Components: V, S, DF
Phantom stags gain certain powers Casting Time: 1 round A phantom wolf appears where you
according to caster level. A mount’s Range: Medium (100 ft. + 10 ft./level) designate and acts as you direct on your
abilities include those associated with Effect: One summoned phantom turn. You don’t need to maintain line
any lower caster levels. of effect once the spell is cast, but the
wolf spell ends if the phantom wolf is ever
12th Level: The phantom stag can use Duration: Concentration, up to outside the spell’s range.
air walk at will (as the spell, PH 196, no
action required to activate this ability) 1 round/level PLAGUE OF RATS
for up to 1 round at a time, after which Saving Throw: None
it falls to the ground. The phantom stag Spell Resistance: No Conjuration (Summoning)
gains a +2 deflection bonus to AC. Level: Pestilence 5
Cupping a hand to your mouth, you howl Components: V, S, DF
14th Level: The phantom stag can fly likeawolf,andinamoment,mistcoalesces Casting Time: 1 round
at its speed (average maneuverability). into a wolflike form with terrible jaws. Range: Medium (100 ft. + 10 ft./level)
The phantom stag gains a +4 deflection Effect: One swarm of rats/2 levels,
bonus to AC.
each of which is adjacent to at least
one other swarm
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

157

CHAPTER 1 Blackballsoffurlittertheground,rolling of this spell or animate dead become
aboutastheyrapidlyexpand,growingtails, uncontrolled. Any time you must
SPELL feet, and snarling, diseased mouths. release part of the undead that you
DESCRIPTIONS control because of this spell or ani-
You summon a number of rat mate dead, you choose which undead
Illus. by W. England swarms (MM 239)—one are released until the total HD of un-
per two caster levels—to a dead you control is equal to four times
maximum of six swarms at Clerics who follow gods of your caster level.
12th level. The swarms must pestilence can summon a The bones and bodies required for
be summoned so that each this spell follow the same restrictions
one is adjacent to at least plague of rats
one other swarm (that is, as animate dead.
the swarms must fill one your caster level with a single casting Material Component: A
contiguous area). You can of plague of undead.
summon the rat swarms so black sapphire worth 100 gp
that they share the spaces The undead you create remain under or several black sapphires
of other creatures. Each your control indefinitely. No matter with a total value of 100 gp.
swarm attacks any creatures how many times you use this spell or
occupying its space. If no animate dead (PH 198), however, you PLANAR BUBBLE
living creatures are within can control only 4 HD worth of undead
its space, a swarm attacks or creatures per caster level. The limit Abjuration
pursues the nearest creature imposed by this spell and the animate Level: Cleric 7, sorcerer/
as best it can. You have no dead spell are the same, meaning that
control over its target or creatures you animate with either spell wizard 7
direction of travel. count against this limit. If you exceed Components: V, S, M/DF
this number, all the newly created crea- Casting Time: 1 standard
PLAGUE OF tures fall under your control and any
excess undead from previous castings action
UNDEAD Range: Touch
Area: 10-ft.-radius
Necromancy [Evil]
Level: Cleric 9, sorcerer/ emanation from touched
creature
wizard 9 Duration: 10 minutes/level
Components: V, S, M Saving Throw: Will
Casting Time: 1 standard negates (harmless)
Spell Resistance: No;
action see text
Range: Close (25 ft. +
You cast the spell and
5 ft./2 levels) sprinkle silver dust
Targets: One or more aroundyou.Where
it lands the dust
corpses within range sparkles and
Duration: Instantaneous evaporates,and
Saving Throw: None the elemental re-
Spell Resistance: No gion around you
calmsandbecomes
Unleashing a cold rush of necromantic more hospitable.
energy, you cause a host of undead to rise
from the bodies of the fallen. This spell
creates an
This spell turns the bones or bodies of areaaround
dead creatures into undead skeletons the subject
(MM 225) or zombies (MM 265) with creature that
maximum hit points for their Hit emulates its native
Dice. If you can control them, these planar environment. Thus, a character
undead follow your spoken commands. hailing from the Material Plane would
The undead remain animated until have normal gravity, temperature,
destroyed (a destroyed skeleton or magic, and so on. This spell cast on a
zombie can’t be animated again). native of the Plane of Shadow (DMG
152) would make the area around the
Regardless of the specific numbers creature mimic its home plane’s nor-
or kinds of undead created with this mal gravity, a mild neutral alignment,
spell, you can’t create more HD of enhanced shadow spells, and impeded
undead with this spell than four times light or fire spells.

158

ArcaneMaterialComponent:Asprin- your option, to your precise location. At This spell functions like avoid planar CHAPTER 1
kling of silver dust. the same instant, you are transported to effects (page 19), except as noted above.
that creature’s home plane, where you SPELL
PLANAR EXCHANGE exist in stasis for the duration of the PLANE SHIFT, GREATER DESCRIPTIONS
spell. To a casual observer, it appears
Conjuration (Calling) [see text for that you have transformed into the Conjuration (Teleportation)
lesser planar exchange] called creature (though an onlooker Level: Cleric 7, sorcerer/wizard 8
who makes a DC 25 Spot check
Level: Cleric 6 notices the slight gap in time between You and the others link hands, and you
your disappearance and the creature’s concentrate on the forked copper rod.
This spell functions like lesser planar appearance). If the called creature You rap the fork against your thigh and
exchange, except as noted here. You would not fit in the place you occupied speak the words of the spell. You know
trade places with an avoral guardinal when you cast the spell, the spell fails. where you’re going, and as the landscape
(MM 141), bone devil (MM 52), or babau If the called creature is slain, you take aroundyoufades,anewplanetakesshape
demon (MM 40). The called creature 2d6 points of damage, the spell ends, around you.
has full access to all its abilities, with and you are returned to your origin
one exception: A demon or devil you plane in the space last occupied by the This spell functions like plane shift (PH
conjure can’t summon other creatures. called creature. 262), except that if you have visited the
If the creature is slain, you take 3d6 desired location, the spell takes you to
points of damage and the spell ends. A celestial creature (MM 31) called the precise location (rather than 5 to
by this spell gains damage reduction 500 miles distant).
PLANAR EXCHANGE, 5/magic; resistance to acid 5, cold 5, and
GREATER electricity 5; spell resistance equal to PLANT BODY
its HD +5; and a smite evil attack that
Conjuration (Calling) [see text for provides a bonus equal to its HD on one Transmutation
lesser planar exchange] damage roll. Level: Druid 5
Components: V, S, DF
Level: Cleric 8 A fiendish creature (MM 107) called Casting Time: 1 standard action
by this spell gains damage reduction Range: Personal
This spell functions like lesser planar 5/magic; resistance to acid 5 and fire 5; Target: You
exchange, except as noted here. You spell resistance equal to its HD +5; and a Duration: 10 minutes/level
trade places with a leonal guardinal smite good attack that provides a bonus
(MM 142), barbed devil (MM 51), or equal to its HD on one damage roll. Radiatingoutfromyourhands,mossand
hezrou demon (MM 44). The called ivy covers your flesh until you resemble a
creature has full access to all its abili- You have full control over the shambling mound.
ties, with one exception: A demon or creature’s actions and can perceive
devil you conjure can’t summon other the environment around the called You imbue yourself with powerful
creatures. If the creature is slain, you creature as if you were seeing through transformative magic, gaining some
take 4d6 points of damage and the its eyes, hearing through its ears, and of the characteristics of the plant type.
spell ends. so on. Any spell or effect that would affect
plant creatures also affects you, for the
PLANAR EXCHANGE, While in stasis, you can’t take any duration of plant body.
LESSER actions other than to control the called
creature or to dismiss the spell, nor When subject to this spell, you are
Conjuration (Calling) can anything on the creature’s home immune to extra damage from critical
Level: Cleric 4 plane affect you in any way. You also hits, mind-affecting spells and abilities,
Components: V, S, DF can’t perceive anything around your poison, sleep, paralysis, stunning, and
Casting Time: 1 round body’s location. When you dismiss the polymorphing.
Range: 0 ft. spell, or when the creature is slain, you
Effect: One called creature appear in the creature’s location, and it Your ability scores, skills, and feats
Duration: 1 round/level (D) is returned to its home plane. are unaffected (although your new
Saving Throw: None form might make it difficult or impos-
Spell Resistance: No When you use a calling spell that sible for you to use certain skills or
calls a chaotic, evil, good, or lawful feats).
You cross your arms and close your eyes, creature, it is a spell of that type.
intoning the ancient spell. There is a POISON THORNS
bright flash, and another creature stands PLANAR TOLERANCE
in your place. Transmutation
Level: Cleric 4, druid 4, Elysium 2, Level: Druid 5
ranger 4, sorcerer/wizard 5

Duration: 1 hour/level

When you cast this spell, you call a You have barely time to bark out a few Black,glisteningthornsemergefromyour
celestial brown bear (MM 269), celestial elderwordsofpower,butthenthepressure skin,causingyounodamagebutendanger-
griffon (MM 139), fiendish dire ape subsides, and you know you are safe long ing those who attack you in melee.
(MM 62), or fiendish tiger (MM 281), at enough to complete your mission.

159

CHAPTER 1 Portal alarm sounds a mental or audible
alarm each time a creature of Tiny or
SPELL larger size passes through the magic
DESCRIPTIONS gate or portal the spell is cast upon. You
decide at the time of casting whether
Illus. by L. Parillo Poison thorns protect a druid from a naga’s coils the portal alarm will be mental or
audible.
This spell functions like thornskin are poisonous (contact, 1d6 Dex/2d6
(page 219), except as noted above, and Dex). A successful Fortitude save is Mental Alarm: A mental alarm alerts
a scratch from the thorns is sufficient required only upon the first entry into you (and only you) as long as you remain
to deliver a dose of poison to your the spell’s area (and again 1 minute within 1 mile of the warded area and
attacker. Any creature grappling you later); creatures don’t have to save each on the same plane. You notice a mental
is exposed to the poison each round at time they enter (or each round they tremor that would awaken you from a
the start of your turn. The poison from remain within). You are immune to normal sleep but does not otherwise
the thorns deals 1d4 points of Strength the poison of the vines you create, and disturb concentration (it would not
damage immediately and another 1d4 you can select a number of other targets interfere with spellcasting). A silence
points of Strength damage 1 minute equal to your caster level to share this spell has no effect on a mental alarm.
later. Each instance of damage can be immunity.
negated by a successful Fortitude save Audible Alarm: An audible portal
(DC 10 + 1/2 your caster level + your PORTAL ALARM alarm produces the sound of a hand
Wis modifier). bell, buzzer, or other similar repeat-
Abjuration ing sound that can be heard clearly up
Material Component: A dried black Level: Bard 2, sorcerer/wizard 2 to 60 feet away, and it pierces closed
rose. Components: V, S, M doors and extends onto other planes.
Casting Time: 1 standard action The ringing can be heard faintly up
POISON VINES Range: Close (25 ft. + 5 ft./2 levels) to 180 feet away and lasts for 1 round.
Target: One interplanar gate or Creatures within the area of a silence
Conjuration (Creation) spell cannot hear the ringing, and if
Level: Druid 4 portal the portal itself is within the area of a
Saving Throw: Fortitude negates; Duration: 2 hours/level (D) silence spell, no alarm is sounded.
Saving Throw: None
see text Spell Resistance: No Ethereal and astral creatures trigger
Spell Resistance: Yes a portal alarm if they pass through the
portal.
In an instant you cause glistening green You cast a tiny bell at the portal, and it
vines to spring up at your command. rings as you finish the last gesture of the You can set a portal alarm with a
spell.Withthecompletionofthespell,the password, determined at the time of
This spell functions like vine mine (page bell vanishes in midair, but it continues to the casting, and this password can be
230), except that the vines you create ring for a few moments more. discerned with the analyze portal spell
(page 10). Those speaking the password
before passing through the portal do
not set off the alarm.

Material Component: A tiny bell.

PORTAL ALARM,

IMPROVED

Abjuration
Level: Bard 4, sorcerer/wizard 4
Components: V, S, F
Duration: 8 hours/level (D)

This spell functions like portal alarm,
with the following additions.

• You can designate the alarm set off by
animprovedportalalarmtobemental,
audible, or both.

• If a mental alarm is chosen, you
receive a mental picture of all crea-
tures that have passed through the
portal and which direction they
passed through. The mental image
provides information as if you were

160

standing 10 feet away from the Youspeaktheeldritchphrasesofpowerand subtype appropriate to the chosen CHAPTER 1
portal. an aura of white, shining, positive energy element.
• You can enable another creature to surrounds you. SPELL
receive the mental alarm instead You gain a +4 bonus on saving throws DESCRIPTIONS
of yourself. You must touch the Each round on your turn, every living against mind-affecting spells and abili-
creature, which receives a Will creature within 10 feet of you gains ties. There is a 25% chance that critical Illus. by C. Franks
saving throw to negate the effect, if 1 hit point per three caster levels hits and sneak attacks scored on you are
applicable. (maximum 5). Creatures can’t exceed negated, as if you were wearing armor
their full normal hit point totals as a with the light fortification special abil-
Focus: A small leather pouch contain- result of this effect. Undead creatures ity (DMG 219). You cannot cast spells,
ing three brass bells. take 2 points of damage per round. and you lose any spell-like, supernatu-
Characters with immunity to positive ral, and extraordinary abilities of your
PORTAL BEACON energy effects are not affected by this own form. You gain additional abilities
aura. A positive energy aura does not depending on the element you chose
Transmutation affect you. when you cast the spell:
Level: Cleric 1, sorcerer/wizard 1
Components: V, S PRIMAL FORM Air: Fly speed 20 feet (perfect).
Casting Time: 1 standard action Earth: Damage reduction 5/—.
Range: Close (25 ft. + 5 ft./2 levels) Transmutation Fire: 1d4 fire damage, resistance to
Target: One interplanar gate or Level: Druid 3, sorcerer/wizard 3 fire 10, burn (MM 98).
Components: V, S, DF Water: Swim 90 feet, drench (MM
portal Casting Time: 1 standard action 101).
Duration: 1 hour/level Range: Personal Your equipment melds into your new
Saving Throw: None Target: You form and becomes nonfunctional.
Spell Resistance: No Duration: 1 minute/level (D)
PRISMATIC EYE
Mentally marking the appearance and Bycallingontheancientandtimelessmagi-
location of the portal, you implant that calenergiesoftheelements,youcomplete Evocation
knowledge into others, allowing them to thespell.Immediatelyyourformbeginsto Level: Sorcerer/wizard 7
be drawn to the portal like a loadstone change,takingonaspectsoftheelementyou Components: V, S, F
to metal. envisioned while casting the spell. Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
You alter a magic gate or portal so it When you cast this spell, choose an Effect: Magical eye
sends out a mental beacon for up to element (air, earth, fire, or water). Duration: 1 round/level
six creatures, including yourself if You assume the physical appearance Saving Throw: See text
you choose. These individuals must be and many of the qualities and abili- Spell Resistance: Yes
known to you but need not be present ties of a Medium elemental of the
at the time of casting. Once you cast chosen element (MM 96–100). Primal Withapoppingsound,amoist,apple-sized
portal beacon, these creatures know the form also grants you the elemental eye with a rainbow-hued iris appears and
direction and distance to the targeted sendsabeamofcoloredlightatthefoeyou
portal for the spell’s duration. designate.

Moving to a plane other than the
two connected by the portal ends the
spell for that creature but leaves it intact
for others. You can have any number
of portal beacons tuned to you without
impairing other abilities or actions.

POSITIVE ENERGY

AURA

Conjuration (Healing)
Level: Cleric 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Area: 10-ft.-radius emanation

centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The prismatic eye spell becomes more dangerous with multiple castings 161

You create a visible orb that can pro- Color of PROGRAMMED
duce ray effects duplicating the beams
of a prismatic spray spell (PH 264). You 1d8 Beam Effect$ AMNESIA
can move the eye up to your speed as a
move action, but it cannot go beyond 1 Red 20 points fire damage Enchantment (Compulsion)
the spell’s range. [Mind-Affecting]
(Reflex half)
Starting in the round the eye appears, Level: Sorcerer/wizard 9
you can command it to fire a ray (50-foot 2 Orange 40 points acid damage Components: V, S, M
range) as a free action once per round. Casting Time: 10 minutes
You must succeed on a ranged touch (Reflex half) Range: Close (25 ft. + 5 ft./2 levels)
attack with a ray to strike a target, but Target: One living creature
each ray uses a +6 bonus on attack rolls 3 Yellow 80 points electricity Duration: Permanent
instead of your ranged attack bonus. Saving Throw: Will negates
damage (Reflex half) Spell Resistance: Yes
A target struck by a ray suffers the
effect of one beam of a prismatic spray 4 Green Poison (Kills; Fortitude As you finish the complicated procedure
spell (roll 1d8 to determine the effect, necessary to cast the spell, your target’s
rerolling any result of 8), except that partial, take 1d6 Con mind opens up to you like a book. You
the save DC (if applicable) is 19. After see the target’s memories like stories and
a particular color of ray has been used, damage instead) know that you can rewrite them as a
it is no longer available to the eye, and masterbardrewritestheinferiorworksof
CHAPTER 1 die rolls that indicate the same color are 5 Blue Turned to stone his apprentices.
rerolled. Once all seven rays have been
SPELL fired, the eye remains until the spell’s (Fortitude negates) You can selectively destroy, alter,
DESCRIPTIONS duration expires. You can still move it, or implant memories in the subject
but it can fire no more rays. 6 Indigo Insane, as insanity creature as you see fit. Casting the spell
gives you access to all of the subject’s
The eye is a Fine object with AC 18 spell (Will negates) thoughts and memories, allowing you
(+8 size) and 9 hit points. It uses your to implement as many of the following
save bonuses for saving throws. 7 Violet Sent to another plane specific effects as you like.

Focus: A polished, rainbow-hued (Will negates) MemoryErasure:Memoriespossessed
abalone shell. by the subject can be erased, including
8— Two effects; roll twice knowledge of specific events, people,
PRISMATIC RAY or places. You can erase up to one full
more, ignoring any “8” week of memories from the subject’s
Evocation mind.
Level: Sorcerer/wizard 5 results
Components: V, S Memory Implant: You can create false
Casting Time: 1 standard action PROBE THOUGHTS memories in the subject’s mind as you
Range: Medium (100 ft. + 10 ft./level) see fit. You can implant memories of
Effect: Ray Divination [Mind-Affecting] being friends with a hated enemy,
Duration: Instantaneous Level: Mind 6, sorcerer/wizard 6 events that didn’t really take place, or
Saving Throw: See text Components: V, S betrayals by people the subject regards
Spell Resistance: Yes Casting Time: 1 minute as friends.
Range: Close (25 ft. + 5 ft./2 levels)
You feel within you, as the spell nears Target: One living creature Negative Levels: You can bestow a
completion, various energies locked in a Duration: Concentration, up to number of negative levels equal to 1/2
battlewithinyourbody.Asnauseathreat- the subject’s character level (rounding
enstoovercomeyou,youcroakoutthefinal 1 round/level down, minimum 1st level) or less. This
syllables of arcane power and point your Saving Throw: Will negates; see text effect represents erasure of class knowl-
hand.Asinglebeamofbrilliantlycolored Spell Resistance: Yes edge and training. These negative levels
light then shoots from your outstretched never become permanent level loss, but
hand. Reachingoutwithyourthoughts,youbreak they cannot be removed by spells such
throughyourtarget’smentaldefensesand as restoration, instead returning at a rate
You must succeed on a ranged touch reap answers to your desires. of one level per day.
attack with the ray to strike a target.
On a successful attack, a creature with All of the subject’s memories and Persona Rebuilding: By erasing the
6 Hit Dice or fewer is blinded for 2d4 knowledge are accessible to you, rang- subject’s previous personality and
rounds by the prismatic ray in addition ing from memories deep below the implanting a false set of memories,
to suffering a randomly determined surface to those still easily called to you can build a new persona for the
effect: mind. You can learn the answer to one creature, altering its alignment, beliefs,
question per round, to the best of the values, and personality traits. (Some
subject’s knowledge. You pose the ques-
tions telepathically, and the answers to
those questions are imparted directly
to your mind. You and the subject do
not need to speak the same language,
though less intelligent creatures might
yield up only appropriate visual images
in answer to your questions. The sub-
ject is not aware that its mind is being
probed, unless you wish to make it
aware.

If the subject moves beyond the
range of the spell, the effect ends.

