hit points (despite any change in Con-            A fiendish creature (MM 107)                size from Tiny to Huge as you decide.           CHAPTER 1
  stitution), alignment, base attack bonus,      summoned by this spell has damage             Unlike with polymorph, this spell allows
  and base saves. (New Strength, Dexter-         reduction 5/magic; resistance to acid         the subjects to gain a spider’s poisonous      SPELL
  ity, and Constitution scores might             5 and fire 5; spell resistance 9; and a        bite. All the creatures you transmute       DESCRIPTIONS
  affect final Armor Class, attack, and           smite good attack that provides a +4          must become spiders of the same size.
  save bonuses.) The subject’s equipment         bonus on one damage roll.
  remains and continues to function as                                                            Subjects remain in the spider form
  long as it fits a drider’s body shape.             When you use a summoning spell to          until the spell expires or you dismiss
  Otherwise it is subsumed into the new          summon an evil or good creature, it is        the spell for all subjects. In addition,
  form and ceases to function for the            a spell of that type.                         an individual subject can choose to
  duration of the spell. Retained items                                                        resume its normal form as a full-round
  include anything worn on the upper           SPIDER POISON                                   action. Doing so ends the spell for that
  body (head, neck, shoulders, hands,                                                          creature only.
  arms, and waist). Nonfunctioning               Necromancy
  items include anything worn on the             Level: Assassin 3, sorcerer/wizard 3        SPIDERFORM
  legs, feet, or the whole body (armor,          Components: V, S, M
  robes, vestments, and boots).                  Casting Time: 1 standard action               Transmutation
                                                 Range: Touch                                  Level: Drow 5
     The subject’s bite delivers a poison        Target: Living creature touched               Components: V, S, DF
  with a Fortitude save DC of 16 + your          Duration: Instantaneous; see text             Casting Time: 1 standard action
  Wisdom bonus. Initial and second-              Saving Throw: Fortitude negates               Range: Personal
  ary damage is 1d6 points of Strength           Spell Resistance: Yes                         Target: You
  damage.                                                                                      Duration: 1 hour/level (D)
                                                 Youholdthehuskofthespiderinyourhand
     Your control over the subject is like       andspeakthewordsofthespell.Thehusk            Youinvestthepowerofthespellintoyour-
  that provided by a dominate person spell       vanishes,butleavesinyourpalmthebrief          self,twistingandbendingyourownform
  (PH 224). (You telepathically control the      glowing image of a spider.                    into that of a spider.
  creature as long as it remains within
  range.)                                        You poison a subject by making a suc-         You can polymorph into a drider (MM
                                                 cessful melee touch attack. The poison        89) or a Tiny, Small, Medium, or Large
SPIDER PLAGUE                                    deals 1d6 points of Strength damage           monstrous spider (MM 288). You regain
                                                 immediately and another 1d6 points of         lost hit points as if you rested for a day
  Conjuration (Summoning) [see text]             Strength damage 1 minute later. Each          on the initial transformation. The spell
  Level: Cleric 6                                instance of damage can be negated by a        lasts until you decide to resume your
  Components: V, S                               Fortitude save (DC 10 + 1/2 your caster       normal shape.
  Casting Time: 1 round                          level + your relevant spellcasting ability
  Range: Close (25 ft. + 5 ft./2 levels)         modifier (Intelligence for wizards and            You acquire the physical and natural
  Effect: Five summoned spiders                  assassins, Charisma for sorcerers).           abilities of the creature you poly-
  Duration: 1 round/level                                                                      morph into, including natural size,
  Saving Throw: None                                Material Component: A poisonous            Strength, Dexterity, and Constitution,
  Spell Resistance: No                           spider, alive or dead.                        armor, attack routines, and movement
                                                                                               capabilities.
  Youreyesrollingwildlyintheirsockets,you      SPIDER SHAPES
  cacklethelastfewwordstocalluponyour                                                             You also acquire the poisonous bite
  deity’spower.Anumberofmassivespiders           Transmutation                                 and web-spinning ability of whichever
  spring up from the earth in the location       Level: Spider 9                               spider form you choose.
  you indicate.                                  Components: V, S, DF
                                                 Casting Time: 1 standard action                  You retain your Intelligence,
  This spell summons five celestial or            Range: Close (25 ft. + 5 ft./2 levels)        Wisdom, and Charisma scores, level
  fiendish Large monstrous spiders (MM            Targets: One willing creature/level,          and class, hit points (despite any
  289). They appear where you designate                                                        change in Constitution), alignment,
  and act immediately, on your turn.                all within 30 ft. of each other            base attack bonus, and base saves. (New
  They attack your opponents to the best         Duration: 1 hour/level (D)                    Strength, Dexterity, and Constitution
  of their ability. If you can communicate       Saving Throw: None; see text                  scores might affect final attack and save
  with the spiders, you can direct them          Spell Resistance: Yes (harmless)              bonuses.) You can cast spells and use
  not to attack, to attack particular                                                          magic items if you choose drider form,
  enemies, or to perform other actions.          Youchannelthepowerofthespellintothe           but no other spider form is capable of
                                                 willingmassesbeforeyou,grantingthem           spellcasting or manipulating devices.
     A celestial spider summoned by this         the blessed forms of spiders.
  spell has damage reduction 5/magic;                                                             If you choose drider form, your
  resistance to acid 5, cold 5, and electric-    Thisspellfunctionslike polymorph(PH           equipment remains and continues
  ity 5; spell resistance 9; and a smite evil    283), except that you polymorph up            to function as long as it fits a drider’s
  attack that provides a +4 bonus on one         to one willing creature per level into        body shape. Retained items include
  damage roll.                                   a monstrous spider (MM 288) of any            anything worn on the upper body
                                                                                               (head, neck, shoulders, hands, arms,
                                                                                               and waist). Otherwise your equipment
                                                                                                                                           201
CHAPTER 1             is subsumed into the new form and          SPIRIT WORM                                    to start a grapple as a free action. The
                      ceases to function for the duration of                                                    jaws’ bonus on grapple checks is equal
   SPELL              the spell.                                   Necromancy                                   to their attack bonus + 4.
      DESCRIPTIONS                                                 Level: Sorcerer/wizard 1
                    SPIDERSKIN                                     Components: V, S, M                             Once the opponent is grappled, the
                                                                   Casting Time: 1 standard action              jaws deal 2d6 points of damage with
                      Transmutation                                Range: Touch                                 each subsequent grapple check. The
                      Level: Druid 3, sorcerer/wizard 3            Target: Living creature touched              target is considered to be grappling
                      Components: V, S, M/DF                       Duration: 1 round/level, up to               and cannot move. The target creature
                      Casting Time: 1 standard action                                                           no longer threatens squares and loses
                      Range: Touch                                    5 rounds; see text                        its Dexterity bonus to AC against
                      Target: Creature touched                     Saving Throw: Fortitude negates;             opponents not grappling it.
                      Duration: 10 minutes/level
                      Saving Throw: Will negates                      see text                                     The set of jaws always strikes from
                                                                   Spell Resistance: Yes                        your direction. It does not get a bonus
                         (harmless)                                                                             for flanking or help a combatant get
                      Spell Resistance: Yes (harmless)             Youpressthebitofblackenedboneagainst         one. Your feats do not affect the jaws.
                                                                   your foe and intone the spell. The bone      If the jaws move beyond the range of
                      You cast this spell upon yourself, and       vanishes, leaving a mottled bruise where     the spell, they vanish. Attacking the set
                      yourfleshglowsyellow.Theglowquickly           it touched.                                  of jaws has no effect. As a magical force
                      subsides, but you feel your flesh thicken,                                                 effect, the jaws cannot be damaged, but
                      its surface growing harder and more like     You create a lingering decay in the          disintegrate or a sphere of annihilation
                      a carapace.                                  spirit and body of the target. If the        destroys the effect.
                                                                   target fails its saving throw, it takes
                      The spell grants the recipient a +1          1 point of Constitution damage each             The grappled opponent can cast a
                      enhancement bonus to its existing            round while the spell lasts (maximum         spell only if the spell has no somatic
                      natural armor bonus, a +1 racial bonus       5 points). The victim can attempt a          component, the material components
                      on saves against poison, and a +1 racial     Fortitude saving throw each round,           are in hand, and a Concentration check
                      bonus on Hide checks for every three         and success negates the Constitution         (DC 20 + spell level) is made. A creature
                      caster levels you have. This means that      damage for that round and ends the           grappled by the set of jaws can attempt
                      the bonuses to natural armor, saves,         spell.                                       to escape by succeeding on a grapple
                      and Hide checks improve to +2 at caster                                                   check against the jaws or by making
                      level 6th, +3 at caster level 9th, +4 at        Material Component: A piece of fire-       a successful Escape Artist check as a
                      12th, and +5 at 15th.                        blackened ivory or bone carved in the        standard action opposed by the set of
                                                                   shape of a segmented worm.                   jaws’ grapple check.
                         The enhancement bonus provided
                      by spiderskin stacks with the subject’s    SPIRITJAWS                                        As a free action, you can direct the
                      natural armor bonus, but not with other                                                   jaws to pin a grappled opponent instead
                      enhancement bonuses to natural armor.        Evocation [Force]                            of dealing damage with a grapple
                      A creature without natural armor has         Level: Druid 3                               check. If the jaws win the opposed
                      an effective natural armor bonus of +0,      Components: V, S, M                          grapple check, the opponent is pinned.
                      much as a character wearing only normal      Casting Time: 1 standard action              A pinned opponent is held immobile
                      clothing has an armor bonus of +0.           Range: Medium (100 + 10 ft./level)           and must break the pin before it can
                                                                   Effect: Jaws of force                        escape the grapple. Creatures other
                         Arcane Material Component: The leg        Duration: 1 round/level (D)                  than those grappling the pinned target
                      of a spider.                                 Saving Throw: None                           gain a +4 bonus on attack rolls to hit
                                                                   Spell Resistance: Yes                        it. If the jaws have multiple attacks
                    SPIKES                                                                                      (granted by your attack bonus), you can
                                                                   Youcalluponthepowerofthedinosaursto          use them to cause damage to a pinned
                      Transmutation                                completethespell.Asetofghostlydinosaur       target or to make more grapple attempts
                      Level: Cleric 3, druid 3                     jaws comes into being and attacks the        against that target.
                                                                   creature you designate.
                      With the sound of twisting wood, the                                                         If you become unable to command
                      weaponyoutouchgrowssharpspikeslike           This spell creates a set of powerful jaws    the jaws, they vanish.
                      rose thorns.                                 of force. The jaws attempt to grapple the
                                                                   designated opponent, starting with one          Material Component: A piece of bone
                      This spell functions like brambles (page     attack in the round the spell is cast and    from a dinosaur’s jaw.
                      38), except that the affected weapon         continuing each round thereafter. The
                      gains a +2 enhancement bonus on              spiritjaws use your base attack bonus      SPIRITUAL CHARIOT
                      its attack rolls, and its threat range is    (possibly allowing it multiple attacks
                      doubled. This effect does not stack with     per round in subsequent rounds) +            Conjuration (Creation) [Force]
                      other effects that increase a weapon’s       your Wis modifier as its attack bonus.        Level: Blackguard 3, paladin 2
                      threat range, such as the Improved           If an initial attack hits, the spiritjaws    Components: V, S, DF
                      Critical feat.                               deal 2d6 points of damage and attempt        Casting Time: 1 standard action
                                                                                                                Range: Close (25 ft. + 5 ft./2 levels)
                                                                                                                Target: One special mount
                                                                                                                Duration: 1 hour/level
202
Saving Throw: None                           is disrupted. A living creature passing       SPLINTERBOLT                                  CHAPTER 1
  Spell Resistance: No                         through the wall takes 1d10 points of
                                               damage, as above, and must make a Forti-        Conjuration (Creation)                     SPELL
  You cast this spell, and a large and ornate  tude save or gain one negative level.           Level: Druid 2                          DESCRIPTIONS
  chariotmadeoftransparent,faintlyglow-                                                        Components: V, S, M
  ingazureenergyformsbehindyourspecial            The barrier is semimaterial and              Casting Time: 1 standard action
  mount.                                       opaque, providing cover and total               Range: Close (25 ft. + 5 ft./2 levels)
                                               concealment against physical attacks,           Effect: One or more streams of
  You conjure a chariot of force. When         and it blocks line of effect for magical
  the chariot appears, your special mount      effects (including spells, spell-like abili-       splinters
  is correctly harnessed to it. The chariot    ties, and supernatural abilities).              Duration: Instantaneous
  can hold one Medium creature or two                                                          Saving Throw: None
  Small creatures plus the driver (usually        Material Component: A clear cut              Spell Resistance: No
  the paladin).                                gemstone.
     Although the chariot seems large                                                                                                  Illus. by L. Parillo
  and sturdy, it and its occupants have no
  weight for the purpose of the mount’s
  load, so the mount can travel at full
  speed. If the chariot is ever unhitched
  from the special mount, it disappears.
  The driver of the spiritual chariot gains
  a +4 sacred bonus on Handle Animal
  checks. The chariot is made of magical
  force and has immunity to most types
  of damage. It interacts with other spells
  justasawallofforce(PH298)does.Those
  in the chariot have cover based on their
  size and the position of their attackers.
  In most situations, Medium creatures
  inside the chariot gain cover.
SPIRITWALL
  Necromancy [Fear, Mind-Affecting]
  Level: Sorcerer/wizard 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./
     level)
  Effect: Swirling wall whose area is
     up to one 10-ft. square/level, or a
     sphere or hemisphere with a radius
     of up to 1 ft./level
  Duration: 1 minute/level (D)
  Saving Throw: None; see text
  Spell Resistance: No
  With a deep groan, as from a being sub-
  jectedtoeternalpain,youunleashthespell.
  Animmobile,swirlingmassofgreen-white
  forms resembling tortured spirits forms
  nearby.Themasscontinuesthelowgroan-
  ing you uttered while casting the spell.
  One side of the wall, selected by you,
  emits a low groaning that causes crea-
  tures within 60 feet of that side to make
  a Will save or become frightened and
  flee for 1d4 rounds. Any living creature
  that merely touches the wall takes
  1d10 points of damage as its life force
                                               A spirit wall can only effectively bar the living                                                             203
CHAPTER 1                      You extend your hand toward your foe,           Area: 50-ft.-radius burst centered          Duration: Permanent until
                               flickingasinglesliverofwoodintotheair,              on you                                     triggered, then 1 round/level
   SPELL                       and a splinter larger than a titan’s javelin
      DESCRIPTIONS             whistles through the air.                       Duration: Instantaneous                     Saving Throw: Will negates
                                                                               Saving Throw: Will negates                    (harmless)
                               You must make a ranged attack to hit
                               the target. If you hit, the splinterbolt           (harmless); see text                     Spell Resistance: Yes (harmless)
                               deals 4d6 points of piercing damage.            Spell Resistance: Yes (harmless)
                               A splinterbolt threatens a critical hit on                                                  You touch your ally and empower him
                               a roll of 18–20.                                Filled with compassion and concern, you     with a spell that will later take effect in
                                                                               draw upon your deity’s power. A burst of    dire need.
                                  You can fire one additional splin-            goldenenergyspringsforth,spreadingfrom
                               terbolt for every four levels beyond            you.Thosestillalivearoundyouseemless        Once this spell is cast, it remains
                               3rd (to a maximum of three at 11th              bloody and in less pain.                    dormant until the subject is reduced
                               level). You can fire these splinterbolts                                                     to half or less of its full normal hit
                               at the same or different targets, but all       This spell, designed to work on the         points. Once the subject has taken
                               splinterbolts must be aimed at targets          battlefield, allows you to stabilize         enough damage to reduce it to half or
                               within 30 feet of each other and fired           the dying all around you. A burst of        lower hit points, it immediately gains
                               simultaneously.                                 positive energy spreads out from you,       5 temporary hit points per two caster
                                                                               healing 1 point of damage to all living     levels (maximum 35 hit points at 14th
                                  A creature’s damage reduction, if any,       creatures in the affected area, whether     level), damage reduction 5/magic, and
                               applies to the damage from this spell.          allied or not. This spell deals 1 point of  a +2 luck bonus on saving throws. The
                               The damage from splinterbolt is treated         damage to undead creatures, which are       hit points, damage reduction, and
                               as magic and piercing for the purpose           allowed a Will saving throw to negate       saving throw bonus disappear when
                               of overcoming damage reduction.                 the effect.                                 the spell ends.
                                  Material Component: A splinter of          STALKING BRAND                                  Material Component: Incense worth
                               wood.                                                                                       250 gp.
                                                                               Transmutation
     Illus. by F. Vohwindel  SPONTANEOUS                                       Level: Ranger 1                             STANDING WAVE
                                                                               Components: S
                             SEARCH                                            Casting Time: 1 standard action               Transmutation
                                                                               Range: Close (25 ft. + 5 ft./2 levels)        Level: Druid 3
                               Divination                                      Target: One creature                          Components: V, S, DF
                               Level: Sorcerer/wizard 1                        Duration: 24 hours/level                      Casting Time: 1 standard action
                               Components: V, S, M                             Saving Throw: None                            Range: Close (25 ft. + 5 ft./2 levels)
                               Casting Time: 1 round                           Spell Resistance: Yes                         Effect: Waves under a creature or
                               Range: Touch
                               Target: Creature touched                        Withawaveofyourhand,youcauseatiny                object within range
                               Duration: 1 round                               marktoappearuponthetarget’sforehead.          Duration: 10 minutes/level (D)
                               Saving Throw: Will negates                      “I will know you in any form or visage,”      Saving Throw: Reflex negates
                                                                               you say.                                      Spell Resistance: Yes
                                  (harmless)
                               Spell Resistance: Yes (harmless)                This spell marks your target with a         Roaring a binding phrase, you take com-
                                                                               tiny symbol visible only to you and to      mand of the water, causing a wave to
                               With a leisurely wave and a declaration         detect magic. The brand appears as you      rise and propelling it in the direction you
                               of boredom, you complete the spell. You         envision it, approximately 1 inch in        desire.
                               instantlybecomeawareofthelocationand            diameter. You can see the brand even
                               typesofobjectsinthespell’sarea,asifyou          if the subject uses magical means to        You command the waters to lift a crea-
                               had made a quick search.                        change or hide its appearance. Spells       ture or object and propel it forward. An
                                                                               suchasdisguiseself,polymorph,andinvis-      object so lifted can contain creatures
                               The subject of this spell knows the             ibility do not hide the brand. To your      or other objects. The maximum size of
                               contents of a 20-foot-radius burst, as if it    eyes, the mark glows a light green.         the creature or object the wave can lift
                               had taken 10 on a Search check for each                                                     depends on your caster level.
                               object and space in the burst radius,         STALWART PACT
                               including noting the location of traps                                                      Caster  Size of Creature or Object
                               (though only a rogue can locate those           Evocation                                   Level   Medium
                               traps with a DC greater than 20).               Level: Cleric 5, Pact 5                      5th    Large
                                                                               Components: V, S, M, DF                      7th    Huge
                                  Material Component: A silk glove.            Casting Time: 10 minutes                     9th    Gargantuan
                                                                               Range: Touch                                11th    Colossal
                             STABILIZE                                         Target: Willing living creature             13th
                               Conjuration (Healing)                              touched                                  Standing wave moves the lifted crea-
                               Level: Paladin 2, cleric 2                                                                  ture or object in a straight line at a
                               Components: V, S, DF
                               Casting Time: 1 swift action
204
The standing wave spell is useful for
moving foes—and for simply moving
CHAPTER 1             speed of 60 feet over water. The spell       You place the two daggers in your out-         Casting Time: 1 standard action
                      dissipates when the wave contacts            stretchedpalmandcastthespell.Theyrise          Range: Personal
   SPELL              land, lowering its burden harmlessly         fromyourhands,glowingwithadimblue              Target: You
      DESCRIPTIONS    to shore. If you are riding in or stand-     radiance.                                      Duration: 1 round
                      ing on the object, the object continues
                      to move until you are no longer in or        The two daggers hover about you,               Yourfingersexudeaslightlyviscoussecre-
                      on the object or the spell is dismissed;     attacking foes that come near. On your         tion and become more nimble. When
                      otherwise, the object is moved to the        turn, each blade can make an attack at         touched together, your fingertips stick
                      extent of the spell’s range when you         an adjacent opponent, with an attack           slightly.
                      cast the spell.                              bonus equal to your caster level + your
                                                                   relevant ability modifier. The damage           This spell grants you a +10 bonus on
                    STARVATION                                     they deal is equal to the normal weapon        Sleight of Hand checks.
                                                                   damage (1d4 for daggers) + your ability
                      Transmutation                                modifier (Intelligence for wizards and        STICKY SADDLE
                      Level: Druid 4                               Charisma for sorcerers). The weapons
                      Components: V, S, M                          are treated as magic for the purpose of        Transmutation
                      Casting Time: 1 standard action              overcoming damage reduction.                   Level: Paladin 1
                      Range: Close (25 ft. + 5 ft./2 levels)                                                      Components: V, S, DF
                      Target: One living creature                     Your blades can be attacked with            Casting Time: 1 immediate action
                      Duration: Instantaneous                      sunder or disarm attempts as if you            Range: Personal
                      Saving Throw: Fortitude partial              were wielding them, and they use the           Target: You
                      Spell Resistance: Yes                        above attack bonus to resolve such             Duration: 1 minute/level (D)
                                                                   situations. Disarming a weapon under
                      Yourstomachgrowlsasyounearcomple-            the effect of steeldance ends the spell for    A colorless glow surrounds you and your
                      tionofthespell.Asyoudeclarethetargetof       that weapon.                                   mountforaninstant.Whentheglowfades,
                      thespell,yourhungerdisappears,butyou                                                        you feel more attentive to the movements
                      notewithsatisfactionthatyourtargetseems         Focus: Two bladed weapons, such as          ofyourmountevenwhileanunseenforce
                      wracked with pain.                           daggers or longswords.                         holds you fast to it.
                      You inflict wracking hunger pangs           STICK                                            This spell “glues” you to your mount.
                      on the target creature. It must make                                                        It becomes impossible for you to fall
                      a Fortitude save or take 1d6 points          Transmutation                                  or be thrown off your mount. Prying
                      of nonlethal damage per caster level         Level: Bard 0, sorcerer/wizard 0               you from the saddle requires a DC 20
                      (maximum 10d6) and become fatigued.          Components: V, S, M                            Strength check, and you gain a +10
                      A creature that makes a successful save      Casting Time: 1 standard action                bonus on Ride checks related to staying
                      takes half damage and is not fatigued        Range: Touch                                   in the saddle. The spell must be cast
                      by the spell.                                Target: Nonmagical, unattended                 after you are seated on your mount.
                                                                                                                  If you are not seated on your mount
                         A fatigued creature becomes                  object weighing up to 5 lb.                 when the spell is cast, the spell fails.
                      exhausted when doing anything that           Duration: Instantaneous                        If the spell is cast while you are riding
                      causes the creature to become fatigued       Saving Throw: Will negates (object)            bareback, you are “stuck” to the mount’s
                      (such as dangerous environmental             Spell Resistance: Yes (object)                 back. Otherwise, you are merely stuck
                      temperatures or ending a barbarian                                                          to the saddle, but the saddle is attached
                      rage). A fatigued creature that fails its    Lacking someone to hold the item where         to the mount normally. If you are
                      saving throw against starvation takes        you need it, you mutter and wave your          knocked unconscious while this spell
                      nonlethal damage as normal and               handinasimplegesturebeforestickingthe          is in effect, you automatically remain in
                      becomes exhausted.                           item in place.                                 the saddle. The spell can be dismissed
                                                                                                                  as an immediate action, and it does not
                         Material Component: A piece of            Stick affixes one object weighing up to         impede the rider from making a soft
                      spoiled food.                                5 pounds to another object. The two            fall if the mount is dropped in battle.
                                                                   items can be separated with even a
                    STEELDANCE                                     small amount of force, such as a wind        STING RAY
                                                                   stronger than 10 mph, a mage hand or
                      Transmutation                                unseen servant spell, or a move action by      Enchantment (Compulsion)
                      Level: Sorcerer/wizard 3                     any corporeal creature (which provokes            [Mind-Affecting]
                      Components: V, S, F                          attacks of opportunity).
                      Casting Time: 1 standard action                                                             Level: Bard 2, sorcerer/wizard 2
                      Range: Medium (100 ft. + 10 ft./level)          Material Component: A bit of dried          Components: V, S, M
                      Targets: Two swords or daggers               glue.                                          Casting Time: 1 standard action
                      Duration: 1 round/level                                                                     Range: Close (25 ft. + 5 ft./2 levels)
                      Saving Throw: None                         STICKY FINGERS                                   Effect: Ray
                      Spell Resistance: No                                                                        Duration: 1 round/level
                                                                   Transmutation
                                                                   Level: Assassin 1, bard 1
                                                                   Components: S
206
Saving Throw: Will partial                   Concentration check DC is 19 (16 [sting     With this spell, you steal all the air        CHAPTER 1
Spell Resistance: Yes                        ray DC] + 3 [fireball spell level]).         from the subject’s lungs, causing it to
                                                                                         suffer a momentary respiratory crisis.       SPELL
Fromyouroutstretchedhandleapsfortha             A successful Will save negates the       It can take shallow breaths and act       DESCRIPTIONS
rayofglitteringenergyapparentlycomposed      effect restricting the subject’s action     normally but is considered sickened
ofcountlessminusculewrithinginsects.The      to one move or one standard action          for 1 minute. At any time during          Illus. by J. Engle
humofminutechitinousbodiesscrambling         each round, nor does the subject need       this minute, the subject can take a
over one another fills the air.               to make a Concentration check each          full-round action to get its wind back,
                                             time it wishes to cast a spell. However,    ending the condition.
You must succeed on a ranged touch           the subject still takes the penalty to
attack with the ray to strike a target.      AC for the duration of the spell with a        Focus: A stoppered glass vial.
When this ray successfully strikes, it       successful save.
creates a sensation of many tiny insects                                               STONE BODY
biting and crawling on the victim’s             MaterialComponent:Fourdriedsting-
body. The target can attempt a Will save     ing insects (bees, wasps, and so on).       Transmutation
each round to shake off the effect. Until                                                Level: Cleric 6, sorcerer/wizard 6
the spell is shrugged off, the victim is   STOLEN BREATH                                 Components: V, S, M
hampered by the unsettling feeling                                                       Casting Time: 1 standard action
of all the stinging and biting, and is       Necromancy [Air]                            Range: Personal
able to perform only a single move or        Level: Sorcerer/wizard 2                    Target: You
standard action each round. The victim       Components: V, S, F                         Duration: 1 minute/level (D)
also takes a –2 penalty to AC.               Casting Time: 1 standard action
                                             Range: Medium (100 ft. + 10 ft./level)      Astheechoesofyourspellcastingdie,your
  In addition, if the victim attempts        Target: One living creature that            fleshbeginstostiffenandturngray,gain-
to cast a spell, it must succeed on a                                                    ing the rough texture and consistency of
Concentration check with a DC equal             breathes air                             stone.
to the sting ray’s DC + the level of the     Duration: Instantaneous; see text
spell the subject is attempting to cast.     Saving Throw: None                          This spell transforms your body into
For example, if a 6th-level sorcerer         Spell Resistance: Yes                       living stone, which grants you several
with a Charisma score of 16 casts sting                                                  powerful resistances and abilities.
ray on a wizard casting a fireball, the       With a clenched fist, you make a tugging
                                             motiontowardyourtarget.Atransparent,           You gain damage reduction 10/ada-
                                             barelyperceptiblehandappearstoplunge        mantine. You are immune to blindness,
                                             into your target’s mouth.
Sticky saddle gives a caster the ability to stay in the saddle, no matter how her mount moves                                                          207
CHAPTER 1                 extra damage from critical hits, ability
                          score damage, deafness, disease, drown-
   SPELL                  ing, poison, stunning, and all spells
      DESCRIPTIONS        or attacks that affect your physiology
                          or respiration, because you have no
                          physiology or respiration while this
                          spell is in effect. You gain a +4 enhance-
                          ment bonus to Strength, but you take
                          a –4 penalty to Dexterity (minimum
                          Dexterity 1). Your speed is reduced
                          to one-half normal, and your weight
                          increases by a factor of three.
                            If you are targeted with transmute rock
                          to mud, you are slowed for 2d6 rounds
                          with no saving throw. A transmute
                          mud to rock heals you of all your lost hit
                          points. A stone to flesh spell cast on you
                          automatically ends this spell.
                            Arcane Material Component: A small
                          piece of stone that was once part of a
                          stone golem, a greater earth elemental,
                          or a castle’s outer wall.
     Illus. by J. Thomas  STONE BONES
                            Transmutation
                            Level: Cleric 2, sorcerer/wizard 2
                            Components: V, S, F
                            Casting Time: 1 standard action
                            Range: Touch
                            Target: Corporeal undead creature
                               touched
                            Duration: 10 minutes/level
                            Saving Throw: Will negates
                               (harmless)
                            Spell Resistance: Yes (harmless)
                          Abriefflashengulfsyourally,andthrough
                          his flesh you can see his skeleton. The
                          skeletonglowsafoggygrayforamoment,
                          thickeningwitheldritchpower,thenallis
                          as it was before.
