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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

A creature that fails its initial save can All creatures in the area with fewer This spell functions like consumptive CHAPTER 1
attempt a new saving throw each round than 0 hit points that fail their saving field, except that the field affects all
until it succeeds or the spell expires. throws die, and you gain 1d8 temporary creatures in the area with 9 hit points SPELL
Failing the subsequent saving throws hit points and a +2 bonus to Strength or fewer. Such creatures that fail their DESCRIPTIONS
results in continued blindness. Success for each death caused by this spell and saving throws die, and creatures that
on a later save means the creature feels until the spell’s duration expires. fall to 9 hit points or lower in the
its vision beginning to clear, although area after the spell is cast are likewise
its vision remains dim and hazy for the Additionally, your effective caster subject to its effect.
remainder of the spell. This results in level increases by one per death caused
a 20% miss chance for any attack the by this spell, to a maximum increase of CONTAGION, MASS
creature makes. half your original caster level, improv-
ing spell effects that are dependent on Necromancy [Evil]
CONSUMPTIVE FIELD caster level. (This increase in effective Level: Cleric 5, druid 5, sorcerer/
caster level does not grant you access
Necromancy [Death, Evil] to more spells, and it does not increase wizard 6
Level: Cleric 4 the duration of this spell.) Range: Medium (100 ft. + 10 ft./level)
Components: V, S Area: 20-ft.-radius spread
Casting Time: 1 standard action Creatures that fall to –1 hit points or
Range: 30 ft. lower in the area after the spell is cast Forcingahackingcough,youcompletethe
Area: 30-ft.-radius emanation are likewise subject to its effect. spell. In the area you’ve designated, you
see swirling red and black mist rise up,
centered on you No creature can be affected by this accompaniedbythedistantsoundofyour
Duration: 1 round/level spell more than once per casting, echoing cough.
Saving Throw: Will negates regardless of the number of times that
Spell Resistance: Yes the area of the spell passes over them. This spell functions like contagion (PH
213), but all creatures within the area
Sweepingyourarmaboutandclutchingit CONSUMPTIVE FIELD, are infected.
to your chest, you draw the last breaths of
fallenfoesfromtheirchokingmouthsand GREATER Illus. by R. Horsley
inhale them to fuel your own power.
Necromancy [Death, Evil]
Level: Cleric 7

Greater consumptive field snuffs out the lives of the weak and grants tremendous power to evil clerics 51