162

class abilities might be affected by The warded creature gains partial pro- You briefly grant some bard abilities to CHAPTER 1
alignment changes.) tection against negative energy effects. a creature of your choice. The subject of
For as long as the spell lasts, it subtracts the spell can then function as a bard of SPELL
ProgrammedTrigger:Youcanprogram 10 from the hit point damage dealt by one-half your current bard level with DESCRIPTIONS
the subject to delay the onset of any of any negative energy effect (such as an respect to bardic music and bardic
the above effects until a specific event inflict spell) that adversely affects it. knowledge. However, protégé imparts
takes place, such as the receipt of a no spellcasting ability and does not
coded message, capture by enemies, or Negative energy effects that don’t grant access to spells not normally
arrival at some destination. Similarly, deal hit point damage to the subject, available to the subject. For Perform
you could specify some or all of the such as an energy drain spell, affect the checks and bardic music prerequi-
alterations you create in a subject to be subject normally. sites, the creature uses its own ranks
removed by a specific event. in Perform or one-half of your ranks
PROTECTION FROM (modified by its own Charisma modi-
The nature of programmed amnesia is POSITIVE ENERGY fier), whichever is better.
such that a subject given new memories
(whether willing or not) might be given Abjuration PUPPETEER
cause to suspect that those memories Level: Cleric 2
are false, based on how complete your Components: V, S Enchantment (Compulsion)
programming is. For example, a paladin Casting Time: 1 standard action [Mind-Affecting]
subject to a persona rebuilding effect Range: Touch
that changes her alignment to neutral Target: Creature touched Level: Bard 3
loses her paladin abilities. Unless you Duration: 10 minutes/level Components: V, S
impart a specific believable memory of Saving Throw: Will negates Casting Time: 1 standard action
why she changed alignment, the char- Spell Resistance: Yes Range: Medium (100 ft. + 10 ft./level)
acter will perceive this unexplained Target: One creature
gap in her memory and might take A black seed of magic floats above your Duration: 1 round/level (D)
steps (such as seeking a magical cure finger, and you implant it in the creature Saving Throw: Will negates
for her “amnesia”) that could negate the before you, guarding it against positive Spell Resistance: Yes
spell’s effect (see below). energy.
Incastingthisspell,youseewhatothersdo
Generally, your subject must be The warded creature gains partial pro- not—stringsofsilverenergyrunningfrom
either willing to undergo the spell or tection against positive energy effects. yourhandsandfeettoyourtarget’swrists
restrained in some way so that it cannot For as long as the spell lasts, it subtracts andankles.Youwave,andshewavesback,
leave or interfere with the casting. Pro- 10 from the hit point damage dealt by inanawkward,resistingfashion.Youstart
grammed amnesia cannot be dispelled, any positive energy effect (such as a cure walking toward the edge of the cliff. . . .
and so is normally permanent unless spell) that adversely affects it.
you care to specify events that will end You force the subject to mimic your
the effect. Its effect can also be removed Positive energy effects that don’t deal actions. The subject matches your
by a greater restoration, miracle, or wish hit point damage to the subject, such motions exactly, though it takes a –4
spell. as turning attempts, affect the subject penalty to Dexterity and Strength. Its
normally. movements look awkward, and its
Material Component: A set of small actions aren’t as effective as if it were
crystal lenses set in gold loops worth PROTÉGÉ actually doing them itself. You can try
500 gp. to make the subject commit a suicidal
Transmutation act, but it receives another Will save to
PROTECTION FROM Level: Bard 4 break the spell. If that save is success-
Components: V, S ful, the subject collapses, helpless and
NEGATIVE ENERGY Casting Time: 1 round in a comatose state, for 1d4 rounds.
Range: Touch
Abjuration Target: One creature with Anyone observing the subject of this
Level: Cleric 2 spell can determine that the subject’s
Components: V, S Intelligence 3 or higher actions are being controlled by making
Casting Time: 1 standard action Duration: 1 minute/level (D) a DC 15 Sense Motive check (or DC 10
Range: Touch Saving Throw: Will negates if the controlling bard is also visible).
Target: Creature touched
Duration: 10 minutes/level (harmless) This spell doesn’t grant the subject
Saving Throw: Will negates Spell Resistance: Yes (harmless) extraordinary, supernatural, spell-like
abilities, or spellcasting abilities, even if
(harmless) You admonish your chosen subject even you have and use such abilities during
Spell Resistance: Yes (harmless) as you offer a supportive slap on the back. the spell’s duration.
Withthatsimpleaction,youcompletethe
Swaddling your ally in a protective field spellandseeinyourtargetarealizationof
drawn by your hand like a blanket, its new abilities.
you guard him against negative energy
attacks.

163

CHAPTER 1 QUICK MARCH Area: 20-ft.-radius spread centered Casting Time: 1 standard action
on you Range: Long (400 ft. + 40 ft./level)
SPELL Transmutation Area: 20-ft.- radius burst
DESCRIPTIONS Level: Cleric 2, paladin 2 Duration: Instantaneous Duration: Instantaneous
Components: V, S, DF Saving Throw: Reflex half; see text Saving Throw: Will partial
Casting Time: 1 swift action Spell Resistance: Yes Spell Resistance: Yes
Range: Medium (100 ft. + 10 ft./level)
Targets: Allies in a 20-ft.-radius burst Needle-sharp quills emerge from your Withoutstretchedhand,yougesturetoward
Duration: 1 round skin as you begin casting this spell, then theareawherethespellwillcomeintoeffect.
Saving Throw: Will negates fly outward in every direction when you Aninstantlaterablastofmulticoloredlight
complete the spell. fills that area.
(harmless)
Spell Resistance: Yes (harmless) Creatures within the spread of a This spell releases energy in the form of
quill blast are hit by one or more a multitude of rainbow-colored beams
Uponcastingthisspell,yourfeetandthose quills, depending on their size: Tiny that erupt in every direction within the
of your allies glow with a yellow nimbus or smaller, 4 quills; Small, 6 quills; area designated by you. This kaleido-
of light. Medium, 8 quills; Large, 10 quills; and scopic burst of energy deals 1d6 points
Huge or larger, 12 quills. of damage per caster level (maximum
Quick march increases your allies’ base 15d6), and all creatures within the
land speed by 30 feet. (This adjustment Small or larger creatures that make burst are dazed for 1d6 rounds. Those
is considered an enhancement bonus.) their saves are struck by half as many that succeed on a Will save take only
There is no effect on other modes of quills; Tiny or smaller creatures that half normal damage and are dazzled for
movement, such as burrow, climb, make their saves avoid the quills com- 1d6 rounds instead.
fly, or swim. As with any effect that pletely.
increases a creature’s speed, this spell Sightless creatures are unaffected by
affects maximum jumping distance. Each quill deals 1d6 points of damage this spell.
and lodges itself into the creature it hits.
QUICK POTION Lodged quills impose a noncumulative Focus: An eye from any outsider that
–1 penalty on attack rolls, saves, and has 4 or more Hit Dice.
Transmutation checks. All quills can be removed safely
Level: Sorcerer/wizard 2 as a standard action with a DC 20 Heal RAGING FLAME
Components: V, S check. Otherwise, removing the quills
Casting Time: 1 minute deals an extra 1d6 points of damage. Transmutation [Fire]
Range: Touch Level: Druid 1, sorcerer/wizard 1
Target: Flask of water touched Material Component: A porcupine Components: V, S
Duration: 1 hour/level quill. Casting Time: 1 standard action
Saving Throw: Will negates (object) Range: Medium (100 ft. + 10 ft./level)
Spell Resistance: Yes (object) QUILLFIRE Area: 30-ft.-radius spread
Duration: 1 minute
Youmutterthelastofthespell’swordsand Transmutation Saving Throw: None
waveyourfingersovertheflask.Coppery Level: Druid 3 Spell Resistance: No
sparks drop from your fingertips and suf- Components: V, S
fusethewaterwithadeeprustyshade.As Casting Time: 1 standard action Hot,burningpassionfillsyoursoulasyou
thesparksdissolvefully,youbegincasting Range: Personal completethespell.Youreleasethepassionate
your next spell. Target: You energy into the chosen area, causing fires
Duration: 1 round/level there to flare with their own elemental
You transform the water in a flask so desire to burn.
that it is capable of storing a spell in You evoke the power of nature, and the
the manner of a potion. On your next backofyourhandbristleswithaspikelike This spell inflames existing fire, giving
turn, you or another spellcaster can cast growth of quills. it a passion to burn. All normal fires
a spell into the water, transforming the within the affected area flare up, burn-
water into a potion of the appropriate Your hand sprouts poisonous quills ing twice as hot and twice as bright.
type. Only spells suitable for making that you can use in melee or as a ranged The illumination radii of all nonmagi-
potions can be used in this way. attack. cal fires double (so a torch casts bright
illumination in a 40-foot radius), and all
QUILL BLAST The quills deal 1d8 points of damage. nonmagical fires deal double damage
They can be thrown (range increment (so a creature that catches on fire takes
Conjuration (Creation) 10 feet). The quills are poisonous 2d6 points of fire damage per round).
Level: Druid 5 (injury DC equal DC of quillfire, 1d6 Fire that leaves the area remains
Components: V, S, M Str/1d6 Str). affected by the spell.
Casting Time: 1 standard action
Range: 20 ft. RADIANT ASSAULT Fire affected by this spell burns out
twice as quickly, so a torch that is the
Evocation [Light] subject of a raging flame spell burns
Level: Cleric 7, sorcerer/wizard 7
Components: V, S, F

164

out in 30 minutes instead of the normal of energy indicated. Creatures apply energy types. Rainbow blast deals 1d6
hour. energy resistance separately to each points of damage from each of the five
type of damage. energy types (acid, cold, electricity,
Magical fire in the area, such as from fire, and sonic), for a total of 5d6 points
a produce flame or fireball spell, burns 1d8 Color Damage Type of damage. Creatures apply resistance CHAPTER 1
hotter, dealing +1 point of fire damage 1 red fire to energy separately for each type of
per die. 2 orange acid damage. SPELL
3 yellow electricity DESCRIPTIONS
Raging flame counters or dispels the 4 green poison As you gain in levels, the damage
effect of slow burn (page 192). 5 blue cold die increases in size. At 7th level the
6 indigo sonic spell deals 5d8 points of damage, at 9th
RAINBOW BEAM 7 violet force level it deals 5d10 points of damage,
8 multihued roll twice (ignore and at 11th level it deals 5d12 points of
Evocation [Light] further results of 8) damage—one die for each of the five
Level: Sorcerer/wizard 2 energy types.
Components: V, S, F Focus: A small clear gem or crystal
Casting Time: 1 standard action prism worth at least 10 gp. Focus: A small clear gem or crystal
Range: Close (25 ft. + 5 ft./2 levels) prism worth at least 50 gp.
Effect: Ray RAINBOW BLAST Illus. by M. Phillippi
Duration: Instantaneous RAISE FROM THE DEEP
Saving Throw: None Evocation [Light]
Spell Resistance: Yes Level: Sorcerer/wizard 3 Transmutation [Water]
Components: V, S, M Level: Sorcerer/wizard 4
You fire a ray of swirling, multihued Casting Time: 1 standard action Components: V
light drawn from radiant energies. The Range: 120 ft. Casting Time: 1 minute
light’s hues wind together but remain Area: 120-ft. line Range: Long (400 ft. + 40 ft./level);
independent. Duration: Instantaneous
Saving Throw: Reflex half see text
You must succeed on a ranged touch Spell Resistance: Yes Target: One creature or object
attack with the ray to strike a target. Duration: 1 hour/level
If you hit, the subject is dazzled for From your splayed fingers shoots a beam Saving Throw: Fortitude negates
1 minute. The spell also deals 1d12 of mixed energy and multihued lights.
points of damage per three caster levels The beam burns and freezes, sizzles and (object)
(maximum5d12).Arainbowbeamdeals screams. Spell Resistance: Yes (object)
a random type of damage as determined
by the following table. If two types of This spell is a wide-spectrum blast of Waterroilsandfoamsastheshipwreckrises
energy are indicated, rainbow beam radiant energy composed of all five tothesurface.Floatingnoweffortlessly,it
deals half its damage from each type bobs up and down, never sinking more
than an inch.

A rainbow blast spell strikes foes with every type of energy 165

CHAPTER 1 The subject of this spell gains magical Casting Time: 1 standard action A copper-red ray bursts from your out-
buoyancy and floats on the surface of Range: Touch stretched hand. The sound of grinding
SPELL the water for the duration of the spell, Target: Creature touched gearsandbreakingmetalaccompaniesthe
DESCRIPTIONS despite its weight or normal buoyancy. Duration: 10 minutes/level ray’s flight.
It cannot swim below the surface of Saving Throw: Fortitude negates
the water. Creatures that must breathe This ray interferes with magical anima-
water can still do so. If the subject is (harmless) tion, degenerating the magic bound
underwater at the time this spell is Spell Resistance: Yes (harmless) within constructs and effectively caus-
cast, it rises toward the surface at a ing damage. You must succeed on a
speed of 150 feet. The magic of the Splayingyourfingerslikeamole’sforepaws ranged touch attack with the ray to
spell prevents the subject from taking completes the spell. With your touch, the strike a target. The ray deals 1d6 points
damage from the speed of the ascent. target’sdiggingappendagesincreaseinsize of damage per caster level to the subject
and sharpness. (maximum 15d6).
This spell is particularly effective
at raising sunken ships from the This spell increases the touched crea- RAY DEFLECTION
deep. If you know the exact details of ture’s burrow speed by 20 feet. It has
the shipwreck (its appearance, its name, no effect on other modes of movement, Abjuration
the date of its creation, its history, and nor does it grant the subject a burrow Level: Bard 4, sorcerer/wizard 4
the circumstances of its sinking), the speed or the ability to burrow through Components: V, S, F
vertical distance between you and the stone if the creature cannot already Casting Time: 1 standard action
subject is not a factor. When cast to do so. Range: Personal
raise a shipwreck, the spell brings up Target: You
all surviving fragments of the ship, RAY OF CLUMSINESS Duration: 1 minute/level
along with any loose objects that are Saving Throw: None
in contact with the ship or enclosed Transmutation Spell Resistance: No
inside it. The ship and its fragments Level: Sorcerer/wizard 1
remain on the surface of the ocean Components: V, S Asthespelliscast,abriefshimmeringfield
until the spell’s duration ends, at which Casting Time: 1 standard action appearsaroundyou.Smallmotesofsilver
point the ship sinks again if it has not Range: Close (25 ft. + 5 ft./2 levels) float within the field.
been repaired. (Multiple consecutive Effect: Ray
castings of the spell might be needed Duration: 1 minute/level For the duration of the spell, you
to keep the ship afloat long enough to Saving Throw: None are protected against ranged touch
be fully repaired.) Spell Resistance: Yes attacks, including ray spells and ray
attacks made by creatures. Any ray
RAM’S MIGHT Acracklingrayleapsfromyouroutstretched attack directed at you is automatically
hand.Thegreenrayseemsalmostsluggish reflected harmlessly away.
Transmutation in reaching its target, though it takes only
Level: Druid 1, ranger 1 an eyeblink to do so. Focus: A glass prism.
Components: V, S
Casting Time: 1 standard action You must succeed on a ranged touch RAY OF DIZZINESS
Range: Personal attack with the ray to strike a target.
Target: You The energy of the ray stiffens the Enchantment (Compulsion)
Duration: 1 minute/level subject’s muscles and joints, making it [Mind-Affecting]
more difficult for the subject to move.
Youcompletethecasting,andyourhands The subject takes a penalty to Dexter- Level: Bard 3, sorcerer/wizard 3
tingle. Ridged, hornlike ripples appear ity equal to 1d6+1 per two caster levels Components: V, S, F
overyourknuckles,nails,andthebacksof (maximum penalty 1d6+5, minimum Casting Time: 1 standard action
your hands. Dexterity 1). Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
You gain a +2 enhancement bonus to RAY OF DEANIMATION Duration: 1 round/level
Strength, and your unarmed attacks Saving Throw: None
deal lethal instead of nonlethal damage. Abjuration Spell Resistance: Yes
You are considered armed. The spell has Level: Sorcerer/wizard 4
no other effect; you can cast spells and Components: V, S You release a drab violet ray from your
manipulate objects normally. Casting Time: 1 standard action palm.Therayshootstowardyourtargetin
Range: Close (25 ft. + 5 ft./2 levels) a spiraling corkscrew.
RAPID BURROWING Effect: Ray
Target: One construct You strike out at your enemy with a ray
Transmutation Duration: Instantaneous that causes intense feelings of vertigo.
Level: Druid 1, ranger 1 Saving Throw: None You must succeed on a ranged touch
Components: V, S, DF Spell Resistance: No attack with the ray to strike a target.
A struck subject experiences strong
feelings of vertigo and can take only a

166

move action or a standard action each RAY OF ICE RAY OF LIGHT CHAPTER 1
round (but not both, and it cannot take
a full-round action). Evocation [Cold] Evocation [Light] SPELL
Level: Sorcerer/wizard 2 Level: Bard 6, sorcerer/wizard 6 DESCRIPTIONS
Focus: A small top. Components: V, S, M Components: V, S
Casting Time: 1 standard action Casting Time: 1 standard action Illus. by S. Belledin
RAY OF ENTROPY Range: Close (25 ft. + 5 ft./2 levels) Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray Effect: Ray
Necromancy Duration: Instantaneous Duration: Instantaneous
Level: Sorcerer/wizard 6 Saving Throw: See text Saving Throw: None
Components: V, S Spell Resistance: Yes Spell Resistance: Yes
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) Beware the wizard who masters rays Yourpalmemitsarayoflight.Theraygives
Effect: Ray off a soft, continuous glow.
Duration: 1 minute/level A cyan ray beams from your fingertips.
Saving Throw: None You shudder with cold as the ray leaves You direct a short ray at the eyes of a
Spell Resistance: Yes your hand. target. You must succeed on a ranged
You launch a ray of numbing cold at touch attack with the ray to strike a
Youreleaseacracklingblack your enemy. You must succeed on a
ray. The smell of decay fills the air. ranged touch attack with the ray to target. With a successful ranged
strike a target. If successful, the ray touch attack, the subject is
When you cast this spell, you unleash a deals 1d6 points of cold damage per blinded for 1d4 rounds.
ray of negative energy that consumes two caster levels (maximum 5d6). The
the life energy of the subject. You target must also make a Reflex save RAY OF SICKNESS
must succeed on a ranged touch or be frozen to the ground with its
attack with the ray to strike a target. feet encased in ice. A frozen creature Necromancy
If your attack is successful against cannot move, receives no Dexterity Level: Sorcerer/wizard 2
a living creature, the ray makes the bonus to AC, and incurs a –2 penalty
subject weaker, slower, and less on attack rolls. Components: V, S
healthy. The subject takes a –4 Casting Time: 1 standard
penalty to Strength, Constitu- A frozen creature can free itself with action
tion, and Dexterity for the a DC 18 Strength check or by dealing Range: Close (25 ft. + 5 ft./
duration of the spell. 15 points of damage to the ice. 2 levels)
Effect: Ray
RAY OF FLAME Material Component: Ice or a vial of Duration: 1 round/level
melted mountain snow. Saving Throw: None
Evocation [Flame] Spell Resistance: Yes
Level: Sorcerer/wizard 1
Components: V, S, F Holding your outstretched hand palm
Casting Time: 1 standard action down,youfireasicklygreenray.Yourhand
Range: Close (25 ft. + 5 ft./2 levels) feelscoldandclammyforafewsecondsafter
Effect: Ray the ray flies forth.
Duration: Instantaneous
Saving Throw: See text You must succeed on a ranged touch
Spell Resistance: Yes attack with the ray to strike a target.
If your ranged touch attack hits, the
A burning ray shoots out at the target subject becomes sickened.
from your upturned palm. The sound of a
crackling fire follows the ray’s path. RAY OF STUPIDITY

You must succeed on a ranged touch Enchantment (Compulsion)
attack with the ray to strike a target. [Mind-Affecting]
If your attack is successful, the ray
deals 1d6 points of fire damage per two Level: Sorcerer/wizard 2
caster levels (maximum 5d6). The target Components: V, S, M
must also make a Reflex save or catch Casting Time: 1 standard action
fire, taking 1d6 points of fire damage Range: Close (25 ft. + 5 ft./2 levels)
each round until the flames are put Effect: Ray
out (requiring a DC 15 Reflex save; see Duration: Instantaneous
Catching on Fire, DMG 303). Saving Throw: None
Spell Resistance: Yes
Focus: A small, polished glass lens.
A bright yellow beam bursts from your
extended fingertips. The beam emits an

167

CHAPTER 1 “uh” sound, like someone trying to think REALITY MAELSTROM and objects nearby lift into the air as
of a word. everything is drawn inexorably toward
SPELL Evocation the rip in reality.
DESCRIPTIONS This ray clouds the mind of your Level: Sorcerer/wizard 9
enemy, damaging its intellect. You Components: V, S, M You tear a temporary hole in reality
must succeed on a ranged touch attack Casting Time: 1 standard action itself that sucks all loose material and
with the ray to strike a target. A subject Range: Medium (100 ft. + 10 ft./level) living creatures into it, sending them
struck by the ray takes 1d4+1 points of Area: 20-ft.-radius emanation to a random plane (see sidebar). Every-
Intelligence damage. If the target is a thing sucked into the reality maelstrom
wizard, she might temporarily lose the centered on a point in space, and goes to the same plane.
ability to cast some or all of her spells if 40-ft.-radius emanation centered
her Intelligence drops too low. on the same point; see text Reality maelstrom has a primary area
Duration: 1 round and a secondary area. The primary area
Material Component: A miniature Saving Throw: Will negates, Reflex is the hole itself: a sphere with a 20-foot
cone-shaped hat. negates; see text radius centered on the spell’s point of
Spell Resistance: Yes origin. Within that area, all unattended
objects weighing 100 pounds or less are
RAY OF WEAKNESS A lightning strike and a tearing sound as sucked into the maelstrom, as are all indi-
loud as thunder fills the area as a hole in viduals who fail a Will saving throw.
Necromancy space opens. Wind rushes into the void,
Level: Sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes

Illus. by C. Dien Adarkrayfliesforthfromyourhand.The
air fills with the smell of blood.

You must succeed on a ranged touch
attack with the ray to strike a target.
The target of this ray feels weaker and
takes a –2 penalty on attack rolls. Its
speed is reduced by 10 feet.

RAZORFANGS

Transmutation
Level: Sorcerer/wizard 2
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

Youspeakthewordsofthisspellandyour
clawsshinewithlustrousyellowradiance,
growing more slender and sharper as you
watch.

Choose one of your natural weapons
that deals slashing or piercing damage
(such as a bite or a single claw). That
natural weapon’s threat range doubles
(in most cases, becoming 19–20).
The effect of this spell does not stack
with any other effects that increase a
weapon’s threat range.

