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