CHAPTER 1 CONTAGIOUS FOG red ache, the shakes, or slimy doom CONVICTION
(DMG 292). Any living creature you hit
SPELL Conjuration (Creation) with a melee touch attack during the Abjuration
DESCRIPTIONS Level: Sorcerer/wizard 3 spell’s duration is affected as though by Level: Cleric 1
Components: V, S, M the contagion spell, immediately con- Components: V, S, M
Range: Medium (100 ft. + 10 ft./level) tracting the disease you have selected Casting Time: 1 standard action
Duration: 1 round/level unless it makes a successful Fortitude Range: Touch
Saving Throw: See text save. You cannot infect more than one Target: Creature touched
creature per round. Duration: 10 minutes/level
Spitting the last phrase of the spell, you Saving Throw: Will negates
throw out your arm, and a brown mist CONTINGENT ENERGY
whirls into being around your foes. (harmless)
RESISTANCE Spell Resistance: Yes (harmless)
This spell functions like fog cloud (PH
232), except as noted here. Each round Abjuration You hold the holy passage in your hand
that a creature is within the fog, it must Level: Cleric 4, druid 4, sorcerer/ and touch your ally, intoning the spell. A
make a Fortitude save or contract a dis- sea-blue nimbus of light blossoms about
ease equivalent to the shakes (DMG 292), wizard 5 hisheadandshoulders,strengtheninghis
which strikes immediately (no incuba- Components: V, S, M resolve.
tion period). A creature afflicted with Casting Time: 1 minute
this disease takes 1d8 points of Dexterity Duration: 1 hour/level (D) This spell bolsters the mental, physical,
damage immediately, and each day that and spiritual strength of the creature
the disease persists, it must make a DC Asyoufinishchantingthewords,apearles- touched. The spell grants the subject a
13 Fortitude save or take another 1d8 centfilmcoversyourbodybeforefadinginto +2 morale bonus on saving throws, with
points of Dexterity damage. yourskin,apalerainbowofcolorsoffering an additional +1 to the bonus for every
theirprotectionagainstpotentialdamage six caster levels you have (maximum +5
The fog moves away from you at 10 to come. morale bonus at 18th level).
feet per round, rolling along the surface
of the ground or water. (Figure out the This spell functions similarly to con- Material Component: A small
cloud’s new spread each round based on tingency (PH 213), but with a more parchment with a bit of holy text writ-
its new center, which is 10 feet farther limited scope. While contingent energy ten upon it.
away from the point of origin where resistance is in effect, if you are dealt
you cast the spell.) Because the vapors damage associated with one of the five CONVICTION, MASS
are heavier than air, they sink to the types of energy (acid, cold, electricity,
lowest level of the surface over which fire, or sonic), the spell automatically Abjuration
they move, pouring down sinkhole grants you resistance 10 against that Level: Cleric 3
openings, and even down through type of energy for up to 10 minutes per Range: Medium (100 ft. + 10 ft./level)
minute cracks. Contagious fog cannot caster level, or until the remainder of Targets: Allies in a 20-ft.-radius burst
penetrate liquids, nor can it be cast the spell’s duration, just as if you were
underwater. under the effect of a resist energy spell Youholdtheholypassagealoftandinvoke
of the appropriate type. the power of its words. Around you, your
MaterialComponent:Ausedhandker- friends are bathed in a sea-blue nimbus
chief. Once the energy type protected of light.
against by a particular casting of this
CONTAGIOUS TOUCH spell is determined, it can’t be changed. This spell functions like conviction,
You can’t have more than one contingent except that it affects multiple allies at
Necromancy energy resistance in effect on yourself at a distance.
Level: Druid 4 the same time—if you cast the spell a
Components: V, S second time while an earlier casting is CORONA OF COLD
Casting Time: 1 standard action still in effect, the earlier spell automati-
Range: Touch cally expires. Evocation [Cold]
Target: Creature touched Level: Cleric 3, druid 3
Duration: 1 round/level The energy resistance granted by Components: V, S, DF
Saving Throw: Fortitude negates this spell does not stack with similar Casting Time: 1 standard action
Spell Resistance: Yes benefits against the same energy type Range: 10 ft.
(such as from the resist energy spell). Area: 10-ft.-radius emanation
Holding out your hand like it’s dead, you However, it is possible to be simultane-
croakoutmagicwordsandimbueyourlimb ously under the effect of resist energy centered on you
with a terrible disease. (fire) and contingent energy resistance Duration: 1 round/level (D)
(electricity), or any other two such spells Saving Throw: Fortitude negates
Upon casting this spell, you choose one that protect against different types of Spell Resistance: Yes
disease from this list: blinding sick- energy.
ness, cackle fever, filth fever, mindfire, As you complete the spell you feel your
Material Component: An oyster extremitiesturnicecold,numb,andslug-
shell.