168 Reality maelstrom creates a hole in the cosmology of the planes

The rip also creates a windstorm of mages as you prepare to absorb the spell concentrate to maintain the spell’s CHAPTER 1
air that affects objects and creatures energies you have targeted. Your body effect as if you had cast it yourself.
in the secondary area of the spell. The shakesuncontrollably,asifeagerlyantici- SPELL
secondary area is all the space farther pating the power behind those spells. You can still attempt to reave a spell DESCRIPTIONS
than 20 feet from the spell’s point of you didn’t identify with your Spellcraft
origin but not farther than 40 feet This spell functions like dispel magic check, but doing so can be risky if
away. All unattended objects within the (PH 223), except that your caster level you don’t know the specifics of the
secondary area that weigh 50 pounds for your dispel check is a maximum of spell’s effect. For example, if you fail to
or less are drawn into the primary +20 instead of +10, and (as with greater identity an ongoing spell effect on an
area of the maelstrom. Individuals dispel magic) you have a chance to dispel enemy character and choose to reave
within the secondary area must make a any effect that remove curse can remove, anyway, you might find yourself under
Reflex saving throw. Those who fail are even if dispel magic can’t dispel that the influence of the dominate person
sucked into the primary area and must effect. When casting a targeted dispel effect that character was suffering
then make a Will saving throw to avoid or counterspell, you can choose to reave from. Any spell resistance you might
being drawn into the maelstrom. each spell you successfully dispel, steal- have has no effect against harmful
ing its power and effect for yourself. spells you might inadvertently reave,
Individuals who succeed on either When making a targeted dispel, make but you get the same chance to save
saving throw can move and attack as a Spellcraft check (DC 25 + spell level) against those spell effects as the origi-
normal. to identify the target spell or each nal target.
ongoing spell currently in effect on
A reality maelstrom is a one-way the target creature or object. If you choose to reave a spell you have
portal, so nothing ever emerges from successfully counterspelled with reav-
the hole the spell makes. Each spell you dispel with a targeted ing dispel, you seize control of the spell
dispel can be reaved if you so desire, after the enemy caster completes it, and
Material Component: A golden hoop and the spell’s effects are redirected you can redirect the spell to whatever
no less than 1 inch across. to you, continuing as if cast on you by targets or area you wish (including the
the original caster with no interruption original caster, if appropriate). Again,
REAVING DISPEL to or extension of duration. Once you you must make a Spellcraft check (DC
reave the spell, you identify it if you 25 + spell level) to identify the spell
Abjuration haven’t done so already (see below). you intend to reave, but you are free
Level: Sorcerer/wizard 9 If the subject was the caster and the to choose to redirect a spell whose
Saving Throw: See text spell is dismissible, you can dismiss it effect, range, and area you don’t know.
Spell Resistance: No as if you had cast it yourself. Likewise, If the redirected spell’s correct casting
if the subject was the caster and the conditions aren’t met (because you
Bringing to your lips some of the most spell requires concentration, you must guess at an improper target or range,
elementalwordsofarcanepower,youfeel for example), the spell fails.
stirring within you the spirits of ancient

pqqqqqqqqqqqqqqqqqqqqrs

RANDOM PLANAR DESTINATIONS Random Planar Destinations
d% Plane
Spells such as prismatic spray, reality maelstrom, and scramble
portal, and items such as an amulet of the planes and a staff 01–05 Heroic Domains of Ysgard
of power can send an individual to a random plane. The list 06–10 Ever-Changing Chaos of Limbo
of available planes varies according to the cosmology you’ve 11–15 Windswept Depths of Pandemonium
chosen. An example using the D&D cosmology is presented 16–20 Infinite Layers of the Abyss
in the next column. 21–25 Tarterian Depths of Carceri
26–30 Gray Waste of Hades
Transitive Planes such as the Ethereal Plane, the Astral Plane, 31–35 Bleak Eternity of Gehenna
and the Plane of Shadow should not be considered for such 36–40 Nine Hells of Baator
random destinations. 41–45 Infernal Battlefield of Acheron
The layer and exact location on the particular plane is up to 46–50 Clockwork Nirvana of Mechanus
the DM. Transportation to a random plane does not guarantee 51–55 Peaceable Kingdoms of Arcadia
survival there, and individuals who risk such effects should be 56–60 Seven Mounting Heavens of Celestia
aware of the dangers. 61–65 Twin Paradises of Bytopia
66–70 Blessed Fields of Elysium
If an individual is someplace other than the Material Plane 71–75 Wilderness of the Beastlands
when randomly switching planes, simply replace the plane of 76–80 Olympian Glades of Arborea
origin’s entry on the table with the Material Plane. Thus, a staff 81–89 Concordant Domain of the Outlands
of power broken on the Elemental Plane of Fire sends the wielder 90–91 Elemental Plane of Fire
to the Material Plane if a 91 is rolled. 92–93 Elemental Plane of Earth
94–95 Elemental Plane of Air
96–97 Elemental Plane of Water

98 Positive Energy Plane
99 Negative Energy Plane

100 Demiplane of DM’s choice

pqqqqqqqqqqqqqqqqqqqqrs 169

CHAPTER 1 Reaving dispel can be used to cast REBUKING BREATH can’t be used to deal reciprocal damage,
an area dispel with the increased but targeted spell effects can be.
SPELL maximum caster level, but any magical Necromancy
DESCRIPTIONS effects so dispelled cannot be reaved. Level: Sorcerer/wizard 4 Material Component: A tiny closed
Components: S loop of copper wire.
REBUKE Casting Time: 1 swift action
Range: Personal RECITATION
Enchantment (Compulsion) [Fear, Target: Your breath weapon
Mind-Affecting] Duration: 1 round Conjuration (Creation)
Level: Cleric 4, Purification 3
Level: Sorcerer/wizard 2, Hades 2 Your expel your breath weapon, and it Components: V, S, DF
Components: V, S, F is filled with dancing white sparks that Casting Time: 1 standard action
Casting Time: 1 standard action swarm around your foes and freeze them Range: 60 ft.
Range: Close (25 ft. + 5 ft./2 levels) with fear. Area: All allies and foes within a
Target: One living creature
Duration: 1 round/level For this spell to function, you must 60-ft.-radius burst centered on you
Saving Throw: Will negates have a breath weapon, either as a super- Duration: 1 round/level
Spell Resistance: Yes natural ability or as the result of casting Saving Throw: None
a spell such as dragon breath (page 73). Spell Resistance: Yes
You rap the switch in your hand and then When you successfully cast this spell,
sharply against your thigh, finishing the you imbue your breath weapon with Byrecitingasacredpassageordeclaration,
final gesture that will bring discomfort to negative energy that rebukes undead you invoke your deity’s blessing upon
your foe. in its area. Undead within the area yourself and your allies.
of your breath weapon that fail their
When the spell is cast, the subject is saving throws against it cower as if in The spell affects all allies within the
dazed for 1 round and shaken for the awe for 1 round. spell’s area at the moment you cast it.
duration of the spell. Furthermore, Your allies gain a +2 luck bonus to AC,
a spellcaster targeted by rebuke must RECIPROCAL GYRE on attack rolls, and on saving throws,
make a successful Concentration check or a +3 luck bonus if they worship the
(DC equal to the save DC for this spell + Abjuration same deity as you.
the level of the spell being cast) to cast Level: Sorcerer/wizard 5
spells while under its effect. Components: V, S, M Divine Focus: In addition to your holy
Casting Time: 1 standard action symbol, this spell requires a sacred text
Focus: A stick at least 1 foot long. Range: Medium (100 ft. + 10 ft./level) as a divine focus.
Target: One creature or object
REBUKE, FINAL Duration: Instantaneous RED TIDE
Saving Throw: Will half, then
Enchantment (Compulsion) [Fear, Evocation [Water]
Mind-Affecting] Fortitude negates; see text Level: Druid 8
Spell Resistance: No Components: V, S, DF
Level: Sorcerer/wizard 7 Casting Time: 1 standard action
Saving Throw: Will partial You finger the tiny loop of wire in your Range: Medium (100 ft. + 10 ft./level)
hands as you complete the spell. You Area: 30-ft.-radius burst
You jab the stick into your side and twist manipulatethemagicalauraofthetarget, Duration: Instantaneous
it, causing yourself some discomfort but creatingadamagingfeedbackreaction,and Saving Throw: Fortitude partial;
creating a killing pain in the target. the target explodes with white sparks.
see text
This spell functions like rebuke, except The subject takes 1d12 points of damage Spell Resistance: Yes
that the target dies instantly if it fails its per functioning spell or spell-like abil-
saving throw. A creature that survives ity currently affecting it (maximum Asyoucompletethespell,asurging,froth-
this effect is dazed for 1 round. 25d12). In addition, any creature so ingwaveofthick,redseawaterwashesover
affected that fails its Will save must everything in the area.
REBUKE, GREATER then succeed on a Fortitude save or be
dazed for 1d6 rounds. All creatures in the area of a red tide
Enchantment (Compulsion) [Fear, spell are immediately knocked prone
Mind-Affecting] Only spells specifically targeted on and must make a Fortitude saving
the creature in question can be used to throw.
Level: Sorcerer/wizard 4 createthebacklashofareciprocalgyre,so
spells that affect an area can’t be used A creature that makes its Fortitude
This spell functions like rebuke, except to deal reciprocal damage to creatures save against a red tide is sickened for 1
that the subject is cowering for 1d4 within their area. Likewise, persistent minute. A creature that fails this saving
rounds instead of being dazed for or continuous effects from magic items throw is nauseated for 1 minute, and it
1 round. takes 2d6 points of Strength damage.
After 1 minute, the nausea ends but the
creature must make a second Fortitude
saving throw or take an additional 2d6

170

points of Strength damage. Creatures illusion. For example, a creature that REFUSAL
that are immune to poison are immune touched you and realized that the
to these effects of a red tide. tactile sensation did not match the Abjuration
visual one would be entitled to such a Level: Sorcerer/wizard 5
Creatures with the fire subtype take save. A creature with the scent ability Components: V, S, M
1d6 points of damage per caster level automatically gets a Will save if you Casting Time: 1 standard action
(maximum 20d6), or half with a suc- are within its scent Range: Medium (100 ft. + 10 ft./level)
cessful Reflex save. range. Effect and Area: Invisible ward

The tainted water evoked by this that occupies two 10-ft. squares/ CHAPTER 1
spell vanishes almost immediately, and level (S)
any objects or creatures in the area do Duration: 1 hour/level SPELL
not emerge wet. Saving Throw: Will negates; DESCRIPTIONS
see text
REDUCE PERSON, Spell Resistance: Yes
GREATER
A metallic stretching sound, as if
Transmutation a thin sheet of metal were bowed
Level: Sorcerer/wizard 5 then released, echoes forth from
Duration: 10 minutes/ youroutstretchedhand.Youcansee
for just an instant a glowing grid
level that defines the protected area of
your spell.
Thecreatureshrinksrapidly
before your eyes.

This spell functions like You create a special ward
reduce person (PH 269), that prevents unauthorized
except as noted above. spellcasters or creatures with
spell-like abilities from entering
REFLECTIVE Red tide bowls over, nauseates, an area. Any creature that has spells Illus. by J. Nelson
and weakens foes prepared, spell slots available for cast-
DISGUISE ing without preparation, or innate
REFLECTIVE DISGUISE, spell-like abilities must succeed on a
Illusion (Glamer) MASS Will save or be halted by an invisible
Level: Bard 2, sorcerer/wizard 2 barrier that prevents passage. The DC
Components: V, S Illusion (Glamer) of the Will save increases by a number
Casting Time: 1 standard action Level: Bard 5, sorcerer/wizard 6 equal to the spell level of the highest-
Range: Personal Range: Close (25 ft. + 5 ft./2 levels) level spell the creature has prepared or
Target: You Targets: One creature/2 levels, no is capable of casting (so that a 10th-level
Duration: 10 minutes/level sorcerer who hasn’t yet depleted his 5th-
two of which are more than 30 ft. level spell slots for the day adds 5 to the
Youinvokethespelland,toyoureyes,you apart save DC). You can choose to designate a
are covered with a glittering net of sparks Duration: 12 hours (D) password or special condition (such as
andspangles.Totheeyesofthedrowinthe Saving Throw: Will negates character race, alignment, possession
underground marketplace, you look like Spell Resistance: Yes of a token, or any other observable or
just another dark elf. detectable characteristic) by which
You cast the spell, and your allies all spellcasting characters and creatures
Areflectivedisguisespellcausesanyintel- suddenlyappeartobemembersofthesame can enter the refusal-warded area.
ligent creature viewing you to perceive orc tribe you plan to infiltrate. Creatures that have no spellcasting
you as the same species and gender as capability or spell-like abilities (includ-
itself, provided that its size category is This spell functions like reflective ing spellcasters who have used up
no more than one step different from disguise, except you can change the their spell slots and creatures with
your own. The spell changes percep- appearance of other creatures as well. spell trigger or spell completion magic
tions of clothing, race, and gender. Affected creatures resume their normal items) can pass through the barrier
Reflective disguise does not give you any appearances if slain. with no difficulty. Spellcasters and
knowledge of the abilities or manner- creatures that have spell-like abilities
isms of the reflected form, nor does An unwilling target can negate and that are already within the area you
it alter the perceived tactile (touch), the spell’s effect on itself by making protect when you create the ward are
audible (sound), or olfactory (smell) a successful Will save or with spell not compelled to leave or restricted in
properties of you or your equipment. resistance. their movement within it (and spells
and spell-like abilities can pass through
A creature that interacts with the the barrier in either direction with no
glamer, beyond simply viewing it, difficulty). However, if such creatures
gets a Will save to recognize it as an

171

CHAPTER 1 leave the area, they must succeed on REJUVENATION The cocoon has hardness 10 and
saving throws as described above to 10 hit points per caster level. If it is
SPELL return. COCOON destroyed, the spell ends.
DESCRIPTIONS
Creatures attempting to use any Conjuration (Healing) Material Component: A cocoon of a
teleportation spell or effect to enter the Level: Druid 5 butterfly.
warded area make the normal saving Components: V, S, M
throw. They are shunted harmlessly Casting Time: 1 standard action REJUVENATIVE
to the nearest safe space outside the Range: Touch
warded area if they fail. Target: Willing creature touched CORPSE
Duration: 2 rounds
Material Component: A pinch of dust Saving Throw: Will negates Necromancy [Evil]
from a wizard’s tomb. Level: Cleric 3
(harmless) Components: V, S, DF
REGAL PROCESSION Spell Resistance: Yes (harmless) Casting Time: 1 minute
Range: Touch
Conjuration (Summoning) Target: One humanoid that died
Level: Paladin 3, sorcerer/wizard 3
Effect: One mount/level within the past week
Duration: 24 hours or until
Youtossabitofhorsehairintotheair,
andasitdriftstowardtheground, discharged; see text
anarrayoffinelyadornedmounts Saving Throw: Will negates
appears. (object)
Spell Resistance: Yes
(object)

Illus. by R. Spears This spell functions like mount Hunger gnaws at your innards
(PH 256), except you can summon as you complete the spell. Your
several mounts. Each comes with Feasting on a rejuvenative corpse gives handsglowwithblackcrackling
a bit and bridle, riding saddle, undead the power to heal wounds energy,whichdischargesintothe
saddle blanket, ribbons, adorn- corpseyoutouch.Foramoment,
ments, and a banner. You You pass your hand over the body of your the corpse glows with a similar
select the colors of the horses friend,drawingacocoonofglowingyellow- blackness before fading.
and the livery, either or both green energy about him.
of which can include a heral- You charge a dead body with
dic or personal symbol. When you cast the spell, the rejuvena- negative energy, giving it
tion cocoon forms around the subject. the ability to heal an undead
REJECTION One round after the cocoon forms, it creature that dines upon its
heals the subject of 10 points of damage flesh. The corpse remains
Abjuration per caster level (maximum 150 hit charged with this energy
Level: Cleric 6 points) and purges the subject of poison for up to 24 hours. If an undead
Components: V, S and disease. At the end of the second creature eats a full meal of the corpse’s
Casting Time: 1 standard action round,therejuvenationcocoondissipates flesh within this time (a humanlike
Range: 60 ft. and the subject emerges, able to move undead creature, such as a ghoul, gen-
Area: Cone-shaped burst and act freely. erally taking 10 minutes), the undead
Duration: Instantaneous gains fast healing 1 upon completing
Saving Throw: Fortitude negates The cocoon is made of force, but it its feast, which lasts for the next 5 min-
Spell Resistance: Yes is somewhat flexible and responds to utes. This effect does not stack with any
pressure from the inside of the cocoon. fast healing the undead has from other
Withasternwordofdisallowance,youcast The subject can’t move from the space sources. This spell does not allow the
thespell.Abarelyperceptiblehumsounds it is in while cocooned, however. undead to regrow or attach lost body
in the direction you indicate. parts. Eating the flesh discharges the
spell from the corpse.
A creature in the area must succeed on You can cast this spell multiple
a Fortitude saving throw or be pushed times on a corpse, allowing more than
away from you to a distance of 5 feet per one undead to benefit from eating it,
caster level. If the creature is pushed though a single undead gorging itself
into a wall or similarly solid surface, it on multiple “meals” does not gain any
takes 1d6 points of damage for every 10 extra benefit while the first meal is in
feet it was moved. effect (the fast healing does not stack).
A typical Medium corpse is usually
Movement forced by this spell can enough for ten such meals, a Small
take the creature beyond the spell’s
range.

172

corpse five, Tiny two, and Diminutive ability damage, blinded, confused, REPAIR CHAPTER 1
one. dazed, dazzled, deafened, diseased, MINOR DAMAGE
exhausted, fatigued, feebleminded, SPELL
A living creature that eats a charged insanity, nauseated, sickened, stunned, Transmutation DESCRIPTIONS
corpse must succeed on a Fortitude or poisoned. One round after the Level: Sorcerer/wizard 0
saving throw or immediately contract subject is affected by a condition that
filth fever (DMG 292; no incubation triggers the renewal pact, the subject As if with the eye of an expert craftsman,
time). Creatures that are neither alive receives a panacea spell (page 152) at a your touch draws out a minor dent in the
nor undead and eat the charged corpse caster level equal to that of the caster construct’s surface.
are unaffected. of the renewal pact.
This spell functions like repair light
REMOVE SCENT A creature can be subject to only one damage, except that you repair 1 point
renewal pact at a time. Casting renewal of damage to a construct.
Transmutation pact on a subject who already has an
Level: Bard 1, druid 1, ranger 1, untriggered renewal pact voids the REPAIR
earlier pact. MODERATE DAMAGE
sorcerer/wizard 1
Components: V, S, M Material Component: A topaz worth Transmutation
Casting Time: 1 standard action at least 500 gp. Level: Sorcerer/wizard 2
Range: Touch
Target: Creature touched REPAIR Your touch eliminates the wear and tear
Duration: 10 minutes/level CRITICAL DAMAGE from the construct’s body.
Saving Throw: Will negates
Spell Resistance: Yes Transmutation This spell functions like repair light
Level: Sorcerer/wizard 4 damage, except that you repair 2d8
With a touch of a wax-covered finger to points of damage +1 point per caster
the subject, you inhale deeply and smell The smell of grease and the distant echo level (maximum +10) to a construct.
nothing. ofclankinggearsgreetyoursensesasyou
complete this spell. Upon touching the REPAIR
This spells hides the scent of the intended construct, the grease smell and SERIOUS DAMAGE
creature or object touched for the gear sounds disappear. Major dents and
duration of the spell. The scent ability scratchesdisappearfromtheconstruct,as Transmutation
(MM 314) cannot detect a creature do cuts, tears, and abrasions. Level: Sorcerer/wizard 3
under the effect of a remove scent spell.
It also negates the harmful effects of This spell functions like repair light With a touch, you mold the battered
the noxious stench exuded by certain damage, except that you repair 4d8 construct’s form to be more like it was on
creatures, such as ghasts, for the dura- points of damage +1 point per caster its day of creation.
tion of the spell. level (maximum +20).
This spell functions like repair light
Material Component: A pinch of REPAIR LIGHT DAMAGE damage, except that you repair 3d8
unscented candle wax. points of damage +1 point per caster
Transmutation level (maximum +15) to a construct.
RENEWAL PACT Level: Sorcerer/wizard 1
Components: V, S REPLICATE CASTING
Conjuration (Healing) Casting Time: 1 standard action
Level: Cleric 7, Pact 7 Range: Touch Transmutation [see text]
Components: V, S, M, DF Target: Construct touched Level: Sorcerer/wizard 9
Casting Time: 10 minutes Duration: Instantaneous Components: V, S
Range: Touch Saving Throw: None Casting Time: 1 round; see text
Target: Willing living creature Spell Resistance: No Range: See text
Effect: One spell or spell-like ability
touched Asasculptormassagingaroughspotofclay Duration: See text
Duration: Permanent until triggered into something less abrasive, your touch Saving Throw: See text
Saving Throw: Will negates smooths over the dents and dings of the Spell Resistance: See text
construct you touch.
(harmless) The enemy mage raises her hands, and
Spell Resistance: Yes (harmless) When laying your hand upon a con- a cone of swirling, multicolored winds
struct that has at least 1 hit point appearsatherfingertips.Thenshelaughs
Calling upon your deity to aid your ally, remaining, you transmute its structure and says, “Can you do that?”
you bind a protective spell to your friend, to repair the damage it has taken. The
leaving a tattoolike mark of your deity’s spell repairs 1d8 points of damage +1 You smile and reply, “I can now.”
holy symbol on his skin. point per caster level (maximum +5).