                            You cause the skeleton of the target        Stone shatter sends a heartrendingly pure note to the center of any stone
                            corporeal undead to become thicker
                            and as strong as stone. This gives the        You mutter the ancient words, and your      Casting Time: 1 standard action
                            subject a +3 enhancement bonus to its         hands glow yellow where they touch the      Range: Close (25 ft. + 5 ft./level)
                            existing natural armor.                       stone. Where you touch, the stone seems     Target: One stone object or creature
                                                                          as soft as clay.                            Duration: Instantaneous
                               Arcane Focus: A miniature skull                                                        Saving Throw: None or Fortitude
                            carved of granite.                            This spell functions like stone shape (PH
                                                                          284), except that it affects a much larger    half; see text
                          STONE SHAPE,                                    quantity of stone.                          Spell Resistance: No
                          GREATER                                       STONE SHATTER                                 Youcallupenergiesfromdeepwithinyou
                                                                                                                      andutteraperfectnote.Thestonerocksasit
                            Transmutation [Earth]                         Evocation [Sonic]                           is struck, and cracks appear in its form.
                            Level: Cleric 5, druid 5, sorcerer/           Level: Bard 4
                                                                          Components: V, S                            You aim a single note of perfect pitch
                               wizard 7                                                                               toward an unattended stone object
                            Target: Stone or stone objects
                               touched, up to 10 cu. ft. + 10 cu. ft./
                               level
208
weighing no more than 2 pounds per               Duration: 1 round/level (D)                    Such a creature is rooted in place and          CHAPTER 1
  caster level, or toward a stone creature,        Saving Throw: None                             unable to move. It can take actions
  causing it to shatter. A stone object is         Spell Resistance: No                           normally; it just can’t move from the          SPELL
  destroyed, whereas a stone creature (of                                                         space it currently occupies. Held           DESCRIPTIONS
  any weight) takes 1d6 points of damage           Youimbuethreesmallstoneswithmagical            creatures take 1d6+5 points of damage
  per caster level (maximum 15d6), with            power,causingthemtotwistandgrowinto            each round, at the beginning of your
  a Fortitude save for half damage.                large stone spiders.                           turn. Creatures that succeed on the
                                                                                                  Reflex save can move through the area
STONE SPHERE                                       This spell transforms three pebbles            normally. Creatures that start their
                                                   into stone constructs that resemble            turn in the affected area must attempt
  Evocation [Earth]                                monstrous spiders. The constructs can          another Reflex save or be affected by
  Level: Sorcerer/wizard 4                         be any size from Tiny to Huge as you           the spell.
  Components: V, S, M                              decide, but all the constructs you create
  Casting Time: 1 standard action                  must be the same size. The constructs             A held creature can attempt a DC
  Range: Medium (100 ft. + 10 ft./level)           have the same statistics as monstrous          20 Strength check or a DC 25 Escape
  Effect: One 5-ft.-diameter stone                 spiders (MM 288) of the appropriate            Artist check to break free, and can also
                                                   size, except as noted here.                    break free by dealing enough damage
     sphere                                                                                       to destroy the arm. An arm has AC 15,
  Duration: 1 round/level                          • Their natural armor bonus increases          hardness 8, and 15 hit points.
  Saving Throw: Reflex negates;                        by 6.
                                                                                                     Before they attack, the arms remain
     see text                                      • They have damage reduction 10/               beneath the surface of the stone. They
  Spell Resistance: Yes                               magic.                                      can be discovered (but not disarmed)
                                                                                                  as a magic trap can be.
  You toss the marble in the air, and it van-      • Their poison has a Fortitude save DC
  ishesasyouspeakthewordsofthespell.A                 of 10 + 1/2 your caster level + your      STONY GRASP
  largerversionofthemarble,fivefeetacross,             Wis modifier. Initial and secondary
  appears in the hallway and bears down               damage is 1d3 points of Strength            Transmutation [Earth]
  on your foe.                                        damage.                                     Level: Sorcerer/wizard 3
                                                                                                  Effect: Animated stone arm
  You create a smoothly polished, 5-foot-          If the constructs can hear your com-           Duration: 1 round/level
  diameter sphere of stone that moves              mands, you can direct them not to
  under your control at a speed of 30 feet.        attack, to attack particular enemies, or       By thrusting your arm downward, you
  A stone sphere has AC 5, hardness 8, and         to perform other actions. Otherwise,           complete the casting of the spell. Nearby,
  500 hit points.                                  they simply attack your enemies to the         a roughly formed arm about the size of a
                                                   best of their ability.                         humaneruptsfromthegroundandgrasps
     In the round when you cast the spell,                                                        at the air.
  the stone sphere appears at the spot you       STONEHOLD
  designate within the spell’s range, and                                                         This spell functions like earthen grasp
  you can direct its movement as a free            Conjuration (Creation) [Earth]                 (page 76), except as noted here. The
  action. In subsequent rounds, you                Level: Druid 6                                 stony arm can appear from any natural
  must actively direct the stone sphere in         Components: V, S                               surface, including unworked rock,
  order to move it; otherwise, it remains          Casting Time: 1 standard action                earth, mud, grass, or sand. The stone
  motionless. Directing the movement of            Range: Medium (100 ft. + 10 ft./level)         arm has AC 18, hardness 8, and 4 hit
  a stone sphere in any round after its initial    Area: One 10-ft. square/level                  points per caster level.
  appearance requires a move action.               Duration: 24 hours/level
                                                   Saving Throw: See text                            Material Component: A miniature
     If you move a stone sphere into a             Spell Resistance: Yes (object)                 hand sculpted from stone.
  square occupied by an enemy, it stops
  moving and deals 1d6 points of damage            Whentheenergyofthisspellburstsforth,         STORM OF
  per two caster levels (maximum 5d6) to           the ground erupts with multiple human-
  every creature in that square. A success-        sizedarmsmadeofsolidrock.Asyoufinish          ELEMENTAL FURY
  ful Reflex save negates the damage.               casting, they retreat beneath the stone
                                                   surface, a trap set for future trespassers.    Conjuration (Summoning)
     MaterialComponent:Asmoothsphere                                                              Level: Druid 7
  of marble 1 inch in diameter.                    This spell conjures thick stony arms           Components: V, S
                                                   that spring forth from any rock or stone       Casting Time: 1 round
STONE SPIDERS                                      formation whenever anyone passes               Range: Long (400 ft. + 40 ft./level)
                                                   near it. Each 10-foot square in the spell’s    Effect: 40-ft.-radius storm cloud,
  Transmutation                                    area contains one stone arm.
  Level: Spider 7                                                                                    200 ft. above the ground
  Components: V, S, DF                                Any creature that enters the area of        Duration: 4 rounds
  Casting Time: 1 round                            the spell is immobilized by the arms           Saving Throw: See text
  Range: Close (25 ft. + 5 ft./2 levels)           unless it succeeds on a Reflex save.            Spell Resistance: Yes
  Targets: Three pebbles, no two of
     which are more than 30 ft. apart
                                                                                                                                              209
With a thunderous boom, a black storm     Saving Throw: Fortitude negates;             succeed on a Fortitude saving throw
                              cloudappearsoveryourenemies,striking        see text                                   to enter; otherwise, they are checked
                              them with a terrifying combination of                                                  at the edge.
                              effects from the Elemental Planes.        Spell Resistance: Yes
                                                                                                                        Anyone within a storm tower has
                              Each round, the storm generates one       Youformanenormoustowerofdark,swirl-          concealment relative to those outside
                              of the following effects, starting with   ing storm clouds and howling wind.           the tower. The howling winds of a storm
                              the first effect, then progressing to                                                   tower also apply a –10 penalty on Listen
                              the second, until it has run its 4-round
                              course.                                                                                   checks made within 50 feet of it
                                                                                                                        (including all those made inside the
                                 1st Round: A storm of elemental fury                                                tower).
                              buffets the area immediately beneath
CHAPTER 1                     it with a whirling windstorm (DMG                                                      STORMRAGE
                              94–95). Ranged attacks within
   SPELL                      the area of the storm are impos-                                                         Transmutation [Electricity]
      DESCRIPTIONS            sible, and Small or smaller                                                              Level: Cleric 8, druid 8
                              creatures must succeed on a                                                              Components: V, S, DF
                              Fortitude save or be blown                                                                Casting Time: 1 standard
                              away. Medium creatures
                              must make their Fortitude                                                                    action
                              save or be knocked prone, and                                                              Range: Personal
                              Large or larger creatures must                                                              Target: You
                              succeed on a Fortitude save                                                                 Duration: 1 minute/level (D)
                              to move that round. Flying
                              creatures that fail their saves                                                           You harness the powers of wind
                              are instead blown in a random                                                            andstormtomove,protectyourself,
                              direction, traveling 1d6×5 feet                                                        and attack.
                              if Large or larger, 1d6×10 feet if
     Illus. by W. O’Connor    Medium, and 2d6×10 feet if Small                                                            You can fly at a speed of 40 feet,
                              or smaller. Spells cast within the                                                          and you gain immunity to thrown
                              area are disrupted unless the             Storm tower gives a druid respite from foes       weapons and projectile ranged
                              caster succeeds on a Concentra-                                                            attacks. You are completely unaf-
                              tion check against a DC equal to                                                          fected by natural or magical wind,
                              thestormofelementalfury’ssaveDC                                                          easily able to hold your position and
                              + the level of the spell the caster is                                                   not subject to other adverse effects
                              trying to cast.                                                                           of extreme wind.
                                                                                                                           Finally, you can discharge a bolt
                                 2nd Round: Chunks of rock fall                                                        of electricity from your eyes once per
                              from the sky, dealing 5d6 points of                                                      round. You enemies’ spell resistance
                              damage (no save) to all creatures in                                                   applies to these lightning attacks. Doing
                              the storm.                                                                             this is a standard action that does not
                                                                                                                     provoke attacks of opportunity, has a
                                 3rd Round: A deluge of rain                                                         range of 100 feet, and requires a ranged
                              extinguishes unprotected flames                                                         touch attack. You gain a +3 bonus on the
                              and perhaps protected ones as                                                          attack roll if the opponent is wearing
                              well (50% chance). The torrential                                                      metal armor, made out of metal, or car-
                              downpour reduces visibility to 5                                                       rying a lot of metal. If you hit, the bolt
                              feet and cuts movement in half.                                                        deals 1d6 points of electricity damage
                                                                                                                     per two caster levels (maximum 10d6),
                                 4th Round: Flame pelts the area be-                                                 with no saving throw allowed.
                              neath the storm cloud, dealing 1d6
                              points of fire damage per caster level     A storm tower absorbs any electricity        STRATEGIC CHARGE
                              (maximum 15d6) (Reflex half).              damage dealt to those within it. Magic
                                                                        missiles cannot be cast into, out of, or       Abjuration
                            STORM TOWER                                 within a storm tower. The storm tower          Level: Blackguard 1, paladin 1
                                                                        is composed of windstorm-strength              Components: V, DF
                              Abjuration [Air]                          winds (DMG 95), making ranged                  Casting Time: 1 swift action
                              Level: Druid 7                            attacks impossible within it, though           Range: Personal
                              Components: V, S                          it has no effect on the movement of            Target: You
                              Casting Time: 1 round                     creatures within it. However, only             Duration: 1 round/level
                              Range: Long (400 ft. + 40 ft./level)      Gargantuan or Colossal creatures can
                              Area: Cylinder (20-ft. radius, 100 ft.    pass through the outer edge of the storm       Arednimbussurroundsyouasyoumove
                                                                        tower; all creatures of smaller size must      smoothly across the crowded battlefield.
                                 high)
                              Duration: 1 round/level (D)
210
You gain the benefit of the Mobility          STUNNING BREATH                                You grant the ship touched a swim               CHAPTER 1
  feat (PH 98), even if you not meet the                                                      speed of 60 feet and the ability to
  prerequisites. You do not have to be           Transmutation                                move beneath the surface of the water.         SPELL
  charging to gain this benefit.                  Level: Sorcerer/wizard 5                     You can control the ship’s speed and        DESCRIPTIONS
                                                 Components: S                                direction as a free action. All interior
STRENGTH OF STONE                                Casting Time: 1 swift action                 spaces of the ship remain dry even if a
                                                 Range: Personal                              doorway or porthole is open while the
  Transmutation                                  Target: Your breath weapon                   ship is underwater. Any creature aboard
  Level: Paladin 2                               Duration: Instantaneous                      the ship when the spell is cast can move
  Components: V, S, DF                                                                        about the ship with ease (including
  Casting Time: 1 swift action                   Youbreatheout,andyourbreathweaponis          climbing and jumping) as if it were
  Range: Personal                                mixedwithheavy,bluespheresofmagical          afloat on a calm sea. Such creatures can
  Target: You                                    energy.Thosethatsurviveyouronslaught         breathe water for the duration of the
  Duration: 1 round                              are left standing but stunned.               spell as long as they remain within 10
                                                                                              feet of the ship. External forces, such
  You call upon the fortitude of the powers      For this spell to function, you must         as a storm or an angry dragon, can still
  ofgood,andyourfleshturnsanivory-gray            have a breath weapon that deals hit          jostle the ship and cause it to shake
  hue as you draw power up through the           point damage, either as a supernatural       and possibly knock passengers and
  earth itself.                                  ability or as the result of casting a        objects from it, but nothing falls from
                                                 spell such as dragon breath (page 73).       the ship as a result of your direction of
  The spell grants you a +8 enhancement          When you successfully cast this spell,       its movement.
  bonus to Strength. The spell ends              you imbue your breath weapon with
  instantly if you lose contact with the         concussive force that can stun those            You can transfer control of the ship to
  ground. This means you cannot jump,            caught in its area. Creatures that take      another individual by giving that indi-
  tumble, charge, run, or move more than         damage from the breath weapon must           vidual the miniature rudder you used
  your speed in a round (because these           make successful Fortitude saves (DC          as a focus to cast the spell. If the focus
  acts cause both of your feet to leave the      equal to your breath weapon save DC)         is ever lost or becomes unattended, the
  ground) without breaking the spell. A          or be stunned for 1 round.                   spell’s duration expires.
  natural stone wall or ceiling counts as
  the ground for the purpose of this spell     STUNNING BREATH,                                  Once the spell ends (either because
  (so you could climb a cavern wall and        GREATER                                        the duration expired, the focus was
  not lose the spell).                                                                        lost or became unattended, or the
                                                 Transmutation                                magic was successfully dispelled), the
STUN RAY                                         Level: Sorcerer/wizard 8                     magic lingers for 1 additional round per
                                                                                              caster level. During this time, the ship
  Conjuration (Creation) [Electricity]           This spell functions like stunning           ascends toward the water’s surface at a
  Level: Sorcerer/wizard 7                       breath, except that creatures that fail      rate of 60 feet per round. If the ship is
  Components: V, S, M                            their Fortitude saves are stunned for        still underwater when this additional
  Casting Time: 1 standard action                2d4 rounds.                                  time runs out, it immediately sinks,
  Range: Close (25 ft. + 5 ft./2 levels)                                                      and its passengers risk drowning.
  Effect: Ray                                  SUBMERGE SHIP
  Duration: 1d4+1 rounds; see text                                                               Focus: A miniature wooden rudder
  Saving Throw: Fortitude partial;               Evocation [Water]                            inlaid with silver, worth 2,500 gp.
                                                 Level: Sorcerer/wizard 7
     see text                                    Components: V, S, F                        SUBVERT
  Spell Resistance: Yes                          Casting Time: 10 minutes
                                                 Range: Touch                               PLANAR ESSENCE
  A quick jolt of electricity darts from your    Target: Ship touched
  raised hand. The slight smell of ozone         Duration: 1 hour/level                       Transmutation
  lingers afterward.                             Saving Throw: None                           Level: Cleric 5, sorcerer/wizard 6
                                                 Spell Resistance: No                         Components: V, S, M/DF
  You blast an enemy with a scintillating                                                     Casting Time: 1 standard action
  ray of electricity. You must succeed on        Holding forth a miniature rudder, you        Range: Medium (100 ft. + 10 ft./level)
  a ranged touch attack with the ray to          touchthetargetship.Immediatelyyoufeel        Area: 20-ft.-radius emanation
  strike a target. The target is stunned for     connectedtoit,knowingtheintricatedetails
  1d4+1 rounds by the ray of electricity. If     ofitsconstruction.Yousenseaninvisible           centered on a point in space
  the subject makes a successful Fortitude       aura surrounding the ship and permeat-       Duration: 1 round/level
  save, it is stunned for only 1 round.          ingitseveryspace.Althoughitseemstobe         Saving Throw: Fortitude negates
  Creatures that have immunity to elec-          riding lower in the water than its weight    Spell Resistance: Yes
  tricity are not affected by this spell.        wouldsuggest,youinstinctivelyknowthat
                                                 you can control its every movement.          Takingcommandoftheforcesthatconnect
     Material Component: A coiled copper                                                      your plane to others, you reach out with
  wire.                                                                                       your will and deaden an area to the influ-
                                                                                              ence of the Outer Planes on its natives.
                                                                                                                                          211
The submerge ship spell allows everyone to
          travel beneath the waves
Outsiders within the emanation of a            fails to make a saving throw against         Casting Time: 1 round                             CHAPTER 1
  subvert planar essence spell find their         this spell and takes damage from it is       Range: Close (25 ft. + 5 ft./2 levels)
  connection disrupted with the planar           impaled on the stalagmite and cannot         Effect: One summoned bearded                     SPELL
  forces that created them. Outsiders            move from its current location until                                                       DESCRIPTIONS
  that fail their saves have their damage        it makes a DC 15 Escape Artist check.           devil
  reduction and spell resistance each            The stalagmite can be removed in             Duration: Concentration, up to                Illus. by J. Thomas
  reduced by 10.                                 other ways as well, such as with a stone
                                                 shape spell. The victim can break free          1 round/level + 1 round
     For example, a barbed devil subject         with a DC 25 Strength check, although        Saving Throw: None
  to subvert planar essence would have no        doing this deals it 3d6 points of slash-     Spell Resistance: No
  damage reduction and spell resistance          ing damage.
  13, while a pit fiend would have damage                                                      Afireflaresfromtheground,thensubsides
  reduction 5/good and silver, and spell            A creature’s damage reduction, if any,    immediately. In the place of the first is the
  resistance 22.                                 applies to the damage from this spell.       hunchbackedformofabarbazu,brandish-
                                                 The damage from sudden stalagmite is         ing a saw-toothed glaive.
     An outsider attempts a Fortitude            treated as piercing for the purpose of
  save and checks spell resistance when          overcoming damage reduction.                 This spell summons a bearded devil
  it first enter the spell’s area. If it makes                                                 (MM 52) from the Nine Hells of
  the save or the spell fails to overcome its  SUMMON                                         Baator. It appears where you designate
  spell resistance, that creature is thereaf-                                                 and acts immediately, on your turn. It
  ter unaffected by this casting of subvert    BABAU DEMON                                    understands your speech (regardless
  planar essence and can enter and exit                                                       of your language), and it follows your
  the spell area without making further          Conjuration (Summoning)                      commands to the best of its ability.
  saves. Outsiders that fail their saves and        [Chaotic, Evil]                           You must concentrate to maintain the
  have their spell resistance overcome by                                                     spell’s effect, but commanding the
  the spell are affected as long as they         Level: Cleric 6                              creature is a free action.
  remain within the spell’s area, and they       Components: V, S, DF
  are automatically affected if they leave       Casting Time: 1 round                           A summoned creature cannot
  and reenter the area.                          Range: Close (25 ft. + 5 ft./2 levels)       summon or otherwise conjure another
                                                 Effect: One summoned babau                   creature, nor can it use any teleporta-
     ArcaneMaterialComponent:Atuning                                                          tion or planar travel abilities.
  fork made from cold iron.                         demon
                                                 Duration: Concentration, up to             SUMMON
SUDDEN STALAGMITE
                                                    1 round/level + 1 round                 BRALANI ELADRIN
  Conjuration (Creation) [Earth]                 Saving Throw: None
  Level: Druid 4                                 Spell Resistance: No                         Conjuration (Summoning)
  Components: V, S                                                                               [Chaotic, Good]
  Casting Time: 1 standard action                A puff of smoke erupts from the ground,
  Range: Medium (100 ft. + 10 ft./level)         smellingofbrimstoneandburningcorpses.        Level: Cleric 5
  Target: One creature                           From the smoke strides the leathery form     Components: V, S, DF
  Duration: Instantaneous                        of a babau demon.                            Casting Time: 1 round
  Saving Throw: Reflex half                                                                    Range: Close (25 ft. + 5 ft./2 levels)
  Spell Resistance: No                           This spell summons a babau demon             Effect: One summoned bralani
                                                 (MM 40) from the Infinite Layers of the
  You point your finger upward and utter          Abyss. It appears where you designate           eladrin
  a curt shout. Immediately, a razor-sharp       and acts immediately, on your turn. It       Duration: Concentration, up to
  stalagmiteburstsfromthegroundtoimpale          understands your speech (regardless
  your foe.                                      of your language), and it follows your          1 round/level + 1 round
                                                 commands to the best of its ability.         Saving Throw: None
  This spell creates a stalagmite about 1        You must concentrate to maintain the         Spell Resistance: No
  foot wide at its base and up to 10 feet        spell’s effect, but commanding the
  tall. If it encounters a ceiling before        creature is a free action.                   Aglowingbluesealappearontheground
  it reaches full size, it stops growing.                                                     and then subsides immediately. When it
  The stalagmite grows from the ground              A summoned creature cannot                has vanished entirely, a bralani eladrin
  under the target creature and shoots           summon or otherwise conjure another          appears.
  upward. An airborne creature within 10         creature, nor can it use any teleporta-
  feet of the ground gains a +4 bonus on         tion or planar travel abilities.             This spell summons a bralani eladrin
  its saving throw, and airborne creatures                                                    (MM 93) from the Olympian Glades of
  more than 10 feet above the ground           SUMMON                                         Arborea. It appears where you designate
  cannot be harmed by this spell.                                                             and acts immediately, on your turn. It
                                               BEARDED DEVIL                                  understands your speech (regardless
     The stalagmite deals 1d6 points of                                                       of your language), and it follows your
  piercing damage per caster level (maxi-        Conjuration (Summoning)                      commands to the best of its ability.
  mum 10d6). In addition, a target that             [Evil, Lawful]                            You must concentrate to maintain the
                                                                                              spell’s effect, but commanding the
                                                 Level: Cleric 5                              creature is a free action.
                                                 Components: V, S, DF
                                                                                                                                                                 213
CHAPTER 1           SUMMON ELEMENTAL                               Saving Throw: None                         Casting Time: 1 round
                                                                   Spell Resistance: No                       Range: Close (25 ft. + 5 ft./2 levels)
   SPELL            MONOLITH                                                                                  Effect: One summoned elemental
      DESCRIPTIONS                                                 You summon what looks like a host of       Duration: Concentration, up to
                      Conjuration (Summoning) [see text]           smallpebbles,whichimmediatelydescend
                      Level: Cleric 9, druid 9, sorcerer/          upon your foes.                               1 round/level + 1 round
                                                                                                              Saving Throw: None
                         wizard 9                                  This spell summons an elementite           Spell Resistance: No
                      Components: V, S, M                          swarm (Planar Handbook 114)—air,
                      Casting Time: 1 round                        earth, fire, or water, at your option—      You call upon the powers of nature, and
                      Range: Medium (100 ft. + 10 ft./level)       from the appropriate Elemental Plane.      they respond to your command. A huge
                      Effect: One summoned elemental               It appears where you designate and         wavewellsupbeforeyou,darkeyeswithin
                                                                   acts immediately, on your turn. It         it regarding you from beneath the water.
                         monolith                                  understands your speech (regardless        You point at the boat in the bay, and say,
                      Duration: Concentration, up to               of your language), and it follows your     “Sink it.”
                                                                   commands to the best of its ability.
                         1 round/level                             You must concentrate to maintain the       This spell summons a greater elemental
                      Saving Throw: None                           spell’s effect, but commanding the         (MM 96–100) —air, earth, fire, or water,
                      Spell Resistance: No                         creature is a free action.                 at your option—from the appropriate
                                                                                                              Elemental Plane. The greater elemen-
                      You call into being a gigantic, roughly         When you use a summoning spell          tal appears where you designate and
                      humanoid creature composed entirely of       to summon an air, earth, fire, or water     acts immediately, on your turn. It
                      elementalmatter.Thecreatureimmediately       creature, it is a spell of that type.      understands your speech (regardless
                      attacks a nearby enemy.                                                                 of your language), and it follows your
                                                                 SUMMON                                       commands to the best of its ability.
                      You conjure a tremendously powerful        ELYSIAN THRUSH                               You must concentrate to maintain the
                      creature known as an elemental mono-                                                    spell’s effect, but commanding the
                      lith (Complete Arcane 156). It appears       Conjuration (Summoning) [Good]             creature is a free action.
                      at the spot you designate and acts           Level: Bard 2, cleric 2
                      immediately on your turn, attacking          Components: V, S, DF                          When you use a summoning spell
                      your opponents to the best of its abil-      Casting Time: 10 minutes                   to summon an air, earth, fire, or water
                      ity. You must concentrate to maintain        Range: Close (25 ft. + 5 ft./2 levels)     creature, it is a spell of that type.
                      the spell’s effect, but commanding the       Effect: One summoned Elysian
                      creature is a free action.                                                            SUMMON
                                                                      thrush
                         If you speak the elemental monolith’s     Duration: 8 hours                        HOUND ARCHON
                      language and are close enough to             Saving Throw: None
                      communicate with it, you can direct          Spell Resistance: No                       Conjuration (Summoning) [Good,
                      it not to attack, to attack particular                                                     Lawful]
                      enemies, or to perform other actions.        You evoke the powers of Elysium and of
                      A monolith can’t be summoned into an         song,andthebirdresponds.Itisabouttwo       Level: Cleric 4
                      environment hostile to it in any way         feetlong,witharesplendentorangebreast      Components: V, S, DF
                      (for example, you couldn’t summon a          andmulticoloredfeathers.Itsettlesupona     Casting Time: 1 round
                      fire monolith underwater or an earth          branch and begins to sweetly warble.       Range: Close (25 ft. + 5 ft./2 levels)
                      monolith high in midair).                                                               Effect: One summoned hound
                                                                   This spell summons an Elysian thrush
                         When you use a summoning spell to         (Planar Handbook 118), a birdlike crea-       archon
                      summon an air, earth, fire, or water crea-    ture native to the Blessed Fields of       Duration: Concentration, up to
                      ture, it becomes a spell of that type.       Elysium. The creature has no sig-
                                                                   nificant combat utility, but its song          1 round/level + 1 round
                         Material Component: A gem worth           accelerates the natural healing rate of    Saving Throw: None
                      100 gp—aquamarine for air, tourma-           living creatures. Those within 30 feet     Spell Resistance: No
                      line for earth, garnet for fire, or pearl     who listen to the thrush’s song while
                      for water.                                   resting recover at twice the normal        You invoke the powers of good and law,
                                                                   natural healing rate.                      and a brilliant beam stabs from the
                    SUMMON ELEMENTITE                                                                         heavens above. Out of that beam strides a
                                                                 SUMMON GREATER                               red-fleshed,dog-headedhumanoidwitha
                    SWARM                                        ELEMENTAL                                    greatsword.
                      Conjuration (Summoning) [see text]           Conjuration (Summoning) [see text]         This spell summons a hound archon
                      Level: Druid 4                               Level: Druid 6                             (MM 16) from the Seven Mounting
                      Components: V, S                             Components: V, S, DF                       Heavens of Celestia. It appears where
                      Casting Time: 1 round                                                                   you designate and acts immediately, on
                      Range: Close (25 ft. + 5 ft./2 levels)                                                  your turn. It understands your speech
                      Effect: One summoned elementite                                                         (regardless of your language), and it fol-
                                                                                                              lows your commands to the best of its
                         swarm
                      Duration: Concentration, up to
                         1 round/level + 1 round
214
ability. You must concentrate to main-   SUMMON UNDEAD II                       SUMMON UNDEAD III
tain the spell’s effect, but commanding
the creature is a free action.             Conjuration (Summoning) [Evil]         Conjuration (Summoning) [Evil]
                                           Level: Blackguard 2, cleric 2,         Level: Blackguard 3, cleric 3,
  A summoned creature cannot
summon or otherwise conjure another           sorcerer/wizard 2                      sorcerer/wizard 3
creature, nor can it use any teleporta-    Effect: One or more summoned           Effect: One or more summoned
tion or planar travel abilities.
                                              creatures, no two of which are         creatures, no two of which are
                                              more than 30 ft. apart                 more than 30 ft. apart
SUMMON UNDEAD I                                                                       This spell functions like summon            CHAPTER 1
                                                                                               undead I, except that you
  Conjuration (Summoning) [Evil]                                                                 can summon one undead           SPELL
  Level: Blackguard 1, cleric 1,                                                                 from the 3rd-level list,     DESCRIPTIONS
                                                                                                  two undead of the same
     sorcerer/wizard 1                                                                           kind from the 2nd-level
  Components: V, S, F/DF                                                                        list, or four undead of the
  Casting Time: 1 round                                                                             same kind from the
  Range: Close (25 ft. +                                                                             1st-level list.