52

gish.Thefeelingsubsidesasthecolddrains action to attempt a new save in any later Range: Touch CHAPTER 1
away from your body into the air around round. Success ends the spell effect. Targets: Creatures touched
you,causingyourbreathtoemergeaswhite Duration: Instantaneous SPELL
puffs in the now-chill air. Each round the victim spends in Saving Throw: None DESCRIPTIONS
an amorphous state, it takes 1 point of Spell Resistance: Yes
You are surrounded by a protective Wisdom drain from mental shock. If
aura of cold that also causes damage the victim’s Wisdom is reduced to 0, it Your hand glistens and smokes from a
to others within its radius. You gain falls unconscious. viscouscoatingofacid.Itdoesnotharmyou,
resistance to fire 10. but your opponents are less fortunate.
CORPSE CANDLE
Starting in the round you cast the A touch attack with this hand causes
spell, corona of cold also deals 1d12 Conjuration (Creation) 1d8 points of acid damage. You can
points of cold damage each round at Level: Sorcerer/wizard 3 use this melee touch attack up to
the beginning of your turn to all other Components: S, M one time per level. You can also deal
creatures within the area. A successful Casting Time: 1 standard action this damage as extra damage with
save prevents the damage caused by Range: Close (25 ft. + 5 ft./2 levels) an unarmed strike or an attack with
the spell in that round, but does not Effect: Ghostly hand and candle a natural weapon. If you grapple an
prevent damage in future rounds. Duration: 1 minute/level (D); opponent, you can deal this damage in
Creatures damaged by the spell shiver addition to other damage you deal with
uncontrollably, taking a –2 penalty see text a successful grapple check.
to their Strength and Dexterity and Saving Throw: None
moving at half speed for as long as they Spell Resistance: No COUNTERMOON
remain within the area; these penalties
do not stack with consecutive rounds Youholdoutapieceoffleshbeforeyou,and Abjuration
of damage or additional corona of cold as you concentrate on your desired spell Level: Druid 2
spells. effect,thefleshdissolvesintonothingness. Components: V, S, M
Nearby, in the place of your choosing, a Casting Time: 1 standard action
CORPOREAL severedhandappearsbearingalitcandle. Range: Close (25 ft. + 5 ft./2 levels)
Target: One lycanthrope
INSTABILITY The ghostly hand carries a lit candle Duration: 12 hours
that sheds light in a 5-foot radius. You Saving Throw: Will negates (D)
Transmutation can move the hand at the beginning Spell Resistance: Yes
Level: Sorcerer/wizard 4 of your turn as you desire—forward
Components: V, S or back, up or down, straight or around Translucent red chains fly from your out-
Casting Time: 1 standard action corners—up to 50 feet per round. stretched hand to wrap around the target
Range: Touch Directing the candle is a free action. before fading away.
Target: Living creature touched The hand and candle are incorporeal
Duration: 1 round/level (D) and can pass through objects. A corpse This spell forces a lycanthrope back
Saving Throw: Fortitude negates candle illuminates hidden, ethereal, to its natural form and keeps it from
Spell Resistance: Yes and invisible beings and items, all changing form, preventing both
of which become faintly visible as voluntary shapechanging through
Youbrushyourfingersagainsttheenemy, wispy outlines. Ethereal creatures the alternate form ability and invol-
andimmediatelyhisbonesbegintosoften remain unreachable from the Material untary shapechanging because of
until he flows down into a flesh-colored Plane (except with force effects), but lycanthropy.
puddle. illuminated incorporeal and invisible
creatures do not benefit from conceal- Material Component: A hair, scale,
Your touch transforms a living creature ment, and so attacks against them or other cast-off item from the type of
into a spongy, amorphous mass, its suffer no miss chance. creature.
shape melting and writhing uncontrol-
lably. An affected creature is unable to The hand cannot be attacked or dam- CRABWALK
hold or use any item. Soft or misshapen aged, though dispel magic and similar
feet and legs reduce speed to 10 feet, or spells can dispel it. The hand winks Transmutation
one-quarter normal, whichever is less out if the distance between you and it Level: Bard 1, druid 1, ranger 1
(minimum 5 feet). The victim becomes exceeds the spell’s range. Components: V, S, M
blinded and cannot cast spells or use Casting Time: 1 standard action
magic items, and searing pain renders Material Component: A piece of a Range: Touch
it incapable of attacking. While in corpse untreated by any kind of pre- Target: Creature touched
this form, the creature has immunity servative. Duration: 1 minute/level
to extra damage from critical hits and Saving Throw: None
sneak attacks due to its amorphous CORROSIVE GRASP Spell Resistance: No
nature. A conscious victim can regain
its own shape by taking a standard Conjuration (Creation) [Acid]
Level: Sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action

53

Corpse candle sometimes reveals things
you wish you hadn’t seen

The creature you touch now moves much wererubbingtogetherinachaoticmedley At 7th to 12th caster level, you can add CHAPTER 1
faster,scuttlingaboutwithdisconcerting of groans and creaks. the following tattoos to the list that you
ease. can inscribe (Craft DC 15). SPELL
The sound from this spell is as loud as a DESCRIPTIONS
When the subject of this spell charges, pitched battle and is audible far beyond • +2 resistance bonus on saving
it gains a +4 bonus on its attack roll and the spell’s area. Outside the spell’s area, throws. Illus. by C. Dien
takes no penalty to Armor Class. This the sound is merely loud. Inside the
benefit replaces the normal +2 bonus on spell’s area, the sound is overwhelming. • +2 competence bonus on attack
attack rolls and –2 penalty to AC that a All creatures within the spell’s area rolls.
charge attack normally confers. If the take a –4 penalty on Listen checks.
creature is capable of multiple attacks Spellcasters are distracted and must When your caster level reaches 13th,
after a charge, such as a lion with the make a Concentration check to cast any you can add the following to the list
pounce ability, the bonus applies only spell (DC equals this spell’s DC + the of tattoos you can inscribe (Craft
to the first attack. level of the spell being cast). DC 20).

