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D&D 3.5 edition spell compendium

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

Spell Compendium

D&D 3.5 edition spell compendium

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

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.


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