     5 ft./2 levels)                                                                           SUMMON
  Effect: One summoned                                                                        UNDEAD IV
     creature                                                                                 Conjuration (Summoning)
  Duration: 1 round/level                                                                   [Evil]
  Saving Throw: None                                                                      Level: Blackguard 4, cleric 4,
  Spell Resistance: No                                                                       sorcerer/wizard 4
                                                                                           Effect: One or more
The undead you summon appear                                                                                                  Illus. by R. Spears
in a burst of smoke and fog. The                                                              summoned creatures, no
vapor swiftly dissipates, but you                                                             two of which are more
can’t shake the impression of                                                                  than 30 ft. apart
screamingfacesinthecloud’s
tendrils.                                                                                      This spell functions like
                                                                                              summon undead I, except
This spell functions like                    Summon undead puts control of                    that you can summon one
summonmonsterI(PH285),                    undead minions in the hands of even                undead from the 4th-level list,
except that you summon an                                                              two undead of the same kind from
undead creature.                                     apprentice wizards             the 3rd-level list, or four undead of
                                                                                  the same kind from a lower-level list.
  Summon undead I conjures               This spell functions like summon
one of the creatures from the            undead I, except that you can summon   SUMMON UNDEAD V
1st-level list in the accompanying       one undead from the 2nd-level list or
sidebar. You choose which creature       two undead of the same kind from the     Conjuration (Summoning) [Evil]
to summon, and you can change that       1st-level list.                          Level: Cleric 5, sorcerer/wizard 5
choice each time you cast the spell.                                              Effect: One or more summoned
Summoned undead do not count
toward the total Hit Dice of undead                                                  creatures, no two of which are
that you can control with animate dead                                               more than 30 ft. apart
or the other command undead abilities.
No undead creature you summon can                                                 This spell functions like summon
have more Hit Dice than your caster                                               undead I, except that you can summon
level +1.                                                                         one undead from the 5th-level list, two
                                                                                  undead of the same kind from the 4th-
  Focus: A tiny bag, a small (not lit)                                            level list, or four undead of the same
candle, and a carved bone from any                                                kind from a lower-level list.
humanoid.
                                                                                 SUPERIOR
pqqqqqqqqqqqqrs                                                                  (SPELL NAME)
SUMMON UNDEAD LISTS                                                               Any spell whose name begins with
   1st Level: Human warrior skeleton (MM 226), kobold zombie (MM 266)             superior is alphabetized in this chapter
   2nd Level: Owlbear skeleton (MM 226), bugbear zombie (MM 267).                 according to the second word of the
   3rd Level: Ghoul (MM 118), troll skeleton (MM 227), ogre zombie (MM 267).      spell name. Thus, the description of a
   4th Level: Allip (MM 10), ghast (MM 119), wyvern zombie (MM 267).
   5th Level: Mummy (MM 190), shadow (MM 221), vampire spawn (MM 253), wight                                                                       215
(MM 255).
                                  pqqqqqqqqqqqqrs
CHAPTER 1             superior spell appears near the descrip-     by a glyph of warding, or pass through a   SUREFOOTED STRIDE,
                      tion of the spell on which it is based,      doorway protected by a symbol without      MASS
   SPELL              unless that spell appears in the Player’s    effect.
      DESCRIPTIONS    Handbook.                                                                                 Transmutation
                                                                      This spell covers and negates any         Level: Bard 5, druid 4, ranger 4,
                    SUPPRESS                                       active or triggered magical writing
                    BREATH WEAPON                                  (such as a quickly scribed symbol of fear       sorcerer/wizard 5
                                                                   or a triggered symbol of death), although    Range: Close (25 ft. + 5 ft./2 levels)
                      Enchantment (Compulsion)                     creatures that have already succumbed        Target: One creature/level, no two of
                         [Mind-Affecting]                          to the effect of the writing are unaf-
                                                                   fected. Once this spell ends, all magical       which are more than 30 ft. apart
                      Level: Bard 3, sorcerer/wizard 3             writing in the area can be triggered
                      Components: V                                normally, and active or triggered writ-      This spell functions like surefooted
                      Casting Time: 1 standard action              ings resume their function if they have      stride, except as noted here.
                      Range: Close (25 ft. + 5 ft./2 levels)       any duration left.
                      Target: One creature that has a                                                         SUSPENDED SILENCE
                                                                 SUREFOOT
                         breath weapon                                                                          Illusion (Glamer)
                      Duration: 1 minute/level                     Abjuration                                   Level: Sorcerer/wizard 3
                      Saving Throw: Will negates                   Level: Ranger 1                              Components: V, S, M
                      Spell Resistance: No                         Components: V, S                             Casting Time: 1 standard action
                                                                   Casting Time: 1 standard action              Range: Touch
                      You shout out the words of this spell and    Range: Personal                              Target: One object
                      thecreature’sthroatconstricts,abluering      Target: You                                  Duration: 24 hours or until
                      of runes visible around its neck.            Duration: 10 minutes/level
                                                                                                                   discharged, then 6 rounds; see text
                      The subject of this spell cannot use         Youspeakafewwordsandmotiontoward             Saving Throw: None (object)
                      its breath weapon for the duration of        your feet, which begin to glow with a        Spell Resistance: No (object)
                      the spell.                                   green hue.
                                                                                                                You sprinkle the object with a handful of
                    SUPPRESS GLYPH                                 Your steps are sure and true, even on        gem dust, and the last words of your spell
                                                                   the narrowest ledges. You gain a +10         fade like they are being dragged into a
                      Abjuration                                   competence bonus on Balance, Climb,          hole.Thenthenormalsoundsoftheworld
                      Level: Cleric 3                              Jump, and Tumble checks. In addition,        reestablishthemselves,butthespellwithin
                      Components: V, S                             you do not lose your Dexterity bonus to      is set to be unleashed later.
                      Casting Time: 1 standard action              AC when balancing or climbing.
                      Range: 100 ft.                                                                            When you touch the object and give
                      Area: 100-ft.-radius burst centered        SUREFOOTED STRIDE                              the command word you designate,
                                                                                                                the object becomes the subject of a
                         on you.                                   Transmutation                                silence spell. The effect of the silence
                      Duration: 1 minute/level                     Level: Bard 2, druid 1, ranger 1,            spell moves with the object and lasts
                      Saving Throw: Will negates (object)                                                       for 6 rounds.
                      Spell Resistance: Yes (object)                  sorcerer/wizard 2
                                                                   Components: V, S                                Material Component: A feather and a
                      Youcastthespell,andadancingcrownof           Casting Time: 1 standard action              handful of gem dust worth 50 gp.
                      ruby runes orbits your head briefly.          Range: Personal
                                                                   Target: You                                SWAMP LUNG
                      You gain an enhanced awareness of            Duration: 1 minute/level
                      magical writing within range. Magi-          Saving Throw: None                           Conjuration (Creation)
                      cal writing such as a glyph of warding,      Spell Resistance: No                         Level: Druid 7
                      explosiverunes,sepiasnakesigil,orsymbol                                                   Components: V, S, DF
                      is covered by a blue nimbus of light         Youbecomeassurefootedasanymountain           Casting Time: 1 standard action
                      (which sheds light equal to a candle).       goat, and the power of your magic makes      Range: Medium (100 ft. + 10 ft./level)
                      This effect reveals the location of the      walking in treacherous terrain child’s       Target: One living creature with a
                      writing without triggering it. For           play.
                      every source of magical writing, you                                                         respiratory system
                      can make a dispel check (1d20 + your         You can move through difficult terrain        Duration: Instantaneous
                      caster level, maximum +10) against a         (PH 163) at full speed for the duration      Saving Throw: Fortitude negates
                      DC equal to 11 + the writing’s caster        of this spell, and you can even run,         Spell Resistance: No
                      level. If you are successful, the magical    charge, and tumble through such
                      writing is suppressed for 1 minute per       terrain as though it were clear terrain.     You take a deep breath and feel the power
                      caster level. You and other creatures        You also gain a +2 competence bonus          of the spell surround you. Choosing your
                      could then read a book warded by explo-      on Climb checks.                             target, you unleash the spell’s energy. A
                      sive runes, or open a drawer guarded                                                      sea-greenhaloformsaroundyourtarget’s
                                                                                                                head.Momentslater,thetargetedcreature
                                                                                                                begins coughing up water.
216
This spell causes stagnant swamp water        Duration: 10 minutes/level (D)                This spell functions like sword of decep-        CHAPTER 1
  to flood the target’s lungs. If the target     Saving Throw: None                            tion (see below), except that you cause
  is unable to breathe water, it must           Spell Resistance: Yes (harmless)              a black blade of pure negative energy           SPELL
  cough it out. If it makes the save, then                                                    to appear and attack opponents at a          DESCRIPTIONS
  this expulsion is done with little effort.    Makingthesoundofcrashingwaveswith             distance, as directed by you. Instead
  If it fails the save, the creature falls      your throat completes the spell. With a       of dealing damage, a sword of darkness
  prone in a coughing fit for 1d6 rounds         wave of your hand, your subject seems         bestows one negative level on each
  and is helpless during that time. Fur-        more streamlined, with a hint of webbed       successful hit against a living creature,
  thermore, on a failed save, the subject       appendages.                                   threatens a critical hit on a roll of
  contracts filth fever (DMG 292).                                                             19–20, and bestows two negative levels
                                                This spell gives the recipient a swim         on a critical hit. Negative levels usually
     Creatures able to breathe water must       speed of 30 feet (although not the abil-      have a chance of permanently draining
  make the Fortitude save in order to           ity to breathe water or hold one’s breath     the subject’s levels, but the negative
  avoid the disease, but are otherwise          beyond normal limits). As long as the         levels from sword of darkness don’t last
  unaffected.                                   creature isn’t carrying more than a           long enough to do so. However, if the
                                                light load, it can swim without making        subject gains at least as many negative
SWAMP STRIDE                                    Swim checks. It also gains a +8 bonus         levels as it has Hit Dice, it dies.
                                                on any Swim checks to perform special
  Conjuration (Teleportation)                   actions or avoid hazards, though it still        If the sword strikes an undead crea-
  Level: Druid 5, ranger 4                      takes the normal penalty for weight           ture, it grants that creature 5 temporary
  Components: V, S, DF                          carried (–1 per 5 pounds). The recipient      hit points per two caster levels (maxi-
  Casting Time: 1 standard action               can choose to take 10 on Swim checks,         mum 25 temporary hit points) that last
  Range: Personal                               even if rushed or threatened, and can         for up to 1 hour.
  Target: You                                   use the run action while swimming if
  Duration: 1 hour/level or until               it swims in a straight line.                     MaterialComponent:Abastardsword
                                                                                              or longsword, which is shattered against
     expended; see text                            If the creature is carrying more than      a stone while casting the spell.
                                                a light load, it must make Swim checks
  Instinctively, you know the depth of the      to move (taking the normal penalty for      SWORD OF DECEPTION
  nearestpoolofwater,aswellasotherpools         weight carried), but all other benefits
  nearbyofasimilardepth.Inyourmind’seye         of the spell still apply.                     Evocation [Force]
  youseethepoolsconnectedtooneanother                                                         Level: Sorcerer/wizard 4
  magically,asifeachwereadoorwaywith               Material Component: A goldfish scale.       Components: V, S, F
  a tunnel linking it to all the others.                                                      Casting Time: 1 standard action
                                              SWIM, MASS                                      Range: Medium (100 ft. + 10 ft./level)
  This spell functions like tree stride (PH                                                   Effect: Pale green blade of force
  296), but it is used for diving into pools    Transmutation [Water]                         Duration: 1 round/level (D)
  of water rather than trees. Each pool         Level: Druid 4                                Saving Throw: None
  must be at least 1 foot deep, and the         Targets: One creature/level, no two           Spell Resistance: Yes
  exit pool of water must be similar in
  depth to the entry pool (within 1 foot).         of which are more than 30 ft. apart        Swinging a miniature replica of a sword
  Unlike with tree stride, each jump has a                                                    as if it were real, you bring into being a
  maximum range of 500 feet. All other          Choosing carefully the recipients of your     full-sized representation of your replica
  effects and limitations are the same.         spell, you cause a blue-green glow to         madeentirelyofpalegreenforce.Theblade
                                                emanate from each one. Moments later,         immediately attacks your enemy.
SWIFT (SPELL NAME)                              the emanation fades, leaving the chosen
                                                creatureslookingmorelithebutwithmore          You cause a blade of pale green force
  Any spell whose name begins with              robust limbs.                                 to appear and strike the opponent you
  swift is alphabetized in this chapter                                                       designate, starting with one attack in
  according to the second word of the           The spell functions like swim, except         the round when the spell is cast and
  spell name. Thus, the description of          that it affects multiple creatures.           continuing each round thereafter.
  a swift spell appears near the descrip-                                                     Though it makes regular melee attacks,
  tion of the spell on which it is based,     SWORD OF DARKNESS                               the sword strikes as a spell, not a
  unless that spell appears in the Player’s                                                   weapon (and so can strike incorporeal
  Handbook.                                     Necromancy [Evil]                             creatures). A sword of deception always
                                                Level: Sorcerer/wizard 7                      strikes from your direction, and so it
SWIM                                            Components: V, S, M                           can’t be used to flank with your attacks,
                                                Effect: Black blade of negative               but it could flank with your allies.
  Transmutation [Water]
  Level: Druid 2, sorcerer/wizard 2                energy                                        The blade attacks with a base attack
  Components: V, S, M                                                                         bonus equal to your caster level, dealing
  Casting Time: 1 round                         Youshattertheswordinyourhandagainst           1d8 points of damage per hit and threat-
  Range: Medium (100 ft. + 10 ft./level)        a stone, bringing into being a similar        ening a critical hit on a roll of 19–20. In
  Target: One creature                          weaponmadeentirelyofblackenergy.As            addition, each successful hit provides a
                                                soon as it forms, the black blade attacks.
                                                                                                                                           217
CHAPTER 1             –2 penalty on the target’s next saving        the day. The symbol remains active          removeasymphonicnightmarebeforeits
                      throw roll (–4 on a successful critical       for 10 minutes per level or until it has    duration expires. A remove curse cast at
   SPELL              hit). This penalty is cumulative (to a        erased fifty levels of spells. The symbol    a higher caster level than the symphonic
      DESCRIPTIONS    maximum of –5 on a single creature)           attacks creatures with spell-like abili-    nightmare spell removes it, as does a suc-
                      and lasts until the creature is forced        ties as if they had spells, consuming       cessful break enchantment. Otherwise,
                      to make a saving throw in a dangerous         a daily use of the highest-level ability    a wish or miracle is required to lift the
                      situation or receives the benefit of a         the creature possesses, or suppressing      curse.
                      remove curse spell.                           an ability usable at will for 1 round.
                                                                                                                   This spell can also be cast on a crea-
                         Each round, a sword of deception con-    SYMPHONIC                                     ture you are scrying, or on a creature
                      tinues to attack the previous round’s                                                     distant from you if you hold something
                      target unless you use a standard action     NIGHTMARE                                     the creature carried within the past 24
                      to switch it to a new target within                                                       hours.
                      range. In any round when the weapon           Enchantment (Compulsion)
                      switches targets, it gets one attack as a        [Mind-Affecting]                            Focus: A small statue of an opened
                      standard action (as it does in the round                                                  skull, within which is arranged a
                      when the spell is cast). The weapon           Level: Bard 6, cleric 7, sorcerer/          miniature orchestra. The quality of this
                      can make multiple attack rolls against           wizard 7                                 component must be extraordinary, and
                      a single target with a full attack action                                                 it carries a value of 1,000 gp.
                      if its base attack bonus permits. A sword     Components: V, S, F
                      of deception cannot be attacked or dam-       Casting Time: 1 standard action           SYNOSTODWEOMER
                      aged (though it can be dispelled as any       Range: Touch; see text
                      other spell).                                 Target: Living creature touched;            Transmutation
                                                                                                                Level: Sorcerer/wizard 7
                         If an attacked creature has spell             see text                                 Components: V, S
                      resistance, make a caster level check         Duration: 24 hours/level (D)                Casting Time: 1 swift action
                      the first time the sword attacks. If           Saving Throw: Will negates                  Range: Personal
                      the check is successful, the sword can        Spell Resistance: Yes                       Target: One of your spells
                      attack that creature with normal effect                                                   Duration: 1 round
                      for the duration of the spell. If not, the    A dark and ominous aura forms around
                      sword of deception is dispelled. If the       youasyoucompletethespell.Distantchords      Youcastthisspell,andyoupictureaforge
                      target goes beyond the spell range or         of a harsh and terrible symphony—as if      inyourmind.Youthinkoftheforgeasyou
                      out of your sight, the sword of deception     multipleorchestrasplayeddifferentpieces     castyournextspell,butthatspelldoesnot
                      returns to you and hovers.                    simultaneously—echocontinuouslyinthe        manifest.Instead,yourhandsglowwitha
                                                                    air as you reach for your victim.           golden curative radiance.
                         Focus: A miniature replica of a sword
                      and a set of loaded dice.                     A creature targeted by this spell loses     You channel the spell energy from a
                                                                    the ability to dream during sleep or        spell you know into healing magic.
                    SYMBOL OF SPELL LOSS                            rest. Rather, in place of dreams, the       After you cast this spell, the next spell
                                                                    subject’s slumbering mind is filled          you cast in the same round is converted
                      Abjuration                                    with the sounds of a discordant orches-     to positive energy. When you cast the
                      Level: Cleric 5, sorcerer/wizard 5            tra. After the victim’s first attempt        second spell, you touch yourself or
                      Components: V, S                              to sleep, it incurs a –2 penalty on         another creature, curing 1d8 points
                      Casting Time: 10 minutes                      Wisdom-based skill checks. This pen-        of damage for every spell level of the
                      Range: 0 ft.; see text                        alty persists as long as the symphonic      spell you cast. If the spell you cast was
                      Effect: One symbol                            nightmare maintains its hold. This          prepared with a metamagic feat, you
                      Duration: See text                            spell affects all creatures that sleep      use the level of the spell slot the spell
                      Saving Throw: Will negates                    or enter sleeplike trances, although        occupied.
                      Spell Resistance: No                          creatures without the need to sleep are
                                                                    effectively immune.                       TACTICAL PRECISION
                      Youtracethesymbolandfeelapullasittugs
                      against the magical energy in your mind.         In addition, the creature’s sleep is     Divination [Mind-Affecting]
                                                                    now haunted. It can no longer gain          Level: Bard 2
                      This spell functions like symbol of           complete rest from sleeping or resting.     Components: V, S, M
                      death (PH 289), except that when it is        The subject does not regain hit points      Casting Time: 1 standard action
                      triggered, the symbol begins to attack        or heal ability damage naturally, nor       Range: Close (25 ft. + 5 ft./2 levels)
                      the minds of spellcasters within 60           is it able to prepare spells if doing so    Targets: One creature/level, no two
                      feet. Each must attempt a Will saving         requires a full night’s rest.
                      throw every round they are within                                                            of which are more than 30 ft. apart
                      range, at the beginning of their turn.           The creature is, however, now im-        Duration: 1 round/level
                      Failure means that the highest-level          mune to the dream and nightmare spells,     Saving Throw: Will negates
                      spell prepared by the spellcaster (or         as well as to other effects that cause
                      highest-level spell slot, if the character    nightmares (such as the night hag’s            (harmless)
                      casts spells spontaneously) is lost for       dream haunting ability).                    Spell Resistance: Yes (harmless)
                                                                       You can lift the effect of this curse
                                                                    at will, but it is otherwise difficult to
218
You hold aloft a toy soldier and shake it at    Saving Throw: None                             Casting Time: 1 standard action                CHAPTER 1
  yourallies,callingthemtoarmsasyoudo             Spell Resistance: No                           Range: Personal
  so. The toy soldier dissipates, but you feel                                                   Target: You                                   SPELL
  a connection to your allies as though you       You make a silent gesture with your holy       Duration: 1 round/level (D)                DESCRIPTIONS
  couldheareachonewhisperingherintended           symbol and think about your fellowship
  actions before she performed them.              with your companions. In a moment,             You push a thorn against your skin to
                                                  they all look up as if someone called their    completethespell.Insteadofpiercingyour
  When you cast this spell, you grant             names.                                         skin, the thorn melds into it. An instant
  your allies greater insight into one                                                           later,hundredsofsimilarthornssproutall
  another’s actions, allowing them to             You can mentally communicate with              over your body.
  better coordinate their attacks. If two         all allies within range, though this
  affected allies flank the same creature,         is one-way communication. (You can             Your skin sprouts thorns when this
  each gains a +2 insight bonus on melee          send thoughts, but you cannot receive          spell is cast, increasing the damage
  attack rolls and deals an extra 1d6             thoughts in response.) Anything you            you deal with an unarmed strike
  points of damage against the flanked             choose to send is received by all crea-        and making you difficult to grab. As
  creature. Creatures not subject to extra        tures you perceive as allies within the        well as dealing lethal damage with
  damage from sneak attacks are immune            emanation (you cannot send thoughts            your unarmed strikes (if you don’t
  to this extra damage.                           only to certain allies), and they all          already do so), you deal an extra 1d6
                                                  understand you regardless of language.         points of piercing damage (so that a
     Material Component: A toy soldier.           Allies with Intelligence scores lower          human under the effect of thornskin
                                                  than 3 understand basic commands               would deal 1d3 points of bludgeon-
TARGETING RAY                                     but not complex information (“Attack”          ing damage + 1d6 points of piercing
                                                  is understood, but “Ignore the foot            damage with an unarmed strike). In
  Divination                                      soldiers and attack the spellcasters” gets     addition, any creature that hits you
  Level: Bard 1, sorcerer/wizard 1                the same reaction as “Attack”).                with a natural weapon or unarmed
  Components: V, S, F                                                                            strike (including all successful grap-
  Casting Time: 1 standard action               TELEPATHIC BOND,                                 ple checks) takes 5 points of piercing
  Range: Medium (100 ft. + 10 ft./level)        LESSER                                           damage.
  Effect: Ray
  Duration: 1 round/level                         Divination [Mind-Affecting]                       A creature’s damage reduction, if any,
  Saving Throw: None                              Level: Mind 3, sorcerer/wizard 3               applies to the damage from this spell.
  Spell Resistance: No                            Components: V, S                               The damage from thornskin is treated as
                                                  Casting Time: 1 standard action                piercing for the purpose of overcoming
  From your clenched fist you produce a            Range: 30 ft.                                  damage reduction.
  luminousray.Theraypulsatesbetweenthe            Targets: You and one willing
  target creature and you.                                                                          Material Component: A thorn.
                                                     creature within 30 ft.
  The ray acts as a rangefinder for you            Duration: 10 minutes/level                   THUNDERHEAD
  and any allies. You must succeed on             Saving Throw: None
  a ranged touch attack with the ray to           Spell Resistance: No                           Evocation [Electricity]
  strike a target. It provides a +1 insight                                                      Level: Druid 1, sorcerer/wizard 1
  bonus per three caster levels on ranged         Asyousendyourthoughtsoutward,your              Components: V, S, M
  attacks directed at the subject for the         mindbrushesagainsttheconsciousnessof           Casting Time: 1 standard action
  duration of the spell. Your allies need         yourfriendanditwelcomesyou,forminga            Range: Close (25 ft. + 5 ft./2 levels)
  not see you, but they must be able to see       bond that no distance can break.               Target: One creature
  the ray. You can otherwise act normally                                                        Duration: 1 round/level
  for the duration of the spell. Allies who       You forge a telepathic bond with               Saving Throw: Reflex negates;
  can see the target of the ray receive the       another creature with an Intelligence
  bonus even if you lose line of sight to         score of 6 or higher. You can com-                see text
  the target.                                     municate telepathically through the            Spell Resistance: Yes
                                                  bond regardless of language. No special
     Focus: A small metal or stone tube.          power or influence is established as            Black mist forms near the ground and
                                                  a result of the bond. Once the bond            sweepsupwardtojoinasmallcloudform-
TELEPATHIC AURA                                   is formed, it works over any distance          ingabovethecreatureyoudesignateasyour
                                                  (although not from one plane to                target. Miniature peals of thunder erupt
  Divination                                      another).                                      from the cloud.
  Level: Paladin 4
  Components: S, DF                             THORNSKIN                                        Thunderhead creates a small thunder-
  Casting Time: 1 standard action                                                                cloud over the subject’s head. The cloud
  Range: 100 ft.                                  Transmutation                                  moves with the subject, following it
  Area: 100-ft.-radius emanation                  Level: Druid 3                                 unerringly even if he becomes invisible
                                                  Components: V, S, M                            or leaves the region. In every round of
     centered on you                                                                             the spell’s duration, a miniature bolt of
  Duration: 10 minutes/level (D)                                                                 lightning leaps from the thundercloud
                                                                                                                                            219
to strike the subject. Each bolt deals    THUNDEROUS ROAR                         the roar. Crystalline creatures take 1d6
                          1 point of electricity damage that is                                             points of sonic damage per caster level
                          negated by a successful Reflex save.         Evocation [Sonic]                     (maximum 10d6).
                                                                      Level: Druid 3
                            Material Component: A small piece of      Components: V, S, DF                TIDAL SURGE
                          copper wire.                                Casting Time: 1 standard action
                          THUNDERLANCE                              Range: Long (400 ft. + 40 ft./level)  Evocation [Water]
                                                                    Area: 20-ft.-radius burst             Level: Druid 6
                          Evocation [Force]                         Duration: Instantaneous               Components: V, S
                          Level: Sorcerer/wizard 4                  Saving Throw: Fortitude partial;      Casting Time: 1 standard action
                          Components: V, S, M                       see text                              Range: Medium (100 ft. + 10 ft./level)
CHAPTER 1                 Casting Time: 1 standard action           Spell Resistance: Yes                 Targets: One creature or all creatures
   SPELL                  Range: 0 ft.                                                                    in a 20-ft.-radius burst
      DESCRIPTIONS
                          Effect: A spearlike beam                                                        Duration: Instantaneous
                          Duration: 1 round/level (D)                                                     Saving Throw: Reflex half
                          Saving Throw: None                                                              Spell Resistance: Yes
                          Spell Resistance: No
                                                                                                                     Anexplosionofwaterrushesoutfrom
                          A faint gray shimmering                                                                    the point you designate, bowling
                          forceinthegeneralshapeof                                                                   over your enemies.
                          astafforspearspringsfrom
                          your hand.                                                                                 When you cast this spell, you
                                                                                                                     create a huge wave of water
                          When you cast this spell,                                                                  that slams into one or more
                          you create a deadly                                                                        targets within range. If no
                          lance of force. You can                                                                    large, natural source of water
     Illus. by D. Martin  freely make a thunder-                                                                     (a river, lake, or ocean) exists
                          lance retract or grow to                                                                   within the spell’s range, you
                          any length from 1 foot                                                                     can affect only one target.
                          to 20 feet, but it always                                                                  If such a source of water
                          remains a straight lance                                                                   exists within the range of
                          of force. This effect gives                                                                the spell, the spell creates a
                          you a natural reach of 20                                                                  burst centered on a location
                          feet. You can use a thun-                                                                  you designate. In either case,
                          derlancetomakepowerful                                                                     the water deals 1d6 points of
                          melee attacks.                                                                             damage per caster level (maxi-
                          You can wield a thun-                                                                      mum 15d6) to the target or to
                          derlance in one or two                                                                     creatures within the burst.
                          hands, dealing a base 3d6                                                                  In addition, all affected
                          points of damage (crit                                                                     creatures are subjected to a
                          20/×3). Instead of using                                                                   bull rush attack, forcing them
                          your Strength modifier,       The thunderhead spell seems a nuisance, but it can be deadly  to make opposed Strength
                          you use the higher of                                                                      checks against the wave of
                          your Intelligence modifier or Charisma Calling upon the lost voices of dead water. The water has a +5 bonus on
                          modifier as a bonus on attack rolls and creatures, you cause the targeted area to the opposed Strength check, or a +10
                          damage rolls.                             becomefilledwiththeenragedroaringofa bonus if the spell is cast near a source
                          If you successfully strike a target thousanddinosaurs.Thegroundbeneath of water. You designate the direction
                          protected by any force effect of 3rd the area shakes with the sound.            the wave pushes when you cast the
                          level or lower, such as a shield or mage                                        spell; creatures that lose the opposed
                          armor spell, the thunderlance might The resulting blast of sound from the Strength check are pushed back 5
                          dispel the force effect in addition to casting of thunderous roar can be heard feet, plus an additional 5 feet for every
                          damaging the target. Make a dispel for miles, but the spell affects only those 5 points by which the wave beats their
                          check against the level of the caster in its area. All creatures in the affected Strength checks, in the chosen direc-
                          who created the effect. If you succeed, area take 1d6 points of sonic damage tion. It is possible for a wave arising
                          the effect is dispelled. The thunderlance per two caster levels (maximum 5d6). from a body of water to push characters
                          remains whether you succeed or fail on A successful Fortitude saving throw into the water.