Material Component: A crab’s leg. A creaking cacophony spell enhances • Spell resistance equal to 10 + 1 per
and focuses sonic energy. Creatures three caster levels.
CRAWLING DARKNESS in the area that do not have immunity
to sonic damage gain vulnerability to • +2 enhancement bonus to any one
Conjuration (Creation) sonic damage. ability score.
Level: Cleric 5
Components: V, S, DF CREATE • +1 spellcaster level. This effect
Casting Time: 1 round increases the subject’s effective level,
Range: Personal MAGIC TATTOO but not the total number of spells.
Target: You For example, an 11th-level caster
Duration: 1 minute/level (D) Conjuration (Creation) who receives this tattoo functions
Level: Sorcerer/wizard 2 as a 12th-level caster for the purpose
Ashroudofdark,writhingtentaclesforms Components: V, S, M, F of determining level-based spell
around your body as you speak the spell’s Casting Time: 10 minutes variables (such as range, area, effect,
final syllables. Range: Touch and so on), but he does not receive
Target: Creature touched any extra spells.
This spell creates a number of tentacles Duration: 24 hours
that surround you but do not interfere Saving Throw: None A single creature can have only three
with your movement or spellcasting. Spell Resistance: Yes (harmless) magic tattoos at a time. Any attempt
They provide concealment and com- to apply more than that automatically
pletely hide your features. You gain You finish the last detail and lean back to fails.
a +4 competence bonus on grapple lookatyourwork.Thetattoolooksgood.It
checks, Climb checks, and Escape should prove useful. A successful erase spell removes a
Artist checks. single magic tattoo. A successful dispel
This spell creates a single magic tattoo. magic spell can remove multiple magic
When you are attacked, the tentacles You determine the exact type of tattoo, tattoos if targeted on the creature bear-
strike back at your attacker. They have though the selection is limited by your ing them.
an attack bonus equal to your base caster level, as indicated below. You
attack bonus + your Wis modifier, and must possess a modicum of artistic Material Components: Tattoo inks
a successful attack deals 1d12 points of talent to sketch the desired tattoo—at in appropriate colors costing at least
damage. least 1 rank of Craft (drawing), Craft 100 gp.
(painting), Craft (calligraphy), or a
CREAKING similar Craft skill. Inscribing a magic Focus: Tattoo needles.
CACOPHONY tattoo requires a successful Craft check.
The DC varies with the kind of tattoo, CREEPING COLD
Illusion (Figment) [Sonic] as noted below.
Level: Bard 3, druid 3 Transmutation [Cold]
Components: V, S If you are a 3rd- to 6th-level caster, Level: Druid 2
Casting Time: 1 standard action you can inscribe a tattoo that generates Components: V, S, F
Range: Medium (100 ft. + 10 ft./level) any one of the following effects (Craft Casting Time: 1 standard action
Area: 40-ft.-radius spread DC 10). Range: Close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level Target: One creature
Saving Throw: None • +2 resistance bonus on one type of Duration: 3 rounds
Spell Resistance: Yes saving throw (Fortitude, Reflex, or Saving Throw: Fortitude half
Will). Spell Resistance: Yes
Noise swells into a cacophonous din, as if
hundredsofintertwinedtreesandbranches • +1 luck bonus on attack rolls. Reaching out your hand and making a
• +1 deflection bonus to AC. crushing motion, you turn the subject’s
sweattoice,creatingblistersastheiceforms
on and inside the skin.

55

The subject takes 1d6 cumulative points CROWN OF GLORY the object affected depends on your
of cold damage per round (that is, 1d6 level. If you cast this spell on an object
on the 1st round, 2d6 on the second, Enchantment (Compulsion) of greater size than you can affect, the
and 3d6 on the third). Only one save is [Mind-Affecting] spell fails.
allowed against the spell; if successful,
it halves the damage each round. Level: Glory 8 Level Size of Object Affected
Components: V, S, DF Up to 9th Large
Focus: A small glass or pottery vessel Casting Time: 1 round 10th–15th Huge
worth at least 25 gp filled with ice, Range: 20 ft. 16th–18th Gargantuan
snow, or water. Targets: You and one creature/level 19th–20th Colossal