This spell remains dormant until the
subject is subjected to one or more
of the following adverse conditions:

173

CHAPTER 1 You duplicate the effect of any one oftheplace.Afewspokenphrases,backed Yourquickmovementsandrapidutterances
spell or spell-like ability you have seen by magical power, and that oppression releasethespell’senergy,culminatingina
SPELL within the last round. This spell can seems to lift. finalcrythatunleashesatremendousbolt
DESCRIPTIONS duplicate only spells and spell-like of sonic energy from your open hand.
abilities of 8th level or lower. This This abjuration grants a creature
duplication functions like the ability of limited protection from a plane’s The bolt of sonic energy deals 1d4
a wish spell to duplicate another spell, alignment traits (DMG 149). When the points of sonic damage per caster level
except that it is not limited by type subject visits a plane with an alignment (maximum 10d4) to each creature
of spell (divine or arcane) or by what trait, this spell grants it immunity to within its area. In addition, a resonating
school the effect is from. If the casting penalties on its Charisma-based checks bolt deals full damage to objects and
time of the spell you observed is greater that mildly aligned planes impose on can easily shatter or break interposing
than 1 round, the casting time of this visitors of opposed alignments. The barriers. If the bolt destroys a barrier, it
spell is increased to the same. Charisma-, Wisdom-, and Intelligence- can continue beyond the barrier if its
based check penalties associated with range permits; otherwise, it stops.
A duplicated spell or spell-like ability strongly aligned planes are halved
functions as if you had the appropri- while the spell’s duration lasts. RESTORATION, MASS
ate spell prepared and were casting it
yourself. If the spell or ability has an XP RESISTANCE, GREATER Conjuration (Healing)
cost, you must pay that XP cost. If the Level: Cleric 7
spell has a costly material component, Abjuration Casting Time: 1 round
you must provide that component or Level: Bard 4, cleric 4, druid 4, Range: Close (25 ft. + 5 ft./2 levels)
pay an additional XP cost equal to the Targets: One creature/level, no two
gold piece value of that component sorcerer/wizard 4
divided by 5. Duration: 24 hours of which are more than 30 ft. apart

RESIST ENERGY, MASS Justasyoutouchthespell’ssubject,afeeling Hurling diamond dust into the air, you
of peace and watchful guardianship fills callouttoyourdeity,andasparklingaura
Abjuration your being. briefly surrounds those you wish to heal.
Level: Cleric 3, druid 3, sorcerer/
This spell functions like resistance (PH This spell functions like restoration (PH
wizard 4 272), except as noted here. You grant 272), except as noted above.
Range: Close (25 ft. + 5 ft./2 levels) the subject a +3 resistance bonus on
Targets: One creature/level, no two saves. RESURGENCE

of which are more than 30 ft. apart RESISTANCE, SUPERIOR Abjuration
Level: Blackguard 1, cleric 1, paladin 1
You call upon the protective energies of Abjuration Components: V, S, DF
magicalpower,surroundingyoursubjects Level: Bard 6, cleric 6, druid 6, Casting Time: 1 standard action
in temporarily visible fields of energy. Range: Touch
Althoughthefieldsfadefromview,youcan sorcerer/wizard 6 Target: Creature touched
still just barely sense their existence. Duration: 24 hours Duration: Instantaneous
Saving Throw: Will negates
This spell functions like resist energy As you finish casting the spell, you feel
(PH 272), except that it affects all tar- imbued with the feeling that something (harmless)
geted creatures. greater than yourself is protecting you. Spell Resistance: Yes (harmless)
Whenyoutouchyourintendedsubjectand
RESIST release the spell, the feeling disappears. By laying hands on your ally and saying a
PLANAR ALIGNMENT briefprayer,youconvinceahigherpower
This spell functions like resistance (PH to grant him a second chance.
Abjuration 272), except as noted here. You grant
Level: Cleric 1, druid 1, Hades 2, the subject a +6 resistance bonus on The subject of a resurgence spell can
saves. make a second attempt to save against
Limbo 2, paladin 1, ranger 1, an ongoing spell, spell-like ability, or
sorcerer/wizard 1 RESONATING BOLT supernatural ability, such as dominate
Components: V, S, DF person. If the subject of resurgence is
Casting Time: 1 standard action Evocation [Sonic] affected by more than one ongoing
Range: Touch Level: Bard 4, sorcerer/wizard 3 magical effect, the subject chooses one
Target: Creature touched Components: V, S of them to retry the save against. If the
Duration: 10 minutes/level Casting Time: 1 standard action subject succeeds on the saving throw
Saving Throw: Fortitude negates Range: 60 ft. on the second attempt, the effect ends
(harmless) Area: 60-ft. line immediately. Resurgence never restores
Spell Resistance: Yes (harmless) Duration: Instantaneous hit points or ability score damage, but
Saving Throw: Reflex half it does eliminate any conditions such
Youcantellthatyourtargetfeelstheoppres- Spell Resistance: Yes
sionoftheplanearoundyou,therankevil

174

as shaken, fatigued, or nauseated that the attack that killed it. In the fourth, reduction (10/magic), the projectile is CHAPTER 1
were caused by a spell, spell-like ability, it tells who killed it. In the fifth, it tells turned back upon the creature that
or supernatural ability. why it believes it was killed. fired it. The attacker’s attack roll is SPELL
used to determine if the reversed DESCRIPTIONS
If a spell, spell-like ability, or super- REVENANCE projectile strikes the attacker, but
natural ability doesn’t allow a save (such the damage is rerolled. If the attacker
as power word stun), then resurgence Conjuration (Healing) is also protected by a reverse arrows
won’t help the subject recover. Level: Bard 6, blackguard 4, cleric 4, spell, it is possible for the projectile
to bounce between both individuals
RESURGENCE, MASS paladin 4 until one of the spells is discharged
Components: V, S, DF from accumulated damage.
Abjuration Casting Time: 1 standard action
Level: Blackguard 3, cleric 3, paladin 3 Range: Touch Once this spell has prevented a
Range: Close (25 ft. + 5 ft./2 levels) Target: Dead ally touched total of 10 points of damage per caster
Targets: One creature/level, no two Duration: 1 minute/level level (maximum 100 points), it is dis-
Saving Throw: None; see text charged.
of which are more than 30 ft. apart Spell Resistance: Yes (harmless)
Focus: A piece of shell from a tortoise
Throwingoutyourhandandcallingupon Yourushtoyourfallencompanionamidthe and a ball of tree sap.
your deity for favor, you give your allies chaosofthebattleandcryoutthewordsthat
a chance to free themselves of the baleful will bring her back for one last fight. REVIVE OUTSIDER
magic.
This spell brings a dead ally temporar- Conjuration (Healing)
This spell functions like resurgence, ily back to life. The subject can have Level: Cleric 6
except as noted here. The spell grants been dead for up to 1 round per level. Components: V, S, M, DF
a second save attempt against a single Your target functions as if a raise dead Casting Time: 1 minute
spell or ability chosen by you. For spell (PH 268) had been cast upon her, Range: Touch
instance, if three of your allies have except that she does not lose a level Target: Dead outsider touched
been mind blasted by mind flayers and and has half of her full normal hit Duration: Instantaneous
two others have been turned into toads points. She is alive (not undead) for Saving Throw: None; see text
by baleful polymorph spells, you must the duration of the spell and can be Spell Resistance: Yes (harmless)
choose to affect either the mind blast healed normally, but dies as soon as
(granting three new save attempts) or the spell ends. While under the effect Sprinkling the components of its home
the baleful polymorphs (granting two of this spell, the subject is not affected plane over the body of the outsider, you
new save attempts). by spells that raise the dead. chant and pass around the corpse three
times.Withthefinalwordsofthespell,the
REVEILLE The subject gains a +1 morale bonus outsider’s eyes open, alive once more.
on attack rolls, damage rolls, saves, and
Necromancy [Language-Dependent] checks against the creature that killed You restore life to a dead outsider, as
Level: Bard 2 her. with the raise dead spell (PH 268). You
Components: V, S can restore to life any creature of the
Casting Time: 1 round REVERSE ARROWS outsider type of up to your level in Hit
Range: Touch Dice, and the creature can have been
Target: One recently dead creature Abjuration dead for any length of time.
Duration: 5 rounds Level: Sorcerer/wizard 3
Saving Throw: None Components: V, S, F Material Components: A bit of soil,
Spell Resistance: No Casting Time: 1 standard action water, or other unworked, natural
Range: Personal material from the outsider’s native
You touch the body and intone a lament, Target: You plane, and a diamond worth at least
calling out to the living memory of the Duration: 10 minutes/level or until 5,000 gp.
creature.Tendrilsofmysticalenergysparkle
around the creature’s lips, and it begins to discharged REVIVE UNDEAD
speak.
As you clasp the shell in one hand and the Necromancy [Evil]
You cause a creature that has been ball of sap in the other, a silver radiance Level: Deathbound 5, sorcerer/
dead for up to three days to reveal flecked with blue lines surrounds you.
information about events that led up You pocket the items, but the radiance wizard 6
to its death. The corpse speaks tersely remains. Components: V, S, M
in its native language, using no more Casting Time: 1 minute
than a dozen words or so in a round. This spell functions like protection Range: Touch
In the first round, it describes the last from arrows (PH 266), except as noted Target: Destroyed undead creature
thing it saw. In the second, it describes here. If any projectile fired from a
its dying wish. In the third, it describes ranged weapon that strikes you has touched
all its damage negated by your damage Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

175

CHAPTER 1

SPELL
DESCRIPTIONS

Illus. by W. O’Connor Even fallen angels can be brought to life and light again with the revive outsider spell

Touching the corpse of the creature, you it is revived. This level loss cannot be Revivify miraculously restores life to a
whisper to its departed spirit, calling it repaired by any spell. If the subject is recently deceased creature. However,
back—but not to life. 1st level, it loses 2 points of Charisma the spell must be cast within 1 round
instead. An undead that was destroyed of the victim’s death. Before the soul
Your restore animation to an undead with spells prepared has a 50% chance of the deceased has completely left
creature destroyed by hit point loss of losing any given spell upon being the body, this spell halts its journey
(even a zombie or skeleton, which revived, in addition to losing spells for while repairing somewhat the damage
can’t normally be reanimated once losing a level. A spellcasting undead to the body. This spell functions like
destroyed). You can revive a destroyed creature that doesn’t prepare spells raise dead (PH 268), except that the
undead creature that has been inactive (such as a sorcerer) has a 50% chance of raised creature receives no level loss,
for up to one day per caster level. In losing any given unused spell slot as if it no Constitution loss, and no loss of
addition, the subject’s animating spirit had been used to cast a spell, in addition spells. The creature has –1 hit points
must be free and willing to return. If to losing spell slots for losing a level. (but is stable).
the subject’s animating spirit is not
willing to return, the spell does not Material Component: A black pearl MaterialComponent:Diamondsworth
work; therefore, subjects that want to worth at least 5,000 gp. at least 1,000 gp.
revive receive no saving throw.
REVIVIFY RHINO’S RUSH
Revive undead restores hit points to
the subject up to a total of 1 hit point Conjuration (Healing) Transmutation
per Hit Die. The body of the undead to Level: Cleric 5 Level: Paladin 1, ranger 1, Wrath 1
be revived must be whole. Otherwise, Components: V, S, M Components: V, S
missing parts are still missing when Casting Time: 1 standard action Casting Time: 1 swift action
the creature is reanimated. None of Range: Touch Range: Personal
the dead creature’s equipment or pos- Target: Dead creature touched Target: You
sessions are affected in any way by this Duration: Instantaneous Duration: 1 round
spell. Saving Throw: None; see text
Spell Resistance: Yes (harmless) A violent fury consumes you. You seek
An undead that has been destroyed nothing more than to charge at your
by a turning effect can’t be revived by Thediamondsvaporizefromyourhandas enemies and bash in their heads.
this spell. youcastthisspell,andthevaporstheygive
off wrap around your fallen companion, This spell allows you to propel yourself
The subject of the spell loses one dragging her soul back into her mortal in a single deadly charge. The first
level or Hit Die (if it doesn’t have a form. charge attack you make before the end
character class level, it loses a HD) when

176

of the round deals double damage on a RIGHTEOUS WRATH OF for the purpose of overcoming damage CHAPTER 1
successful hit. reduction.
THE FAITHFUL SPELL
RIGHTEOUS AURA MaterialComponent: Asmalldagger. DESCRIPTIONS
Enchantment (Compulsion)
Abjuration [Good, Light] [Mind-Affecting] RUBY RAY OF
Level: Paladin 4
Components: V, S, DF Level: Cleric 5, Purification 7 REVERSAL
Casting Time: 1 standard action Components: V, S, DF
Range: Personal Casting Time: 1 standard action Abjuration
Target: You Range: 30 ft. Level: Sorcerer/wizard 6
Duration: 1 hour/level Targets: Allies within a 30-ft.-radius Components: V, S, F
Casting Time: 1 standard action
Youinvokethepowersofgoodandlaw,and burst centered on you Range: Medium (100 ft. + 10 ft./level)
inresponsetoyourpleas,youglowwiththe Duration: 1 round/level Target: One natural or magical
golden radiance of the sun. Saving Throw: None
Spell Resistance: Yes hazard; see text
You are bathed in an unearthly glow for Duration: Instantaneous
the duration of the spell, as if a daylight Whenyoucastthisspell,youfireyourallies Saving Throw: None
spell (PH 216) had been cast on you. You and companions with a divine madness Spell Resistance: No
get a +4 sacred bonus to Charisma. or fury, greatly enhancing their combat
ability. From your fingertips springs a thin line
If you die, your body is converted of bright red light to negate the hazard
into an explosive blast of energy in a Allies gain one additional melee attack before you.
20-foot-radius burst centered where each round, at their highest attack
you fell, dealing 2d6 points of damage bonus, when making a full attack. (This Each version of this spell can target
per caster level (maximum 20d6) to all additional attack is not cumulative with one of the hazards described below and
evil creatures in the burst’s area. Good other effects that grant extra attacks, “correct” it in the manner described.
creatures in the area are healed by the such as a haste spell.) They also gain a Unless specifically stated otherwise,
same amount, and undead take double +3 morale bonus on melee attack rolls this spell affects magical and mundane
this damage. Spell resistance cannot and damage rolls. (This bonus on melee hazards of the indicated type equally.
prevent this damage, but a successful attack rolls does stack with the bonus For example, a ruby ray of reversal can
Reflex save reduces it to half. Your provided by haste.) eliminate the webs of a monstrous
body is disintegrated, so you cannot spider or the effect of a web spell.
be raised with a raise dead spell. Spells RING OF BLADES
that do not require an intact body, such • Any trap targeted by the ray is
as true resurrection, can be used to bring Conjuration (Creation) sprung. This version of the spell can
you back to life as normal. Level: Cleric 3 have adverse effects on creatures
Components: V, S, M standing within a trap’s area. You
RIGHTEOUS FURY Casting Time: 1 standard action must be aware of a trap to cast ruby
Range: Personal ray of reversal on it.
Transmutation Target: You
Level: Paladin 3 Duration: 1 minute/level • The spell unties knots and causes
Components: V, S, DF chains, manacles, and similar
Casting Time: 1 standard action Asyoutwirlthesmalldaggerinyourhand, restraining devices to fall away.
Range: Personal itslowlyfadesfromexistenceandisreplaced Entangle and similar magical effects
Target: You by dozens of larger blades swirling about are dispelled. Doors (or chests,
Duration: 1 minute/level you in a horizontal ring. drawers, cabinets, and so on) that are
locked, barred, or under the effect of
You pull a holy aura about you that glows This spell conjures a horizontal ring an arcane lock spell are opened.
a golden red. of swirling metal blades around you.
The ring extends 5 feet from you, into • A 5-foot-diameter hole is created in a
Summoning the power of your deity, all squares adjacent to your space, and wallofforce,forcecage,orsimilarspell
you charge yourself with positive it moves with you as you move. Each or effect. This function of the spell
energy. This gives you 5 temporary round, at the beginning of your turn, does not destroy the targeted effect,
hit points per caster level (maximum and also when you cast the spell, the but creatures trapped by it might be
50) and a +4 sacred bonus to Strength. blades deal 1d6 points of damage +1 able to wriggle free.
These temporary hit points last for up point per caster level (maximum +10) to
to 1 hour. all creatures in the affected area. • Acreaturethathasbeenpolymorphed,
turned to stone, or otherwise trans-
Spell resistance does not apply to the formed from its natural state is
damage dealt, but a creature’s damage returned to its natural form.
reduction does apply. The blades are
treated as magic, silvered, and slashing • A magic jar spell is dispelled if a ruby
ray of reversal targets the crystal hold-
ing the caster’s soul.

177

CHAPTER 1 • Webs, slime, grease, and other sub- Youinvokethepowersofnature,andagreat Target: One nonmagical ferrous
stances that would hamper movement fountainrisesupbeforeyou,sendingwaves object or one ferrous creature
SPELL are destroyed in a 20-foot-radius in all directions.
DESCRIPTIONS spread. Duration: Instantaneous
Cold water gushes in a great wave Saving Throw: None or Fortitude
Illus. by C. Frank Focus: A ruby worth at least 500 gp. outward from the point you choose,
violently spreading to the limits of negates (object); see text
RUIN DELVER’S the area. This wave makes a bull rush Spell Resistance: No
FORTUNE attempt against each creature in the
affected area without provoking attacks Youunleasharussetrayatametallicobject.
Transmutation of opportunity. The wave has a +15 The air around you smells of hot metal.
Level: Bard 4, sorcerer/wizard 4 bonus on the opposed Strength
Components: V check. If the wave wins This russet ray corrodes metal that
Casting Time: 1 immediate action the opposed Strength it touches. You must succeed on
Range: Personal check, the defender a ranged touch attack with
Target: You is moved 5 the ray to strike a target.
Duration: 1d4 rounds It can effectively destroy
The rust ray spell can destroy a weapon any nonmagical iron
In desperate need, you cry out a word in the blink of an eye or iron alloy object.
imbuedwithpower,grantingyou Such objects struck by
a bit of extra luck when you feet directly away from the spell’s a rust ray take 2d6 points
need it most. point of origin, plus an additional 5 of damage +1 per two
feet for every 5 points by which the caster levels (maximum
When the spell is cast, wave’s check result exceeds that of the +10), ignoring hardness.
choose from one of the fol- defender. Any creature moved 5 or You can also target a weapon
lowing effects. more feet by rushing waters must suc- being wielded or metal armor
ceed on a Reflex save or fall prone. being worn. Metal armor affected
• Gain a luck bonus on Fortitude by this ray takes normal damage
saving throws equal to your The wave also drenches anything in from the spell and loses 1d4 points
Charisma modifier, and immu- its area and extinguishes any normal of Armor Class through corro-
nity to poison. fire as large as a bonfire. sion. If an item is reduced to 0
• Gain a luck bonus on Reflex hit points, it is destroyed. Ferrous
RUST RAY creatures struck by the ray take the
saving throws equal to your same damage as objects.
Charisma modifier, and Transmutation Magic items can negate the
the evasion ability. Level: Sorcerer/wizard 3 effect with a successful Fortitude
• Gain a luck bonus on Will Components: V, S, M saving throw.
saving throws equal to your Casting Time: 1 standard action
Charisma modifier, and immunity Range: Close (25 ft. + 5 ft./2 levels) Material Component: Rust particles
to fear effects. Effect: Ray or a piece of a rust monster.
• Gain temporary hit points equal to
4d8 + your Cha modifier. These hit SACRED HAVEN
points vanish at the end of the spell’s
duration. Abjuration [Good]
Level: Paladin 4
You can cast this spell multiple times. Components: V, S, DF
Each time you do, choose a different Casting Time: 1 standard action
benefit. Range: 30 ft.
Targets: You and allies in a 30-ft.-
RUSHING WATERS
radius burst centered on you
Conjuration (Creation) [Water] Duration: 1 minute/level
Level: Druid 4 Saving Throw: Will negates
Components: V, S, DF
Casting Time: 1 standard action (harmless)
Range: Medium (100 ft. + 10 ft./level) Spell Resistance: Yes (harmless)
Area: 15-ft.-radius spread
Duration: Instantaneous A rosy glow passes from your hand and
Saving Throw: None; see text briefly spreads around you.
Spell Resistance: No
You and affected allies gain a +2 sacred
bonus to Armor Class. In addition,
while protected by this spell, an affected
creature retains its Dexterity bonus to
Armor Class when flat-footed or when
struck by an invisible attacker.