                          this check.                               halves the damage. Additionally, any  The wave puts out torches, campfires,
                          Material Component: A small metal creature that takes damage from this exposed lanterns, and other open
                          spear.                                    spell must make a Reflex saving throw flames if they are carried by the target
                                                                    or be knocked prone from the force of or located within the area and they
220
are Large or smaller. If the wave hits a      TOUCH OF MADNESS                                  hand tingles for a moment as the spell           CHAPTER 1
  magical fire, those flames are targeted                                                           takes effect.
  by a dispel magic effect as if you had cast     Enchantment [Mind-Affecting]                                                                    SPELL
  the spell.                                      Level: Madness 2                                While this spell is in effect, the affected  DESCRIPTIONS
                                                  Components: V, S                                animal gains a number of additional
TIGER’S TOOTH                                     Casting Time: 1 standard action                 tricks equal to half your caster level
                                                  Range: Touch                                    (maximum five).
  Transmutation                                   Target: Creature touched
  Level: Druid 2                                  Duration: 1 round/level                            This spell does not modify an
  Components: V                                   Saving Throw: Will negates                      animal’s attitude toward you, nor does it
  Casting Time: 1 swift action                    Spell Resistance: Yes                           guarantee that an animal will cooperate
  Duration: 1 round                                                                               when instructed to perform the newly
                                                  Yourhandglowswithroilingpurplelight             learned tricks.
  Youspeakquickly,andyouranimalcom-               as you reach out to deliver lunacy with
  panion glows briefly, the glow focusing          your touch.                                   TRANSCRIBE SYMBOL
  around its natural weapons.
                                                  You can cause one living creature to            Abjuration
  This spell functions like magic fang (PH        become dazed by making a successful             Level: Sorcerer/wizard 6
  250), except as noted above.                    touch attack. If the target creature does       Components: V, S, F
                                                  not make a successful Will save, its            Casting Time: 1 standard action
TORTOISE SHELL                                    mind is clouded and it takes no actions         Range: Touch
                                                  for 1 round per caster level.                   Target: Magic symbol touched
  Transmutation                                                                                   Duration: 10 minutes or until
  Level: Druid 6                                TOWERING OAK
  Components: V, S, DF                                                                               discharged
  Casting Time: 1 standard action                 Illusion (Glamer)                               Saving Throw: None
  Range: Touch                                    Level: Ranger 1                                 Spell Resistance: No
  Target: Living creature touched                 Components: V, S
  Duration: 10 minutes/level                      Casting Time: 1 swift action                    Mimicking the marks of the sigil on the
  Saving Throw: None                              Range: Personal                                 slateyouhold,yourenderyourselfimmune
  Spell Resistance: Yes (harmless)                Target: You                                     to detection by the magic symbol.
                                                  Duration: 1 round/level
  In the blink of an eye, the creature you                                                        You place a protective spell upon
  touched grows the armor plating of a tor-       Youevokethepoweroftheforests,giving             your hand that allows you to touch
  toise across its torso and a tough, leathery    yourselftheabilitytospeakforthem.You            an untriggered magic sigil (such as
  skin elsewhere.                                 loomoverotherslikeamightytreedwarfs             a glyph of warding or a symbol of death)
                                                  lesser plants.                                  without setting it off. The touched sigil
  Tortoise shell grants a +6 enhancement                                                          is removed from its location and held
  bonus to the subject’s existing natural         You draw on the oak’s strength to               as magical potential on your hand, as
  armor bonus. This enhancement bonus             improve your ability to intimidate your         though it were a touch spell.
  increases by 1 for every three caster           enemies. You gain a +10 competence
  levels beyond 11th, to a maximum of             bonus on Intimidate checks and a +2                To pick up a sigil in this manner,
  +9 at 20th level.                               enhancement bonus to Strength.                  you must make a successful caster level
                                                                                                  check (DC 20 + the target glyph’s spell
     The enhancement bonus provided             TRAIN ANIMAL                                      level). Failure indicates that you have
  by tortoise shell stacks with the target’s                                                      triggered the glyph or symbol. If you
  natural armor bonus, but not with               Enchantment (Charm)                             successfully transfer the sigil to your
  other enhancement bonuses to natural               [Mind-Affecting]                             hand, you can use a standard action to
  armor. A creature without natural                                                               place it on a surface (not a creature) of
  armor has an effective natural armor of         Level: Druid 2, ranger 2                        the sort on which it can normally be
  +0, much as a character wearing only            Components: V, S, DF                            scribed. The transferred sigil works
  normal clothing has an armor bonus              Casting Time: 10 minutes                        normally thereafter and retains all
  of +0.                                          Range: Touch                                    its original triggering conditions,
                                                  Target: Animal touched                          although its current location might
     Tortoise shell slows a creature’s move-      Duration: 1 hour/level                          make its triggers difficult or impossible
  ment as if it were wearing heavy armor.         Saving Throw: Will negates                      to achieve.
  An elf subject to tortoise shell, for
  example, would have a speed of 20 feet             (harmless)                                      You can maintain the magic sigil on
  and could run only 60 feet per round.           Spell Resistance: Yes (harmless)                your hand as long as you concentrate.
  The spell affects only a creature’s speed;                                                      If your concentration lapses or the
  tortoise shell doesn’t carry an armor           At last, you near the end of the spell’s        spell duration expires while the sigil is
  check penalty or an arcane spell failure        complicatedprocedure.Asthefinalactof             thus stored as potential, it immediately
  chance.                                         the ritual, you call out the tricks you wish    triggers upon you (and only you), even
                                                  toteachtheanimalyouaretouching.Your             if you normally would not meet its
                                                                                                  trigger conditions. The effect has the
                                                                                                                                               221
same saving throw and spell resistance        An affected creature that is attacked       dimension door spells (PH 221) and
                             as the original spell did. The only safe    gains a new saving throw to break free        exchange appearances, as if using
                             way to rid yourself of the stored sigil     of the enchantment.                           disguise self spells (PH 222) to appear
                             is to place it upon a suitable surface.                                                   as each other. Your target can negate
                                                                           Material Component: A drop of pine          this spell with a successful saving
                               Focus: A piece of slate that has been     resin.                                        throw.
                             scoured bare and smooth on one side.
                                                                                                                         If you or your target exceed the
CHAPTER 1                    TRANSFIX                                                                                  capacity of the dimension door spell or
   SPELL                       Enchantment                                                                                  if you and your target have bodies
      DESCRIPTIONS                (Compulsion)                                                                                 that are so different that the
                                  [Mind-Affecting]                                                                               disguise self spell could not
                                                                                                                                 disguise you as your target,
                               Level: Sorcerer/wizard 7                                                                            this spell fails.
                               Components: V, S, M                                                                                    Magic that penetrates
                               Casting Time: 1 round                                                                                 disguises (such as true
                               Range: Medium (100 ft. +                                                                               seeing) reveals the iden-
                                                                                                                                      tities of you and your
                                  10 ft./level)                                                                                      target. Otherwise, you
                               Area: 10-ft.-radius                                                                                 are considered to be dis-
                                                                                                                                    guised as your target and
                                  emanation centered                                                                                vice versa for the duration
                                  on a point in space                                                                                of the spell. You get a
                               Duration: 1 hour/level                                                                                 +10 bonus on Disguise
                               Saving Throw: Will                                                                                      checks to impersonate
                                  negates; see text                                                                                    the target.
                               Spell Resistance: Yes                                                                                     When the spell ends,
                                                                                                                                     you and your target revert
     Illus. by F. Vohwinkel  With a declaration, you                                                                                 to your true appearances
                             finish your casting. Immedi-                                                                            in your current locations.
                             ately, beings in the affected area                                                                     You do not switch places
                             cease moving, standing as still                                                                        again.
                             as statues.
                                                                                                                               TRANSMUTE
                             This spell causes any Medi-                  Transcribe symbol allows a wizard to pick
                             um or smaller humanoids                           up and move a protective glyph               ROCK TO LAVA
                             within the area of the spell
                             to become paralyzed. When                   TRANSLOCATION                                 Transmutation [Earth, Fire]
                             casting the spell, you must                 TRICK                                         Level: Druid 9, sorcerer/wizard 9
                             specify a condition that will end it                                                      Components: V, S
                             (“Wait here until the dragon arrives”),       Conjuration [Teleportation]                 Casting Time: 1 standard action
                             even if that condition can never fea-         Level: Sorcerer/wizard 4                    Range: Medium (100 ft. + 10 ft./level)
                             sibly be met (“Stay here until the sun        Components: V                               Area: One 10-ft. cube
                             shines at night”). Subjects in the area       Casting Time: 1 standard action             Duration: Instantaneous
                             that fail their saves immediately be-         Range: Medium (100 ft. + 10 ft./level)      Saving Throw: Reflex half; see text
                             come aware of the condition, but they         Targets: You and one creature               Spell Resistance: No
                             cannot communicate it due to their par-       Duration: 10 minutes/level
                             alyzed state (although someone could          Saving Throw: Will negates; see text        Asyoureleasethespell’senergy,thetargeted
                             use a spell such as detect thoughts to as-    Spell Resistance: Yes                       areaofstoneinstantlyturnstomoltenlava,
                             certain the condition). For every hour                                                    and the uncomfortable burning in your
                             the creatures are transfixed before the        You utter the words, and in an instant you  chest immediately ceases.
                             condition is met, they are allowed an-        andyourtargetareswitched—youtakeits
                             other saving throw to break free of the       positionandform,anditappearswhereyou        You transform natural, uncut, or
                             spell’s effect.                               hadstoodmomentsbefore,lookingtoothers       unworked rock of any sort into an
                                                                           as you appear.                              equal volume of red-hot molten lava.
                               As long as the spell operates, any                                                      All creatures in the spell’s area that
                             Medium or smaller humanoid that               You and the other target switch             make successful Reflex saves take 6d6
                             enters its area must make a successful        locations, as if simultaneously using       points of fire damage, provided they
                             saving throw or become transfixed                                                          can physically escape the area on their
                             with the same exit conditions (they too                                                   next turn. Creatures that fail their
                             become aware of the exit conditions on                                                    saves, or those unable to escape the
                             becoming transfixed). Likewise, any                                                        area, take 20d6 points of fire damage
                             creatures removed from the area are
                             freed from the spell’s effect.
222
in each round they remain in the area.     The touched animal or magical beast            TREASURE SCENT
  Creatures in the lava have their speed     gets a 20-foot enhancement bonus to its
  reduced to 5 feet and take a –2 penalty    speed, and it can hustle without taking          Divination
  on attack rolls and to Armor Class.        damage or becoming fatigued as long              Level: Bard 3, druid 3, sorcerer/
  Even after leaving the area of the spell,  as the spell is in effect. While bearing
  creatures that were exposed to the lava                                                        wizard 4
  take half damage (either 3d6 or 10d6)                                                       Components: V, S
  for 1 additional round.                                                                     Casting Time: 1 standard action
                                                                                              Range: Personal
     If transmute rock to lava is cast upon                                                   Target: You
  the ceiling of a cavern or tunnel, the                                                      Duration: 1 hour/level
  lava falls to the floor and spreads out
  in a 15-foot-radius pool at a depth of                                                    A multihued glow of metallic colors sur-        CHAPTER 1
  approximately 1-1/2 feet. The rain of                                                     rounds you. The swirling glow manifests
  lava deals 2d6 points of fire damage to                                                    as a thin mist that forces itself up into      SPELL
  anyone caught directly beneath (Reflex                                                     yournose.Suppressingasneeze,younote         DESCRIPTIONS
  half). In addition, creatures take 10d6                                                   with excitement the unmistakable scent
  points of fire damage each round when                                                      of treasure.
  they are caught in the area of the
  pool.                                                                                        You can detect copper, silver, gold,     Illus. by W. England
                                                                                                    platinum, and gems within 30
     Although constructions of                                                                        feet, as well as differentiate
  worked stone can’t be targeted                                                                       between the five kinds of
  with this spell, casting it on                                                                       valuables.
  unworked stone below or adja-                                                                           When you detect one of
  cent to such structures deals                                                                       these types of valuables, the
  10d6 points of fire damage                                                                           exact location of the source
  per round to any part of the                                                                         is not revealed—only its
  structure in contact with                                                                             presence and direction.
  the lava. Wooden struc-                                                                                Whenever you come within
  tures in contact with lava                                                                            5 feet of the treasure, you
  instantly burst into flame.                                                                          can pinpoint its exact loca-
                                                                                                   tion. The spell can penetrate
     The lava cools naturally
  from its surface toward its                                                                  barriers, but 1 foot of stone, 1 inch
  center, and it no longer deals                                                            of common metal, a thin sheet of lead,
  fire damage after 2d6 hours as                                                             or 3 feet of wood or dirt blocks it.
  it slowly reverts to stone. Though a
  15-foot-radius pool can take as long                                                      TREMOR
  as two days to completely cool, the
  core of a 10-foot cube of lava might                                                        Evocation [Earth]
  remain molten for a month or more.                                                          Level: Cleric 3, druid 3
                                                                                              Components: V, S, DF
     Magical or enchanted stone is not                                                        Casting Time: 1 standard action
  affected by the spell.                                                                      Range: Medium (100 ft. + 10 ft./level)
                                                                                              Area: 40-ft.-radius spread
TRAVELER’S MOUNT                                                                              Duration: 1 round/3 levels
                                                                                              Saving Throw: See text
  Transmutation                                                                               Spell Resistance: No
  Level: Blackguard 1, druid 1, paladin
                                             The treasure scent spell allows a spellcaster  Whenyoucastthisspell,asmall,localized
     1, ranger 1                                           to sniff out riches              tremor shakes the ground in the area.
  Components: V, S                                                                          Detritus and loose debris rattle with the
  Casting Time: 1 standard action            a rider, the mount no longer attacks           small quake, and creatures caught in the
  Range: Touch                               in combat. The steed willingly bears           area stumble and fall.
  Target: Animal or magical beast            its rider into battle; it just can’t use its
                                             own natural weapons for the duration           This minor quake is not strong enough
     touched                                 of the spell.                                  to damage structures. The effect lasts
  Duration: 1 hour/level                                                                    for 1 round per three caster levels,
  Saving Throw: Will negates                                                                during which time any spellcaster on
  Spell Resistance: Yes                                                                     the ground in the area must succeed on
                                                                                            a Concentration check (DC 15 + spell
  Withwordsofencouragement,youmake                                                          level) or lose any spell she is casting. A
  thecreaturebetterabletohandletherigors
  of overland travel, at the expense of its
  ability to fight.
                                                                                                                                                              223
CHAPTER 1             creature attempting to use a skill that         triadspell more than once upon a single        Reachingoutwithyourthoughts,yougrasp
                      would provoke attacks of opportunity            prepared spell.                                themindofyourfoeandtakecommandof
   SPELL              (such as Disable Device, Heal, Open                                                            its actions.
      DESCRIPTIONS    Lock, and Use Rope, among others)             TRUE CREATION
                      must succeed on a DC 15 Concentra-                                                             You can control the actions of any
                      tion check, or the action automatically         Conjuration (Creation)                         humanoid. You establish a telepathic
                      fails and is wasted. Each creature in           Level: Creation 8                              link with the subject’s mind. If a
                      the area must make a Reflex save each            Components: V, S, M, XP                        common language is shared, you can
                      round or be knocked prone.                      Casting Time: 10 minutes                       generally force the subject to perform
                                                                      Range: 0 ft.                                   as you desire, within the limits of its
                    TREMORSENSE                                       Effect: Unattended, nonmagical                 abilities. If no common language is
                                                                                                                     shared, you can communicate only
                      Transmutation                                      object of nonliving matter, up to 1         basic commands, such as “Come here,”
                      Level: Ranger 2, sorcerer/wizard 3                 cu. ft./level                               “Go there,” “Fight,” and “Stand still.”
                      Components: V, S, F/DF                          Duration: Instantaneous                        You know what the subject is experi-
                      Casting Time: 1 standard action                 Saving Throw: None                             encing, but you do not receive direct
                      Range: Personal                                 Spell Resistance: No                           sensory input from it.
                      Target: You
                      Duration: 10 minutes/level (D)                  Withonelastinvocationtoyourdeity,you              Subjects have a chance of resisting
                                                                      endthespellandbringintobeingtheobject          this control by making a Will save
                      You cast this spell and know where each         you desire.                                    to avoid the effect when the spell is
                      ofyouropponentsstands.Theirpresenceis                                                          cast. Those affected by the spell and
                      markedinyourmindlikeripplesradiating            You create a nonmagical, unattended            then forced to take actions against
                      along the surface of a pond.                    object of any sort of matter. Items created    their nature receive a new saving
                                                                      are permanent and cannot be negated by         throw with a –4 penalty. Obviously
                      You can automatically pinpoint the              dispelling magic or negating powers.           self-destructive orders might be car-
                      location of any object or creature              For all intents and purposes, these items      ried out, unless the subject can make
                      within 30 feet that is in contact with          are completely real. The volume of the         a saving throw with the –4 pen-
                      the ground.                                     item created cannot exceed 1 cubic foot        alty. Once control is established, the
                                                                      per caster level. You must succeed on an       range at which it can be exercised is
                         Arcane Focus: A fleck of skin from a          appropriate skill check to make a com-         unlimited, as long as you and the sub-
                      creature that has tremorsense.                  plex item, such as a Craft (bowmaking)         ject are on the same plane. You need
                                                                      check to make straight arrow shafts or a       not see the subject to control it.
                    TRIADSPELL                                        Craft (gemcutting) check to make a cut
                                                                      and polished gem.                                 Protection from evil or a similar spell
                      Transmutation                                                                                  can prevent you from exercising con-
                      Level: Cleric 5                                    Unlike the items brought into being         trol or using the telepathic link while
                      Components: V, S                                by the lower-level spells minor creation       the subject is so warded, but it does not
                      Casting Time: 1 standard action                 and major creation, objects created by         prevent the establishment of domina-
                      Range: Personal                                 the casting of true creation can be used       tion or dispel it.
                      Target: You                                     as material components.
                      Duration: Instantaneous                                                                      TSUNAMI
                                                                         Material Component: A small piece
                      Youcompletethecasting,anddeepwithin             of matter of the same type of item you         Conjuration (Creation) [Water]
                      your mind, you feel one of your prepared        plan to create—a sliver of wood to             Level: Druid 9
                      spellssubdividingintothreeparts,eachas          create arrow shafts, a tiny piece of the       Components: V, S, M
                      powerful as its original.                       appropriate stone to create a polished         Casting Time: 1 round
                                                                      gem, and so forth.                             Range: Long (400 ft. + 40 ft./level)
                      You alter one of your prepared spells so                                                       Effect: 20-ft./level-wide, 10-ft.-long,
                      that you can cast it three times before it         XP Cost: Half the item’s gold piece
                      is expended. The prepared spell must            value in XP, or 50 XP, whichever is               40-ft.-high wave of water; see text
                      be of 3rd level or lower, and once the          more.                                          Duration: Concentration, up to
                      triadspell is cast, you can cast the altered
                      spell two additional times (a total of        TRUE DOMINATION                                     1 round/level (D)
                      three times) before it is expended.                                                            Saving Throw: Fortitude partial
                      The altered spell functions normally            Enchantment (Compulsion)
                      and requires components or XP for                  [Mind-Affecting]                               (object)
                      each use as if you were casting three                                                          Spell Resistance: No
                      separate spells. If you later choose to         Level: Domination 8
                      prepare a different spell in that spell         Components: V, S                               Theeldest,mostpowerfulforcesofelemental
                      slot, any extra castings provided by            Casting Time: 1 standard action                waterheedyoursummonsandobeyyour
                      the triadspell are lost. You cannot cast        Range: Medium (100 ft. + 10 ft./level)         request. These forces of pure elemental
                                                                      Target: One humanoid                           power gather together a wall of water that
                                                                      Duration: 24 hours/level                       moves inexorably in the direction of your
                                                                      Saving Throw: Will negates; see text           choice, crushing all that it encounters.
                                                                      Spell Resistance: Yes
224
This spell creates a towering tsunami        Extracting a victim in this manner           You cause a section of tunnel to flex           CHAPTER 1
and sends it forth in a powerful wave to     requires a DC 20 Strength check.             with peristaltic convulsions, crushing
smash all in its path. The tsunami starts                                                 its contents and moving them along its        SPELL
at any point you select within range            A tsunami’s progress can be halted by     length in the direction you designate.     DESCRIPTIONS
of the spell and then moves at a speed       anything that would normally block           Each creature and object in the affected
of 60 feet in any direction chosen by        line of effect along its path, assum-        tunnel section is crushed for 1d6 points   Illus. by J. Engle
you. Once the direction is set, the          ing the tsunami does not destroy the         of damage per level (maximum 15d6)
tsunami cannot change course. The            intervening object or creature. If only a    and is moved from its former position
tsunami deals 1d6 points of bludgeon-        portion of the tsunami is blocked, the       to a point just outside the affected
ing damage per caster level (maximum         rest of it continues on.                     tunnel section. A creature that makes
20d6) to all in its path. Anything                                                        a successful Reflex saving throw takes
struck can make a Fortitude saving              Although this spell can be cast on        only half damage and is moved halfway
throw for half damage. Gargantuan or         dry land, it is most effective when cast     from its former position in the tunnel
larger creatures that fail the save are      on the open sea. In this case, saving        toward the designated end of the
knocked prone. Huge or smaller crea-         throws to avoid full damage are made         tunnel section. When the spell dura-
tures that fail the save are picked up       with a –4 penalty, and the width of the      tion expires, the tunnel returns to its
and carried with the wave. Each round        tsunami increases to 40 feet per caster      former shape and size, with no harm
a victim is carried by the tsunami, it       level. A tsunami that begins on water        done to its structure.
takes the bludgeoning damage again           but then travels onto land immediately
and can make an additional Fortitude         shrinks to its land size and speed. A           Tunnel swallow affects both worked
save for half damage. Creatures being        tsunami does not vanish if it moves          and natural tunnels, as well as corridors
carried by a tsunami cannot move in          beyond the spell’s initial range.            in surface buildings, but does not harm
any other way. They can otherwise act                                                     the structure.
normally, but must make a Concentra-            MaterialComponent:Acrownofcoral
tion check (DC 20 + spell level) to cast     set with pearls (total value of at least        Movement caused by this spell does
a spell. Creatures caught in a tsunami       5,000 gp).                                   not provoke attacks of -opportunity.
take a –4 penalty to Dexterity and a
–2 penalty on attack rolls. They can       TUNNEL SWALLOW                                    Material Component: A lump of
escape the wave by making successful                                                      chewed vegetable or meat.
DC 20 Swim checks, as long as they           Conjuration (Creation) [Earth]
end their movement outside the effect        Level: Sorcerer/wizard 6                   UNBINDING
of the tsunami.                              Components: V, S, M
                                             Casting Time: 1 standard action              Abjuration
  Any creature that comes in contact         Range: Medium (100 ft. + 10 ft./level)       Level: Liberation 9, sorcerer/wizard 9
with a tsunami as a result of move-          Target: Tunnel section up to 20 ft. in       Components: V, S, M, DF
ment during its turn is considered                                                        Casting Time: 1 round
to have been struck by the tsunami’s            diameter and up to 50 ft. long            Range: 180 ft.
movement. A creature can attempt to          Duration: Instantaneous                      Area: 180-ft.-radius burst centered
extract another creature caught by a         Saving Throw: Reflex partial;
tsunami, providing the rescuer resists                                                       on you
being swept up or knocked down by               see text                                  Duration: Instantaneous
the tsunami and can reach the victim         Spell Resistance: No                         Saving Throw: None
                                                                                          Spell Resistance: No
                                             Youunleashthepowerofthisspell,andthe
                                             wallsofthetunnelbegintoroilandshifton        A burst of white energy erupts from your
                                             allsides,clenchinginrapidsuccessionasthey    body to destroy spells that contain, con-
                                             fling your opponents down the hallway.        strain, or seal.
The tsunami spell can wash the natural world clean of unbalancing force                                                                                  225
CHAPTER 1             An unbinding spell negates charm and          Saving Throw: Will negates                       You can have only one undead lieuten-
                      hold spells of all types; arcane locks and       (harmless, object)                         ant at any time.
   SPELL              similar closures; and spells that create
      DESCRIPTIONS    physical or magical barriers, such            Spell Resistance: Yes (harmless,            UNDEAD TORCH
                      as wall of fire, wall of force, guards and        object)
                      wards, temporal stasis, and slow spells,                                                    Necromancy
                      among others. The effect of a statue          Your hand glows with a dull light, and        Level: Sorcerer/wizard 3
                      spell is also ended, and a magic jar is       whenyoutouchtheweapon,thelightshifts          Components: V, S, M
                      shattered—forever destroyed—and               toit,sothatitshedsaserenegrayradiance         Casting Time: 1 standard action
                      the life force within snuffed out. In         as bright as a candle.                        Range: Close (25 ft. + 5 ft./2 levels)
                      addition, any spell that holds magical                                                      Targets: One corporeal undead/
                      effects, including other spells (magic        You give a weapon the undead bane
                      mouth, imbue with spell ability, and so       special ability in addition to any other         level, no two of which are more
                      on), immediately releases them at a           properties it has. Against undead,               than 30 ft. apart
                      range of 0 feet.                              your weapon’s enhancement bonus               Duration: 1 round/level
                                                                    is 2 higher than normal, and it deals         Saving Throw: Will negates
                         Protective spells such as protection       an extra 2d6 points of damage against            (harmless)
                      fromevil,shield,globeofinvulnerability,       undead. The spell has no effect if cast       Spell Resistance: Yes (harmless)
                      and similar spells are not affected           upon a weapon that already has the
                      by an unbinding. Petrified creatures           undead bane special ability.                  You make a dark incantation and smash
                      are neither revealed nor restored.                                                          the firefly between your thumb and fore-
                      Individuals bound to service are not             Alternatively, you can affect up           finger.Theundeadburstsintoblueflames
                      freed (including creatures such as            to fifty arrows, bolts, or bullets. The        that do not burn.
                      familiars, invisible stalkers, genies,        projectiles must be of the same kind,
                      and elementals). An antimagic field            and they have to be together, such as         The subject creature deals an extra 2d6
                      is not affected, nor does the effect of       in the same quiver. Projectiles, but not      pointsofdamageonmeleeattacksagainst
                      unbinding penetrate one. A magic circle       thrown weapons, lose their transmuta-         living creatures. If an attacked creature
                      against evil (or another alignment) that      tion after one attack.                        has spell resistance, the resistance is
                      currently holds a creature imprisoned                                                       checked the first time the undead subject
                      is dispelled.                                    The weapon is treated as good-             attacks it. If your caster level check fails,
                                                                    aligned for the purpose of overcoming         the creature is unaffected by that casting
                         Curses and geas/quest spells are           damage reduction.                             of the undead torch.
                      negated only if you are of a level equal
                      to or greater than that of the original     UNDEAD LIEUTENANT                                  If the undead creature is destroyed,
                      caster.                                                                                     the undead torch continues to burn at
                                                                    Necromancy                                    the location of its destruction until the
                         All these effects occur without            Level: Sorcerer/wizard 3                      duration ends, and living creatures that
                      regard to the caster’s wishes. Spell          Components: V, S                              pass through that area take 2d6 points
                      effects on the person of the caster, or       Casting Time: 1 standard action               of damage. If the undead creature
                      effects or items being carried or worn        Range: Close (25 ft. + 5 ft./2 levels)        assumes a nonphysical state (such as a
                      by the caster, remain undisturbed, but        Target: One undead creature;                  vampire assuming gaseous form), the
                      any others within the area are affected,                                                    spell disperses harmlessly.
                      including those of allies. The opening           see text
                      of locks or other closures triggers any       Duration: 24 hours                               Material Component: A living or dead
                      alarms or traps attached to them. Any         Saving Throw: Will negates                    firefly or glowworm.
                      released creature might or might not
                      be friendly to the caster.                       (harmless)                               UNDEATH’S
                                                                    Spell Resistance: Yes (harmless)
                         MaterialComponents:Alodestoneand                                                       ETERNAL FOE
                      a pinch of saltpeter.                         Youcastyourspellonthefoulcreature,and
                                                                    forabriefmomentyourownfaceappears             Abjuration [Good]
                    UNDEAD BANE                                     atop its ruined body.                         Level: Cleric 9
                                                                                                                  Components: V, S, DF
                    WEAPON                                          You empower the subject undead with           Casting Time: 1 standard action
                                                                    the authority of command over undead          Range: Close (25 ft. + 5 ft./2 levels)
                      Transmutation                                 in your control. The targeted undead          Targets: One creature/5 levels
                      Level: Cleric 4, paladin 3                    must have Intelligence 5 or higher.           Duration: 1 round/level
                      Components: V, S, DF                          Undead under your control obey the            Saving Throw: None (harmless)
                      Casting Time: 1 standard action               target undead as if it were you. You can      Spell Resistance: Yes (harmless)
                      Range: Touch                                  give orders to the undead normally,
                      Target: Weapon touched or fifty                superseding the orders of the subject of      Youinvokethepowerofgoodandindicate
                                                                    this spell. The number of undead you can      each of your party members in turn. A
                         projectiles (all of which must be in       control is increased by an amount equal       crystalblueauraspringsuparoundeachof
                         contact with each other at the time        to your caster level as long as the undead    them,fortifyingthemagainsttheassaults
                         of casting)                                lieutenant is active. If the target undead    of undead.