CHAPTER 1 CREEPING COLD, in a 20-ft.-radius burst centered on CURSE OF ILL FORTUNE
GREATER you
SPELL Duration: 1 minute/level Transmutation
DESCRIPTIONS Transmutation [Cold] Saving Throw: Will negates Level: Blackguard 2, cleric 2
Level: Druid 4 (harmless) Components: V, S, DF
Duration: See text Spell Resistance: Yes (harmless) Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
This spell is the same as creeping cold, Whenyoucastthisspell,youcrownyourself Target: One living creature
but the duration increases by 1 round, with your deity’s favor and draw all eyes Duration: 1 minute/level
during which the subject takes 4d6 toward you. Saving Throw: Will negates
points of cold damage. If you are at least Spell Resistance: Yes
15th level, the spell lasts for 5 rounds You are imbued with an aura of celestial
and deals 5d6 points of cold damage. authority, inspiring awe in all lesser Lettinglooseastreamoffoulincantations,
If you are at least 20th level, the spell creatures that behold your terrible you curse the subject.
lasts for 6 rounds and deals 6d6 points perfection and righteousness. You gain
of cold damage. a +4 enhancement bonus to Charisma You place a temporary curse upon the
for the duration of the spell. subject, giving it a –3 penalty on attack
CRITICAL STRIKE rolls, saving throws, ability checks,
In addition, the subject creatures and skill checks. Curse of ill fortune is
Divination gain a +4 morale bonus on attack rolls, negated by any spell that removes a
Level: Assassin 1, bard 1, sorcerer/ saves, and skill checks, immunity to bestow curse spell.
fear effects, and temporary hit points
wizard 1 equal to your caster level (maximum CURSE OF ILL FORTUNE,
Components: V 20). MASS
Casting Time: 1 swift action
Range: Personal CRUMBLE Necromancy
Target: You Level: Cleric 5
Duration: 1 round Transmutation Targets: Enemies in a 20-ft.-radius
Level: Druid 3
Upon uttering the ancient phrase that Components: V, S burst
completes the spell, you feel the weapon Casting Time: 1 standard action
in your hand drawn toward a creature Range: Medium (100 ft. + 10 ft./level) This spell functions like curse of ill
standing nearby. Target: One structure or construct fortune, except that it affects multiple
Duration: Instantaneous enemies.
Whenever you make a melee attack Saving Throw: Fortitude half
against a flanked foe or against a foe CURSE OF
denied its Dexterity bonus, you deal (object)
an extra 1d6 points of damage, your Spell Resistance: Yes (object) IMPENDING BLADES
weapon’s threat range is doubled (as if
under the effect of keen edge), and you With a final word and gesture, time takes Necromancy
gain a +4 insight bonus on rolls made to controloftheobject,erodingitawaybefore Level: Bard 2, ranger 2, sorcerer/
confirm critical threats. The increased your eyes, aging it several centuries in a
threat range granted by this spell few seconds. wizard 2
doesn’t stack with any other effect that Components: V, S, M/DF
increases your weapon’s threat range. You bring the forces of erosion to bear Casting Time: 1 standard action
Creatures immune to extra damage on a fabricated structure such as a stone Range: Medium (100 ft. + 10 ft./level)
from sneak attacks are immune to the bridge, a wooden building, an iron wall, Target: One creature
extra damage dealt by your attacks. a construct, or any other object not Duration: 1 minute/level
formed by nature itself. Saving Throw: None
Spell Resistance: Yes
The erosion deals 1d8 points of
damage per caster level to the object
(hardness does not apply) to a maxi-
mum of 10d8. The maximum size of