178

For the duration of the spell, you gain Saving Throw: None or Will negates Nine Hells: Nearest shelter from CHAPTER 1
awareness of the health of all affected (harmless) fireballs on Avernus, rockslides on
creatures, as with the status spell (PH Malbolge, or cold on Cania. SPELL
284), and you need not be able to touch Spell Resistance: No or Yes DESCRIPTIONS
the affected creatures to heal them (harmless) Acheron: Nearest shelter from Ocan-
with your lay on hands ability. Use of thus bladestorms.
the lay on hands ability still requires a After an intonation and clasping of the
standard action, but it can be done at subjectcreature,yougrantitknowledgeof On planes you create yourself, safety
any range, as long as you and your target where safety lies. might provide other information.
are on the same plane.
The recipient of this spell can find the This spell is mostly used in hostile
SAFE CLEARING shortest, most direct direction to a place environments, such as one of the Inner
of safety, with safety being defined as Planes, to locate the nearest pocket of
Abjuration a location where the individual is not habitable space.
Level: Ranger 3 taking immediate damage from the
Components: V, S environment, and immediate damage If safety is cast and then followed by a
Casting Time: 10 minutes is not imminent. It does not provide planeshift spell(PH 262),the planeshift
Range: 30 ft. the means for the subject to move in sends the subject of safety to a place
Area: 30-ft.-radius emanation that direction. of relative safety on that plane. It is
transported to a pocket of air on the
centered on you A safety spell points out the shortest Elemental Plane of Water, for example,
Duration: 1 hour/level distance out of a poisonous cloud, or or a cool spot on the Elemental Plane
Saving Throw: Will negates; see text the direction one should dig to reach of Fire.
Spell Resistance: Yes the surface if entombed in earth. It
does not function against the maze SALTRAY
Youpressyourhandagainstthegroundand spell, because that spell deals no physi-
intonetheancientwords.Agreenradiance cal damage. Nor does the spell provide Evocation
spreadsfromyourhand,formingaringof knowledge of or protection against Level: Druid 2
translucentjadeflames.“We’resafe,”you the creatures that inhabit those safe Components: V, S
tell your allies, “for the moment.” places. Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
You make an area safe from attacks. In the D&D cosmology (DMG 150), Effect: Ray
This spell’s benefit functions much like safety has the following effects when Duration: Instantaneous
that of the sanctuary spell (PH 274). The cast on specific planes. Saving Throw: Fortitude partial
area of a safe clearing spell is immobile. Spell Resistance: Yes
Any creature attempting to strike Plane of Shadow: Shortest route out
or otherwise directly attack anyone of darklands. Athinshaftofwhirlingsaltcrystalslances
within the safe clearing, or any creature outfromyourcrookedfingertostrikeand
attempting to enter the area, must make Elemental Plane of Air: Nearest wind- shred your foe.
a Will save. Success means the creature proof shelter, shortest route out of
can act normally and is not affected by smoke bank. You must succeed on a ranged touch
this casting of the spell. Failure means attack with the ray to strike a target.
it can’t attack anyone in the area or even Elemental Plane of Earth: Nearest air A creature struck by a saltray takes 1d6
enter the area for the duration of the pocket or open cavern. points of damage per two caster levels
spell. Those not attempting to attack (maximum 5d6) and must make a Forti-
creatures in the warded area remain Elemental Plane of Fire: Shortest route tude save or be stunned for 1 round.
unaffected. This spell does not prevent out of magma pools or other unusually
creatures in the warded area from being hot places. SANCTUARY, MASS
attacked or affected by area spells.
Elemental Plane of Water: Nearest Abjuration
A creature within the area that makes pocket of breathable air; shortest route Level: Balance 5, cleric 5
an attack is no longer protected by the out of hot spot, ice pocket, or red tide. Range: Close (25 ft. + 5 ft./2 levels)
spell, and can be targeted normally. Targets: One creature/level, no two
Negative Energy Plane: Nearest
SAFETY doldrum area with the minor nega- of which are more than 30 ft. apart
tive-dominant trait.
Abjuration Youcastthisspellandyouareinfusedwith
Level: Cleric 3 Positive Energy Plane: Nearest edge aclear,silveryaura.Youtoucheachofyour
Components: V, S zone with the minor positive-dominant companions in turn, and they are infused
Casting Time: 1 standard action trait. with the aura as well.
Range: Touch
Target: Creature touched Limbo: Nearest area of stabilized This spell functions like sanctuary (PH
Duration: 10 minutes/level limbo. 274), except that it affects multiple
creatures.
Pandemonium: Nearest shelter from
a windstorm.

Carceri: Shortest route out of a Mine-
thys sandstorm.

Gehenna: Nearest flat ledge, nearest
shelter from Mungoth’s acidic snow.

179

CHAPTER 1 SANDBLAST attempt a DC 26 Strength check to less than 0, nor does it have any effect
break free of the stone, and allies can on an enhancement bonus to natural
SPELL Evocation also help to break the trapped creature armor (such as that granted by the
DESCRIPTIONS Level: Druid 1 free. barkskin spell).
Components: V, S, DF
Illus.. by R. Spears Casting Time: 1 standard action Material Component: A fragment of a Material Component: A shed snake-
Range: 10 ft. sarcophagus. skin.
Area: 10-ft.-radius burst centered
SCALE WEAKENING SCATTERSPRAY
on you
Duration: Instantaneous Transmutation Transmutation
Saving Throw: Reflex half Level: Sorcerer/wizard 2 Level: Sorcerer/wizard 1
Spell Resistance: Yes Components: V, S, M Components: V, S
Casting Time: 1 Casting Time: 1 standard action
Whipping your hand in a wide arc, you Range: Close (25 ft. + 5 ft./2 levels)
spray sand from your fingers in a power- standard action Targets: Six or more Diminutive or
ful blast.
Encasing a foe in a sarcophagus of stone Fine objects, all within 1 ft. of each
Creatures in the area take 1d6 proves an effective—albeit grisly—tactic other, whose total weight does not
points of nonlethal damage.
Any creature that fails its Range: Close (25 ft. + 5 ft./2 levels) exceed 25 lb.
Reflex save is also stunned for Effect: Ray Duration: Instantaneous
1 round. You are not harmed Duration: 1 minute/level (D) Saving Throw: See text
by the spell. Saving Throw: None Spell Resistance: No
Spell Resistance: Yes
SARCOPHAGUS Asyoucastthisspell,thesnakeskinvapor- With a single word and gesture,
izes. A dull gray ray projects from your yousendsmall,unattendedobjects
OF STONE hand.Wheretheraystrikes,yourfoe’sskin flying about the room.
seems brittle and more frail.
Conjuration (Creation) You must succeed on a ranged touch You can point to a collection
Duration: Instantaneous attack with the ray to strike a target. of little, unsecured items and
Saving Throw: Reflex The subject’s natural armor bonus is
reduced by 1 point per three caster cause them to fly off in all
negates levels (maximum reduction 5 points directions simultaneously.
Spell Resistance: No at 15th level). This spell can’t reduce The spray of items creates a
a creature’s natural armor bonus to burst with a 10-foot radius.
The ground quakes as native If the items are fairly hard
stone erupts from the ground. or sharp (such as stones,
This sharply rising stone takes sling bullets, coins, or the
the form of a sarcophagus. like), creatures in the burst

This spell creates an airtight take 1d8 points of damage.
stone coffin that forms around A successful Reflex save
the target. The stone is 1 inch thick, has negates this damage. Eggs,
hardness 8, and requires 15 points of fruit, and other soft objects
damage to break through. Decreasing can be used, but the damage then
its size does not change the thickness dealt is nonlethal damage.
of the walls; the coffin is always just
large enough to hold the subject. This SCENT
coffin is sealed upon formation and
completely impervious to air and gas. A Transmutation
creature trapped within a sarcophagus of Level: Druid 2, ranger 1
stone has 1 hour worth of air, and after Components: V, S, M
that time must hold its breath or begin Casting Time: 1 standard action
to suffocate (DMG 304). A creature that Range: Touch
has no need to breathe (such as a con- Target: Creature touched
struct, elemental, or undead) needs not Duration: 10 minutes/level
fear suffocation, but it remains trapped Saving Throw: None
within the sarcophagus until it breaks Spell Resistance: Yes (harmless)
free or is freed.
Atyourtouch,thecreatureinhalesdeeply,
A creature within the coffin can experiencinganewworldofsensoryinput.
attack the stone with a natural weapon
or light melee weapon. A creature can You give the creature touched the scent
ability (MM 314).

180

Material Component: A sprinkle of Area: 30-ft. line SCRAMBLE PORTAL CHAPTER 1
mustard and pepper. Duration: Instantaneous
Saving Throw: Reflex half Transmutation [Chaotic] SPELL
SCINTILLATING SCALES Spell Resistance: Yes Level: Sorcerer/wizard 4 DESCRIPTIONS
Components: V, S, M
Abjuration A jet of roaring flame bursts from your Casting Time: 1 standard action
Level: Sorcerer/wizard 2 outstretchedhand,scorchinganycreature Range: Close (25 ft. + 5 ft./2 levels)
Components: V in its path. Target: One interplanar gate or portal
Casting Time: 1 standard action Duration: 1 round/level
Range: Personal Scorch deals 1d8 points of damage per Saving Throw: None (for portal)
Target: You two caster levels, to a maximum of Spell Resistance: No
Duration: 1 minute/level 5d8 points of damage, to each target
it hits. You raise your hand and send a roiling
Youinvokethewordsofthisspell,andyour ball of crackling, multicolored energy at
skinglistensandshimmerswithasilvery Focus: A red dragon’s scale. theportal,knowingitschaoticpowerwill
protective aura that makes you shine. give portal users a surprise.
SCOURGE
This spell transforms your natural You randomize the destination of one
armor bonus to Armor Class into a Necromancy interplanar gate or portal for the dura-
deflection bonus to your Armor Class. Level: Pestilence 7 tion of the spell. Anyone who passes
While your overall Armor Class might Components: V, S, F, DF through the portal from either side is
not change, the deflection bonus applies Casting Time: 1 standard action sent to a random plane instead of the
to melee touch attacks and ranged touch Range: Long (400 ft. + 40 ft./level) portal’s normal destination. All those
attacks, including incorporeal touch Targets: One living creature/level, who fail the save on the same round
attacks. If you have no natural armor go to the same location on the same
bonus, this spell has no effect. no two of which are more than plane.
50 ft. apart
SCINTILLATING Duration: Instantaneous Material Component: A cracked
SPHERE Saving Throw: Fortitude negates mirror.
Spell Resistance: Yes
Evocation [Electricity] SEAL PORTAL
Level: Sorcerer/wizard 3 Pickingoutthoseyouwishrevengeupon,
Components: V, S, M you cause their bodies to erupt in painful Abjuration
Casting Time: 1 standard action anddebilitatingblackenedboils,magenta Level: Sorcerer/wizard 6
Range: Long (400 ft. + 40 ft./level) blotches,violetlesions,seepingabscesses,and Components: V, S, M
Area: 20-ft.-radius burst malignant cysts. Casting Time: 1 standard action
Duration: Instantaneous Range: Close (25 ft. + 5 ft./2 levels)
Saving Throw: Reflex half The target creatures are infected with Target: One interplanar gate or portal
Spell Resistance: Yes a vile disease unless they succeed on a Duration: Permanent (D)
Fortitude save. Once it has infected a Saving Throw: None
Youpinchthemarblebetweenyourfingers creature, the disease immediately deals Spell Resistance: No
and intone the spell. It flies from your 1d6 points of Strength and Dexterity
fingers,trailingasmellofozone,andgrows damage, and it deals the same damage You cast a silver bar in the direction of the
intoaballofmulticoloredsparksthatdeto- each subsequent day. A creature is portal and it vanishes, becoming a semi-
nate in a burst of spherical lightning. allowed an additional saving throw translucentnetofsilvermagicthatbriefly
each day to avoid that day’s damage. encases the portal before disappearing.
A scintillating sphere is a massive elec- As with mummy rot (DMG 292), suc-
trical discharge that deals 1d6 points cessful saves do not allow the creature You can permanently seal an interpla-
of electricity damage per caster level to recover. The symptoms persist until nar gate or portal. The spell prevents
(maximum 10d6) to every creature and the creature finds some magical means any use of the portal, although seal
unattended object within the area. to remove the disease. portal can be dispelled by a dispel magic
spell. A knock spell does not function
Material Component: A glass marble. The disease can be removed by first on a sealed portal, but a chime of open-
casting break enchantment or remove ing dispels seal portal if seal portal was
SCORCH curse on the subject (requiring a DC 20 cast by a spellcaster of lower than
caster level check for either spell), after 15th level.
Evocation [Fire] which a remove disease, heal, or similar
Level: Sorcerer/wizard 2 spell will cure the victim. Once a portal is opened, seal portal
Components: V, S, F does not remain in effect and must be
Casting Time: 1 standard action Focus: A black whip or riding crop, cast again.
Range: 30 ft. which is cracked in the direction of the
intended victims during the casting of Material Component: A silver bar
the spell. worth 50 gp.

181

CHAPTER 1 SECOND WIND This spell is usually cast on a weapon By casting this spell, you imbue yourself
or a holy symbol. If an evil creature with an ephemeral quality that induces
SPELL Transmutation that has the ability to cast divine spells others to trust what you say.
DESCRIPTIONS Level: Paladin 1 comes within 100 feet of the item, the
Components: V, S, DF item begins to glow with a faint blue Simple illusions aid your attempts
Casting Time: 1 standard action radiance. You cannot tell where, or in to be persuasive. You gain an insight
Range: Touch which direction, the detected creature bonus equal to one-half your caster
Target: Creature touched is, only that such a creature is within level (maximum +10) on Bluff checks.
Duration: Instantaneous and 1 range. The spell can penetrate barriers,
but 1 foot of stone, 1 inch of common SERVANT HORDE
hour/level; see text metal, a thin sheet of lead, or 3 feet of
Saving Throw: Will negates wood or dirt blocks it. Conjuration (Creation)
Level: Sorcerer/wizard 3
(harmless) SENSORY DEPRIVATION Components: V, S, M
Spell Resistance: Yes (harmless) Casting Time: 1 standard action
Illusion (Phantasm) [Mind-Affecting] Range: Close (25 ft. + 5 ft./2 levels)
Youfeelslightlywindedbutenergized,asif Level: Sorcerer/wizard 4 Effect: Invisible, mindless, shapeless
having just run a long distance but know- Components: V, S, M
ingyoucouldrunfarther.Whentouching Casting Time: 1 standard action servants
thespell’sintendedrecipient,yourbreathing Range: Medium (100 ft. + 10 ft./level) Duration: 1 hour/level
returns to normal but you note the spell’s Target: One creature Saving Throw: None
subject heaves a deep, refreshing breath. Duration: 1 round/level Spell Resistance: No
Saving Throw: Will disbelief
This spell removes fatigue from a Spell Resistance: Yes As you complete this spell, you sense a
subject and provides a +4 bonus on number of invisible entities form around
Constitution checks for the duration Yourvisionblurs,andsoundsseemmuffled you.
of the spell. If the subject creature is as you cast the spell. Upon completing it,
exhausted when you cast this spell, its youreleasethespell’senergy,freeingyour This spell creates a number of unseen
condition is improved to fatigued. senses from that which dampened them. servants (PH 297) equal to 2d6 +1 per
Thetargetofyourspellglowsforaninstant level (maximum +15).
SEEK ETERNAL REST with a black aura.
Material Component: A small stick to
Conjuration (Healing) Rather than creating an illusion of which many lengths of knotted thread
Level: Paladin 3 something, this spell creates an illu- are attached.
Components: V, DF sion of absolute nothingness. The spell
Casting Time: 1 standard action effect surrounds the subject in a dark, SHADOW BINDING
Range: Personal clinging shadow that only it perceives,
Target: You which blocks all auditory, olfactory, Illusion (Shadow)
Duration: 1 hour/level taste, and visual sensations. In addition, Level: Sorcerer/wizard 3
You invoke the greater powers and are it blocks finely tuned senses of touch Components: V, S, M
infusedwithagreat,goldenglow,empower- such as those that provide a creature Casting Time: 1 standard action
ing you with holy glory. with tremorsense. A subject that fails Range: Close (25 ft. + 5 ft./2 levels)
its save is blinded and deafened, and Area: 10-ft.-radius burst
You improve your ability to turn it gains no benefit from blindsense, Duration: 1 round/level
undead. For the purpose of turning or blindsight, scent, or tremorsense. Saving Throw: Will negates
destroying undead, you are treated as Spell Resistance: Yes
a cleric of your paladin level. The subject retains any telepathic or
empathic links it might possess with Asthelinksofchaininyourhanddissipate
SENSE HERETIC other creatures while affected by the to feed the arcane energies of your spell, a
spell. multitudeofribbonlikeshadowsinstanta-
Divination neouslyexplodesoutwardfromanindicated
Level: Paladin 1 Material Component: Black silk cloth point nearby.
Components: V, S, DF tied like a blindfold.
Casting Time: 1 standard action Creatures in the area that fail a Will
Range: Touch SERENE VISAGE save are entangled and unable to move.
Target: Object touched Breaking free of a shadow binding
Duration: 10 minutes/level (D) Illusion (Glamer) requires a DC 20 Strength check or a
Saving Throw: None Level: Bard 1, sorcerer/wizard 1 DC 20 Escape Artist check, taken as a
Spell Resistance: No Components: V, S full-round action.
Casting Time: 1 standard action
Holding the target item aloft, you quietly Range: Personal Material Component: A few links of
chant the last few words to cast the spell. Target: You iron chain.
Theitemimmediatelyflaresasoftbluecolor, Duration: 1 minute/level
which fades almost immediately.

182

competence bonus on Escape Artist, CHAPTER 1
Hide, and Move Silently checks. Your
shadowy form also provides you with SPELL
concealment. This shadowy conceal- DESCRIPTIONS
ment is not negated by a see invisibility
Shadow binding only entraps the weak-willed spell, but a true seeing spell counteracts Illus. by L. Parillo
the effect. Standing within the radius
SHADOW CACHE later.Ashadowcacheremainsstationary of a daylight spell or in bright natural
at the point where you create it. Items sunlight temporarily suppresses the
Illusion (Shadow) placed in a shadow cache can possibly concealment effect.
Level: Bard 3, sorcerer/wizard 3 be picked up by natives of the Plane
Components: V, S of Shadow, and in any event are slowly In addition, if you have 5 ranks in
Casting Time: 1 standard action moved by the morphic trait of the Escape Artist, you can attempt to slip
Range: Touch plane. For every 24 hours that passes, through a solid object or barrier up to
Area: 1-ft.-diameter circle there is a 10% chance each day that 5 feet thick with a DC 20 Escape Artist
Duration: 1 minute/level (D) objects placed on the Plane of Shadow check, though doing this ends the spell
Saving Throw: No with shadow cache are gone (either as soon as the attempt is completed
Spell Resistance: No moved or taken). (regardless of success). If you have 10
ranks in Escape Artist, you can attempt
With a flourish, you open an invisible The spell cannot be cast on the Plane to pass through an object or barrier up
portal. Plunging your arm inside, you of Shadow itself, but only on planes to 10 feet thick. If you have 15 ranks in
see your hand vanish as though it were coexistent with the Plane of Shadow. Escape Artist, you can attempt to pass
invisible. through a barrier composed of magical
SHADOW FORM force (or similar magical obstacles).
You can temporarily stash small items
on the Plane of Shadow (DMG 152) or Illusion (Shadow) Material Component: A small piece
permanently dispose of them there. Level: Assassin 4, sorcerer/wizard 5 of black cloth taken from a funeral
This spell opens a small portal to the Components: V, S, M shroud.
Plane of Shadow that is invisible on the Casting Time: 1 standard action
Material Plane and appears as a small Range: Personal SHADOW HAND
disk on the Plane of Shadow. Target: You
Duration: 1 minute/level (D) Illusion (Shadow)
You can reach into the Plane of Level: Sorcerer/wizard 5
Shadow through the portal created by Shadows rise from the ground to envelop Components: V, S
shadow cache, but only small, nonliving you. The shadowseasily movewith you, Casting Time: 1 standard action
objects can pass entirely through the guiding your steps and how to hold your Range: Close (25 ft. + 5 ft./2 levels)
hole. The cache can hold up to 30 cubic body. Effect: Medium shadowy hand
feet of material, or 250 pounds. Duration: 1 round/level (D)
While this spell is in effect, you gain Saving Throw: None
You can recover objects placed in the a number of benefits. The shadows Spell Resistance: Yes
portal throughout the duration of the wrapping your form grant you a +4
spell,orbycastinganothershadowcache You intone the spell, and an enormous
hand made out of thick gray fog floats in
the air before you.

You create a floating Medium hand
made of shadow material. A shadow
hand is an opaque gray color, 5 feet
long, and 5 feet wide with its fingers
outstretched. It can grant total conceal-
ment against a single opponent you
designate, carry materials as Tenser’s
floating disk (PH 294), or point or ges-
ture as a normal hand does.

The hand has an AC of 18 (+6 natural,
+2 deflection) and has half as many hit
points as your full normal total. It can
be damaged just as Bigby’s interposing
hand (PH 204) can be, and it makes all
saving throws as if it were you.

Changing the hand’s task or target
is a standard action, and it can move
anywhere in range. If not given any

183

CHAPTER 1

SPELL
DESCRIPTIONS

Illus. by B. Hagan The shadow landscape spell brings a bit of the Plane of Shadow to the Material Plane

commands, the hand follows you at By infusing the nearby landscape with Hill: Even gentle hills become more
your speed, maintaining the same power stolen from the Plane of Shadow, treacherous under the effect of a shadow
distance from you. The spell ends if the you make the surrounding terrain a more landscape spell. Light undergrowth
hand moves out of the spell’s range. savage, dangerous place. becomes heavy undergrowth in hill
terrain, and slopes seem steeper than
If carrying items and commanded The spell’s exact effects vary with the their elevation would indicate. It takes
to do something else, the hand drops terrain upon which it is cast. 2 squares of movement to move uphill
whatever it is holding to complete its on a gradual slope, and 4 squares to
task (you can order the hand to rid Desert: The spell transforms a desert move uphill on a steep slope. Cliffs
itself of items gently as a standard into a place where no one goes willingly. have frequent overhangs and are made
action). Unlike Tenser’s floating disk, it The average temperature increases by of crumbling rock, requiring a DC 25
does not have to follow you at a fixed 30 degrees, or decreases by 30 degrees Climb check to ascend or descend.
distance—you direct where the hand if the desert is actually a tundra (see
goes. Cold Dangers and Heat Dangers, DMG Marsh: Marshes seem swampier and
302–303). Sandstorms (or snowstorms more forbidding. Half the undergrowth
SHADOW LANDSCAPE if in a tundra) blow through a shadow spaces in the marsh become quicksand
landscape desert on an hourly basis. (DMG 88).
Illusion (Shadow)
Level: Druid 9 Forest: Forests augmented with a Mountain: The mountains become
Components: V, S, DF shadowlandscapespellbecomefrighten- places of jagged peaks, slippery slopes,
Casting Time: 1 hour ing places where a canopy of rotting and howling winds. Cliffs and chasms
Range: Long (400 ft. + 40 ft./level) leaves blocks the sun and all the trees require a DC 25 Climb check to scale.
Area: One-mile-radius spread are strangely twisted. Spaces with light Creatures who fail Climb checks or
undergrowth have heavy undergrowth make loud noises have a 10% chance of
centered on a point in space instead, and spaces covered with heavy starting an avalanche (DMG 90). Alti-
Duration: 24 hours/level (D) undergrowth grasp at passersby as if an tude effects are one category worse:
Saving Throw: Reflex partial; entangle spell (PH 227) had been cast areas lower than 5,000 feet are treated as
on them (save DC equal to the shadow the 5,000- to 15,000-foot category, and
see text landscape’s DC). anything above 5,000 feet is treated as
Spell Resistance: Yes being above 15,000 feet.