                      Duration: 1 hour/level                        creature is destroyed, the spell ends.
226
You grant one or more creatures special       once per round and use it as a spell-          spell is in effect, you can make a Per-            CHAPTER 1
  abilities that allow them to effectively      like ability. Using a spell in this way        form check in place of a Concentration
  destroy undead.                               requires a standard action, even if the        check.                                            SPELL
                                                spell would normally have a longer                                                            DESCRIPTIONS
     All subjects receive a death ward          casting time (such as move earth).           UNHOLY STORM
  effect (PH 217). The subjects also have                                                                                                     Illus. by L. Parillo
  immunity to the special attacks and              The spells granted by undermaster           Conjuration (Creation) [Evil, Water]
  abilities of undead that deal ability         areearthlock,earthquake,excavate,flesh          Level: Blackguard 3, cleric 3
  damage, ability drain, fear effects,          to stone, meld into stone, move earth,         Components: V, S, M, DF
  disease, paralysis, or poison. Targets can    reverse gravity, soften earth and stone,       Casting Time: 1 standard action
  make melee and ranged attacks against         statue,stoneshape,stonetell,stonetoflesh,       Area: Cylinder (20-ft. radius,
  ethereal or incorporeal undead as if          transmutemudtorock,transmuterockto
  they were using ghost touch weapons.          mud, tunnel swallow, wall of stone, and           20 ft. high)
  They also gain a +4 sacred bonus to AC        xorn movement.                                 Duration: 1 round/level (D)
  against attacks by undead.                                                                   Saving Throw: None
                                                   Material Component: A deep blue             Spell Resistance: No
UNDERMASTER                                     spinel worth 500 gp.
                                                                                               Youcallupontheforcesofevil,andaheavy
  Transmutation [Earth]                       UNDERSONG                                        rain begins to fall in the area you indicate,
  Level: Druid 9, sorcerer/wizard 9                                                            its raindrops foul and steaming.
  Components: V, M                              Transmutation
  Casting Time: 1 standard action               Level: Bard 1                                  A driving rain falls around you. It
  Range: Personal                               Components: V                                  falls in a fixed area once created. The
  Target: You                                   Casting Time: 1 standard action                storm reduces hearing and visibility,
  Duration: 5 rounds                            Range: Personal                                resulting in a –4 penalty on Listen,
                                                Target: You                                    Spot, and Search checks. It also applies
  Youinvokethemightypowersoftheearth            Duration: 10 minutes/level                     a –4 penalty on ranged attacks made
  and it rises about you, limning you from                                                     into, out of, or through the storm.
  below with brilliant green radiance. The      When you cast this spell, a familiar and       Finally, it automatically extinguishes
  powersurgeswithinyourhandsasyouare            soothing song wells up in your mind.           any unprotected flames and has a 50%
  investedwithitsmight,andyoubendthat                                                          chance to extinguish protected flames
  might to your own will.                       This spell brings to your mind a song          (such as those of lanterns).
                                                that helps you retain your concen-
  You take up the mantle of the earth,          tration. The song does not distract               The rain damages good creatures,
  gaining power over it as long as you          you from any task at hand—on the               dealing 2d6 points of damage per round
  stand upon or beneath its sur-                contrary, by humming along to the              (good outsiders take double damage).
  face. While energized
  with the awesome                                              tune, you can focus your          MaterialComponent:Aflaskofunholy
  power of this                                                           mind with ease.      water (25 gp).
  spell, you can                                                                 As long as
  choose a spell                                                                      this   UNLUCK
  from those
  listed below                                                                                 Divination
                                                                                               Level: Bard 3, sorcerer/wizard 3
                                                                                               Components: V, S, M
                                                                                               Casting Time: 1 standard action
                                                                                               Range: Close (25 ft. + 5 ft./2 levels)
                                                                                               Target: One creature
                                                                                               Duration: 1 round/level
                                                                                               Saving Throw: Will negates
                                                                                               Spell Resistance: Yes
                                                                                             Spewingacurseofbadluck,youflingapiece
                                                                                             ofbrokenmirroratyourtarget.Themirror
                                                                                             shard dissipates harmlessly as soon as it
                                                                                             leavesyourhand,andthesoundofrolling
                                                                                             dice is perceptible for an instant.
                                                                                             When you cast this spell, you nega-
                                                                                             tively influence the randomness of
                                                                                             fortune for the target. Whenever the
                                                                                             affected creature undertakes an action
                                                                                             involving random chance (specifically,
                                                                                             whenever any die roll is made for the
The undead torch spell lends an undead greater power to harm the living                                                                                             227
CHAPTER 1                     creature, including attack rolls, damage    and Will saves as long as the roots      VALIANT FURY
                              rolls, and saving throws), two separate     remain, but a –4 penalty on Reflex
   SPELL                      rolls are made and the worse result         saves.                                     Transmutation
      DESCRIPTIONS            applied.                                                                               Level: Courage 5
                                                                        UPDRAFT                                      Components: V, S, DF
     Illus. by W. O’Connor       Acreaturecarryingastoneofgoodluck                                                   Casting Time: 1 standard action
                              is immune to the effect of unluck.          Conjuration (Creation) [Air]               Range: Close (25 ft. + 5 ft./2 levels)
                                                                          Level: Cleric 1, druid 1                   Target: One living creature
                                 Material Component: A piece of a         Components: V, S, M                        Duration: 1 round/level
                              broken mirror.                              Casting Time: 1 swift action               Saving Throw: Will negates
                                                                          Range: Personal
                            UNYIELDING ROOTS                              Target: You                                   (harmless)
                                                                          Duration: Instantaneous                    Spell Resistance: Yes (harmless)
                              Transmutation
                              Level: Druid 8                                   A druid can use the updraft spell      Pointingyourholysymbolatyourallyas
                              Components: V, S, DF                                  to rise high above a battle         youchant,youimbuehimwithfighting
                              Casting Time: 1 standard action                                                           spirit.
                              Range: Touch                                Detritus and loose debris on the ground
                              Target: Willing creature touched            beneathyoubeginstospinabout,caughtin           The affected creature gains a +4
                              Duration: 1 round/level (D)                 asmallvortex.Thevortexquicklycoalesces        morale bonus to Strength and Con-
                              Saving Throw: Fortitude negates             intoacolumnofdirtygray-brownairthick
                                                                          enough to hold you aloft.                        stitution, and a +2 morale bonus
                                 (harmless)                               Updraft conjures forth rushing air that             on Will saves.
                              Spell Resistance: Yes (harmless)            propels you upward. You gain 10 feet                    In addition, when making
                                                                          per level of altitude, and then gently               a full attack, the affected crea-
                              The creature you touch grows                float back down to the ground. At any                ture can make one additional
                              thick tree roots that anchor it to          point during your descent, you can                 attack with any weapon it is
                              thegroundandprovideitwithlife-              move up to 5 feet laterally.
                              sustaining healing.                                                                         holding. The attack is made using
                                                                             Material Component: A miniature          the creature’s full base attack bonus,
                              The creature you touch must                 propeller or windmill.                     plus any modifiers appropriate to the
                              be standing on or otherwise                                                            situation. This effect is not cumula-
                              touching the ground for this                                                           tive with similar effects, such as that
                              spell to have an effect on                                                             provided by the haste spell.
                              it. For the duration of the
                              spell, the touched crea-                                                             VEIL OF SHADOW
                              ture can’t move from its
                              current space, nor can                                                                 Evocation [Darkness]
                              it be moved from                                                                              Level: Assassin 2, blackguard 2,
                              its space by bull                                                                                  cleric 2, sorcerer/wizard 2
                              rushes, overruns,                                                                                  Components: V, S
                              magic such as Big-                                                                                 Casting Time: 1 standard
                              by’s forceful hand,                                                                                   action
                              or any effect short                                                                                 Range: Personal
                              of a massive earth-                                                                                 Target: You
                              quake. Such attempts                                                                               Duration: 1 minute/level
                              simply fail. If an overrun attempt is
                              made against a creature with unyielding                                                You speak the words of this spell, and
                              roots, the rooted creature must block                                                  tendrils of purple darkness rise from the
                              rather than avoid the overrun. The                                                     ground,surroundingyouandconcealing
                              rooted creature automatically wins the                                                 you from your foes.
                              Strength check to stop the overrun and
                              can make a Strength check (opposed                                                     Swirling wisps of darkness obscure
                              by the overrunning creature’s Strength                                                 your form, granting you concealment.
                              or Dexterity check) to knock the over-                                                 The 20% miss chance is in effect even
                              running creature prone.                                                                if the attacker has darkvision.
                                 The roots draw life energy from the                                                    This spell effect is dispelled in
                              ground that feed the touched creature,                                                 daylight or in the area of a light spell
                              healing up to 30 points of damage per                                                  of 3rd level or higher.
                              round, neutralizing poisons automati-
                              cally, and wiping away negative levels                                                    See invisibility does not counter a veil
                              (as the restoration spell). The touched                                                of shadow’s concealment effect, but a
                              creature gets a +4 bonus on Fortitude                                                  true seeing spell does.
228
VEIL OF UNDEATH                             VIGOR, LESSER                                  lost from starvation, thirst, or suffoca-        CHAPTER 1
                                                                                           tion, nor does it allow a creature to
  Necromancy [Evil]                           Conjuration (Healing)                        regrow or attach lost body parts.               SPELL
  Level: Cleric 8, sorcerer/wizard 8          Level: Cleric 1, druid 1                                                                  DESCRIPTIONS
  Components: V, S, M                         Components: V, S                                The effects of multiple vigor spells
  Casting Time: 1 standard action             Casting Time: 1 standard action              do not stack; only the highest-level         Illus. by L. Parrillo
  Range: Personal                             Range: Touch                                 effect applies.
  Target: You                                 Target: Living creature touched
  Duration: 10 minutes/level                  Duration: 10 rounds + 1 round/level        VIGOR, MASS LESSER
  Upon completion of the spell, you exhale       (max 15 rounds)                           Conjuration (Healing)
  yourlastbreathandacceptabriefembrace        Saving Throw: Will negates                   Level: Cleric 3, druid 3
  from death.                                                                              Range: 20 ft.
                                                 (harmless)
  You gain many of the traits common to       Spell Resistance: Yes (harmless)                  Target: One creature/2 levels, no
  undead creatures. While the spell lasts,                                                         two of which are more than
  you have immunity to mind-affect-             The vile death spell grants an undead                30 ft. apart
  ing spells and abilities, poison, sleep,      creature some of the power of a fiend                   Duration: 10 rounds +
  paralysis, stunning, disease, death,        Thesoundsofbattleringinyourearsasyou                         1 round/level (max
  extra damage from critical hits, non-       layhandsonyourfallencomrade.Youcan                           25 rounds)
  lethal damage, death from massive           spareneithertimenormagictodomoreright
  damage, ability drain, energy               now,butthebloodflowslowstoatrickleand                       This spell functions like
  drain, fatigue, exhaustion,                 herbreathingbecomeslesslabored,evenas                      lesser vigor, except that it
  damage to physical ability                  you are called to the aid of another.                      affects multiple creatures.
  scores, and any effect requir-              The subject gains fast healing 1,
  ing a Fortitude save unless it              enabling it to heal 1 hit point per round            VIGOROUS
  is harmless or affects objects.             until the spell ends and automatically               CIRCLE
  You need not breathe, eat,                  becoming stabilized if it begins dying
  or sleep.                                   from hit point loss during that time.                      Conjuration (Healing)
                                              Lesser vigor does not restore hit points                   Level: Cleric 6, druid 6
     Like an undead creature,                                                                            Duration: 10 rounds +
  you are damaged by cure
  spells and healed by inflict                                                                                1 round/level (max
  spells.                                                                                                    40 rounds)
     You don’t actually gain                                                                             This spell functions like
  the undead type from                                                                                   mass lesser vigor, except
  casting this spell.                                                                                    as noted here and that it
                                                                                                         grants fast healing 3.
     Material Component: A
  finger from a zombie.                                                                             VILE DEATH
VIGOR                                                                                                    Conjuration (Calling)
                                                                                                         [Evil]
  Conjuration (Healing)                                                                                  Level: Cleric 9, sorcerer/
  Level: Cleric 3, druid 3
  Duration: 10 rounds +                                                                                     wizard 9
                                                                                                         Components: V, S, M, XP
     1 round/level (max                                                                                 Casting Time: 1 hour
     25 rounds)                                                                                       Range: Touch
                                                                                                 Target: One corporeal undead
  This spell functions like lesser vigor,                                                     creature
  except as noted here and that it grants                                                  Duration: Permanent (D)
  fast healing 2.                                                                          Saving Throw: None
                                                                                           Spell Resistance: Yes
VIGOR, GREATER
                                                                                           Thegroundtearsatyourfeet,andyoucan
  Conjuration (Healing)                                                                    hearthedistantscreamsofpeopleinpain.
  Level: Cleric 5, druid 5                                                                 Anunwholesomeredlightemanatesfrom
  Duration: 10 rounds + 1 round/level                                                      thetearandcoalescesintothetranslucent
                                                                                           formofafiend.Itsneersatyouastheearth
     (max 35 rounds)                                                                       closes, then it turns to look at the undead
                                                                                           hostyouchoseasthespell’ssubject.Boththe
  This spell functions like lesser vigor,                                                  undeadandthefiendshudderastheymeld
  except as noted here and that it grants                                                  together and the red glow dissipates.
  fast healing 4.
                                                                                                                                                               229
CHAPTER 1             You summon the spirit of a fiend from       Casting Time: 1 swift action                  standard action or one viper as a move
                      the depths of the Nine Hells or the        Range: Personal                               action. (Thus, if you move and then
   SPELL              Abyss and bind it into the body of a       Target: You                                   cast this spell, you cannot spit any
      DESCRIPTIONS    corporeal undead creature—either           Duration: 1 round                             vipers until your next turn, but if you
                      a bodak, devourer, ghast, ghoul,                                                         cast this spell without moving, you
                      mohrg, mummy, nightshade, skeleton,        Asyouintonethesoundsofthespell,your           can spit forth one viper as your move
                      vampire, vampire spawn, wight, or          sight temporarily dims under a green          action in that round.) Spat vipers land at
                      zombie.                                    gloom. An eyeblink later, the dimness         your feet in an adjacent square of your
                                                                 disappears,andyoufeelanewconnection           choice and act on the same round, on
                         Binding the fiend applies the fiend-      withthenaturalorder,asifitweredirecting       your turn, just as creatures summoned
                      ish template (MM 108) to the undead        where to land your blow.                      by a summon monster spell do.
                      creature. The resulting creature is
                      independent of you, and can act on its     While this spell is in effect, you have          The snakes are not actually present
                      own. Its initial attitude toward you is    a special connection to the forces            in your mouth, and they do not inter-
                      indifferent.                               of nature that allows you to deliver          fere with your breathing. However,
                                                                 sneak attacks on plant creatures as           until you have brought forth all the
                         Material Component: A bit of brim-      if they were not immune to sneak              snakes summoned by the spell, you
                      stone and a bloodstone worth at least      attacks. To attack a plant creature           cannot speak, cast spells with verbal
                      500 gp.                                    in this manner, you must still meet           components, or activate items that
                                                                 the other requirements for making a           require speech. When the spell’s
                         XP Cost: 100 XP.                        sneak attack.                                 duration expires, all the vipers disap-
                                                                                                               pear, and any not yet brought forth
                    VINE MINE                                       This spell applies only to sneak attack    are lost.
                                                                 damage. It gives you no ability to affect
                      Conjuration (Creation)                     plant creatures with critical hits, nor          When you use a summoning spell
                      Level: Druid 3                             does it confer any special ability to         to summon a good creature or an evil
                      Components: V, S, M                        overcome the damage reduction or              creature, it is a spell of that type.
                      Casting Time: 1 standard action            other defenses of plant creatures.
                      Range: Medium (100 ft. + 10 ft./level)                                                      Material Component: A snakeskin.
                      Area: 10-ft.-radius/level spread         VIPERGOUT
                      Duration: 10 minutes/level                                                             VISAGE OF THE DEITY
                      Saving Throw: See text                     Conjuration (Summoning) [see text]
                      Spell Resistance: Yes                      Level: Sorcerer/wizard 3                      Transmutation [Evil or Good]
                                                                 Components: V, S, M                           Level: Cleric 6, Mysticism 6
                      Youholdthecrownofivyleavesaloft,invok-     Casting Time: 1 standard action
                      ingthepowersofnature,andanexplosion        Range: Close (25 ft. + 5 ft./2 levels)        This spell functions like lesser visage of
                      ofplantgrowthfillsthearea—plantsover        Effect: 1d4+3 summoned creatures              the deity, except that you take on many
                      which you have control.                    Duration: 1 round/level                       qualities of a celestial or fiendish crea-
                                                                 Saving Throw: None                            ture, as follows.
                      You create and direct the rapid growth     Spell Resistance: Yes
                      of vines. When you cast the spell,                                                       • You take on a shining, metallic
                      choose one of the following effects.       Achurninginyourstomachovertakesyou               appearance (for good clerics) or a
                                                                 asyoucompletethespell.Somethingslithers          more fearsome appearance (for evil
                      • Climbing aid (treat as knotted           up your throat, and you vomit serpents.          clerics).
                         ropes)
                                                                 This spell summons 1d4+1 celestial            • You gain the ability to smite evil (for
                      • Bind helpless targets (Escape Artist     or fiendish Medium vipers (MM 280),               good clerics) or good (for evil clerics)
                         DC 25 to escape)                        which leap forth from your mouth to              once a day. Add your Charisma
                                                                 attack your enemies.                             modifier to your attack roll and
                      • Hamper movement (as heavy under-                                                          your character level to your damage
                         growth)                                    A celestial viper summoned by this            roll against a foe of the appropriate
                                                                 spell has resistance to acid 5, cold 5,          alignment.
                      • Camouflage (add +4 competence             and electricity 5; spell resistance 7;
                         bonus on Hide checks)                   and a smite evil attack that provides a       • You gain darkvision out to 60 feet.
                                                                 +2 bonus on one damage roll.                  • You gain resistance to acid 20, cold
                      As a standard action, you can redirect
                      the vines’ growth (thus changing the          A fiendish viper summoned by this              20, and electricity 20 (for good
                      effect).                                   spell has resistance to acid 5 and fire           clerics) or resistance to cold 20 and
                                                                 5; spell resistance 7; and a smite good          fire 20 (for evil clerics).
                         Material Component: A crown of ivy      attack that provides a +2 bonus on one        • You gain damage reduction 10/
                      leaves.                                    damage roll.                                     magic.
                                                                                                               • You gain spell resistance 20.
                    VINE STRIKE                                     Starting in the round you complete
                                                                 the spell, you can spit three vipers as a     Your creature type does not change
                      Divination                                                                               (you do not become an outsider).
                      Level: Druid 1, ranger 1
                      Components: V, DF
230
VISAGE OF THE DEITY,                           VISAGE OF THE DEITY,                                  or Escape Artist check (against a DC             CHAPTER 1
                                                                                                     equal to this spell’s DC) made as a
GREATER                                        LESSER                                                full-round action. A Large or larger            SPELL
                                                                                                     creature stuck in the goo can’t move         DESCRIPTIONS
  Transmutation [Evil or Good]                   Transmutation [Evil or Good]                        from the spot where it is glued, but it
  Level: Cleric 9, Competition 9,                Level: Blackguard 4, cleric 3,                      can otherwise act normally.
     Mysticism 9, Purification 9                     Mysticism 3, paladin 4                              The glob dissipates when the spell
                                                 Components: V, S, DF                                duration expires. Until then, it remains
  This spell functions like lesser visage of     Casting Time: 1 standard action                     sticky, and any creature touching it
  the deity, except that you take on many        Range: Personal                                     (for example, a creature attempting to
  qualities of a half-celestial or half-fiend-    Target: You                                         pull out an ally) must make a success-
  ish creature.                                  Duration: 1 round/level                             ful Reflex save or become stuck itself.
                                                                                                     A creature stuck by such secondary
     Your creature type changes to out-          As you end your prayer, you can feel the            contact is not trapped as thoroughly
  sider for the duration of the spell.           handofyourdeityuponyou.Yourappear-                  as a creature targeted by the glob,
  Unlike other outsiders, you can be             ance reflects her divine power, and her              however, so the DC of the Strength
  brought back from the dead if you are          touch grants you resistance from some of            check or Escape Artist check required
  killed in this form.                           the damage of this world.                           to get free is reduced by 5.
     Good clerics undergo the following          You gain a +4 enhancement bonus to                     Material Component: A tiny ball of
  transformations.                               Charisma. You also gain resistance to               spider silk.
                                                 acid 10, cold 10, and electricity 10 if
  • You grow feathered wings that allow          you are good, or resistance to cold 10            VISION OF GLORY
     you to fly at twice your normal speed        and fire 10 if you are evil.
     (good maneuverability).                                                                         Divination
                                               VISCID GLOB                                           Level: Cleric 1, paladin 1
  • You gain +1 natural armor.                                                                       Components: V, S, DF
  • You gain low-light vision.                   Conjuration                                         Casting Time: 1 standard action
  • You gain resistance to acid 10, cold         Level: Sorcerer/wizard 5                            Range: Touch
                                                 Components: V, S, M                                 Target: Creature touched
     10, and electricity 10.                     Casting Time: 1 standard action                     Duration: 1 minute or until
  • You gain immunity to disease.                Range: Medium (100 ft. + 10 ft./level)
  • You gain a +4 racial bonus on saving         Target: One creature                                   discharged
                                                 Duration: 1 hour/level                              Saving Throw: None
     throws against poison.                      Saving Throw: Reflex negates                         Spell Resistance: Yes
  • You gain damage reduction 10/                Spell Resistance: Yes
                                                                                                     Youtouchyourally,andhereyesmistover
     magic.                                      You speak the words of this spell and toss          momentarily. You know she is seeing an
  • You gain spell resistance 25.                the small ball of silk in the air. It turns into    image of her deity, imploring her to battle
  • You gain the following bonuses to            a5-foot-wideglobofdripping,green-gray               in his name.
                                                 goo, and the sticky mass rockets toward
     your ability scores: +4 Str, +2 Dex,        your target.                                        You give the subject creature a brief
     +4 Con, +2 Int, +4 Wis, +4 Cha.                                                                 vision of a divine entity that is giving
                                                 When you attack with a viscid glob, you             it support and inspiring it to continue.
  Evil clerics undergo the following             make a ranged touch attack against                  The creature gets a morale bonus equal
  transformations.                               the target. If you miss, the glob might             to your Charisma modifier on a single
                                                 strike a nearby square or creature                  saving throw. It must choose to use the
  • You grow batlike wings that allow            (see Missing with a Thrown Weapon,                  bonus before making the roll to which
     you to fly at your normal speed (aver-       PH 158). Once you have established                  it applies. Using the bonus discharges
     age maneuverability).                       the direction of the miss, roll 1d4 to              the spell.
                                                 determine the number of squares
  • You gain +1 natural armor.                   away from the target square that the              VITRIOLIC SPHERE
  • You gain bite and claw attacks. If you       glob lands.
                                                                                                     Conjuration (Creation) [Acid]
     are size Medium or larger, your bite           A Medium or smaller creature                     Level: Sorcerer/wizard 5
     deals 1d6 points of damage and each         struck by the glob must make a suc-                 Components: V, S, M
     claw attack deals 1d4 points of damage.     cessful Reflex save or be instantly                  Casting Time: 1 standard action
     If you are Small, your bite deals 1d4       stuck in place. A stuck creature can                Range: Long (400 ft. + 40 ft./level)
     points of damage and each claw attack       speak but is otherwise limited to                   Area: 10-ft.-radius burst
     deals 1d3 points of damage.                 purely mental actions (such as casting              Duration: Instantaneous; see text
  • You gain darkvision out to 60 feet.          spells with no somatic or material                  Saving Throw: Reflex partial;
  • You gain immunity to poison.                 components) and attempts to free
  • You gain resistance to acid 10, cold         itself by means of a Strength check                    see text
     10, electricity 10, and fire 10.                                                                 Spell Resistance: No
  • You gain damage reduction 10/
     magic.
  • You gain spell resistance 25.
  • You gain the following bonuses to
     your ability scores: +4 Str, +4 Dex,
     +2 Con, +4 Int, +2 Cha.
                                                                                                                                                  231
Although a safe zone exists at the center
                                                                                                                          of a vortex of teeth, some creatures are too
                                                                                                                                  large to take advantage of it
CHAPTER 1
   SPELL
      DESCRIPTIONS
     Illus. by W. Reynolds    Atthesuccessfulcastingofthespell,              checks. You also gain the ability to           A huge school of transparent piranhas
                              youconjureasizzlingemeraldsphere.              speak and understand (but not read)            swims rapidly through the air in the area
                              Thesphereimmediatelyshatters,drench-           Draconic.                                      youindicate.Thesemagicfisharemadeof
                              ing all in the area with a potent acid.                                                       forceandtearintothebodiesofcreaturesas
                                                                                At any time before the spell’s dura-        though ravenous.
                              Affected creatures take 6d6 points of          tion expires, you can use a standard
                              acid damage. Creatures that succeed on         action to target a creature with a             Creatures in the area take 3d8 points of
                              their Reflex saving throws take half of         suggestion effect, which functions             damage per round at the beginning of
                              this damage. Creatures that fail their         identically to the spell of that name          your turn. Because this spell is a force
                              Reflex saves take full damage, and also         (PH 285), including range, duration,           effect, it harms incorporeal creatures.
                              take 6d6 points of acid damage in each         and other effects. Doing this causes the
                              of the following 2 rounds.                     voice of the dragon spell to end, though          Material Component: A fish tooth.
                                                                             the suggestion itself lasts for the normal
                                 Material Component: A tiny glass vial       duration thereafter.                         VULNERABILITY
                              filled with aqua regia.
                                                                                Special: Sorcerers cast this spell at +1    Transmutation
                            VOICE OF THE DRAGON                              caster level.                                  Level: Assassin 4, cleric 5, sorcerer/
                              Transmutation                                VORTEX OF TEETH                                     wizard 5
                              Level: Bard 4, Dragon 4, sorcerer/                                                            Components: V, S
                                                                             Evocation [Force]                              Casting Time: 1 standard action
                                 wizard 4                                    Level: Druid 4, sorcerer/wizard 4              Range: Touch
                              Components: V, S                               Components: V, S, M                            Target: Creature touched
                              Casting Time: 1 standard action                Casting Time: 1 standard action                Duration: 1 round/level
                              Range: Personal                                Range: Medium (100 ft. + 10 ft./level)         Saving Throw: Will negates
                              Target: You                                    Area: Hollow cylinder (40-ft. radius,          Spell Resistance: Yes
                              Duration: 10 minutes/level (D)
                                                                                20 ft. high, with a 5-ft.-radius safe       You invoke the power of this spell and a
                              As you speak the words of the spell and           zone at the center)                         purplemistswirlsaroundyouropponent,
                              inscribe the motions in the air, your voice    Duration: 1 round/level (D)                    weakening its mystic protections.
                              deepens,takingonaresonancethatmakes            Saving Throw: None
                              the listener think of authority, power, and    Spell Resistance: Yes                          This spell lowers the subject’s damage
                              great age.                                                                                    reduction by 5 (to a minimum of 5).
                                                                                                                            For instance, if you successfully cast
                              You gain a +10 enhancement bonus                                                              vulnerability on a dragon with damage
                              on Bluff, Diplomacy, and Intimidate
232
reduction 10/magic, its damage reduc-         You cast the spell and a translucent wall      within 10 feet. A successful Reflex save           CHAPTER 1
  tion becomes 5/magic.                         springs up, a shimmering field of faded         halves this damage.