56

You grip the nail-pierced hunk of leather Components: V Range: 120 ft. CHAPTER 1
and cast the spell. A small black dagger Casting Time: 1 swift action Area: 120-ft. line
jetsfromthetipofthenailandstrikesyour Range: Touch Duration: Instantaneous SPELL
opponent squarely in the chest. Target: One melee weapon Saving Throw: Reflex half DESCRIPTIONS
Duration: 1 minute/level Spell Resistance: Yes
The target of the spell has a hard time Saving Throw: None
avoiding attacks, sometimes even seem- Spell Resistance: No Cuppingachild’stop,youforcefullythrust
ing to stumble into harm’s way. The yourhandforward,simultaneouslyspeak-
subject takes a –2 penalty to AC. Drawingupondarkpowers,youwhispera ingthefinalwordsofthespell’sproscribed
vehementcurseanddrawyourfingerdown formula. Immediately thereafter, a blast
The curse cannot be dispelled, but the weapon. of whirling wind issues forth from your
it can be removed with a break enchant- outstretchedfingers,sweepingupwithinit
ment,limitedwish,miracle,removecurse, A weapon affected by this spell deals all who stand in its way.
or wish spell. wounds that can’t be healed in the
usual fashion. Any damage dealt by You send a twisting torrent of wind,
Arcane Material Component: A nail the weapon (not including damage not unlike a tornado turned on its
through a piece of leather. from special weapon properties such side, toward your enemies. A cyclonic
as flaming, holy, wounding, and so on) blast deals 1d6 points of damage per
CURSE OF IMPENDING cannot be cured by any means until caster level (maximum 15d6 points of
BLADES, MASS the damaged individual has received a damage) to all creatures and objects in
remove curse spell (or some other effect the area. Objects bigger than Large take
Necromancy that neutralizes a curse). half damage. The cyclonic blast begins at
Level: Bard 3, ranger 3, sorcerer/ your fingertips.
If a creature is slain by a weapon that
wizard 3 is under the effect of this spell, it can’t Creatures who fail their Reflex
Targets: Enemies in a 20-ft.-radius be raised from the dead unless a remove saving throws against a cyclonic blast
curse spell (or similar effect) is cast on are additionally in danger of being
burst the body or a true resurrection spell is knocked back by the force of the wind.
used. Treat this as a bull rush attack made
Thisspellfunctionslikecurseofimpend- with a +12 bonus on the Strength
ing blades, except that it affects multiple CUTTING HAND check. The cyclonic blast always moves
enemies. with the opponent to push that target
Transmutation back the full distance allowed, and
CURSE OF Level: Sorcerer/wizard 1 (unlike a normal bull rush) you can
LYCANTHROPY Components: V, S exceed your normal movement limit
Casting Time: 1 standard action with a sufficiently high check result.
Necromancy Range: Personal Airborne creatures are treated as if they
Level: Pestilence 6 Target: Your hand were one size category smaller for the
Components: V, S, M, DF Duration: 1 round/level (D) purpose of resisting the bull rush.
Casting Time: 1 standard action
Range: Touch Yourhandtinglesasasmooth,metallicedge If the damage caused to an inter-
Target: Humanoid touched extrudesfromtheoutsideofyourpalmand posing barrier by the blast shatters
Duration: Instantaneous curls up along your fingertips, forming a or breaks through it, the cyclonic blast
Saving Throw: Fortitude negates flexible, razor-sharp blade. can continue beyond the barrier if
Spell Resistance: Yes the spell’s range permits; otherwise,
You alter the structure of your hand it stops at the barrier just as any other
Dippingyourhandinbloodandthengrip- so that it becomes as hard and sharp spell effect does.
pingthetargetfiercely,youcallonthecurse as a blade. Your hand deals 1d6 points
of lycanthropy to destroy your foe. of damage (1d4 if you are Small, and Focus: A child’s spinning top.
1d8 if you are Large) and gains a +2
If the target fails its saving throw, it enhancement bonus on attack rolls DAGGERSPELL STANCE
dies, and 1d6 wererats (in wererat form; and damage rolls. You are considered
MM 173) claw their way out of its body. armed with this hand. Your hand’s Abjuration
The wererats do not attack you or your enhancement bonus does not apply to Level: Druid 2, sorcerer/wizard 2
allies, but might attack nearby living melee touch attacks. Components: V, F
creatures. If no target is available, the Casting Time: 1 swift action
wererats scurry away to spread their CYCLONIC BLAST Range: Personal
lycanthropy. Target: You
Evocation [Air] Duration: 1 round/level (D)
Material Component: A pint of animal Level: Sorcerer/wizard 5
blood. Components: V, S, F The daggers in your hands glow silver as
Casting Time: 1 standard action youcompletethespell.Theyfeelasifthey
CURSED BLADE have become a part of your body.