184

Plain: Only natural grasslands change SHADOW PHASE eyes. If you avert your eyes while using CHAPTER 1
as a result of shadow landscape, but they shadow mask, you get to check twice to
become wide-open spaces with stands Transmutation see if you avoid having to make the SPELL
of thick bushes where thunderstorms Level: Assassin 4, sorcerer/wizard 3 saving throw. DESCRIPTIONS
and tornados are frequent. Half the Components: V, S
spaces with undergrowth (light or Casting Time: 1 standard action When the spell’s duration ends, the
heavy) grasp at passersby as if an Range: Touch shadow mask fades over the course of
entangle spell (PH 227) had been cast Target: Creature touched 1d4 rounds (rather than immediately),
on them (save DC equal to the shadow Duration: 1 round/level (D) giving you time to keep your face
landscape’s DC). Saving Throw: Fortitude negates hidden by other means. A successful
dispel magic cast against a shadow mask
Underground: Ordinary dungeons (harmless) effectively ends the spell and causes
aren’t affected by shadow landscape, Spell Resistance: Yes (harmless) the same slow fading.
but naturally occurring caverns are.
Natural stone floors take 4 squares of Yourhandbecomesslightlytranslucentas Material Component: A mask of black
movement per space to enter. Stalag- youcompletethearcanegesturesofthespell. cloth.
mites cover 10% of the available floor As you touch the intended recipient, your
space. handappearssolidagain,whilethesubject’s SHADOW RADIANCE
fleshtakesonadark,wispy,insubstantial
In addition to terrain-specific effects, appearance. Illusion (Shadow)
a shadow landscape spell worsens the Level: Sorcerer/wizard 2
weather within the spell’s area. When The spell temporarily transposes Components: V, S, M
rolling random weather (DMG 94), roll some of the subject’s tissue with Casting Time: 1 standard action
twice and take the higher result. In shadow-stuff, making the subject Range: Medium (100 ft. + 10 ft./level)
plains terrain, roll three times and take partially incorporeal. This partially Area: 20-ft.-radius burst centered on
the highest result. This effect does not incorporeal state does not allow the
apply underground. subject to pass through walls or other a point in space
solid objects. Duration: 1 round/level
You don’t suffer the terrain-specific Saving Throw: Will disbelief (if
effects (entangling terrain, hindrances Nonmagical physical attacks directed
to movement, altitude effects, higher against the spell’s subject suffer a 50% interacted with)
Climb DCs, and so on) of a shadow miss chance. Magical attacks, such as Spell Resistance: Yes
landscape you created. When you cast supernatural and spell-like abilities,
shadowlandscape,youcandesignateone spells, and magic weapons, suffer a 20% Whisperingthefinalsyllableofthecompli-
creature per four caster levels as a desig- miss chance. catedformula,youcastthespell.Instantly,
nated traveler. Creatures so designated ablastofbrightlightfillsthetargetedarea.
don’t suffer the terrain-specific effects SHADOW MASK From your vantage point, the spell’s light
of the spell, but they’re still subject to glowslikeatorch,althoughyounotesome
the bad weather. Illusion (Shadow) creatures turn away from it as if it were a
Level: Sorcerer/wizard 2 blinding radiance.
You can also designate one or more Components: V, S, M
animals, plants, or magical beasts Casting Time: 1 standard action This spell creates an intensifying
native to the spell’s area as shadow Range: Personal illusion of bright light that affects all
guardians of the landscape. You can Target: You creatures within the area (except those
designate 1 HD of creature per caster Duration: 10 minutes/level (D) that are sightless or blinded). View-
level, split up however you like. For ers that fail their saving throws see a
example, a 20th-level druid could des- You draw raw energy from the Plane of burst of bright light on the first round
ignate two treants (7 HD each) and a Shadow to obscure your face. and become blinded for 1 round. On
dire wolf (6 HD) as shadow guardians. subsequent rounds for the rest of the
As long as the designated guardians You cause a mask of shadows to form spell’s duration, the affected creatures
remain within the spell’s area, they around your face. It does not impede continue to perceive a bright light. If
have a friendly attitude toward you your vision, cannot be physically they take penalties in bright illumina-
and the travelers you have designated, removed, completely hides your fea- tion, they take them for the duration of
and they also gain the following tures, and protects you against certain their exposure to this light. Addition-
special qualities: resistance to cold attacks. You receive a +4 bonus on ally, they are dazzled while in the area
10, darkvision out to 60 feet, damage saving throws against light or dark- of the spell. Those who escape the area
reduction 5/magic, evasion, and low- ness spells and any spells that rely on of a shadow radiance spell completely
light vision. If the creature already has bright light for damaging effects, such recover within 1 round. Those who
one or more of these special qualities, as the flare spell or the fireworks effect make their saves and those outside the
use the better value. of pyrotechnics. You also gain a 50% initial burst see only the equivalent of
chance each round to avoid having torchlight emanating from the center
to make a saving throw against gaze of the area.
attacks, just as if you averted your
Material Component: A flame at least
the size of a torch.

185

CHAPTER 1 SHADOW SPRAY Upon leaving the pocket realm, the Saving Throw: Will negates
subject reappears in the spot it had been Spell Resistance: Yes
SPELL Illusion (Shadow) in when the shadow well spell was cast.
DESCRIPTIONS Level: Sorcerer/wizard 2 If this spot is filled with a solid object, Summoningtomindadarkreflectionofthe
Components: V, S, M the subject appears in the nearest worldaroundyou,youinscribeadoorway
Casting Time: 1 standard action adjacent empty space. into the air with your hand, opening a
Range: Medium (100 ft. + 10 ft./level) portal to the Plane of Shadow.
Area: 5-ft.-radius burst Spells and abilities that move a crea-
Duration: 1 round/level ture within a plane, such as teleport and You open a 10-foot-diameter portal onto
Saving Throw: Fortitude negates dimension door, do not help a creature the Plane of Shadow, allowing you and
Spell Resistance: Yes escape a shadow well spell, although creatures you designate within range
a plane shift spell allows it to flee to to pass into that area. This does not
Asyoufinishcastingthisspell,ribbonlike another plane as normal. The target grant you the ability to open another
shadows burst outward from the midst of might still become frightened upon such portal automatically, so the spell
your foes. leaving. is often used as a temporary hiding
place or a method of gaining access to
You cause a multitude of ribbonlike SHADOWBLAST the Plane of Shadow.
shadows to instantaneously explode
outward from the point of origin. Evocation [Light] The portal remains for the duration
Creatures in the area take 4 points of Level: Cleric 4, druid 4 of the spell, and other creatures can
Strength damage and are dazed for Components: V, S, M pass through it in either direction if
1 round. Casting Time: 1 standard action they make a Will save. The portal is
Range: Long (400 ft. + 40 ft./level) invisible from the Material Plane and
Material Component: A handful of Area: 20-ft.-radius spread looks like a white hole on the Plane of
black ribbons. Duration: Instantaneous Shadow.
Saving Throw: Fortitude negates
SHADOW WELL Spell Resistance: Yes You must be in a region of heavy
shadows to cast shadowfade. The spell
Illusion (Shadow) Lightflashesbrightandwhiteforaninstant can be cast only on a plane coexistent
Level: Sorcerer/wizard 4 in the area of this spell, dispersing portals with the Plane of Shadow (DMG 152),
Components: V, S to the Plane of Shadow and stunning the and it cannot be cast on the Plane of
Casting Time: 1 standard action unnatural creatures that fear the light. Shadow itself.
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature Natives of the Plane of Shadow caught SHADOWY GRAPPLER
Duration: 1 round/level in a shadowblast are stunned for 1d6
Saving Throw: Will negates; see text rounds if they fail a Fortitude saving Illusion (Shadow)
Spell Resistance: Yes throw. Shadow natives that are also Level: Sorcerer/wizard 6
undead or vulnerable to light take Components: V, S, M
You spit out the words of the spell, and the an additional 2d10 points of damage Range: Medium (100 ft. + 10 ft./level)
shadowofyourfoedarkens,becomingasolid if they fail a second Fortitude save. Target: One creature
blackpit.Youropponentpinwheelsitsarms Creatures that fail either Fortitude save Duration: 1 round/level (D)
as it topples backward into the darkness. cannot use spell-like or supernatural Saving Throw: Will partial; see text
abilities to open any portal to the Plane Spell Resistance: Yes
You cause the target’s shadow to become of Shadow for 3d6 minutes.
a temporary gateway to a pocket realm Youfeelaspectralforceformnearyou,asif
within the Plane of Shadow. The target Shadowblast closes all portals, gates, someintangibleshadowbeingstoodnearby.
must make a Will save or be pulled and other openings to the Plane of Uponchoosingthetargetofyourspell,you
into the gateway. Inside the pocket Shadow in its area. Creatures on the sensetheshadowyforcedepartfromyour
realm, the creature sees a deserted, other side of a portal are unaffected by side,movingasfastasthoughttowardthe
gloomy duplicate of the real world, shadowblast. creatureyoudesignatedasyourtarget.You
while shadowy phantasms stalk and seethetargetcreaturemoveasifattacked
taunt it without causing actual harm. Material Component: A handful of by an unseen foe.
Each round, the creature can attempt grave dirt, squeezed tightly and flung.
another Will save to return from the Upon casting this spell, you create a
shadow well. Otherwise, the subject SHADOWFADE shadowy force that automatically grabs
returns to the real world when the the target (PH 156). The shadowy force
spell’s duration expires. Illusion (Shadow) immediately attempts to establish a
Level: Sorcerer/wizard 5 hold on the target with a grapple check
Being trapped in a shadow well can Components: V, S bonus equal to the DC of this spell. If
be terrifying; upon returning to the Casting Time: 1 standard action the target succeeds on its saving throw,
real world, the subject must succeed Range: Close (25 ft. + 5 ft./2 levels) the grapple check bonus of the shadowy
on another Will save or be frightened Effect: One 10-ft. portal to the Plane grappler is cut in half. For example, a
for 1d4 rounds. sorcerer with a 16 Charisma who casts
of Shadow
Duration: 1 minute/level

186

this spell creates a shadowy grappler radius. A successful Reflex save halves Asthebitofdriedfoodvanishesfromyour CHAPTER 1
with a grapple check bonus of +19 if the the damage. hand, you gain a wolf’s-eye view of the
target fails its save and +9 if the target world—and a wolf’s-nose view as well. SPELL
makes its save. Each round at the beginning of DESCRIPTIONS
your turn, creatures in the area take an You sense through an animal’s senses,
Every round on your turn, the additional 3d6 points of force damage. seeing through its eyes and hearing Illus. by R. Horsley
shadowygrapplermakesagrapplecheck You can use a free action to suppress through its ears. While doing so, you
against the target. Once it has a hold, the storm for that round. use either your Listen or Spot modifiers
the shadowy force attempts to pin or the animal’s, whichever is better.
the target on the following round. If Material Component: A small shard of This spell gives you no special ability
the grappler establishes a pin, it uses clear glass or crystal. to understand what you sense.
the option to prevent the target
from speaking. The grappler Shard storm harms corporeal and You can switch your perceptions
always attempts to maintain incorporeal foes alike between the animal’s and
a grapple or work toward a your own on your turn
pin. SHARE HUSK as a free action. You and
the animal must be on the
Ashadowygrappleroccupies Divination same plane for the spell to
the same square as the target Level: Druid 2
and moves with the target Components: V, S, M function.
for as long as the spell lasts. Casting Time: 1 standard action MaterialComponent:Anedible
Other creatures cannot join Range: Touch treat that would appeal to the
the grapple, either to assist Target: Animal touched animal (vegetable or meat).
the target or the grappler. Duration: 1 minute/level
Saving Throw: Will negates SHARPTOOTH
Material Component: A
dried squid tentacle. (harmless) Transmutation
Spell Resistance: Yes Level: Sorcerer/wizard 4
SHARD STORM Components: V, S
Casting Time: 1 standard
Evocation [Force]
Level: Sorcerer/ action
Range: Personal
wizard 5 Target: You
Components: V, S, M Duration: 1 round/level
Casting Time: 1
You cast this spell, and
standard action your jaws glow with
Range: Medium yellow, eldritch power,
yourmusclesgrowmore
(100 ft. + 10 ft./ powerful,andyourteeth
level) become sharper.
Effect: One or
more 20-ft.-radius Choose one of your
bursts of piercing natural weapons (or
force your unarmed strike
Duration: 1 round/ if you have no natural
level weapons). For the duration of the spell,
Saving Throw: that method of attack deals damage
Reflex half as though you were one size category
Spell Resistance: Yes larger than your actual size. This spell
does not stack with itself.
Tossingtheshardfromyourgrasp,youcom-
pletethespell.Aninstantlater,translucent SHATTERFLOOR
shardsofarcaneenergyblasttheareayou
designated. In addition to deadly shards, Evocation [Sonic]
the area fills with the chiming sound of Level: Sorcerer/wizard 3
shattering glass. Components: V, S, F
Casting Time: 1 standard action
Immediately upon completion of this Range: Medium (100 ft. + 10 ft./level)
spell, and once per round thereafter, Area: 15-ft.-radius spread
you can cause minuscule shards of Duration: Instantaneous
magical force to explode out in a 20- Saving Throw: Reflex half
foot-radius burst from the point of Spell Resistance: Yes
origin. The storm deals 3d6 points of
force damage to all creatures within the

187

You strike the bell with the hammer and Youholdyourarmsaloftandimplorethe The touched shield or buckler grants

evoke a loud thrumming vibration. It power you venerate. Your comrades are its wielder a +1 sacred bonus to Armor

quicklybuildstoapainfulcrescendo,then bathedinasilverlight,andovertheirhearts Class and on Reflex saves, +1 per five

fades.Initswakeitleavesacircleofcrushed appearsthesymbolofyourgod,showingthe caster levels (maximum +5 at 20th

stone and rubble. deity’s protection. level). The bonus applies only when

the shield is worn or carried normally

Creatures and objects in the area take This spell functions like shield of faith (but not, for instance, if it is slung over

1d4 points of sonic damage per caster (PH 278), except that it affects multiple the shoulder).

level (maximum 10d4), and can make allies at a distance.

CHAPTER 1 a saving throw to take half SHIELDBEARER
damage. If the floor of
SPELL the area is made of stone, Transmutation
DESCRIPTIONS wood, ice, or material with Level: Sorcerer/wizard 1
hardness less than those, Components: V, S
the floor is pulverized, Casting Time: 1 standard
resulting in an area of dif-
ficult terrain composed of action
soft dust, wood fragments, Range: Touch
or loose crushed ice, as Target: Shield touched
appropriate. Duration: 1 round/level
Saving Throw: None
Focus: A miniature Spell Resistance: No

hammer and bell worth at Afeelingofprotectivenessand
least 10 gp. guardianship fills you as you

SHELTERED complete the spell. Touching
the target shield, you point

Illus. by D. Martin VITALITY to the creature it is meant to
protectandwatchastheshield
Abjuration risesintheairandfloatsgently
Level: Cleric 4, druid 4 towardtheindicatedcreature.
Components: V, S, DF

Casting Time: 1 The shieldbearer spell can prove better than the shield spell A shieldbearer spell allows
standard action you to enchant one shield
so that it hovers near and
Range: Touch attempts to protect one
Target: Living creature creature of your choice. The
spell’s recipient is chosen
touched at the time of casting and
Duration: 1 minute/level cannot be changed. The
Saving Throw: Fortitude enchanted shield remains
within 1 foot of the creature
negates (harmless)
Spell Resistance: Yes

(harmless)

Pressing your hand to the SHIELD OF WARDING for the duration of the spell.
creature’schest,youutteralowchant,and The shield’s subject is then granted a
a warm glow passes from your hand into Abjuration [Good] shield bonus to AC as if it was wear-
the subject. Level: Cleric 3, paladin 2 ing the shield. The spell permits the
Components: V, S enchanted shield’s subject to use a
The subject gains immunity to fatigue, Casting Time: 1 standard action two-handed weapon or a weapon in
exhaustion, and ability damage or abil- Range: Touch each hand and still benefit from the
ity drain (regardless of the source). Target: One shield or buckler shield’s effect.

SHIELD OF FAITH, touched Shield bonuses from multiple
MASS Duration: 1 minute/level sources, including multiple castings
Saving Throw: Will negates (object, of this spell, do not stack.
Abjuration
harmless) SHIFTING PATHS
Spell Resistance: No

Level: Cleric 4 Illusion (Glamer)

Range: Close (25 ft. + 5 ft./2 levels) Youpressyourpalmagainsttheshieldand Level: Druid 7, sorcerer/wizard 8

Targets: One creature/level, no two speakthewordsofpower.Asilverradiance, Components: V, S

of which are more than 30 ft. apart intheshapeofyourholysymbolspreads Casting Time: 10 minutes

over the shield. Range: Medium (100 ft. + 10 ft./level)

Area: 1-mile radius + 1 mile/level

188

Duration: 1 hour/level flat-footed creatures, this spell causes this spell gives you a +5 bonus on your CHAPTER 1
Saving Throw: Will disbelief (if those it affects to take a –10 penalty on Disguise check.
their next initiative check. Targets that SPELL
interacted with) cannot be caught flat-footed (such as a When you are affected by this DESCRIPTIONS
Spell Resistance: Yes rogue with uncanny dodge) cannot be spell, inflict spells heal you and cure
affected by this spell. spells hurt you. You are treated as if
As if a massive cloth were sweeping it you were undead for the purpose of
away,thepathbeforeyoubecomeshidden SHROUD OF FLAME all spells and effects that specifically
in shadows and false underbrush. At the affect undead creatures. A successful
same moment, a new path appears from Evocation [Fire] turning or rebuking attempt against
the point you designate, wandering off in Level: Sorcerer/wizard 5 you (treating you as an undead of your
a different direction. Components: V, S, M Hit Dice) ends this spell but does not
Casting Time: 1 standard action otherwise affect you.
This spell simultaneously hides a Range: Medium (100 ft. + 10 ft./level)
path or road specified by you, while Target: One creature If you attack an undead creature
simultaneously creating an illusory Duration: 1 round/level while this spell is in effect, the spell
path. The illusory path starts at a point Saving Throw: None immediately ends.
chosen by you within the range of the Spell Resistance: Yes
spell. It continues in the direction you Material Component: Dust or bone
indicate, to the limit of the spell’s area, Yousnapyourfingers,andasmallexplosion fragments from any destroyed undead
where it ends abruptly. The illusory ofblacksmokeresults.Nearby,oneofyour creature.
path avoids obstacles and provides no foes bursts into flames.
bridges, stairs, ladders, ramps, or other SIGN
methods of traversing such obstacles. This spell causes a creature to take 2d6
There is no way to force the illusory points of fire damage in each round Enchantment (Compulsion)
path to lead over a cliff or across a river of the spell’s duration. The shroud [Mind-Affecting]
more than 4 feet deep. of flame around the creature sheds
bright illumination out to 40 feet and Level: Cleric 1
Those who fail their Will saves strug- negates any concealment the creature Components: V, S, M
gle along the illusory path. If vegetation might have. Casting Time: 1 standard action
or rough terrain slows their progress, Range: Personal
they believe the path is sloping enough Immersing the subject creature in a Target: You
to justify the reduced speed. Those who nonflammable liquid ends the spell. Duration: 10 minutes/level or until
succeed on their Will saves see both
paths, but the illusory path is shadowy Material Component: A pinch of salt- discharged
and obviously unreal. peter, a small piece of phosphorus, and
a scrap of lace cloth or a spiderweb. The tea leaves burst into flames between
SHOCK AND AWE yourfingers,andforabriefmomentyousee
SHROUD OF UNDEATH the future in the billowing smoke.
Enchantment [Mind-Affecting]
Level: Assassin 1, bard 1, sorcerer/ Necromancy You get a +4 bonus on your next initia-
Level: Cleric 2, sorcerer/wizard 2 tive check.
wizard 1 Components: V, S, M
Components: V, S Casting Time: 1 standard action Material Component: A small piece
Casting Time: 1 swift action Range: Personal of dried goat intestine or some tea
Range: Close (25 ft. + 5 ft./2 levels) Target: You leaves.
Targets: One creature/level, no two Duration: 10 minutes/level (D)
SIGN OF SEALING
of which are more than 30 ft. apart. Youarebathedwithadappledwhitelight.
Duration: 1 round Whereitstrikesyourbody,yourfleshgrows Abjuration
Saving Throw: None momentarilypaleandancient,thenreturns Level: Sorcerer/wizard 3
Spell Resistance: Yes to normal. Components: V, S, M
Casting Time: 1 round
Uponcompletingthisspell,youfeelanag- You shroud yourself with invisible Range: Close (25 ft. + 5 ft./2 levels)
ging compulsion to divert your attention negative energy so that nonintelligent Target: One door, chest, or other
from your enemies. Shaking off the feel- undead creatures perceive you as a
ing, you note with satisfaction that your fellow undead, ignoring you. Your opening up to 30 sq. ft./level
targetedenemiesseemevenmoredistracted appearance does not change, and while Duration: Permanent
than you. intelligent undead do not immediately Saving Throw: Reflex half; see text
recognize you as alive, they are likely Spell Resistance: No
This spell distracts its targets, pre- to question whether you are actually
venting them from reacting with the undead. If used in conjunction with a While pointing at the target, you trace the
deftness they might otherwise pos- disguise or illusion to appear undead, lines of a complicated sigil that visually
sess. Only effective when cast in the appearswhereitistoseal.Thesigilglows
surprise round of combat and against with latent magical energy.