                                                colorsthatswirlsandmergeswithitselflike                                                         SPELL
     For every four caster levels beyond        the surface of a soap bubble.                     Material Component: A small gear.          DESCRIPTIONS
  9th, the subject’s damage reduction
  lowers by an additional 5: a reduction        This spell creates a transparent, perme-     WALL OF GLOOM
  of 10 at caster level 15th and a reduction    able barrier. Anyone passing through
  of 15 at caster level 19th.                   it becomes the target of a dispel magic        Illusion (Shadow) [Darkness, Fear,
                                                effect (PH 223) at your caster level. A           Mind-Affecting]
WAIL OF DOOM                                    summoned creature targeted in this
                                                way can be dispelled by the effect.            Level: Sorcerer/wizard 2
  Necromancy [Fear, Mind-Affecting,                                                            Components: V, S, M
     Sonic]                                        A wall of dispel magic cannot be seen       Casting Time: 1 standard action
                                                or felt by ordinary means, or even             Range: Medium (100 ft. + 10 ft./level)
  Level: Bard 5                                 with a see invisibility spell. Detect magic    Effect: A straight wall whose area is
  Components: V                                 indicates the presence of the effect, and
  Casting Time: 1 standard action               true seeing reveals its presence.                 up to one 10-ft. square/level
  Range: 30 ft.                                                                                Duration: Concentration + 1 round/
  Area: Cone-shaped burst                     WALL OF EVIL
  Duration: Instantaneous + 1 round/                                                              level
                                                Abjuration [Evil]                              Saving Throw: None
     level or 1 round; see text                 Level: Cleric 4, sorcerer/wizard 4             Spell Resistance: No
  Saving Throw: Will partial; see text
  Spell Resistance: Yes                         Youinvoketheabjurationandawallofred            Rubbing the fleece between your fingers,
                                                and black energy springs up, only to fade      youholdupyourhandandshoutanarcane
  You unleash a terrible cry of malice and      away to invisibility.                          word. In an instant, a wall of dark shadow
  anger. The very air darkens with black                                                       appears in the indicated location. Dark
  energyasyourcryechoesawayfromyou.             This spell functions like wall of good         whispers,barelyperceptible,constantlyissue
                                                (see below), except that good creatures        forth from the far side of the wall, causing
  Anyone caught in the area of this             are blocked.                                   a cold chill to run up your spine.
  spell suffers excruciating pain and
  becomes demoralized. Each creature          WALL OF GEARS                                    You create a barrier of ominous shadow
  takes 1d4 points of damage per caster                                                        that obscures vision and blocks line of
  level (maximum 15d4) and becomes              Conjuration (Creation)                         sight, including darkvision. The wall is
  panicked for 1 round per caster level. A      Level: Mechanus 6, sorcerer/wizard 6           insubstantial, so creatures can move
  successful Will save halves the damage,       Components: V, S, M                            through it without penalty.
  reduces the panicked effect to shaken,        Casting Time: 1 standard action
  and reduces the duration of the shaken        Range: Medium (100 ft. + 10 ft./level)            Wall of gloom counters or dispels any
  effect to 1 round.                            Effect: A straight wall of moving              light spell of equal or lower level.
WALL OF CHAOS                                      gears whose area is up to one 10-ft.           Material Component: A bit of fleece
                                                   square/level; see text                      from a black sheep.
  Abjuration [Chaotic]                          Duration: 1 minute/level
  Level: Cleric 4, sorcerer/wizard 4            Saving Throw: See text                       WALL OF GOOD
                                                Spell Resistance: No
  You invoke the abjuration, and a wall of                                                     Abjuration [Good]
  multicoloredenergyspringsup,becoming          You pop the gear into your mouth and           Level: Cleric 4, sorcerer/wizard 4
  translucent and vanishing in a flash.          make a humming, buzzing incantation.           Components: V, S, M/DF
                                                The sound takes on a life of its own, and      Casting Time: 1 standard action
  This spell functions like wall of good        springing from the ground is a huge wall       Range: Close (25 ft. + 5 ft./2 levels)
  (see below), except that lawful creatures     madeofmachinery,allspinning,clattering         Effect: A straight wall whose area is
  are blocked.                                  and moving about, endangering all who
                                                are close to it.                                  up to one 10-ft. square/level or a
WALL OF DISPEL MAGIC                                                                              sphere or hemisphere with a radius
                                                This spell creates a 6-inch-thick wall            of up to 5 ft./2 levels
  Abjuration                                    of moving iron cogs, wheels, gears,            Duration: 10 minutes/level
  Level: Cleric 5, sorcerer/wizard 5            pistons, and assorted mechanical parts.        Saving Throw: See text
  Components: V, S, DF                          Each 5-foot square of the wall’s surface       Spell Resistance: Yes
  Casting Time: 1 standard action               has hardness 10 and 90 hit points.
  Range: Close (25 ft. + 5 ft./2 levels)                                                       Youinvoketheabjuration,andacascadeof
  Effect: A straight wall whose area is            Both sides of the wall have hundreds        brilliantwhiteenergyspringsupinawall
                                                of moving parts that flail out, dealing         that becomes invisible almost instantly.
     up to one 10-ft. square/level              1d6 points of damage per two caster
  Duration: 1 minute/level                      levels (maximum 15d6) to all creatures         You create an immobile barrier
  Saving Throw: None                                                                           that inhibits evil creatures. An evil
  Spell Resistance: No                                                                         summoned creature cannot pass
                                                                                               through the wall in either direction,
                                                                                               and any other evil creature must suc-
                                                                                                                                             233
Thisspellfunctionslikewallofgood(see
                                                                                                               above), except that chaotic creatures
                                                                                                               are blocked.
CHAPTER 1                                                                                                      WALL OF LIGHT
   SPELL                                                                                                         Evocation [Light]
      DESCRIPTIONS                                                                                               Level: Cleric 3, sorcerer/wizard 3
                                                                                                                 Components: V, S, M
                                                                                                                 Casting Time: 1 standard action
                                                                                                                 Range: Close (25 ft. + 5 ft./2 levels)
                                                                                                                 Effect: A straight wall whose area is
                                                                                                                    up to one 10-ft. square/level or a
                                                                                                                    sphere or hemisphere with a radius
                                                                                                                    of up to 5 ft./2 levels
                                                                                                                 Duration: 1 minute/level (D)
                                                                                                                 Saving Throw: None
                                                                                                                 Spell Resistance: Yes; see text
                                                                                                               Ablindingflashaccompaniesthecomple-
                                                                                                               tion of this spell as a wall of pure light
                                                                                                               springs into being.
     Illus. by D. Martin                                                                                         This spell causes a wall of dazzling
                                                                                                                 yellow-white light to come into being
                          A wall of gears strikes those who try to break though it                               at any point within range. The wall is
                                                                                                                 opaque to all other creatures, though
                          ceed on a Will save each time it attempts You cast the spell and a translucent wall    you can see through it without dif-
                                                                                                                 ficulty. A wall of light has no physical
                          to move through the wall. If the saving springs up, its shimmering field pulsing        substance and does not otherwise
                                                                                                                 hinder attacks, movement, or spells
                          throw is failed, the creature’s movement with strong, malignant shades than spin       passing through it, although it blocks
                                                                                                                 line of sight for other creatures.
                          is stopped, and it can take no other and twist into each other.
                                                                                                                    A creature that passes through a
                          action that round.                                                                     wall of light becomes dazzled for the
                                                                                                                 duration of the spell. Spell resistance
                          A wall of good must be continuous This spell functions like wall of dispel             applies when passing through the wall.
                                                                                                                 Sightless creatures and those already
                          and unbroken when formed. If it is cast magic (see above), except that the effect      dazzled are not affected by passing
                                                                                                                 through a wall of light.
                          so that an object or creature breaks its is that of greater dispel magic (PH 223).
                                                                                                                    A wall of light sheds light equivalent
                          surface, the spell fails.                                                              to a daylight spell. Wall of light counters
                                                                                                                 or dispels any darkness spell of equal
                            ArcaneMaterialComponent:Powdered    WALL OF LAW                                      or lower level.
                          silver worth 25 gp.
                                                                  Abjuration [Lawful]                               Material Component: A pinch of
                                                                                                                 powdered sunstone.
                          WALL OF GREATER                       Level: Cleric 4, sorcerer/wizard 4
                                                                                                               WALL OF LIMBS
                          DISPEL MAGIC                          You invoke the abjuration, and a wall of
                                                                translucentsilverenergyspringsupbefore           Evocation
                            Abjuration                          fading away to nothingness.                      Level: Sorcerer/wizard 5
                            Level: Cleric 8, sorcerer/wizard 8                                                   Components: V, S
                                                                                                                 Casting Time: 1 round
                                                                                                                 Range: Medium (100 ft. + 10 ft./level)
                                                                                                                 Effect: A wall of whirling limbs
                                                                                                                    up to 20 ft. long/level, or a ring
                                                                                                                    of whirling limbs with a radius
                                                                                                                    of up to 5 ft./2 levels, either form
                                                                                                                    20 ft. high
                                                                                                                 Duration: 1 round/level (D)
234
Saving Throw: Reflex negates;                   The spell must be cast so that it rests        A moderate wind (11+ mph), such as           CHAPTER 1
     see text                                    on a solid surface. Once cast, the wall     from a gust of wind spell, destroys the
                                                 is immobile. The sand is sufficiently        wall in 1 round.                               SPELL
  Spell Resistance: Yes                          thick to block ranged attacks, provid-                                                  DESCRIPTIONS
                                                 ing normal cover appropriate for its           This spell does not function under-
  By flexing your arm and speaking the            size, but creatures can attempt to          water.
  repetitivewordsofpower,youunleashthe           force their way through it. Moving
  spell.Inthedistance,thegroundiscovered         through a wall of sand is difficult,       WALL OF WATER
  inawrithingmass.Asyouwatch,overthe             requiring a full-round action and a
  courseofafewseconds,thewrithingmass            Strength check. A creature moves 5          Conjuration (Creation) [Water]
  rises up and forms a wall of thousands of      feet through a wall of sand for every       Level: Druid 4, sorcerer/wizard 4
  wriggling arms resembling your own.            5 points by which its Strength check        Components: V, S, M
                                                 result exceeds 10.                          Casting Time: 1 standard action
  An immobile, vertical curtain of whirl-                                                    Range: Medium (100 ft. + 10 ft./level)
  ing limbs springs into existence. The             Creatures within a wall of sand are      Effect: A straight wall whose area is
  limbs resemble your own forelimbs.             considered blinded and deafened, and
                                                 they are unable to speak or breathe.           up to one 10-ft. square/level (S)
     A creature attempting to move               Thus, they might begin to suffocate         Duration: 10 minutes/level
  through the wall takes 5d6 points of           (DMG 304) if they remain within             Saving Throw: Reflex negates;
  damage and must succeed on a DC                the wall too long. Spells with verbal
  18 Strength check or become stuck              components cannot be cast within               see text
  within the wall and unable to move (a          the wall, and any other spell requires      Spell Resistance: No
  charging creature gains a +2 bonus on          a successful Concentration check (DC
  the Strength check). The creature takes        20 + spell level).                          Awallspringsupintheareayoudesignate.
  5d6 points of damage each round at the                                                     Composedofasheetofwaterrisingverti-
  beginning of your turn until freed. A             Creatures with reach can attempt         cally,thetransparentwalldoesnotprevent
  creature can free itself with a DC 18          to attack through the wall, but targets     youfromseeingbeyondit.Thewaterofthe
  Strength check, or by dealing 30 points        have total concealment and total cover,     wall is calm as a lake on a windless day.
  of damage to a 5-foot section of wall.         and the attacker must have a general
                                                 idea where the target is located.           This spell creates a 10-foot-thick wall of
     A creature that starts its turn next                                                    fresh water or seawater (as selected by
  to a wall of limbs must succeed on a DC           Any open, unprotected flame thrust        you). The water forms around objects
  18 Strength check or be grabbed by             into a wall of sand is instantly extin-     and creatures in its area, plunging these
  the flailing arms and become stuck, as          guished.                                    creatures and objects underwater. A
  above.                                                                                     creature in the area where the water is
                                                    Arcane Material Component: A hand-       created can make a Reflex save to move
     If you evoke the wall so that it appears    ful of sand.                                to a random side of the wall before it
  where creatures are, each creature takes                                                   forms completely. This movement must
  damage as if passing through the wall.       WALL OF SMOKE                                 occur on the creature’s next turn, or it
  Each such creature can avoid the wall                                                      immediately suffers the full effect of
  (ending up on the side of its choice)          Conjuration (Creation)                      being in the wall.
  and thus take no damage by making a            Level: Druid 1, sorcerer/wizard 1
  successful Reflex save.                         Components: V, S                               Creatures can move through a wall
                                                 Casting Time: 1 standard action             of water by making Swim checks,
     A wall of limbs provides cover against      Range: Close (25 ft. + 5 ft./2 levels)      or can walk along the floor at half
  attacks made through it.                       Effect: A straight wall whose area is       speed; the water itself is considered
                                                                                             to be calm water. Any open flames
WALL OF SAND                                        up to one 10-ft. square/level (S)        in the area when the water forms are
                                                 Duration: 1 round/level                     immediately extinguished. Creatures
  Conjuration (Creation) [Earth]                 Saving Throw: Fortitude partial;            with the fire subtype take 2d6 points
  Level: Cleric 4, druid 5, sorcerer/                                                        of damage +1 point per caster level
                                                    see text                                 each round they remain partially or
     wizard 4                                    Spell Resistance: No                        wholly in the wall.
  Components: V, S, M/DF
  Range: Medium (100 ft. + 10 ft./level)         You wave your hand in a circular motion,       Although the wall is transparent,
  Effect: A straight wall whose area is          andblacksmokeswirlsintoexistenceasa         it provides cover to any targets inside
                                                 dark wall.                                  against attacks launched from out-
     up to one 10-ft. square/level (S)                                                       side the wall. It cannot be destroyed by
  Duration: Concentration + 1 round/             This spell creates a thin wall of black     physical damage, nor can it be drained
                                                 smoke. The wall is stationary once cre-     off to a different location. Water
     level                                       ated. The wall blocks sight to a limited    brought out of the wall in a container
  Saving Throw: None                             degree. Creatures on opposite sides of      instantly evaporates as the wall itself
  Spell Resistance: No                           the wall that cannot see over it gain       forms more water to replace what was
                                                 concealment from each other. A crea-        removed.
  With a rush of hot air, a swirling wall of     ture can pass through a wall of smoke,
  blowing sand leaps into being.                 but it must make a Fortitude save to           Material Component: A sponge.
                                                 avoid being nauseated for 1 round.
  This spell conjures up a 10-foot-thick,
  viscous, opaque wall of swirling sand.
                                                                                                                                         235
CHAPTER 1                WAR CRY                                      Saving Throw: Reflex negates               damage. Medium or smaller creatures
                                                                      Spell Resistance: No                      that fail their saves are sucked into
   SPELL                   Enchantment (Compulsion)                                                             the spout and held suspended in its
      DESCRIPTIONS            [Mind-Affecting, Sonic]                 Waterwhirlsintotheair,swirlingupward      powerful currents, taking 2d6 points of
                                                                      with a thunderous noise like a tornado    damage each round (no save). Trapped
                           Level: Bard 2                              of fluid.                                  creatures remain inside for 1d3 rounds
                           Components: V, S                                                                     before the waterspout ejects them out
                           Casting Time: 1 swift action               Waterspout causes water to rise up        the top of the spout, and they fall back
                           Range: Personal                            into a whirling, cylindrical column.      to the surface (taking 8d6 points of
                           Target: You                                You can direct the                        falling damage) 1d8×5 feet from the
                           Duration: 1 round                          movement of the                           base of the waterspout.
                                                                      waterspout as a
                           You jab your weapon into the air as if in  move action.                                 Waterborne creatures or objects
                           triumph,lettingoutacryofvictorybefore                                                within 10 feet of the spout (below and
     Illus. by C. Frank    you have even made your attack. Foes                                                 on all sides) also must make success-
                           aroundyouseemsurprisedbyyourdisplay                                                  ful Reflex saves or be sucked into the
                           even as the feeling grows within you that                                            spout if they are Medium or smaller.
                           you cannot fail.
                                                                                                                   Anything sucked into the spout
                           You gain a +4 morale bonus on attack                                                    takes 3d8 points of damage and
                           rolls and damage rolls made as part                                                     is then trapped for 1d3 rounds as
                           of a charge.                                                                            described above.
                              If you deal damage with a charge                                                        Only the smallest of watercraft,
                           attack, your foe must succeed on                                                        such as canoes, kayaks, or coracles,
                           a Will save or become panicked                                                       can be sucked into the spout. The
                           for 1 round (spell resistance                                                           occupant of any such craft can make
                           applies to this effect).
                                                                                                                      a Profession (sailor) check instead
                         WARNING SHOUT                                                                                 of a Reflex save if it so chooses
                                                                                                                       to avoid being sucked up.
                           Transmutation [Sonic]
                           Level: Paladin 1                           With a war cry spell, a roar of triumph       WAVE OF GRIEF
                           Components: V                                         brings victory closer
                           Casting Time: 1 immediate action                                                                Enchantment [Evil,
                           Range: 30 ft.                                A waterspout moves at a speed of 30                  Mind-Affecting]
                           Targets: All allies within 30 feet         feet. You can concentrate on control-                   Level: Bard 2, blackguard 2,
                           Duration: Instantaneous                    ling the waterspout’s every movement
                           Saving Throw: None                         or specify a simple program, such as                       cleric 2
                           Spell Resistance: No                       move straight ahead, zigzag, circle, or                 Components: V, S, M
                                                                      the like. Directing a waterspout’s move-              Casting Time: 1 standard
                           Youshoutafewwordsimbuedwithpower           ment or changing its programmed                          action
                           byyourfaith,andyournextwordsringout        movement is a move action for you. A             Range: 30 ft.
                           clearandfardespiteothernoiseorinterven-    waterspout always moves during your             Area: Cone-shaped burst
                           ing barriers.                              turn in the initiative order. If the        Duration: 1 round/level
                                                                      waterspout exceeds the spell’s range, it    Saving Throw: Will negates
                           All allies within range are no longer      collapses and the spell ends.               Spell Resistance: Yes
                           considered flat-footed, even if they have
                           not yet acted in the current combat.         A waterspout batters creatures and        Emitting a mournful wail, you send out
                                                                      objects it touches, and it often sucks      a pulse of magic imbued with sorrow and
                              Anyone sleeping naturally (as           them up. Any creature or object that        sadness.
                           opposed to magically induced sleep,        comes in contact with it must succeed
                           such as from a sleep spell) within the     on a Reflex save or take 3d8 points of       All within the cone when the spell is
                           area is woken by a warning shout.                                                      cast take a –3 penalty on attack rolls,
                                                                                                                  saving throws, ability checks, and skill
                         WATERSPOUT                                                                               checks.
                           Conjuration (Creation) [Water]                                                            Material Component: Three tears.
                           Level: Druid 7, Ocean 7
                           Components: V, S, DF                                                                 WEAPON OF ENERGY
                           Casting Time: 1 round
                           Range: Long (400 ft. + 40 ft./level)                                                   Transmutation [see text]
                           Effect: Cylinder (5-ft. radius,                                                        Level: Cleric 3, sorcerer/wizard 3
                                                                                                                  Components: V, S
                              80 ft. high)                                                                        Casting Time: 1 standard action
                           Duration: 1 round/level                                                                Range: Touch
                                                                                                                  Target: One weapon
236
Duration: 1 round/level                      This spell makes a bludgeoning weapon            Ehlonna: +1 frost longsword                  CHAPTER 1
  Saving Throw: Fortitude negates              have greater impact, improving its               Erythnul: +1 mighty cleaving
                                               ability to deal telling blows. This trans-                                                   SPELL
     (object, harmless)                        mutation doubles the threat range                    morningstar                          DESCRIPTIONS
  Spell Resistance: Yes (harmless,             of the weapon. If the spell is cast on           Fharlanghn: +1 defending quarterstaff
                                               sling bullets or other bludgeoning               Garl Glittergold: +1 throwing battleaxe
     object)                                   projectiles, the weapon of impact effect         Gruumsh: +1 returning shortspear
                                               on a particular projectile ends after one        Heironeous: +1 shock longsword
  Yourhandglowsslightly.Withatouch,you         use, whether or not the missile strikes          Hextor: +1 mighty cleaving heavy flail
  transfertheglowfromyourhandontothe           its intended target.                             Kord: +1 mighty cleaving greatsword
  intended weapon.                                                                              Kurtulmak: +1 shock shortspear
                                                  Multiple effects that increase a              Lolth: +1 keen whip
  You cause a weapon to gain the ability       weapon’s threat range, such as the               Moradin: +1 throwing warhammer
  to deal energy damage in addition to its     Improved Critical feat, don’t stack.             Nerull: +1 keen scythe
  other abilities, similar to how a flaming                                                      Obad-Hai: +1 defending quarterstaff
  burst weapon deals extra fire damage        WEAPON OF THE DEITY                                Olidammara: +1 keen rapier
  on a hit or a critical hit. The weapon                                                        Pelor: +1 flaming heavy mace
  can deal acid, cold, electricity, or fire     Transmutation                                    St. Cuthbert: +1 mighty cleaving
  damage, chosen by you at the time of         Level: Blackguard 3, cleric 3, paladin 3
  casting. The weapon deals an extra           Components: V, DF                                    heavy mace
  1d6 points of damage of that energy          Casting Time: 1 standard action                  Vecna: +1 frost dagger
  type on a successful hit. On a critical      Range: Touch                                     Wee Jas: dagger of venom
  hit, the weapon deals an additional          Target: Weapon touched                           Tiamat: +1 flaming heavy pick
  1d10 points of energy damage. If the         Duration: 1 round/level                          Yondalla: +1 defending short sword
  weapon’s critical multiplier is ×3, add      Saving Throw: Fortitude negates
  2d10 points of energy damage instead,                                                         Alignments
  and if the multiplier is ×4, add 3d10           (harmless, object)                            Good: +1 frost warhammer
  points of energy damage.                     Spell Resistance: Yes (harmless,                 Evil: +1 mighty cleaving light flail
                                                                                                Neutral: +1 defending heavy mace
     This spell can be cast on a weapon           object)                                       Law: +1 flaming longsword
  that already deals energy damage,                                                             Chaos: +1 shock battleaxe
  and if the weapon already creates            Wielding the weapon your deity favors,
  the same type of damage as the spell,        you call upon that divine force to imbue it  WEAPON SHIFT
  the effects stack. For example, if cast      with power.
  on a +1 flaming longsword to give it                                                         Transmutation
  additional fire damage, the weapon            You must be holding your deity’s               Level: Bard 2, sorcerer/wizard 1
  now deals an extra 2d6 points of fire         favored weapon to cast this spell. You         Components: V, S, M
  damage per hit.                              can use the weapon as if you had profi-         Casting Time: 1 standard action
                                               ciency with it even if you normally do         Range: Touch
     This spell has a descriptor that is       not. The weapon gains a +1 enhance-            Target: One melee weapon of up to
  the same as the energy created by the        ment bonus on attack rolls and damage
  target weapon. For example, weapon of        rolls and an additional special ability           15 lb.
  energy is a fire spell when used to give      (see the list below). A double weapon          Duration: 1 minute/level
  a weapon bonus fire damage.                   gains this enhancement bonus and               Saving Throw: Fortitude negates
                                               special ability for only one of its two
WEAPON OF IMPACT                               ends, as chosen by you.                           (object)
                                                                                              Spell Resistance: Yes (object)
  Transmutation                                   When you reach caster level 9th, the
  Level: Bard 3, cleric 3, sorcerer/           enhancement bonus of the weapon                Wavingthefoldedsheetofparchmentbefore
                                               increases to +2. At 12th level, the bonus      you,youfirmlygraspthetargetweapon.A
     wizard 3                                  rises to +3, at 15th level it is +4, and at    barelyperceptiblerust-brownglowengulfs
  Components: V, S                             18th level it becomes +5.                      it, then grows into a shining radiance of
  Casting Time: 1 standard action                                                             molten-metalred.Astheradiancesubsides,
  Range: Touch                                    The list below includes deities from        younotewithsatisfactionthattheweapon
  Target: One bludgeoning weapon or            the core pantheon as well as other dei-        now has the desired shape.
                                               ties described in D&D supplements,
     fifty bludgeoning projectiles, all of      along with the five alignment compo-            Aweaponshiftspellallowsyoutotempo-
     which must be in contact with one         nents. If a cleric worshiping a different      rarily transform any one melee weapon
     another at the time of casting            deity casts this spell, the DM should          into a different melee weapon. Thus, a
  Duration: 10 minutes/level                   assign an appropriate weapon special           greatclub could be transformed into a
  Saving Throw: Fortitude negates              ability of the same power level as those       greatsword, a light pick into a morning
     (harmless, object)                        given here.                                    star, or a dagger into a battleaxe.
  Spell Resistance: Yes (harmless,
     object)                                     Deities                                         Improvised weapons and double
                                                 Bahamut: +1 frost heavy pick                 weapons cannot be targeted or be the
  Youpassyourhandsovertheweapon,and              Boccob: +1 spell storing quarterstaff        result of this spell. Magic weapons
  its head glows with a blue-gold radiance.      Corellon Larethian: +1 keen longsword        transformed retain all their special
                                                                                              abilities as long as the new form could
                                                                                              legally have those abilities, and weapons  237
CHAPTER 1                  made from special materials retain         Casting Time: 1 standard action             Range: 60 ft.
                           their special materials.                   Range: 30 ft.                               Effect: 60-ft. line
   SPELL                                                              Area: Creatures in a 30-ft.-radius          Duration: Instantaneous
      DESCRIPTIONS            Material Component: A piece of                                                      Saving Throw: None
                           parchment folded into the shape of the       spread centered on you                    Spell Resistance: No
     Illus. by J. Engle    weapon type desired.                       Duration: Instantaneous
                                                                      Saving Throw: Will negates                  Withweaponinhand,youfinishthelastof
                         WEATHER EYE                                  Spell Resistance: Yes                       thearcanegesturesandwordsthatactivate
                                                                                                                  thepowerofthespell.Asyoucastthespell,
                           Divination                                 Youspeakthewordsofpower,andawarm            you hurl a single slashing weapon at your
                           Level: Druid 3                             orangefireradiatesfromyou,aidingthose        foes.Theblade,carriedalongbothbyyour
                           Components: V, S, M, F                     thatbelieveinthetruebalance,andharm-        mightandyourmagicalprowess,slashesat
                           Casting Time: 1 hour                       ing all others.                             your foes while whirling forward.
                           Range: 1 mile + 1 mile/level
                           Area: 1-mile radius + 1-mile/level         This spell harms or heals creatures         You hurl a weapon held at the time of
                                                                      within its area based on their align-       casting, and it magically attacks all
                              centered on you                         ments and life status. The effect does      enemies along a line to the extent of the
                           Duration: Instantaneous                    the most harm to those creatures most       spell’s range. You make a normal melee
                           Saving Throw: None                         extreme in alignment and most out of        attack, just as if you were attacking
                           Spell Resistance: No                       balance with the natural world.             with the weapon in melee, against each
                                                                                                                  foe in the weapon’s path, but you can
                           Usingyourconnectiontothedivineforces         For living creatures that have an         choose to substitute your Intelligence
                           and nature, you gaze into your scrying     alignment with no neutral component         modifier or your Charisma modifier
                           deviceandsummonimagestomindofwhat          (LG, CG, LE, or CE), this spell acts as     (as appropriate for your spellcasting
                           the future holds for the weather.          aninflictcriticalwounds spell(PH244).        class) for your Strength modifier on the
                                                                                                                  weapon’s attack rolls and damage rolls.
                           You can accurately predict the natural       For living creatures that have an         Even if your base attack bonus would
                           weather up to one week into the future.    alignment with a neutral component          normally give you multiple attacks,
                           If unnatural forces currently affect the   and one other (NG, LN, CN, or NE),          a whirling blade gets only one attack
                           weather, then weather eye reveals the      this spell acts as an inflict moderate       (at your best attack bonus) against
                           spells or abilities in effect, though not  wounds spell (PH 244).                      each target. The weapon deals damage
                           the source of those abilities.                                                         just as if you had swung it in melee,
                                                                        For living creatures that have a          including any bonuses you might have
                              Material Component: Incense.            neutral alignment (N) and all undead        from ability scores or feats.
                              Focus: A scrying device of some         creatures, this spell acts as a heal spell
                           kind (bowl, mirror, crystal ball, and      (PH 239), dealing damage to undead but        No matter how many targets your
                           so forth).                                 acting as a beneficial spell to neutral      weapon hits or misses, it instantly and
                                                                      creatures.                                  unerringly returns to your hand after
                                                                                                                  attempting the last of its attacks.
                         WEIGHED IN THE                               WHIRLING BLADE
                                                                                                                    Focus: A slashing melee weapon that
                         BALANCE                                        Transmutation                             you hurl.
                                                                        Level: Bard 2, sorcerer/wizard 2
                           Necromancy                                   Components: V, S, F
                           Level: Balance 9                             Casting Time: 1 standard action
                           Components: V
238                                          A whirling blade makes attacks against many foes
WHIRLWIND, GREATER                              6d6 points of damage for each round          base land speed becomes 50 feet. You                CHAPTER 1
                                                they remain inside at the beginning of       gain darkvision out to 60 feet. You can
  Evocation [Air]                               your turn. Creatures inside the tornado      still use any extraordinary, spell-like,           SPELL
  Level: Druid 9, Windstorm 9                   can’t do much; attacks, spellcasting,        and supernatural abilities possessed            DESCRIPTIONS
  Components: V, S                              and movement are impossible within           by your normal form. You gain all
  Casting Time: 1 standard action               a greater whirlwind. When the greater        the advantages of a quadruped form
  Range: Medium (100 ft. + 10 ft./level)        whirlwind ejects a creature, it reappears    (greater carrying capacity, +4 bonus
  Effect: 20-ft.-radius tornado, up to          4d6×5 feet away from the twister’s           to resist trip attacks, and so on); this
                                                center in a random direction, and            includes the ability to fight effectively
     5 ft./level high, centered on a point      4d6×5 feet off the ground (immediately       while carrying a rider. You can still
     in space                                   falling if it can’t fly).                     use your equipment and cast spells
  Duration: 1 round/level                                                                    normally.