Necromancy
Level: Assassin 4

57

CHAPTER 1 While this spell is in effect, if you make on a dark way without penalty, since
a full attack while holding a dagger in it is no more slippery than a typical
SPELL each hand, you gain a +2 insight bonus dungeon floor.
DESCRIPTIONS on attack rolls and damage rolls made
with daggers in that round. A dark way can support a maximum
Illus. by R. Horsley of 200 pounds per caster level.
The magical energy that
permeates your daggers while Creatures that cause the total
this spell is active allows you weight on a dark way to
to deflect the magical energy exceed this limit fall through
of spells. When wielding it as if it weren’t there. You
two daggers and fighting never fall through a dark way
defensively, you gain spell unless your own weight exceeds
resistance equal to 5 + your the spell’s maximum capacity.
caster level.
DARKBOLT
The spell focuses your
concentration so that Evocation [Darkness]
when you devote all Level: Darkness 5
of your attention to Components: V, S
defense, you can turn Casting Time: 1
the force of most blows away standard action
from your body with your
daggers. When wielding two Range: Medium (100 ft. +
daggers and using the total 10 ft./level)
defense action, you gain
both the spell resistance Effect: One ray/2 levels
benefit described above and (maximum seven rays)
damage reduction 5/magic.
Duration:
Focus: A pair of daggers. Instantaneous;
see text
DANCE OF THE Daggerspell stance turns its caster
into a deadly dervish Saving Throw: Will
UNICORN partial
DARK WAY
Abjuration Spell Resistance: Yes
Level: Druid 5, Purification 5 Illusion (Shadow)
Components: V, S Level: Bard 2, cleric 2, sorcerer/ Withaquickinvocationtoyourdeity,you
Casting Time: 1 standard action callforthanimbusofjet-blacknight.This
Range: 5 ft./level wizard 2 terrible radiance, laced with the will of
Area: 5 ft./level-radius emanation Components: V, S, DF yourdeity,allowsyoutoshootblackbolts
Casting Time: 1 standard action of power.
centered on you Range: Close (25 ft. + 5 ft./2 levels)
Duration: 1 minute/level (D) Effect: One bridge of force 5 ft. wide, You unleash beams of darkness from
Saving Throw: None your open palm. You must succeed on
Spell Resistance: No 1 in. thick, and up to 20 ft./level a ranged touch attack to strike your
long target. You can hurl one bolt for every
Whirling your pointed finger through a Duration: 1 round/level two caster levels you have (maximum
complexgesture,youcreateacoolandfresh Saving Throw: None seven bolts). You can hurl all the bolts
mist that cleanses the air of pollutants. Spell Resistance: Yes at once, or you can hurl one bolt per
round as a free action, starting in the
You surround yourself with a purify- You stand at the edge of the canyon and round when you cast the spell. You do
ing, swirling mist that washes the invokethepower.Atyourfeetappearsathin not have to hurl a bolt in every round,
air clean of smoke, dust, and poisons. black bridge that arches over the canyon. but if you don’t hurl the bolt you were
Nonmagical contaminants, including entitled to in a round, it is lost. If you
inhaled poisons, are automatically You create a ribbonlike, weightless, hurl all the bolts at once, all your targets
negated within the cloud. Dance of the unbreakablebridge.A darkwaymustbe must be within 60 feet of each other.
unicorn also grants everyone within anchored at both ends to solid objects,
the mist a +4 bonus on saving throws but otherwise can be at any angle. Like A darkbolt deals 2d8 points of damage
against magical or supernatural gas a wall of force (PH 298), it must be con- to a living creature, and the creature
effects, such as acid fog, cloudkill, and tinuous and unbroken when formed. is dazed for 1 round unless it makes a
green dragon breath. It is typically used to cross a chasm or Will save (a creature struck by multiple
a hazardous space. Creatures can move bolts during the same round is dazed
The cloud of mist leaves everything for a maximum of 1 round, no matter
within its area damp. how many times it fails its save). An
undead creature takes no damage, but
is dazed if it fails its save.