You seal a door, chest, or similar closure
with a prominent magical sigil that

189

CHAPTER 1 bars entry and prevents opening. A the sign’s creator). It can be disarmed In the case of magic or even intelli-
door or object protected by this spell with a DC 31 Disable Device check. gent portals, spell resistance and a Will
SPELL can be opened only by breaking (add save (DC 10 + caster’s ability modifier +
DESCRIPTIONS 10 to the normal break DC) or by the MaterialComponent:Acrushedemer- other modifiers as appropriate) apply.
use of knock or dispel magic. If the door ald worth at least 500 gp.
Illus. by B. Hagan or object is forced open by any means SILVERBEARD
(magical or physical), the sign of sealing SILENT PORTAL
deals 1d4 points of damage per caster Transmutation
level (maximum 10d4) in a 30-foot Illusion (Glamer) Level: Paladin 1
radius (Reflex half). Level: Assassin 1, sorcerer/wizard 0 Components: V, DF
Components: S Casting Time: 1 standard action
A knock spell doesn’t negate or auto- Casting Time: 1 standard action Range: Personal
matically bypass a sign of sealing, but Range: Close (25 ft. + 5 ft./2 levels) Target: You
will suppress the sign for 10 minutes Target: One portal Duration: 1 minute/level
on a successful caster level check
(DC 11 + the caster level of the The sink spell defeats even the Youevokethegreaterpowers
sign’screator).Asignofsealing best swimmer ofgood,andyourbeardstiff-
is a magic trap that can be ens, turning metallic and
disarmed with a DC 28 Dis- Duration: 1 minute/level (D) reachinghalfwaydownyour
able Device check. You can Saving Throw: Will negates (object) chest, giving you greater
pass your own sign safely, Spell Resistance: Yes (object) protection.
and it remains set behind Thedoorsqueaksslightlyasyouforceit.You
you. pause and wave your finger in a pattern Your beard grows and turns
along the opening and it silences. to pure and magically hard-
Material Component: A This simple cantrip negates the sound ened silver, providing you
crushed emerald worth of opening and closing a single portal with a +2 sacred bonus to
100 gp. (door, window, gate, drawer, chest lid, AC. If you do not have a
or the like). Even the squeakiest door beard, you grow one for
SIGN OF opens without a sound when under the the duration of this spell
effect of this spell. Silent portal covers (even if you are a creature
SEALING, only the normal means of opening and that cannot normally grow
closing the targeted portal. Breaking a a beard, such as an elf or a
GREATER window or kicking in a door still makes female human). You get a
noise, but opening a door that is loosely +2 circumstance bonus on
Abjuration hanging by its hinges does not (since Diplomacy checks against
Level: Sorcerer/wizard 6 this is the normal way a door would be dwarves.
Casting Time: 10 opened). Portals composed of magical
energy are not affected by this spell. SINK
minutes
Target: One door, chest, Transmutation
Level: Cleric 3, druid 3
or other opening or open Components: V, S, DF
space up to 30 sq. ft./level Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
This spell functions like sign of seal- Targets: One creature/3 levels, no
ing, except that it can also be used to
seal an open space (such as a corridor two of which are more than 30 ft.
or an archway), creating a magical apart
barrier of force that repels any creature Duration: 1 round
attempting to pass. In addition, doors Saving Throw: Will negates
and objects protected by a greater sign Spell Resistance: Yes
of sealing are strengthened, increasing
their hardness by 10 and granting them Castingthisspellmakesthewateraround
an extra 5 hit points per caster level. the spell’s targets roil. Each target begins
Any object protected by a greater sign of struggling against the water, as if trying
sealing is treated as a magic item for the hard merely to stay afloat.
purpose of making saving throws and
gains a +4 resistance bonus on saving When this spell is cast, it causes the
throws. If its seal is broken, a greater targets, which must be currently in
signofsealingdeals1d6pointsofdamage water or another liquid, to sink. Each
per caster level (maximum 20d6) in a subject descends 100 feet down into the
40-foot radius (Reflex half). liquid (or to the bottom, if the liquid is

A greater sign of sealing cannot be
passed with a knock spell, but it can be
dispelled (DC 15 + the caster level of

190

not deep enough). Affected creatures have in your control (4 HD per caster Effect: One Tiny hand CHAPTER 1
can then swim up normally. Once on level, as with animate dead). Duration: Instantaneous
the bottom, a creature must still make Saving Throw: None; see text SPELL
a Swim check to move, or else it can Material Component: One finger Spell Resistance: Yes DESCRIPTIONS
move along the bottom at one-quarter bone from a humanoid and one onyx
its land speed. gem worth 50 gp per skeleton to be You complete the spell and blow into the
created. leather glove. Immediately a blue-white,
SIRINE’S GRACE translucent hand appears next to the
SKULL WATCH enemyandsmacksitacrossthesideofthe
Evocation head—not enough to hurt it, but hard
Level: Bard 4, druid 5 Necromancy enough to give others nearby a chance to
Components: V, S, M Level: Cleric 3, sorcerer/wizard 3 attack.
Casting Time: 1 standard action Components: V, S, F
Range: Personal Casting Time: 1 standard action This spell distracts the subject, causing
Target: You Range: Touch it to immediately provoke attacks of
Duration: 1 round/level Target: One humanoid skull opportunity from creatures threaten-
Duration: Permanent ing its space. The spell allows no saving
Upon completion of this spell, you are Saving Throw: See text throw, but a slapped creature can negate
infused with unearthly grace and confi- Spell Resistance: No the effect with a DC 20 Concentration
dence. check.
You lift the skull into the air and it floats
For the duration of this spell, you gain gentlyoutofyourgrasp,itseyesocketslocked Focus: A leather glove.
a +4 enhancement bonus to Charisma on a distant point.
and Dexterity, a deflection bonus to AC SLASHING DARKNESS
equal to your Charisma modifier, and a The skull affected by a skull watch spell
+8 bonus on Perform checks. You also floats gently 5 feet off the ground, Evocation
gain a swim speed of 60 feet and the facing a direction you choose. It moni- Level: Cleric 3
ability to breathe water. You can move tors an area 20 feet wide by 90 feet long, Components: V, S
and attack normally while underwater, though walls and other opaque barriers Casting Time: 1 standard action
even with slashing or bludgeoning can curtail this area. If any Tiny or Range: Medium (100 ft. + 10 ft./level)
weapons. larger living creature enters the area Effect: Ray
guarded by the skull, it emits a piercing Duration: Instantaneous
Material Component: A shard of shriek that can be heard up to a quarter Saving Throw: None
mirror. mile away. Every creature within 60 Spell Resistance: Yes
feet of the skull when it shrieks must
SKELETAL GUARD make a Fortitude save or be deafened You complete this spell and a hissing,
for 1d6 rounds. Whether or not you can hurtlingribbonofpuredarknessfliesfrom
Necromancy [Evil] hear this audible alarm, you instantly your hand.
Level: Sorcerer/wizard 8 become aware that the effect has been
Components: V, S, M triggered, provided you are on the You must succeed on a ranged touch
Casting Time: 1 standard action same plane as it is. The alarm resets attack with the ray to strike a target. A
Range: Touch 1d4 rounds later. creature struck by this ray of negative
Target: One or more fingerbones energy takes 1d8 points of damage
Duration: Instantaneous When you cast the spell, you can per two caster levels (maximum 5d8).
Saving Throw: None specify creatures that will not trigger An undead creature instead heals 1d8
Spell Resistance: No the alarm. The skull can be moved from points of damage per two caster levels
its original position by anyone who can (maximum 5d8).
Shakingthefingerbonesinyourhandlike get to it without entering its monitored
dice,youcoattheminshadowyenergy.As area. The skull has AC 12, hardness 1, SLIDE
youcastthemtothegroundtocompletethe and 1 hit point per caster level. You
spell, animate skeletons spring up where are not magically made aware of the Transmutation
you threw the bones. skull’s destruction if it has not been Level: Sorcerer/wizard 1
triggered. Components: V
You create a number of loyal skeletons Casting Time: 1 standard action
from fingerbones. Treat all skeletons Focus: The humanoid skull upon Range: Close (25 ft. + 5 ft./2 levels)
as human warrior skeletons (MM 226), which the spell is cast. Target: One creature
except that each one has turn resistance Duration: Instantaneous
equal to your caster level – 1. You can SLAPPING HAND Saving Throw: Will negates
create one skeleton per caster level. Spell Resistance: Yes
These skeletons count toward the Evocation [Force]
number of Hit Dice of undead you can Level: Sorcerer/wizard 2 Whenyouspeakthewordthatactivatesthe
Components: V, S, F spell,thesolesofyourally’sfeetglowyellow
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)

191

CHAPTER 1

SPELL
DESCRIPTIONS

Illus. by E. Polak Green slime from a slime wave spell devours everything but stone

asheisliftedslightlyofftheground.Heslips subject creature 20 feet in a straight organic materials on contact, and even
fivefeetacrosstheground,intopositionto line. This movement likewise does not dissolves metal. Each creature in the
flank his opponent. provoke attacks of opportunity. area is covered with one patch of green
slime. Unlike normal green slime, the
You slide the subject creature along SLIME WAVE slime created by this spell gradually
the ground a distance of 5 feet in any evaporates, disappearing by the end of
direction. (If the creature is flying or Conjuration (Summoning) the duration.
otherwise not on the ground, it moves Level: Cleric 7, druid 7
parallel to the ground.) You can’t slide Components: V, S, M Material Component: A few drops of
the subject into a space that is occupied Casting Time: 1 standard action stagnant pond water.
by an ally, an enemy, or a solid object; if Range: Close (25 ft. + 5 ft./2 levels)
you attempt to do so, the spell automati- Area: 15-ft.-radius spread SLOW BURN
cally ends. You cannot slide the subject Duration: 1 round/level
up or down, but you can slide it over Saving Throw: Reflex negates Transmutation [Fire]
the edge of a cliff or other drop-off if Spell Resistance: No Level: Druid 1, sorcerer/wizard 1
you desire. Components: V, S, M/DF
Youfinishthespell,andahorrendouswave Casting Time: 1 standard action
This movement does not provoke ofgreenslimeexplodesoutwardfromthe Range: Medium (100 ft. + 10 ft./level)
attacks of opportunity. spot where you point. Area: 30-ft.-radius spread
Duration: 1 minute
SLIDE, GREATER You create a wave of green slime (DMG Saving Throw: None
76) that begins at the point of origin Spell Resistance: No
Transmutation you choose and violently spreads to
Level: Sorcerer/wizard 2 the limit of the area. The wave splashes The desire to live into old age grips you as
Range: Medium (100 ft. + 10 ft./level) and splatters as it passes; some slime younearcompletionofthisspell.Thefeeling
clings to any wall or ceiling the wave passesasyoudesignatetheareaofthespell,
This spell functions like slide, except as touches. Green slime devours flesh and wheretheflamesthereflickerforamoment
described above, and you can slide the as if a gust of wind had hit them.

192

This spell lends fuel to existing fires Range: Close (25 ft. + 5 ft./2 levels) with a fanged, biting mouth that drips CHAPTER 1
within the spell’s area, allowing them Target: One allied creature poison.
to burn off the intangible power of Duration: Instantaneous SPELL
passion as much as from physical sub- Saving Throw: Will negates This spell transforms one of your arms DESCRIPTIONS
stance. Because these fires consume less into a poisonous serpent. As an attack
of the physical fuel that sustain them, (harmless) action, you can strike an opponent
they burn for twice as long without Spell Resistance: Yes (harmless) with your snake arm by making a
losing any of their intensity, but their successful melee attack. The bite from
illumination radius is halved. You toss the scales into the air, and they the venomous serpent deals damage
vanish in a sparkling mist as you indicate equal to 1d3 points + your Str modifier,
In addition, an affected fire is much your target. Without hesitating, that and it carries a toxic venom that deals
harder to extinguish. It takes twice creature draws and fires an arrow into 2 points of Constitution damage as
as long to put out a fire that is under the fray. initial and secondary damage. Each
the effect of this spell, and if a roll instance of ability damage can be
is required (such as the Reflex save The subject can immediately make negated by a Fortitude save (DC equal
required to extinguish flames if a one melee or ranged attack. Taking to this spell’s DC).
creature is on fire), two successful rolls this action doesn’t affect the subject’s
over 2 rounds are required to success- normal place in the initiative order. You can’t hold a weapon with your
fully put out the fire. If one such roll This is a single attack and follows the transformed hand, but your other
fails, the creature must begin trying to standard rules for attacking. hand can be used to wield weapons or
extinguish the flames again as if it had cast spells with somatic components.
never succeeded on the first roll. This spell does not allow the subject Attacking with the transformed hand
to make more than one additional and a weapon incurs the standard two-
Magical fire used against a target in attack in a round. If the subject has weapon fighting penalties (PH 160).
this spell’s area, such as from a produce already made an additional attack, due
flame or fireball spell, does not burn as to a prior casting of this spell, from the You can be under the effect of only
effectively, and fire damage from such haste spell, or from any other source, one snakebite spell at any given time.
sources is reduced by 1 point per die. this spell fails.
SNIPER’S EYE
Slow burn counters or dispels the Arcane Material Component: A few
effect of raging flame (page 164). scales from a snake. Transmutation
Level: Assassin 4
Arcane Material Component: An oil- SNAKE’S SWIFTNESS, Components: V, S, F
filled hourglass. MASS Casting Time: 1 standard action
Range: Personal
SMELL OF FEAR Transmutation Target: You
Level: Druid 2, sorcerer/wizard 3 Duration: 1 round/level (D)
Transmutation Range: Medium (100 ft. + 10 ft./level)
Level: Ranger 1 Targets: Allied creatures in a 20-ft.- Holdingtheglasslensbeforeyou,youtake
Components: V, S a series of slow, deep breaths. Whispered
Casting Time: 1 standard action radius burst wordsofarcanepowerseeppastyourlips
Range: Touch witheachexhalation.Asyoucompletethe
Target: Creature touched You hold the snake scales high overhead, spell you feel infused with deadly ability.
Duration: 1 minute/level and they evaporate in a flash of light. That
Saving Throw: Will negates radiancecarriestoeveryallyinyourcom- When you cast sniper’s eye, you gain the
Spell Resistance: Yes mand—and as one, they unleash a volley following benefits.
of attacks.
Your hand glows red briefly upon casting • +10 competence bonus on Spot
thisspell,andafteryouslapyourfoeonthe This spell functions like snake’s swift- checks.
back, you try to hide a grin. ness, except that it affects multiple allies
out to medium range. • Darkvision out to 60 feet.
You bestow on your target an aroma • The ability to make a ranged sneak
that attracts predatory animals. They SNAKEBITE
prefer to attack the subject over other attack at a range of up to 60 feet,
targets, and animals attacking the Transmutation rather than 30 feet.
subject creature gain a +1 bonus per Level: Druid 3, ranger 4 • The ability to make a death attack
three caster levels (maximum +3) on Components: V, S with a ranged weapon rather than
attack rolls and damage rolls. Casting Time: 1 standard action just with a melee weapon. The target
Range: Personal must be within 60 feet.
SNAKE’S SWIFTNESS Target: You
Duration: 1 round/level (D) This spell doesn’t grant you the ability
Transmutation to make a sneak attack or death attack if
Level: Druid 1, sorcerer/wizard 2 You cast the spell, and one of your arms you don’t already have that ability.
Components: V, S, M/DF turnsintoavenomousbright-greensnake
Casting Time: 1 standard action Sniper’s eye attunes you completely
to the vantage point you had when

193

CHAPTER 1 you cast the spell. You understand Range: Medium (100 ft. + 10 ft./level) The affected creature can walk lightly
the nuances of the breeze and every Area: 10-ft.-radius burst over ice and snow without having its
SPELL angle and shadow—from that spot. If Duration: Instantaneous speed reduced. The affected creature
DESCRIPTIONS you move even 5 feet from the place Saving Throw: Reflex half gains a 10-foot enhancement bonus
where you cast the spell, you lose the Spell Resistance: Yes to speed and is not required to make
Illus. by J. Engle benefits of sniper’s eye until you return a Balance check or Reflex save to walk
to that spot. Asyoucastthisspell,thosearoundyousense on ice and snow without slipping
anunnaturalchill.Thisvanishes,though, and falling, to avoid cracking ice it
Focus: A magnifying glass lens. asyoureleaseaburstoffrost-filledpowerin walks over, or to avoid falling through
the midst of your foes. cracked ice. In addition, the affected
SNIPER’S SHOT creature does not leave a more readily
A flurry of magic snowballs erupts discernible trail through ice and snow
Divination from a point you select. The swarm than it does on solid ground, denying
Level: Assassin 1, ranger 1, sorcerer/ of snowballs deals 2d6 points of cold trackers potential bonuses to follow the
damage to creatures and objects within affected creature’s path. (See Weather,
wizard 1 the burst. For every two caster levels DMG 93–95, and Cold Dangers, DMG
Components: V, S beyond 3rd, the snowballs deal an extra 302, for more details on the effects of
Casting Time: 1 swift action 1d6 points of damage, to a maximum of weather and ice.)
Range: Personal 5d6 at 9th level or higher.
Target: You SNOWSHOES, MASS
Duration: 1 round Material Component: A piece of ice or
a small white rock chip. Transmutation
While muttering a short chant you focus Level: Cleric 3, druid 3, ranger 3
your awareness, looking only at the areas SNOWSHOES Range: Close (25 ft. + 5 ft./2 levels)
of your foe that seem most vital to its Target: One creature/level, no two of
survival. Transmutation
Level: Cleric 1, druid 1, ranger 1 which are more than 30 ft. apart
Your ranged attacks made before the Components: V, S
start of your next turn can be sneak Casting Time: 1 standard action Thefeetofallthedesignatedcreaturesglow
attacks regardless of the distance Range: Touch withanice-blueaura.Eachsubjectinturn
between you and your target. You Target: Creature touched rises slightly to the top of the snow, as if it
must still fulfill the other conditions Duration: 1 hour/level (D) were held aloft by the cold blue sheen.
for making a sneak attack against the Saving Throw: Will negates
target. This spell functions like snowshoes,
(harmless) except as noted above.
This spell doesn’t grant you the abil- Spell Resistance: Yes (harmless)
ity to make a sneak attack if you don’t SOLIPSISM
already have that ability. Achillgripsyouasyoucompletethespell
and touch your intended subject. The feet Illusion (Phantasm) [Mind-Affecting]
SNOWBALL SWARM ofthespell’ssubjectglowwithanice-blue Level: Sorcerer/wizard 7
radiancethatfadesbutlingers.Thecreature Components: V
Evocation [Cold] risesslightlyoutofthesnow,asifitweighed Casting Time: 1 standard action
Level: Sorcerer/wizard 2 much less. Range: Medium (100 ft. + 10 ft./level)
Components: V, S, M
Casting Time: 1 standard action

194 The snowshoes spell gives a druid the upper hand when fighting foes in the snow

Target: One creature Components: V, S Saving Throw: Will partial CHAPTER 1
Duration: 1 round/level (D) Casting Time: 1 standard action Spell Resistance: Yes
Saving Throw: Will negates Range: Close (25 ft. + 5 ft./2 levels) SPELL
Spell Resistance: Yes Target: One creature Youbarkthelastwordofthespell,andthat DESCRIPTIONS
Duration: Instantaneous wordtakeslife,streakingtowardyourtarget
Pangs of loneliness grip your heart as you Saving Throw: Will partial and exploding in a shout.
complete the spell. Upon choosing your Spell Resistance: Yes
target,thefeelingsubsidesevenasaghostly You create a brief but loud noise
paleyellowmistswirlsaroundyourtarget The words of your spell twist upon each adjacent to the target. The subject
for a moment. other and grow stronger. Then, like a takes 1 point of sonic damage and
cluster of bees, they streak toward your must succeed on a Will saving throw
You manipulate the senses of one targetanddetonateinascreamingbellow or be deafened for 1 round. This spell
creature so that it perceives itself to be around him. has no effect if cast into the area of a
the only real creature in all of existence silence spell.
and everything around it to be merely You blast the target with loud and high-
an illusion. pitched sounds. The subject takes 1d4 SONIC WEAPON
points of sonic damage per two caster
If the target fails its save, it is levels (maximum 5d4) and must make a Transmutation [Sonic]
convinced of the unreality of every Will save or be deafened for 1d4 rounds. Level: Bard 2, sorcerer/wizard 2
situation it might encounter. It takes This spell has no effect if cast into the Components: V
no actions, not even purely mental area of a silence spell. Casting Time: 1 standard action
actions, and instead watches the world Range: Touch
around it with bemusement. The sub- SONIC RUMBLE Target: Weapon touched
ject becomes effectively helpless and Duration: 1 minute/level (D)
takes no steps to defend itself from any Evocation [Sonic]
threat, since it considers any hostile Level: Sorcerer/wizard 5 Holding the weapon to your mouth, you
action merely another illusion. Components: V, S, F whisperthespell’sarcanewords,shrouding
Casting Time: 1 standard action the weapon in visible sound like a thin
SONGBIRD Range: 30 ft. sheen of water.
Area: Cone-shaped burst
Transmutation Duration: Concentration, up to While the spell is in effect, the affected
Level: Bard 0 weapon deals an extra 1d6 points of
Components: V, S 1 round/level sonic damage with each successful
Casting Time: 1 round Saving Throw: Reflex half attack. The sonic energy does not harm
Range: Personal Spell Resistance: Yes the weapon’s wielder. Bows, crossbows,
Target: You and slings that are affected by this spell
Duration: Performance +1 hour or Your final words of the spell become a bestow the sonic energy upon their
deep, rumbling hum, as loud as the din of ammunition.
until discharged; see text a battlefield, and they blast outward from
you in a cone. SONIC WHIP
Youintonethissimplespellandyourcontrol
over your voice improves, your unruly You create a cone of powerful sound. Evocation [Sonic, Mind-Affecting]
hair straightens, and your flesh radiates a If used to attack, the cone deals 1d6 Level: Bard 2
healthyglow.You’rereadyforshowtime. points of sonic damage per two levels Components: V, S, M
(maximum 10d6) each round a creature Casting Time: 1 standard action
You acquire an even greater charisma is within the area; a successful Reflex Range: 0 ft.
when you perform. Anyone who hears save reduces this damage by half. Effect: A whip of force
or views your performance becomes Targets within the area of a silence spell Duration: 1 round/level
favorably inclined toward you. This are immune. Saving Throw: Will negates; see text
spell grants you a +1 competence bonus Spell Resistance: No
on your next Charisma-based check Focus: A hollow cone of brass and gold
involving any one person who saw the worth 50 gp. As you make a cracking sound and hold
performance. This effect lasts for the out your hand, the small silk whip within
duration of your performance and up SONIC SNAP yourgraspdissipatesandalife-sizedwhip
to 1 hour immediately following. You ofhissingblueforceappearsinyourgrasp.
must begin the performance within 1 Evocation [Sonic] Withexpertprecision,youmanagetomake
hour of casting the spell for it to have Level: Sorcerer/wizard 0 the invisible whip in your hand crack.
any effect. Components: V, S
Casting Time: 1 standard action This spell creates a whip of sonic energy
SONIC BLAST Range: Close (25 ft. + 5 ft./2 levels) that you wield as if you had proficiency
Target: One creature or object with it. Simply cracking a sonic whip
Evocation [Sonic] Duration: Instantaneous
Level: Sorcerer/wizard 1

195

CHAPTER 1 as a free action keeps normal animals
(but not dire animals, magical beasts,
SPELL or vermin) at bay unless they succeed
DESCRIPTIONS on a Will save. Affected animals stay
at least 30 feet away from you for the
duration of the spell, as space permits.
On a successful ranged attack with the
whip, any normal animal you strike
must succeed on a Will save or become
frightened.