  Saving Throw: Fortitude partial                  Terrain and Structures: The tornado
  Spell Resistance: Yes                         uproots trees and other vegetation         WIND AT BACK
                                                automatically, and it leaves a trail of
  Wind whips into a frenzy and becomes a        dense rubble (DMG 90) wherever it            Evocation
  tornado that wreaks destruction as you        goes. Structures within a greater whirl-     Level: Druid 4
  direct, flinging your foes into the air and    wind take 2d6×10 points of damage per        Components: V, S
  destroying nearby structures.                 round. In a round or two, that amount        Casting Time: 1 standard action
                                                of damage is sufficient to destroy any        Range: Medium (100 ft. + 10 ft./level)
  This spell is a more potent version of        building made of materials less sturdy       Targets: One creature/level, no two
  whirlwind(PH301).Agreaterwhirlwind            than reinforced masonry.
  affects creatures differently, depending                                                      of which are more than 30 ft. apart
  on their size and where they are in              No ranged attacks can pass through        Duration: 12 hours
  relation to the twister.                      the twister. A greater whirlwind extin-      Saving Throw: Fortitude negates
                                                guishes all flames it touches. Listen
     Near the Tornado: Large or smaller         checks are impossible within a greater          (harmless)
  creatures who start their turn within 60      whirlwind.                                   Spell Resistance: Yes (harmless)
  feet of the center of a greater whirlwind
  must succeed on a Fortitude save or be           A greater whirlwind remains station-      Youintonethewordsthatwillgiveyouand
  dragged 1d4×10 feet toward the center         ary unless you direct it elsewhere as a      your allies speed and stamina for the long
  of the twister, taking 1d4 points of non-     move action. It moves up to 60 feet per      journeyahead.Yourcompanionsarebathed
  lethal damage per 10 feet dragged.            round.                                       in a soft green radiance as the spell is cast.
     Huge creatures within 40 feet of the     WILD RUNNER                                    This spell doubles the overland speed
  twister must succeed on a Fortitude                                                        (PH 164) of all subjects, assuming they
  save or be knocked prone. Gargantuan          Transmutation                                are all traveling together in the same
  and Colossal creatures within 40 feet         Level: Druid 4, ranger 4                     direction, including pack animals
  of the twister must succeed on a Forti-       Components: V, S, DF                         and mounts. This spell does not affect
  tude save before moving away from the         Casting Time: 1 standard action              nonliving material. The spell does not
  twister.                                      Range: Personal                              affect tactical speed.
                                                Target: You
     Flying creatures of Huge size or           Duration: 10 minutes/level (D)             WIND TUNNEL
  smaller that fail their Fortitude saves
  are sucked to the center of the twister,      A vibrant green glow surrounds you, and      Evocation
  taking 2d6 points of damage from the          youfeelyourbodybegintochangeshape.           Level: Druid 5
  battering and buffeting. Gargantuan           You grow several inches in height and        Components: V, S
  flying creatures must succeed on a             becomeawareofabendingandlengthen-            Casting Time: 1 standard action
  Fortitude save or be pulled 1d6×10 feet       ingofyourspine.Glancingback,youseea          Range: Close (25 ft. + 5 ft./2 levels)
  toward the center of the twister. Colos-      second pair of hoofed legs and a swishing    Targets: One creature/level
  sal flyers must likewise make Fortitude        tail.                                        Duration: 1 round/level
  saves or be pulled 1d6×5 feet toward the                                                   Saving Throw: Fortitude negates
  twister’s center.                             When you cast this spell, you assume
                                                the physical appearance and many of             (harmless)
     Any Huge or smaller creature that          the qualities and abilities of a centaur     Spell Resistance: Yes (harmless)
  comes in contact with the spell effect        (MM 32). While under the effect of
  must succeed on a Reflex save or take          the spell, your creature type changes        You evoke the powers of the sky, and the
  3d6 points of damage. A Large or              to monstrous humanoid, and your size         wind picks up around you. It blows from
  smaller creature that fails its first save     changes to Large. You have the space         your back, now, and wraps itself around
  must succeed on a second one or be            and reach of a centaur (10 feet/5 feet).     yourallies’missiles,sendingthemtotheir
  picked up bodily by the cyclone and           You gain the Strength, Dexterity, and        targets more surely.
  held suspended in its powerful winds.         Constitution of an average centaur
  Any creature picked up is ejected 3           (Str 18, Dex 14, Con 15), but you retain     You call on the wind to assist your
  rounds later.                                 your own mental ability scores. Your         allies’ accuracy. A wind tunnel improves
     Inside the Tornado: Creatures that
  start their turn inside the tornado take
                                                                                                                                             239
CHAPTER 1                     the accuracy of your allies’ ranged            a Strength check, and is unaffected by        Target: Winged creature touched
                              weapons, granting each subject a +5            most spells, including dispel magic. Also     Duration: 1 minute/level
   SPELL                      competence bonus on ranged attacks.            like a wall of force, the web is immedi-      Saving Throw: None (harmless)
      DESCRIPTIONS            Further, it doubles the range increment        ately destroyed by disintegrate, a rod of     Spell Resistance: No (harmless)
                              of these weapons.                              cancellation, a sphere of annihilation, or
     Illus. by W. O’Connor                                                   Mordenkainen’s disjunction.                   Youplaceyourhandonthecreature’sshoul-
                            WINGBIND                                                                                       ders,andawarmyellowradianceinfusesit,
                                                                           WINGED MOUNT                                    spreading out to the tips of its wings.
                              Evocation [Force]
                              Level: Sorcerer/wizard 4                       Transmutation                                 The creature you touch becomes more
                              Components: V, S                               Level: Blackguard 4, paladin 4                agile in the air, able to make quicker
                              Casting Time: 1 standard action                Component: V, S, DF                           turns, and more maneuverable when
                              Range: Medium (100 ft. + 10 ft./level)         Casting Time: 1 standard action               flying. The subject must be capable of
                              Target: One creature                           Range: Touch                                  flightusingwings.Thecreature’smaneu-
                              Duration: 1 round/level (D)                    Target: Your touched special mount            verability improves by one grade—from
                              Saving Throw: Reflex negates                    Duration: 10 minutes/level                    clumsy to poor, poor to average, average
                              Spell Resistance: Yes                          Saving Throw: Fortitude negates               to good, or good to perfect.
                              Theflyingcreatureletsoutasurprisedhowl             (harmless)                                    A single creature cannot benefit from
                              andthenplummetstotheground,itswings            Spell Resistance: Yes (harmless)              multiple applications of this spell at one
                              flatagainstitsbodyandstrugglingagainst                                                        time.
                              a green glowing net.                           Youtouchyourspecialmountanditsprouts
                                                                             giant, feathery white wings.                WINGS OF AIR,
                              A web of force surrounds the target,                                                       GREATER
                              entangling it like a net. This spell func-     This spell grants your special mount a
                              tions like earthbind (page 76), except that    fly speed of 60 feet (good). The mount         Transmutation
                              an ensnared creature immediately falls         is slowed as normal because of weight         Level: Druid 4, sorcerer/wizard 4
                              to the ground, taking falling damage.          carried, barding worn, and environ-
                                                                             mental factors.                               This spell functions like wings of air,
                                 An entangled creature can escape                                                          except that the creature’s maneuver-
                              with a successful Escape Artist check        WINGS OF AIR                                    ability improves by two grades—from
                              against a DC equal to the save DC of the                                                     clumsy to average, poor to good, or
                                                                             Transmutation                                 average to perfect.
                                   spell. Like a wall of force (PH 298),     Level: Druid 2, sorcerer/wizard 2
                                        this web of force is impervious      Components: V
                                          to most attacks: It is immune      Casting Time: 1 standard action
                                           to damage of all kinds,           Range: Touch
                                                   cannot be burst with
                                                                                                                         WINGS OF THE SEA
                                                                                                                           Transmutation
                                                                                                                           Level: Cleric 1, druid 1, ranger 1,
                                                                                                                              sorcerer/wizard 1
                                                                                                                           Components: S, M
                                                                                                                           Casting Time: 1 standard action
                                                                                                                           Range: Touch
                                                                                                                           Target: Creature touched
                                                                                                                           Duration: 1 minute/level
                                                                                                                           Saving Throw: Fortitude negates
                                                                                                                              (harmless)
                                                                                                                           Spell Resistance: Yes (harmless)
                                                                           The wind tunnel spell guides                  Thewebbingbetweenyourfingersgrowsto
                                                                           ranged attacks to their targets               reachyourfingertipsasyoucompletethespell.
240
Intheinstantyoutouchthespell’sintended      that round. The second time a subject         normalbyasuccessfuldispelmagicfrom              CHAPTER 1
  subject,however,thewebbingbetweenyour       takes damage from a single casting of         a spellcaster of a level higher than the
  fingersreturnstonormalevenasthesubject’s     winter’s embrace, it becomes fatigued.        level of the wither limb caster.               SPELL
  means of watery movement grow.              The fourth time it takes damage from                                                      DESCRIPTIONS
                                              the same spell, it becomes exhausted.       WITHERING PALM
  This spell increases the touched crea-                                                                                                Illus. by C. Dien
  ture’s swim speed by 30 feet. It has no   WITHER LIMB                                     Necromancy
  effect on other modes of movement,                                                        Level: Cleric 7
  nor does it give the subject a swim         Necromancy [Evil]                             Components: V, S
  speed if it does not already have one.      Level: Deathbound 4                           Casting Time: 1 standard action
                                              Components: V, S                              Range: Touch
     Material Component: A drop of water.     Casting Time: 1 standard action               Target: Living creature touched
                                              Range: Close (25 ft. + 5 ft./2 levels)        Duration: Instantaneous
WINTER CHILL                                  Target: Limbs of one humanoid                 Saving Throw: Fortitude negates
                                              Duration: Permanent                           Spell Resistance: Yes
  Transmutation [Cold]
  Level: Druid 1                                Wood rot destroys wooden items and          Ablackshroudofmagicalenergysurrounds
  Components: V, S                                       harms plant creatures              yourhands.Beneaththeshroudyourhands
  Casting Time: 1 standard action                                                           look withered and aged, like uncared-for
  Range: Close (25 ft. + 5 ft./2 levels)      Saving Throw: Fortitude negates
  Target: One creature                        Spell Resistance: Yes                              ancient leather on the verge of crum-
  Duration: Instantaneous                     Uttering a rumbling phrase, you point at             bling to dust.
  Saving Throw: Fortitude negates             yourfoeandwatchwithdelightasitslimbs
  Spell Resistance: Yes                       wither and twist, becoming useless.                  Your successful melee touch
                                              You choose to wither either the arms or              attack deals 1 point of Strength
  You makes a sound like whistling            the legs of a humanoid. Withered legs
  wind and inscribe a snowflake                force a subject to fall prone while at the            damage and 1 point of Consti-
  shape in the air, willing a chill to        same time reducing the subject’s land                   tution damage per two caster
  overcome your foe.                          speed to 5 feet. Withered arms make it                  levels to the target (maximum
                                              impossible for the subject to use objects              of 10 points each). If you score
  The target creature must suc-               or cast spells with somatic components.                a critical hit, the subject takes
  ceed on a Fortitude save                                                                          ability drain instead, but the
  or take 1d6 points of                          A withered limb can be restored to                 effect is not doubled.
  cold damage and become
  fatigued. A creature with                                                                       WOOD ROT
  immunity to cold is not
  affected by this spell.                                                                              Transmutation
                                                                                                       Level: Druid 4
WINTER’S                                                                                               Components: V, S, M
EMBRACE                                                                                                Casting Time: 1 standard
  Evocation [Cold]                                                                                        action
  Level: Druid 2                                                                                       Range: Touch
  Components: V, S                                                                                     Target: One nonmagical
  Casting Time: 1 standard
                                                                                                          wooden object or a
     action                                                                                               volume of wood; or one
  Range: Close (25 ft. + 5 ft./2 levels)                                                                  plant creature
  Target: One creature                                                                      Duration: Instantaneous or
  Duration: 1 round/level                                                                      1 round/level; see text
  Saving Throw: Fortitude negates                                                           Saving Throw: None
  Spell Resistance: Yes                                                                     Spell Resistance: No
  You clutch at the air as though grabbing                                                  By crushing a live termite between your
  a nearby creature, and then you blow on                                                   teeth and reciting the necessary words of
  yourfist.Asyoudoso,iceandsnowappear                                                        power, you finish casting the spell.
  around your foe.
                                                                                            When you cast this spell, an insidious
  A target that fails its save takes 1d8                                                    rot immediately taints any wooden
  points of cold damage per round at the                                                    object or plant creature you touch.
  beginning of your turn. Each round,                                                       Any unattended nonmagical wooden
  the subject can make a new Fortitude                                                      item smaller than 6 feet in diameter,
  saving throw to avoid taking damage                                                       or a 3-foot-radius volume of a larger
                                                                                            wooden object (such as a wooden door),
                                                                                            is instantly destroyed by wood rot.
                                                                                                                                                           241
CHAPTER 1                In combat, you can use the spell             turned your attention elsewhere, as            If you are on your home plane when
                      to attempt to sunder any wooden or              long as you remained within range.             you cast this spell, every lawful good,
   SPELL              wooden-hafted weapon; the weapon                                                               chaotic good, lawful evil, and chaotic
      DESCRIPTIONS    or its wooden portion is destroyed                 AwoodwosehasaneffectiveStrength             evil elemental and outsider within the
                      on a successful melee touch attack.             of 2, so it can lift 20 pounds or drag 100     area is instantly banished back to its
                      Attempting to sunder a weapon gener-            pounds. It can trigger traps, but the          home plane unless it makes a success-
                      ally provokes attacks of opportunity,           20 pounds of force it can exert is not         ful Will saving throw at a –4 penalty.
                      and wood rot has no effect on wooden            enough to activate most pressure plates.       Creatures so banished cannot return
                      or wooden-hafted weapons that strike            It has a land speed of 15 feet and a fly        for at least 24 hours. The banishment
                      you, even if you hold the charge.               speed of 15 feet (perfect).                    effect occurs whether or not the crea-
                                                                                                                     tures actually hear the word of balance,
                         Against wooden shields or armor,                Awoodwosecannotattackinanyway;              though those that do also suffer the
                      you also make a melee touch attack.             it is never allowed an attack roll or a        appropriate effects (see above).
                      Such targets too large to be destroyed          saving throw. It cannot be killed, but it
                      outright take a –1d6 penalty to their           dissipates if it takes 6 points of damage         Creatures whose HD exceed your
                      armor or shield bonus on a successful           from area attacks. If you attempt to           caster level are unaffected by word of
                      hit and are rendered unusable if the            send the wose beyond the spell’s range         balance.
                      penalty exceeds the bonus. Any attack           (measured from your current position),
                      against a wooden object discharges              it ceases to exist.                          WORD OF BINDING
                      the spell, and wooden magic items are
                      immune to the effect of wood rot.             WORD OF BALANCE                                  Conjuration (Creation)
                                                                                                                     Level: Paladin 3
                         Against plant creatures, wood rot deals      Evocation [Sonic]                              Components: V, DF
                      3d6 points of damage +1 point per caster        Level: Balance 7, druid 7                      Casting Time: 1 standard action
                      level (maximum +15) on a successful at-         Components: V                                  Range: Close (25 ft. + 5 ft./level)
                      tack. Against plant creatures, the spell        Casting Time: 1 standard action                Target: One Medium or smaller
                      lasts for 1 round per level, and you can        Range: 30 ft.
                      make one melee touch attack per round.          Targets: Creatures in a 30-ft.-radius             humanoid or monstrous humanoid
                      Once it is used to make an attack against                                                      Duration: 1 round/level (D)
                      aplantcreature, woodrotcannotbeused                spread centered on you                      Saving Throw: Reflex negates
                      to attack or destroy wooden items.              Duration: Instantaneous                        Spell Resistance: Yes
                                                                      Saving Throw: None or Will
                         Material Component: A live termite.                                                         When you cast this spell and call to the
                                                                         negates; see text                           target, shining steel manacles appear
                    WOOD WOSE                                         Spell Resistance: Yes                          around its wrists and ankles.
                      Conjuration (Creation)                          Youuttertheelderwordsofbalance.Those           You create masterwork steel manacles
                      Level: Druid 1                                  who stray too far from the path of even-       that attempt to bind your target. A suc-
                      Components: V, S, DF                            handedness pay the price for their sins as     cessful Reflex save allows the target to
                      Casting Time: 1 standard action                 the words judge them.                          dodge the forming manacles; otherwise
                      Range: Close (25 ft. + 5 ft./2 levels)                                                         it is bound at its wrists and ankles.
                      Effect: One nature servant                      Any lawful good, chaotic good, lawful
                      Duration: 1 hour/level                          evil, or chaotic evil creature that hears         The imprisoned creature can slip free
                      Saving Throw: None                              a word of balance suffers ill effects          with a DC 35 Escape Artist check or a DC
                      Spell Resistance: No                            according to its Hit Dice, as given            28 Strength check. The manacles have
                                                                      below, with no saving throw. These             hardness 10 and hit points equal to 10 +
                      Whistlingupnature’spowerandwavinga              effects are cumulative.                        1 per caster level. The manacles automati-
                      branch of holly, you create a helper for the                                                   cally scale to fit any Medium or smaller
                      task at hand.                                     HD Effect                                    humanoid creature. While imprisoned
                                                                        Equal to caster level Nauseated              by the manacles, the subject cannot take
                      Awoodwoseisatranslucentgreennature                Up to caster level –1 Weakened,              any actions requiring the use of its hands
                      spirit that you can command to per-                                                            and can move only 5 feet per round. The
                      form simple natural tasks. It can build                                           nauseated    manacles come complete with an average
                      a campfire, gather herbs, feed an animal           Up to caster level –5 Paralyzed,             quality lock (Open Lock DC 25).
                      companion, catch a fish, or perform any
                      other simple task that doesn’t involve                                            weakened,  WOUNDING WHISPERS
                      knowledge of technology. It cannot, for                                           nauseated
                      example, open a latched chest, since it           Up to caster level –10 Killed                Abjuration [Sonic]
                      doesn’t know how a latch works.                      Nauseated: The creature is limited        Level: Bard 3
                                                                        to a single move action for 1 round          Components: V, S
                         A wood wose can perform only one               but can defend itself normally.              Casting Time: 1 standard action
                      activity at a time, but it repeats the               Weakened: The creature’s Strength         Range: Personal
                      same activity if told to do so. Thus, if          decreases by 2d6 points for 2d4              Target: You
                      you commanded it to gather leaves,                rounds.                                      Duration: 1 round/level (D)
                      it would continue to do so while you                 Paralyzed: The creature is para-
                                                                        lyzed and helpless for 1d10 minutes.
                                                                          Killed: The creature dies if living or
                                                                        is destroyed if undead.
242
Thewordsofthisspellproducehissing,sibi-                                                                                                      CHAPTER 1
lantechoesthatspinaroundyou,invoking
doom upon those who dare to harm you.                                                                                                       SPELL
                                                                                                                                         DESCRIPTIONS
Any creature striking you with its body
or a handheld weapon takes 1d6 points
of sonic damage +1 point per caster
level. If a creature has spell resis-
tance, it applies to this damage.
Weapons with reach, such as
longspears, do not endanger
their users in this way.
  You cannot use this spell
to deal damage to another
target (for instance, with an
unarmed attack or by forcing
the whispers against a target). Only if
another creature touches you does the
effect deal damage.
WRACK                                          The wraithstrike spell gives a spellcaster  WRATHFUL                                      Illus. by W. O’Connor
                                                        the ability to bypass armor
  Necromancy [Evil]                                                                        CASTIGATION
  Level: Cleric 4, sorcerer/wizard 5           You lay your hand upon a
  Components: V, S                             creature and deal 1d6 points of               Enchantment (Compulsion)
  Casting Time: 1 standard action              damage +1 point per caster level (maxi-          [Mind-Affecting]
  Range: Close (25 ft. + 5 ft./2 levels)       mum +10). In addition, if you have the
  Target: One humanoid                         sneak attack ability, you also deal sneak     Level: Sorcerer/wizard 8
  Duration: 1 round/level + 3d10               attack damage to the affected creature        Components: V, S, F
                                               unless the creature is immune to extra        Casting Time: 1 standard action
     minutes; see text                         damage from critical hits. The creature       Range: Close (25 ft. + 5 ft./2 levels)
  Saving Throw: Fortitude negates              still takes the spell damage even if it       Target: One living creature
  Spell Resistance: Yes                        does not take the sneak attack damage.        Duration: 1 round/level (D)
                                               Unlike a normal use of sneak attack,          Saving Throw: See text
  Withthefinalwordofthespell,yourchosen         your target need not be flanked or de-         Spell Resistance: Yes
  foeiswrackedwithsuchpainthatitdoubles        nied its Dexterity bonus to take sneak
  overandcollapses.Itsfaceandhandsblister      attack damage from this spell.                You brandish the whip, and your target
  anddripfluid,anditseyescloudwithblood,                                                      begins to shake uncontrollably, then col-
  rendering it blind.                        WRAITHSTRIKE                                    lapsesontheground,itsspasmseventually
                                                                                             fading as it dies.
  Your touch causes your target to ex-         Transmutation
  perience excruciating pain. For the          Level: Assassin 3, sorcerer/wizard 2          This spell causes wracking pain and
  duration of the spell, the subject falls     Components: V, S                              violent convulsions, ending in death.
  prone and is blinded and helpless. Even      Casting Time: 1 swift action                  The target creature must make a Will
  when the spell ends, the subject is still    Range: Personal                               save or writhe in pain, helpless, before
  shaken for 3d10 minutes.                     Target: You                                   it dies 1 round later at the start of your
                                               Duration: 1 round                             turn. A creature that makes the Will
WRACKING TOUCH                                                                               save must also succeed on a second Will
                                               Bypresentingyourweaponwithanoverly            save or be dazed and take a –4 penalty
  Necromancy                                   dramatic flourish and calling out with a       on saving throws for the duration of
  Level: Druid 2, sorcerer/wizard 2            sickly-sounding moan, you complete the        the spell.
  Components: V, S                             spell.Asyoudoso,yourweaponbecomes
  Casting Time: 1 standard action              translucent almost to the point that you         Focus: A whip.
  Range: Touch                                 cannotseeit,thoughitstillweighsasheav-
  Target: Creature touched                     ily in your hand.
  Duration: Instantaneous
  Saving Throw: Fortitude half
  Spell Resistance: Yes
You cry out with malice and clench your      While this spell is in effect, your melee
fist,completingthespell.Thespell’sterrible    attacksareresolvedasmeleetouchattacks
energy causes your fist to shake involun-     rather than normal melee attacks.
tarily, sending spasms up your arm.
                                                                                                                                                                243
CHAPTER 1           XORN MOVEMENT                                   of this spell, as long as you finish your        You create a region that is temporarily
                                                                    movement closer to your chosen foe              protected against interplanar intrusion.
   SPELL              Transmutation                                 than when you began it.                         This includes spells and abilities that
      DESCRIPTIONS    Level: Sorcerer/wizard 5                                                                      use other planes, including dimension
                      Components: V, S, F                         ZEALOT PACT                                       door, teleport, plane shift, and travel
                      Casting Time: 1 standard action                                                               through such planes as the Astral
                      Range: Touch                                  Evocation                                       Plane, the Ethereal Plane, and the Plane
                      Target: Creature touched                      Level: Cleric 6, Competition 6, Pact 6          of Shadow.
                      Duration: 1 round/level; see text             Components: V, S, DF, XP
                      Saving Throw: Will negates                    Casting Time: 10 minutes                           Summoning and calling spells do
                                                                    Range: Touch                                    not function within a zone of respite, but
                         (harmless)                                 Target: Willing living creature                 summoned and called creatures outside
                      Spell Resistance: Yes (harmless)                                                              a zone of respite can be sent inside it.
                                                                       touched
                      Youconcentrateonthepieceofthexorn’s           Duration: Permanent until                          Gate spells and other portals cannot
                      hide. As you intone the spell it begins to                                                    be created within a zone of respite, but
                      glow yellow, and then the glow spreads           triggered; then 1 round/level                existing portals are unaffected by the
                      over your entire form. You complete the       Saving Throw: Will negates                      spell. Creatures on coterminous or coex-
                      spellandslipeffortlesslybetweenthegaps                                                        istent planes (DMG 150) must retreat to
                      intheearthitself,leavingnothingdisturbed         (harmless)                                   the edge of the zone of respite and cannot
                      in your wake.                                 Spell Resistance: Yes (harmless)                enter the corresponding area on the
                                                                                                                    coterminous or coexistent plane.
                      The subject of this spell can move            Bybindingthesubjecttoyourdeity,yougive
                      through natural earth and stone (but          it the ability to crush the deity’s enemies.       Material Component: A small amount
                      not worked stone, brick, or metal) as a                                                       of blood from a gorgon.
                      xorn does, leaving behind no tunnel or        Once this spell is cast, the zealot pact
                      sign of passage. Furthermore, the subject     remains dormant until the subject suc-        ZONE OF REVELATION
                      can breathe normally while entombed in        cessfully hits a foe whose alignment is
                      earth and natural rock. A move earth spell    exactly opposite that of your deity. The        Divination
                      cast on an area the subject occupies flings    subject’s subsequent melee attacks gain         Level: Cleric 5
                      it back 30 feet and stuns it for 1 round.     a +4 bonus and deal double damage.              Components: V, S, M/DF
                      A successful Fortitude save negates the       Once the spell is active, the subject           Casting Time: 1 standard action
                      stunning effect.                              must attack foes of opposite alignment          Range: Close (25 ft. + 5 ft./2 levels)
                                                                    every round if able to do so, or the spell      Area: 5-ft.-radius/level emanation
                         Xorn movement lasts a minimum of           effect ends. The subject knows which
                      1 round/level. If the subject has not         creatures within 60 feet are of opposite           centered on a point in space
                      emerged into a large enough open              alignment.                                      Duration: 1 minute/level
                      space to contain its body comfortably                                                         Saving Throw: None
                      when the spell expires, it is shunted            If you create a zealot pact with a neu-      Spell Resistance: Yes
                      off to the nearest such open space,           tral deity (such as Obad-Hai), choose
                      taking 1d6 points of damage per 5 feet        one alignment from among the follow-            After making a dramatic gesture and
                      so traveled.                                  ing that triggers the zealot pact: lawful       uttering a few words of power, you close
                                                                    good, lawful evil, chaotic evil, or -cha-       youreyesandopenthemagain,revealing
                         Focus: A scale from a xorn’s hide.         otic good.                                      all that is hidden.
                    ZEAL                                               A creature can be subject to only one        All creatures and objects within a
                                                                    zealot pact at a time. Casting zealot pact      zone of revelation are made visible. This
                      Abjuration                                    on a subject that already has an untrig-        includes invisible creatures, as well as
                      Level: Competition 2, blackguard 2,           gered zealot pact voids the earlier pact.       those on coexistent planes such as the
                                                                                                                    Ethereal Plane and the Plane of Shadow
                         paladin 2                                     XP Cost: 500 XP.                             (DMG 150). Natives of these planes do
                      Components: V, S                                                                              not lose any abilities but are simply
                      Casting Time: 1 swift action                ZONE OF RESPITE                                   made visible.
                      Range: Personal
                      Target: You                                   Abjuration                                         Zone of revelation suppresses but
                      Duration: 1 round/level                       Level: Cleric 5, sorcerer/wizard 5              does not dispel invisibility, etherealness,
                                                                    Components: V, S, M                             or other spells. Once a formerly invis-
                      Youinvokeadivineshieldtoprotectyouas          Casting Time: 2 rounds                          ible object or creature leaves the area,
                      you close with a chosen opponent.             Range: 20 ft.                                   it becomes invisible again. Ethereal
                                                                    Area: 20-ft.-radius emanation                   creatures in the spell’s area become
                      Choose a foe as you cast this spell.                                                          nonethereal until they move beyond
                      You gain a +4 deflection bonus to AC              centered on you                              the spell’s range.
                      against all attacks of opportunity from       Duration: 1 minute/level
                      opponents other than the chosen foe.          Saving Throw: None                                 Arcane Material Component: A hand-
                      Also, you can move through enemies            Spell Resistance: Yes                           ful of dust from the grave clothes of an
                      as if they were allies for the duration                                                       undead creature.
                                                                    Smearingbloodbetweenyourfingers,you
244                                                                 inscribeawardintheairandcastthepower
                                                                    of that ward over a wide area.
CHAPTER 2: SPELL LISTS
                                                                                                                                                     CHAPTER 2
                                                                                                                                                   SPELL LISTS
                                                                                                                              Illus. by D. Martin
          These lists summarize the spells described here. An M       Silent Portal: Negates sound from door or window.
          or F appearing at the end of a spell’s name in the spell    Sniper’s Shot: No range limit on next ranged sneak
          lists denotes a spell with a costly material component
          or a focus component, respectively, that is not normally       attack.
          included in a spell component pouch. An X denotes a         Sticky Fingers: You get +10 on Sleight of Hand checks.
          spell with an XP component paid by the caster.
                                                                    2ND-LEVEL ASSASSIN SPELLS
              ASSASSIN SPELLS
                                                                      Absorb Weapon: Hide a weapon, gain a Bluff check
1ST-LEVEL ASSASSIN SPELLS                                                with a +4 bonus on feint attempts when you draw it.
  Critical Strike: For 1 round you gain +1d6 damage,                  Blade of Pain and Fear: Creates blade of gnashing
     doubled threat range, and +4 on attack rolls to confirm              teeth.
     critical threats.
                                                                      Fell the Greatest Foe: Deal extra damage to
  Dead End: Removes spoor of one creature/level.                         creatures larger than you.
  Distract Assailant: One creature is flat-footed for 1 round.
  Ebon Eyes: Subject can see through magical darkness.                Fire Shuriken: Magical shuriken deal 3d6 fire
  Insightful Feint: Gain +10 on your next Bluff check to                 damage.
     feint in combat.                                                 Ice Knife: Magical shard of ice deals 2d8 cold
  Instant Locksmith: Make Disable Device or Open Lock                    damage plus 2 Dex damage, or deals 1d8 cold
                                                                         damage in 10-ft.-radius burst.
     check at +2 as free action.
  Instant Search: Make Search check at +2 as free action.             Invisibility, Swift: You are invisible for 1 round
  Lightfoot: Your move does not provoke attacks of                       or until you attack.
     opportunity for 1 round.                                         Iron Silence: Armor touched has no armor
  Low-Light Vision: See twice as far as a human in poor                  check penalty on Hide and Move Silently for
                                                                         1 hour/level.
     illumination.
  Shock and Awe: Flat-footed creatures get –10 on                     Marked Object: You gain bonus to track a
                                                                         specific being.
     initiative.
                                                                      Phantom FoeM: Subject is always flanked by one
                                                                         creature.
                                                                      Veil of Shadow: Darkness grants you concealment.
                                                                                                                                                   245
CHAPTER 2                          3RD-LEVEL ASSASSIN SPELLS                                    Beastland Ferocity: Subject fights without penalty while
                                                                                                  disabled or dying.
   SPELL LISTS                       Amorphous Form: Subject becomes puddlelike and can
                                        slip through cracks quickly.                            Cheat: Caster rerolls when determining the success of a
                                                                                                  game of chance.
                                     Fangs of the Vampire King: Grow vampire fangs.
                                     Find the Gap: Your attacks ignore armor and natural        Crabwalk: Touched creature gains bonus while charging.
                                                                                                Critical Strike: For 1 round you gain +1d6 damage,
                                        armor.
                                     Spectral Weapon: Use quasi-real weapon to make touch                            doubled threat range, and +4 on attack
                                                                                                                          rolls to confirm critical threats.
                                        attacks.                                                                           Dead End: Removes spoor of one
                                     Spider Poison: Touch deals 1d6 Str damage, repeats                                        creature/level.
                                                                                                                              Distort Speech: Subject’s
                                        in 1 minute.                                                                              speech is 50% unintelligible,
                                     Wraithstrike: Your melee                                                                     so it might miscast spells.
                                                                                                                               Distract: Subjects take –4
                                        attacks strike as touch
                                        attacks for 1 round.
                                   4TH-LEVEL                                                             on Concentration, Listen,
                                                                                                         Search, and Spot.
                Illus. b M. Cotie  AHSCVSHSISmhhnuueiSHsakcEimEiblcccchddaaipaefnlrnupaaorseeennessddsAvliroecyesnnaaecrdccaoeiteooeaovtfsaot’llorcaacewdrewwlR’tetrteSe’rkueppssmaa,usordp.pbB.iabbeetMwSmrmahFPploEyeehllewieltAamAoprehsrlhaIyrtoovwiecvDwoiareadeetNpvvrePretaemeycurserh:tetleairinliu:iekei:tgan:.vaorGrsi:sthr:SKspanRg;hgStetWuptGs,ia.Sino.oucytrauielHooPialeouaknheonpldnrelnbnlyinuebseDsuEsruyncestd+mt:c:jnociilat.lec1kLnsis+YaDdydencova,y0usc,ss4e’otvnriL,oabltaanaSueeaasoujnbtggsSenpnhnrdleocoodoanttn/p,ts2gtpdaoacnrkkesvnwits’isitAohdnnar,ama6ns0asgag-efsedts.rirenwretadaceniuaangscpteatosifonsaoensbrc.s.roertbawdIvenaasIcnpnihtodateneigcoleiklunisgso,eRrandnhcedyer -ttmbhoamuIsns:ethdSmibusaibktkj:ieleSlcCuctEFhbIhoxGnoejanHape3YcccaasHaucrbce0Iiekoutonctpceiiatti–mdetahdsenuhrsatlldanfotadr4iliila2oie:titersptttocastianpia.netamf0iryhntaS,lkpnrelnsocgleoafbgldlotf5apsu.edousfkcrutsoiru’tvkyaCtiebLnlrhsmososHll.ooCiletisiejeatelih1sslornCeaqRRgtylidiDvlollcuaaswnfmcgtuodrheankeccetyn,ncitaoawlaeilltoihtnhsscpsutshottli:curlloita.:reee:ceeknraceecn:le+ntnonncddrcGyCislkcaao:nSed2elvktdktt.ktnlfrhaYaerasub.e,tsoc’esoatccirxswesbo,otSor.rnaetanhaetejwnauirnwit1atesneocecr+aunturo.cocignaaraeitab1rdstsrftoukucasdhenypsmtyutoksrins:ygieone,nnnadensudld.dr.
                                                                                                spells.
                                                BARD SPELLS Inspirational Boost: The bonuses granted by your inspire
                                                                                           courage ability increase by 1.
                                                                                                Invisibility, Swift: You are invisible for 1 round or until
                                   0-LEVEL BARD SPELLS (CANTRIPS)                                 you attack.
                                   Ghostharp: Object records, plays a song at your command. Ironguts: Subject gains +5 bonus on saving throws against
                                   Minor Disguise: Makes slight changes to your                 poison.
                                   appearance.                                                  Ironthunder Horn: Intense vibrations trip those in area.
                                   Songbird: Perform and gain +1 on your next Cha check. Joyful Noise: You negate silence in a 10-ft.-radius
                                   Stick: Glues an object weighing 5 pounds or less to another  emanation for as long as you concentrate.
                                   object.                                                      Master’s Touch: You gain proficiency in a weapon or
                                                                                                shield touched for 1 minute/level.
246                                1ST-LEVEL BARD SPELLS                                        Phantom Threat: Subject thinks it’s flanked.
                                                                                                Remove Scent: Hides touched creature’s scent.
                                     Accelerated Movement: Balance, Climb, or Move Silently     Serene Visage: Gain insight bonus on Bluff checks equal
                                        at normal speed with no penalty on skill check.
                                                                                                  to half your level.
                                     Amplify: Lowers Listen DC by 20.                           Shock and Awe: Flat-footed creatures get –10 on initiative.
                                     Appraising Touch: Gain +10 bonus on Appraise checks.
Sticky Fingers: You get +10 on Sleight of Hand checks.          Speak to Allies: Subjects can converse at distance without     CHAPTER 2
  Targeting Ray: You and allies are +1 to hit/3 levels against       moving lips.
                                                                                                                               SPELL LISTS
     subject.                                                     Sting Ray: Subject of ray can take only standard or move
  Undersong: Make Perform checks instead of                          action, has –2 AC, and must make Concentration checks
                                                                     to cast spells.
     Concentration checks.
                                                                  Summon Elysian Thrush: Summon an Elysian thrush,
2ND-LEVEL BARD SPELLS                                                which accelerates natural healing.
  Alarm, GreaterF: As alarm, and it works on coexistent           Surefooted Stride: You can move over rubble as easily as
     planes.                                                         you can over open ground.
  Battle Hymn: Allies can reroll one Will save/round.             Tactical Precision: Allies gain additional +2 bonus on
  Bladeweave: Your melee attack dazes your opponent.                 attack rolls and +1d6 additional damage against flanked
  BonefiddleF: Spectral fiddle bow deals 3d6 damage/round.             foes.
  Circle Dance: Indicates direction to known individual.
  Cloak Pool: Hide a color pool on the Astral Plane from          War Cry: Gain +4 on attack rolls and damage rolls if you
                                                                     charge. Any opponent you damage must save or become
     view.                                                           panicked for 1 round.
  Cloud of Bewilderment: Generates a nauseating 10-ft-
                                                                  Wave of Grief: Cone imposes –3 penalty on attacks,
     cube.                                                           checks, and saves.
  Curse of Impending Blades: Subject takes –2 penalty to
                                                                  Weapon Shift: Touched weapon changes form.
     AC.                                                          Whirling Blade: Hurled slashing weapon magically
  Dark Way: Creates temporary unbreakable bridge
                                                                     attacks all foes in 60-ft. line.
     supporting up to 200 lb./level.
  Delusions of Grandeur: Subject thinks it is better than       3RD-LEVEL BARD SPELLS
     it is.                                                       Allegro: You and your allies gain +30 ft. speed for 1
  Discolor Pool: Change the color of a color pool on the             minute/level.
     Astral Plane.                                                Analyze Portal: Find a nearby portal and discover its
  Disquietude: Subject avoids physical contact with others.          properties.
  Dissonant Chant: Concentration checks more difficult
                                                                  Creaking Cacophony: Sound distracts and makes foes
     within area of spell.                                           vulnerable to sonic damage.
  Distracting Ray: Ray forces spellcaster to make
                                                                  Curse of Impending Blades, Mass: Enemies take –2
     Concentration check.                                            penalty to AC.
  Entice Gift: Subject gives caster what it’s holding.
  Fly, Swift: Gain fly speed of 60 ft. for 1 round.                Dirge of Discord: All within 20 ft. take –4 on attack rolls
  Grace: Silvery light grants +2 Dexterity, +10 feet to land         and Dexterity, and reduce speed by 50%.
     speed, melee attacks treated as good; take –20 to Hide       Dissonant Chord: Deal 1d8/2 levels sonic damage in
     checks.                                                         10-ft. burst.
  Harmonic Chorus: Give another caster +2 to caster level
     and +2 on save DCs as long as you concentrate.               Dolorous Blow: Weapon’s threat range is doubled and
  Heartfire: Subjects outlined by fire, take 1d4 damage/               threats are automatically confirmed.
     round.
  Iron Silence: Armor touched has no armor check penalty          G’elsewhere Chant: Teleport subject to random safe place
     on Hide and Move Silently for 1 hour/level.                     within 100 ft.
  Know Vulnerabilities: Determine subject’s
     vulnerabilities and resistances.                             Haunting Tune: 1 subject/level becomes shaken.
  Lively Step: You and allies gain +10 increase to speed.         Hymn of Praise: Add +2 to caster level to all good divine
  Mesmerizing Glare: Your gaze fascinates creatures.
  Mindless Rage: Subject compelled to attack you                     casters within range.
     physically for 1 round/level.                                Infernal Threnody: Add +2 to caster level to all evil
  Miser’s Envy: Subject jealously covets a nearby object.
  Nightmare Lullaby: Subject is confused.                            divine casters within range.
  Portal Alarm: You are alerted when a creature passes            Know Opponent: Learn strengths and weaknesses of foe.
     through a warded portal.                                     Listening Coin: You can eavesdrop through a magic coin.
  Reflective Disguise: Viewers see you as their own species        Love’s Lament: Cone deals 1d6 Wisdom damage and
     and gender.
  Reveille: Dead creature speaks a short sentence about              causes nausea.
     what caused its death.                                       Puppeteer: Subject mimics your actions.
  Sonic Weapon: Weapon touched deals +1d6 sonic damage            Ray of Dizziness: Subject can take only move or standard
     with each hit.
  Sonic Whip: Whip of magical force keeps animals at bay             actions.
     and can frighten animals as ranged touch attack.             Shadow Cache: You open a small portal to the Plane of
  Sonorous Hum: Removes need to concentrate to
     maintain next spell cast.                                       Shadow through which you can put an item for later
                                                                     retrieval.
                                                                  Speechlink: You and one other creature can talk, no
                                                                     matter how far apart.
                                                                  Suppress Breath Weapon: Subject can’t use breath
                                                                     weapon.
                                                                  Treasure Scent: You detect valuable metals and gems.
                                                                  Unluck: Subject remakes all rolls, uses worse result for 1
                                                                     round/level.
                                                                                                                               247
Weapon of Impact: As keen edge, but aids bludgeoning      Reflective Disguise, Mass: Viewers see subjects as their
                                        weapons.                                                  own species and gender.
                                        Wounding Whispers: Sonic aura damages foes that           Surefooted Stride, Mass: As surefooted stride but multiple
                                        strike you.                                               subjects.
                                                                                                  Wail of Doom: Deal 1d4 damage/level in 30-ft. cone, plus
                                        4TH-LEVEL BARD SPELLS                                     subjects panicked or shaken.
                                        Cacophonic Shield: Shield 10 ft. from you blocks sounds,
                                         deals 1d6 sonic damage +1/level, and deafens creatures 6TH-LEVEL BARD SPELLS
                                        passing through.                                                     Dirge: Enemies take 2 points of Str and
CHAPTER 2                               Celebration: Intoxicate subjects.                                                  Dex damage/round.
   SPELL LISTS                          Ethereal Mount: You conjure                                                        HindsightM: You see into the past.
                                        swift mounts on the                                                                Nixie’s Grace: You
                                        Ethereal Plane.                                                                         gain a swim speed,
                                        FugueF: Your Perform                                                                    water breathing, low-
                                        check creates variety of                                                                light vision, damage
                                        effects.                                                                                reduction 5/cold iron,
                                        Lay of the Land: You                                                                    and enhancements to
                                        gain an overview of the                                                                 Dexterity and Wisdom.
                                        geography around you.                                                                   Ray of Light: Ray blinds
                                        Ray Deflection: Ray                                                                      subject.
                                        attacks are reflected                                                                    Revenance: Restores dead
                                        away.                                                                                   creature to life for 1
                                        Portal Alarm, Improved:                                                                 minute/level.
                                        Warded portal alerts you                                                                Resistance, Superior:
                                        or a creature designated                                                                Subject gains +6 on
                Illus. by F. Vohwinkel  by you to creatures                                                                     saving throws.
                                        passing through it.                                                                     Symphonic NightmareM:
                                        Protégé: Subject can use                                                                Discordant noise
                                        bardic music and bardic                                                                 haunts subject’s sleep.
                                        knowledge as bard of
                                          half your level.                    Travel through the Ethereal Plane is faster  BLACKGUARD
                                        Resistance, Greater: Subject               on the back of an ethereal mount
                                          gains +3 on saving throws.                                                                          SPELLS
                                        Resonating Bolt: Sonic energy
                                          deals 1d4 damage/level (max 10d4).
                                        Ruin Delver’s Fortune: Cast on another creature’s turn    1ST-LEVEL BLACKGUARD SPELLS
                                          and choose one of several benefits.
                                                                                                    Blessed Aim: +2 bonus for allies’ ranged attacks.
                                        Sirine’s Grace: You gain bonuses to Charisma and            Divine Sacrifice: You sacrifice hit points to deal extra
                                          Dexterity, AC, and Perform checks, and can breathe
                                          water.                                                       damage.
                                                                                                    Golden Barding: Your mount gets force armor.
                                        Spectral Weapon: Use quasi-real weapon to make touch        Faith Healing: Cures 8 hp +1/level (max +5) to worshiper
                                          attacks.
                                                                                                       of your deity.
                                        Stone Shatter: Shatter a stone object or creature.          Know Greatest Enemy: Determines relative power level
                                        Voice of the Dragon: +10 on Bluff, Diplomacy, and
                                                                                                       of creatures within the area.
                                          Intimidate checks; can use one suggestion.                Mark of the Outcast: Subject takes –5 penalty on Bluff
                                        5TH-LEVEL BARD SPELLS                                       and Diplomacy checks and –2 penalty to AC.
                                                                                                  Resurgence: You grant subject a second chance at a saving
                                        Blink, Greater: Controlled blinking between the Material  throw.
                                        and Ethereal Planes grants defenses for 1 round/level. Strategic Charge: Gain the benefits of the Mobility feat.
                                        Body HarmonicF: Piercing tone deals 1d10 damage to one Summon Undead I: Summons undead to fight for you.
                                        ability/round.                                            Traveler’s Mount: Creature moves faster but can’t attack.
                                        Bolts of Bedevilment: One ray/round, dazes 1d3 rounds.
248                                     Cacophonic Burst: Noise deals 1d6/level sonic damage to   2ND-LEVEL BLACKGUARD SPELLS
                                          all within area.
                                                                                                    Blade of Pain and Fear: Creates blade of gnashing teeth.
                                        Dragonsight: Gain low-light vision, darkvision, and         Curse of Ill Fortune: Subject takes –3 penalty on attacks,
                                          blindsense.
                                                                                                       checks, and saves.
                                        Hidden Lodge: Creates sturdy cottage camouflaged to          Demonhide: Evil creature gains DR 10/cold iron or good.
                                          blend into natural surroundings.                          Hand of Divinity: Gives +2 sacred or profane bonus on
                                        Hide from Dragons: Dragons can’t perceive one subject/         saves to worshiper of your deity.
                                          2 levels.                                                 Summon Undead II: Summons undead to fight for you.
Veil of Shadow: Darkness grants you concealment.                Light of Lunia: You radiate silvery light, which you can      CHAPTER 2
  Wave of Grief: Cone imposes –3 penalty on attacks,                 expend as 2 bolts that deal 1d6 damage.
                                                                                                                              SPELL LISTS
     checks, and saves.                                           Moon Lust: Subject obsesses about moon, is fascinated or
  Zeal: You move through foes to attack the enemy you want.          dazzled.                                                 249
3RD-LEVEL BLACKGUARD SPELL                                        Nightshield: You gain resistance bonus on saves, and spell
                                                                     absorbs magic missile damage.
  Fangs of the Vampire King: Grow vampire fangs.
  Mantle of Evil: You gain SR 12 + caster level against spells    Nimbus of Light: Light illuminates you until released as
                                                                     an attack.
     with the good descriptor.
  Resurgence, Mass: As resurgence, but multiple subjects.         Omen of PerilF: You know how dangerous the future
  Spiritual Chariot: Creates ghostly chariot behind your             will be.
     mount.                                                       Portal Beacon: You grant others knowledge of a magic
  Summon Undead III: Summons undead to fight for you.                 portal’s location.
  Unholy StormM: Evil-aligned rain falls in 20-ft. radius.
  Weapon of the Deity: Your weapon gains enhancement              Resist Planar Alignment: Subject can resist penalties
                                                                     for being of an opposed alignment on an aligned
     bonus and special ability.                                      Outer Plane.
4TH-LEVEL BLACKGUARD SPELLS                                       Resurgence: You grant subject a second chance at a
                                                                     saving throw.
  Implacable Pursuer: You know where prey is, as long as
     it’s moving.                                                 Sign: You gain +4 bonus on next initiative check.
                                                                  Snowshoes: Subject walks easily on ice and snow.
  Revenance: Restores dead creature to life for 1 minute/         Spell Flower: Hold the charge on one touch spell per
     level.
                                                                     forelimb.
  Summon Undead IV: Summons undead to fight for you.               Summon Undead I: Summons undead to fight for you.
  Visage of the Deity, Lesser: You gain +4 Cha and                Updraft: Column of wind lifts you aloft.
                                                                  Vigor, Lesser: Creature heals 1 hp/round (max 15 rounds).
     resistance 10 to certain energy types.                       Vision of Glory: Subject gains morale bonus equal to your
  Winged Mount: Your mount grows wings and flies at
                                                                     Cha modifier to one saving throw.
     speed of 60 ft.                                              Wings of the Sea: +30 ft. to subject’s swim speed.
                  CLERIC SPELLS                                 2ND-LEVEL CLERIC SPELLS
0-LEVEL CLERIC SPELL (ORISON)                                     Aura Against Flame: Ignores 10 fire damage/round and
                                                                     extinguishes fires.
  Amanuensis: Copy nonmagical text.
                                                                  Avoid Planar Effects: Provides temporary protection
1ST-LEVEL CLERIC SPELLS                                              against overtly damaging planar traits.
  Anarchic WaterM: Makes chaotic-aligned anarchic water.          Balor Nimbus: Your flaming body damages foes in
  Axiomatic WaterM: Makes lawful-aligned axiomatic                   grapple.
     water.                                                       Body Blades: You gain spikes, harm grapplers.
  Blessed Aim: +2 bonus for allies’ ranged attacks.               Brambles: Wooden weapon grows spikes that deal +1
  Blood Wind: Subject uses natural weapon at range.
  Cold Fire: Fire becomes blue and white, emits cold.                damage/level (max +10).
  Conviction: Subject gains +2 or higher save bonus.              Close Wounds: Cure 1d4 damage +1/level, even on
  Delay Disease: Ravages of disease staved off for a day.
  Dispel Ward: As dispel magic, but affects only wards.              another’s turn.
  Ebon Eyes: Subject can see through magical darkness.            Curse of Ill Fortune: Subject takes –3 penalty on attacks,
  Faith Healing: Cures 8 hp +1/level (max +5) to worshiper
                                                                     checks, and saves.
     of your deity.                                               Dark Way: Creates temporary unbreakable bridge
  Foundation of Stone: +2 AC, +4 bonus to resist bull rush
                                                                     supporting up to 200 lb./level.
     and trip attacks.                                            Deific Vengeance: Deity’s punishment deals 1d6
  Grave Strike: You can sneak attack undead for 1 round.
  Guiding Light: +2 on ranged attacks against creatures in           damage/2 levels (max 5d6).
                                                                  Divine Insight: You gain insight bonus of 5 + caster level
     illuminated area.
  Healthful Rest: Subjects heal at twice the normal rate.            on one single skill check.
  Ice Gauntlet: A spiked gauntlet of ice forms around             Divine Interdiction: Turn/rebuke attempts fail within
     your fist.                                                       the area.
  Incite: Subjects can’t ready actions or delay.                  Divine Protection: Allies gain +1 to AC, saves.
  Inhibit: Subject delays until next round.                       Energized Shield, Lesser: Shield provides user resistance
  Ironguts: Subject gains +5 bonus on saving throws against
                                                                     5, shield bash deals +1d6 damage.
     poison.                                                      Extend Tentacles: +5 ft. to reach of tentacle attack.
                                                                  Frost Breath: Icy breath deals 1d4 damage/2 levels.
                                                                  Fuse Arms: Multiple arms/tentacles become one pair of
                                                                     stronger limbs.
                                                                  Ghost Touch Armor: Armor works normally against
                                                                     incorporeal attacks.
                                                                  Hand of Divinity: Gives +2 sacred or profane bonus to
                                                                     worshiper of your deity.
CHAPTER 2         Healing Lorecall: If you have 5 or more ranks in Heal,        Clutch of Orcus: Deals 1d12 damage/round and paralyzes
                     you can remove harmful conditions with conjuration           foe.
   SPELL LISTS       (healing) spells.
                                                                                Conviction, Mass: Allies gain +2 or higher save bonus.
250               Infernal Wound: Weapon deals persistent, bleeding             Corona of Cold: Aura of cold protects you, damages
                     wounds.
                                                                                  others.
                  Inky Cloud: Obscures sight underwater beyond 5 ft.            Darkfire: Dark flames deal 1d6 damage/2 levels, touch or
                  Iron Silence: Armor touched has no armor check penalty
                                                                                  thrown.
                     on Hide and Move Silently checks for 1 hour/level.         Demon Dirge: Demons are stunned and take 3d6 damage/
                  Light of Mercuria: You radiate golden light, which you
                                                                                  round for 1d4 rounds.
                     can expend as 2 bolts that deal 1d6 damage, 2d6 against    Devil Blight: Damage and stun baatezu; damage other
                     undead and evil outsiders.
                  Living Undeath: Subject becomes immune to extra                 lawful and evil creatures.
                     damage from critical hits and sneak attacks.               Downdraft: Flying creatures knocked down.
                  Mark of the Outcast: Subject takes –5 penalty on Bluff        Energized Shield: Shield provides user resistance 10,
                     and Diplomacy checks and –2 penalty to AC.
                  Protection from Negative Energy: Ignore 10 points of            shield bash deals +2d6 damage.
                     negative energy damage per attack.                         Energy Vortex: Burst of energy centered on you damages
                  Protection from Positive Energy: Ignore 10 points of
                     positive energy damage per attack.                           nearby creatures.
                  Quick March: Allies’ speed increases by 30 ft. for 1 round.   Favorable SacrificeM: Subject gains better protection the
                  Shroud of Undeath: Negative energy shroud makes
                     undead perceive you as undead.                               more gems you sacrifice.
                  Spawn Screen: Subject resists being transformed into an       Fell the Greatest Foe: Deal extra damage to creatures
                     undead spawn if slain.
                  Spell Immunity, Lesser: As spell immunity, but only 1st-        larger than you.
                     and 2nd-level spells.                                      Flame of Faith: Gives weapon the flaming burst special
                  Stabilize: Cures 1 point of damage to all creatures in area.
                  Stone Bones: Corporeal undead gains +3 natural armor            ability.
                     bonus.                                                     Ghost Touch Weapon: Weapon works normally against
                  Summon Elysian Thrush: Summon an Elysian thrush,
                     which accelerates natural healing.                           incorporeal creatures.
                  Summon Undead II: Summons undead to fight for you.             Girallon’s Blessing: Subject gains one additional pair of
                  Veil of Shadow: Darkness grants you concealment.
                  Wave of Grief: Cone imposes –3 penalty on attacks,              arms.
                     checks, and saves.                                         Grace: Silvery light grants +2 Dexterity, +10 feet to land
                3RD-LEVEL CLERIC SPELLS                                           speed, melee attacks treated as good; take –20 to Hide
                                                                                  checks.
                  Aid, Mass: Allies gain +1 on attack rolls, +1 against fear,   Hamatula Barbs: Subjects grow barbs, which damage foes
                     1d8 temporary hp +1/level (max +15).                         that attack subject in melee.
                                                                                Holy StormM: Good-aligned rain falls in 20-ft. radius.
                  Air Breathing: Subjects can breathe air freely.               Ice Axe: You create a battleaxe made of ice.
                  Align Weapon, Mass: Allies’ weapons become good, evil,        Interplanar Message: You send a short mental message
                                                                                  that can reach a subject regardless of planar boundaries.
                     lawful, or chaotic.                                        Knight’s Move: You instantly move to flank a subject.
                  Anarchic StormM: Chaotic-aligned rain falls in                Know Opponent: Learn strengths and weaknesses of foe.
                                                                                Know Vulnerabilities: Determine subject’s
                     20-ft. radius.                                               vulnerabilities and resistances.
                  Antidragon AuraM: Allies gain bonus to AC and saves           Light of Venya: You radiate pearly light, which you can
                                                                                  expend as 2 bolts that deal 2d6 damage, 4d6 against
                     against dragons.                                             undead and evil outsiders.
                  Attune Form: Grant creature temporary protection              Mantle of Chaos/Evil/Good/Law: You gain SR 12
                                                                                  + caster level against spells with opposite alignment
                     against overtly damaging planar traits.                      descriptor.
                  Awaken Sin: Subject faces its sins, takes 1d6 nonlethal       Nauseating Breath: Exhale a cone of nauseating gas.
                                                                                Rejuvenative Corpse: Negative energy fills corpse,
                     damage/level (10d6 max).                                     feeding undead healed.
                  Axiomatic StormM: Lawful-aligned rain falls in                Resist Energy, Mass: Creatures ignore damage from
                                                                                  specified energy type.
                     20-ft. radius.                                             Resurgence, Mass: As resurgence, but multiple subjects.
                  Blade of Pain and Fear: Creates blade of gnashing teeth.      Ring of Blades: Blades surround you, damaging other
                  Blindsight: Subject gains blindsight 30 ft. for 1 minute/       creatures (1d6 damage +1/level).
                                                                                Safety: Touched creature knows shortest route to safety.
                     level.                                                     Shield of Warding: Shield grants +1 bonus on AC and
                  Chain of Eyes: See through other creatures’ eyes.               Reflex saves/5 levels (max +5).
                  Checkmate’s Light: Your weapon becomes a +1 axiomatic         Sink: Subject sinks in water, must make Swim checks.
                                                                                Skull Watch: Skull shrieks when creature enters warded
                     weapon and bolsters the morale of allies.                    area.
                  Circle Dance: Indicates direction to known individual.        Slashing Darkness: Ray deals 1d8/2 levels damage or
                  Cloak of Bravery: You and your allies gain a bonus on           heals undead the same amount.
                     saves against fear.