Against other creature types, you can
use a sonic whip in combat as if it were
a normal whip.

Material Component: A miniature
silk whip.

SONOROUS HUM

Evocation [Sonic]
Level: Bard 2, cleric 3, sorcerer/

wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)

Illus. by C. Dien You finish casting this spell, and the area
around you is abuzz with a low, droning
hum that improves your concentration.

After you cast this spell, the next A sound lance is visible as waves in the air
spell you cast within the duration that
requires concentration to maintain is If you take damage, you must still of a translucent lance hurtling through
maintained for you until the sonorous make a Concentration check to main- the air.
hum spell expires. This effect allows tain the spell.
you to cast other spells, even another This spell causes a projectile of intense
spell that also requires concentra- SOUND LANCE sonic energy to leap from you to a target
tion. If the spell maintained by the within range. The sound deals 1d8
sonorous hum has a shorter duration Evocation [Sonic] points of sonic damage per caster level
than that of this spell, the maintained Level: Cleric 4, sorcerer/wizard 3 (maximum 10d8). A sound lance cannot
spell expires as it normally would, and Components: V, S penetrate the area of a silence spell.
you gain no further benefits from this Casting Time: 1 standard action
casting of sonorous hum. The sound cre- Range: Medium (100 ft. + 10 ft./level) SPARK OF LIFE
ated by the spell is as loud as a person in Target: One creature or object
armor walking at a slow pace trying not Duration: Instantaneous Necromancy
to make noise (normally a DC 5 Listen Saving Throw: Fortitude half Level: Cleric 3, druid 4
check to detect). You can end the spell Spell Resistance: Yes Components: V, S
as a free action. Casting Time: 1 standard action
You unleash a shrill, piercing cry at your Range: Touch
For example, you could cast this target,whichtakesthebarelyvisibleform Target: Undead creature touched
spell, then cast detect thoughts, and this Duration: 1 round/level
spell maintains the concentration on
detect thoughts while you cast discern
lies and maintain concentration on
that spell yourself. You control all
aspects of both spells, so you could
change the orientation of the detect
thoughts effect and select a different
target for your discern lies spell in the
same round.

196

Saving Throw: Will negates turn it into a spawn, such as from spell cannot give you more temporary CHAPTER 1
Spell Resistance: Yes the bite of a ghoul (MM 118). This hit points than your normal starting
spell doesn’t prevent the subject from hit points (your hit point total cannot SPELL
Atouchfromyourhandoutlinesanundead perishing or provide anything other exceed two times your normal starting DESCRIPTIONS
creature in a faint yellow glow, making it than insurance that the subject’s body hit points). Both the negative level and
vulnerabletomanyofthedangersthatcan and spirit cannot be hijacked by an the temporary hit points last for up to 1
harm living creatures. acquisitive undead creature. hour. You can use this attack once per
round for a number of rounds equal to
For the duration of the spell, the undead The protection applies if the duration your caster level. Any charges of the
creature is subject to extra damage from is still in effect when the subject first spell not used by the time the duration
critical hits (and thus sneak attacks), dies; the spell need not linger in its expires are lost.
nonlethal damage, ability drain, energy effect during the period immediately
drain, fatigue, exhaustion, and damage prior to a spawn’s rise. This spell cannot An undead creature you touch
to its physical ability scores (though it be cast on the body of a creature that instead gains 5 temporary hit points
still lacks a Constitution score and thus has already been killed by a spawn- and you lose a like amount (no save).
can’t take Constitution damage) as if it creating undead. Temporary hit points gained in this
were alive. way last for up to 1 hour.
SPEAK TO ALLIES
It loses its immunity to effects that SPECTRAL WEAPON
require a Fortitude save, as well as its Transmutation [Language-
invulnerability to poison, sleep effects, Dependent] Illusion (Shadow)
paralysis, stunning, disease, and death Level: Assassin 3, bard 4, sorcerer/
effects. However, an undead affected by Level: Bard 2, sorcerer/wizard 2
this spell gains a bonus on its Fortitude Targets: Any number of allied wizard 3
saves equal to its Charisma bonus Components: V, S
(if any). (The bonus doesn’t apply to creatures, no two of which are Casting Time: 1 swift action
Fortitude saves against effects that also more than 30 ft. apart Range: 0 ft.
affect objects.) It must breathe, eat, and Effect: One shadowy blade
sleep just like a normal living creature Asyourubthesmallpieceofcopperwire, Duration: 1 round/level (D)
(though the last two aren’t likely to it begins to buzz with the latent magical Saving Throw: See text
come into play thanks to the spell’s energyofthespell.Whenyoufinallyrelease Spell Resistance: Yes
short duration). the spell’s energy, you hear the words you
wish to share with your allies in your Yousummonforthsemisolidshadowstuff
While it is under the effect of this mind—and moments later you hear their andforceittocoalesceintoashapeonlyyou
spell, both negative energy (such unspoken replies. can wield. The shadow-formed weapon
as inflict spells) and positive energy looksrealatfirstglance,thoughitappears
(such as cure spells) heal damage to This spell functions like message (PH darkened as if perpetually in shadows.
the undead creature, rather than 253), except as noted above and that you Wispsofshadowtendrilsconstantlyfollow
damaging it. and the recipients don’t have to mouth the weapon as you move it about.
the words or whisper, which means that
An undead creature affected by this those skilled in reading lips have no Using material from the Plane of
spell retains all of its other traits. opportunity to learn the messages. Shadow, you can fashion a quasi-real
melee weapon of any type with which
SPAWN SCREEN SPECTRAL TOUCH you are proficient. This spectral weapon
appears in your hand and behaves as a
Necromancy Necromancy normal weapon of its type, with two
Level: Cleric 2, sorcerer/wizard 2 Level: Sorcerer/wizard 6 exceptions. First, you resolve attacks
Components: V, S, DF Components: V, S with your spectral weapon as melee
Casting Time: 1 standard action Casting Time: 1 standard action touch attacks instead of melee attacks.
Range: Touch Range: Touch Second, any foe you hit is entitled to
Targets: One creature/level Targets: One creature/level a Will save to recognize the weapon’s
Duration: 1 hour/level Duration: 1 round/level (D); see text shadowy, semi-insubstantial nature. If
Saving Throw: Will negates Saving Throw: Fortitude negates the save is successful, that opponent
Spell Resistance: Yes takes only half damage from the
(harmless) weapon on that attack and all subse-
Spell Resistance: Yes (harmless) A touch from your hand, which crackles quent attacks, and is only 50% likely to
withblackenergy,weakensthelifeforceof suffer any special effects of your attacks
Hopingthatyourfriendwillnothaveneed living creatures. (such as a death attack delivered with
of the spell, you ensure that his death in the weapon).
the coming battle won’t result in an even Each melee touch attack you success-
greater abomination. fully make during the spell’s duration You can maintain only one spectral
channels negative energy that bestows weapon at a time, and only you can wield
The subject does not rise as an undead one negative level on the target and it. The weapon dissipates when you let
spawn should it perish from an grants you 5 temporary hit points. This
undead’s attack that normally would

197

CHAPTER 1 go of it or when the spell’s duration prepared spells for other spells from This spell enhances the next spell you
expires, whichever comes first. your spellbook. Each prepared spell cast, making it more difficult for targets
SPELL must be swapped for a spell of the same to resist. The next spell you cast this
DESCRIPTIONS SPEECHLINK level. Empty spell slots from a spell cast round is cast at +2 caster level, and its
earlier in the day (including the casting save DC increases by 1.
Illus. by D. Martin Divination of this spell) cannot be refreshed.
Level: Bard 3 SPELL FLOWER
Components: V, S Preparing spells within the light
Casting Time: 1 standard action provided by a spell engine takes only Transmutation
Range: Touch half as long as normal. Level: Cleric 1, sorcerer/wizard 1
Targets: You and one creature Components: V, S
Material Components: A disk of pol- Casting Time: 1 standard action
touched ished bone, one of your tears, and a Range: Personal
Duration: 10 minutes/level (D) silver wheel worth 500 gp. Target: You
Saving Throw: None Duration: 1 round/level
Spell Resistance: No XP Cost: 250 XP.
Joiningmysteriousphraseswiththesimple
Tappingyourfingertothesideofyourhead SPELL ENHANCER motionofflexingyourfingers,youimbue
andtoyourintendedsubject,youwhisper yourhandswithreceptivemagicalenergy
wordsofgreetingtocompletethespell.You Transmutation that crackles and glows a soft orange.
then hear your subject’s voice as if it were Level: Sorcerer/wizard 4
speaking directly into your ear. Components: V You are able to hold the charge for one
Casting Time: 1 swift action touch spell per arm of your body as long
You and a willing subject can com- Range: Personal as you don’t use a changed limb to cast
municate verbally no matter how much Target: You
distance you put between yourselves Duration: 1 round another spell or touch anything
on the same plane. Either participant You utter an ancient word with it. Each touch spell you
can end the spell at any time. Speechlink tied to the fundamental cast resides in a different fore-
allows you and your allies each to hear principles of magic and limb. For the duration of this
the other’s vocalizations, whatever immediatelybegincast- spell, any touch spells you
their volume. It does not transfer other ing another spell. cast are discharged only if
sounds from either participant’s loca- you cast another spell with
tion. This spell works on any creatures, A spectral weapon appears fearsome that forelimb or touch some-
including animals, but does not convey at first glance thing with that forelimb.
any special language comprehension For example, a human
ability. sorcerer casts this spell,
then casts chill touch and
SPELL ENGINE holds the charge in his left
hand, then casts shocking
Abjuration [Force] grasp and holds the charge in
Level: Wizard 8 his right hand. Because of
Components: V, S, M, XP the spell flower, he can hold
Casting Time: 10 minutes the charge on both of these
Range: Close (25 ft. + spells at the same time. If
he casts another spell with
5 ft./2 levels) a somatic component (which
Effect: 5-ft.-radius magical requires the use of one of his
hands), he immediately loses
wheel
Duration: See text one of his held touch spells
Saving Throw: None (his choice), but if the spell he
Spell Resistance: Yes; casts is also a touch spell, he can
immediately hold the charge in
see text the available hand. If he chooses
to attack with a touch spell, it works
You speak a word of abjuration normally. Since he has multiple
and thrust aloft the bone disk limbs that are considered armed, he
andsilverwheel,heldtogetherby can make an off-hand attack with
asingletear.Thediskandwheel the other touch spell in the same
begin to spin, then vanish, but round, with the normal penalties
youfeelthepowerofthemystic for fighting with two weapons
engine created nearby. (PH 160).

Upon casting this spell, you
can swap out any or all of your

198

A marilith spellcaster could do the This spell functions like lesser spell Range: Personal CHAPTER 1
same as the sorcerer in the previous matrix, except that you can store up to Effect: Matrix that holds one of your
example, except that she could hold two spells of up to 3rd level, and you SPELL
the charge on up to six touch spells. take 2d6 points of damage instead of spells DESCRIPTIONS
She could also use any of her spell-like 1d6 upon casting. The matrix closes Duration: 10 minutes/level (D)
or supernatural abilities, since those do after 2 rounds and no more spells can
not interfere with holding a charge. be added, even if it is not full. Concentrating as you intone the arcane
words,youenvisionyourmindasamazeof
If the spell flower effect ends, the In addition, you can decide to link pathsanddoors.Yougetachillasthespell
most recent touch spell cast remains as the two spells stored in the matrix into completes and some of the doors open.
a held charge and all other held spells a spell sequence if both are 2nd level or
dissipate. lower. You can then discharge the two You prepare a magical matrix that
linked spells as a single swift action, allows you to store one of your spells
SPELL IMMUNITY, just as if you were casting the lone spell and use it later as a swift action.
from a spell matrix.
LESSER In the round after you cast lesser spell
Focus: A sapphire with a minimum matrix, you can cast one spell of up to
Abjuration value of 1,000 gp. 3rd level to be stored in it. The matrix
Level: Cleric 2 closes after 1 round, whether or not you
Components: V, S SPELL MATRIX, have stored a spell in it. Only a spell
Casting Time: 1 standard action that can be altered by the Quicken
Range: Touch GREATER Spell feat can be placed in the matrix,
Target: Creature touched and any spell stored there is treated as a
Duration: 10 minutes/level Transmutation preparedspell.Castinglesserspellmatrix
Saving Throw: Will negates Level: Sorcerer/wizard 9 deals 1d6 points of damage to you, and
Effect: Matrix that holds three of this damage cannot be healed by any
(harmless) means while the matrix exists.
Spell Resistance: Yes (harmless) your spells
While the matrix is active, you can
Silverymotesoflightbegintosnowdownas This spell functions like lesser spell cast the spell stored in it as a swift
youcompletethespell,shiftingtoitsrecipi- matrix, except that you can store up to action. Once it is cast from the matrix,
entuponyoursuccessfultouch.Themotes three spells of up to 3rd level, and you the spell is gone.
coalesce into a nimbus that contracts and take 3d6 points of damage instead of
holds to the subject as a silvery sheen. 1d6 upon casting. The matrix closes A dispel magic spell that successfully
after 3 rounds and no more spells can dispels the matrix also dispels the
This spell protects one creature from be added, even if it is not full. spell held inside it. If you are affected
a single 1st- or 2nd-level spell. The by an antimagic field, the duration of
creature effectively has unbeatable In addition, you can designate one the matrix is interrupted, but the spell
spell resistance regarding the chosen spell or one spell sequence held in the does not activate. The matrix becomes
spell.Lesserspellimmunitycan’tprotect matrix to come into effect under a con- active again when you emerge from
a creature from a spell to which spell dition you dictate when casting greater the antimagic field. If you die while
resistance doesn’t apply. This spell spell matrix. The spell (or sequence of the spell is still held in the matrix,
works against other spells, spell-like spells) to be activated by the triggering both the spell and the matrix dissipate
effects, and innate spell-like abilities. condition must be of a type that affects harmlessly.
It does not protect against supernatu- your own person, such as levitate or
ral or extraordinary abilities, such as feather fall. The conditions required to Focus: A piece of amber with a mini-
breath weapons or gaze attacks. Only bring the desired spell or spells into mum value of 500 gp.
a particular spell can be protected effect must be clear, although they
against, not a school of spells or a can be general. In all cases, greater spell SPELL RESISTANCE,
group of spells with similar effects; matrix immediately brings into effect
thus, a creature given immunity to the designated spell or sequence of MASS
inflict light wounds is still susceptible spells, which is cast instantaneously
to inflict moderate wounds. when the designated circumstances Abjuration
occur. You cannot choose to have the Level: Cleric 7
A creature can have only one lesser spell or spells not activate when the Range: Close (25 ft. + 5 ft./2 levels)
spellimmunityorspellimmunity(PH282) triggering event occurs. Targets: One creature/level, no two
in effect at a time.
Focus: A diamond with a minimum of which are more than 30 ft. apart
SPELL MATRIX value of 1,500 gp. Duration: 1 round/level

Transmutation SPELL MATRIX, LESSER Wrappingyouralliesinprotectivemagic,
Level: Sorcerer/wizard 7 you give them the ability to shrug off
Effect: Matrix that holds two of your Transmutation spells.
Level: Sorcerer/wizard 5
spells Components: V, S, F This spell functions like spell resistance
Casting Time: 1 standard action (PH 282), except as noted here.

199

CHAPTER 1 SPELL VULNERABILITY When struck by the sphere, a subject Casting Time: 1 minute
takes 2d6 points of damage per caster Range: Medium (100 ft. + 10 ft./level)
SPELL Transmutation level (maximum 40d6). Any creature Target: One Medium or smaller
DESCRIPTIONS Level: Cleric 4, sorcerer/wizard 3 reduced to 0 or fewer hit points by this
Components: V, S spell is disintegrated, leaving behind humanoid
Illus. by M. Phillippi Casting Time: 1 round only a trace of fine dust (though its Duration: 24 hours/level
Range: Close (25 ft. + 5 ft./2 levels) equipment is unaffected). When used Saving Throw: Will negates
Target: One creature against an object, the sphere disinte- Spell Resistance: Yes
Duration: 1 minute/level grates as much as one 10-foot cube of
Saving Throw: Fortitude negates nonliving matter. A creature or object Youpourthepowerofthespellintothebody
Spell Resistance: No that makes a successful Fortitude ofanother.Thatcreature,nowbutavessel
save is partially affected, taking only ofyourwill,takestheshapeofacentaurlike
Avioletsprayspringsfromyourfingertips 5d6 points of damage. If this damage spider creature called a drider.
andwrapsaroundyouropponent.Itfades reduces the creature or object to 0 or
intoadullpurpleglow,whichattractsspell fewer hit points, it is disintegrated. You turn a humanoid into a creature
energiesasopposedtoshruggingthemoff. resembling a drider (MM 89) that obeys
The effects of the sphere count as your mental commands.
This spell reduces the subject’s spell a disintegrate spell for the purpose of
resistance by 1 per caster level (maxi- destroying a wall of force or any other The transmuted subject gains a
mum reduction 15). This reduction spell or effect specifically affected by spider’s body with a humanoid head,
can’t lower a subject’s spell resistance disintegrate. If the sphere moves beyond arms, and torso, just like a drider.
below 0. the spell’s range, it winks out.
The subject has a drider’s speed,
SPHERE OF ULTIMATE Material Component: A pinch of dust natural armor, bite attack, and poison
DESTRUCTION from a disintegrated creature. (but see below). The subject gains a
+4 bonus to Strength, Dexterity, and
Conjuration (Creation) SPIDER CURSE Constitution. The subject becomes size
Level: Sorcerer/wizard 9 Large, with a space of 10 feet and a reach
Components: V, S, M Transmutation [Mind-Affecting] of 5 feet. The subject gains a –1 penalty
Casting Time: 1 standard action Level: Spider 6 to AC and on attack rolls due to size.
Range: Medium (100 ft. + 10 ft./ Components: V, S, DF
The subject retains its Intelligence,
level) Wisdom, and Charisma scores,
Effect: 2-ft.-radius sphere level and class,
Duration: 1 round/level (D)
Saving Throw: Fortitude

partial; see text
Spell Resistance: Yes

Asyousuccessfullycomplete
the intricate gestures and
tongue-tying syllables of
this spell, you conjure a
featurelessblacksphereof
nothingness. Matter that
touchesthespheredisap-
pears, causing a slight
breezetoformthatblows
endlessly in the direc-
tionoftheall-consuming
blackness.

You create a terrible
sphere that destroys
anything it touches.
The sphere flies up to 30
feet per round. The sphere
stops moving when it enters
a space containing a crea-
ture, automatically striking
it. You must actively direct it
to a new target as a move action.

200 A sphere of ultimate destruction destroys everything it touches


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