58

DARKFIRE cannot have the ability made perma- and can make a Will save to disbelieve. CHAPTER 1
nent with a permanency spell. Creatures that succeed on the save can
Evocation [Fire] detect the subjects normally. Creatures SPELL
Level: Cleric 3 Material Component: A dried carrot merely passing through an area the DESCRIPTIONS
Components: V, S or three small agates. subjects passed through do not count
Casting Time: 1 standard action as interacting with the illusion.
Range: 0 ft. DAWN
Effect: Flame in your palm Targets of this spell can make a Will
Duration: 1 round/level (D) Abjuration save to negate it, and spell resistance
Saving Throw: None Level: Druid 0, ranger 1 applies.
Spell Resistance: Yes Components: V
Casting Time: 1 swift action Material Component: A pinch of some
Yourhandfeelswarmcuppingtheeldritch Range: 15 ft. odoriferous spice.
flames.Youcannotseethefireintheshad- Target: All creatures in a 15-ft.-radius
ows, but you know it is there, as will those DEADFALL
who will soon feel the hungry flames. burst centered on you
Duration: Instantaneous Conjuration (Creation)
Dark flames appear in your hand. You Saving Throw: Fortitude negates Level: Druid 8
can hurl them or use them to touch Components: V, S
enemies. The flames appear in your (harmless) Casting Time: 1 standard action
open hand and harm neither you nor Spell Resistance: Yes (harmless) Range: Long (400 ft. + 40 ft./level)
your equipment. They emit no light Effect: Mass of dead wood forming
but produce the same amount of heat With a cry similar to a rooster’s you cast
as an actual fire. the spell. For a moment you feel as if you in a cylinder (20-ft. radius, 40 ft.
had just awakened from a comfortable high); see text
Beginning the following round, you nap,butasthefeelingfades,thosearound Duration: Instantaneous; see text
can strike opponents with a melee touch you begin to stir. Saving Throw: Reflex partial;
attack, dealing 1d6 points of fire damage see text
per two caster levels (maximum 5d6). All sleeping creatures in the affected Spell Resistance: No
Alternatively, you can hurl the flames up area awaken. Those who are uncon-
to 120 feet as a thrown weapon. When scious because of nonlethal damage Withthefinalwordofthespellyoucallinto
doing so, you make a ranged touch attack wake up and are staggered. This spell beingahugetoweroflogsandbranches.It
(with no range penalty) and deal the does not affect dying creatures. collapsestothegroundwitharoar,crushing
same damage as with the melee attack. creatures beneath its weight.
No sooner do you hurl the flames than DEAD END
a new set appears in your hand. Pick a point on the ground as the center
Illusion (Shadow) of the radius and bottom of the cylin-
The darkfire is invisible to normal Level: Assassin 1, bard 1, sorcerer/ der. Deadfall creates a tangled mass of
vision but can be seen with darkvision huge branches, logs, and fallen trees on
as easily as a normal flame can be seen wizard 1 the ground. The deadfall immediately
in darkness (this means that darkfire Components: V, S, M collapses in on itself with terrific force
can be used as a signal or beacon for Casting Time: 1 standard action and noise. Creatures and objects in
creatures with darkvision). Range: Touch the area take 1d6 points of damage per
Targets: One creature/level touched caster level (maximum 20d6). In addi-
The spell does not function under- Duration: 10 minutes/level (D) tion, creatures in the area must succeed
water. Saving Throw: Will negates on a Reflex save or be knocked prone.

DARKVISION, MASS (harmless) or Will disbelief (if Once you cast the spell, a consider-
interacted with); see text able volume of dead wood remains
Transmutation Spell Resistance: Yes behind. This pile of brush is 5 feet high,
Level: Sorcerer/wizard 4 with a 20-foot radius, and it counts as
Range: 10 ft. Sprinklingspiceontheground,youcomplete dense rubble (DMG 90).
Targets: Allies in a 10-ft.-radius burst thefinalstepofthespell.Upontouchingyour
intendedtargets,younotewithsatisfaction DEAFENING CLANG
centered on you thattheareaaroundallofyouseemsalittle
cleaner and less tread upon. Transmutation [Sonic]
Asyouconcludethespell’scasting,youare Level: Paladin 1
aware of being able to see without light. This spell flawlessly disguises the spoor Components: V, S, DF
A glance at your allies show that they too left by the subjects, concealing their Casting Time: 1 swift action
perceive more than before. tracks, scent, and other signs of their Range: Touch
passage with an illusion that defeats Target: Your weapon
This spell functions like darkvision (PH even the senses of taste and touch. Any Duration: 1 round
216), except that all target creatures creature making a Search check, using Saving Throw: Fortitude partial;
receive the spell’s benefits. Unlike the scent ability, or using the Survival
with darkvision, recipients of this spell skill to track a creature affected by see text
this spell interacts with the illusion Spell Resistance: No

59

CHAPTER 1 At your touch, the weapon rings like a creature striking you with its body or somatic, material, or focus (but not
strucktuningfork.Thesounddiminishes handheld weapons takes 1d4 points divine focus) components, but does
SPELL untilit’simperceptible,butwhenyoutouch of damage +1 point per two caster not otherwise hinder your actions or
DESCRIPTIONS the weapon you can feel the vibration. levels (maximum +10). If the creature movement.
has spell resistance, it applies to the
Illus. by J. Jarvis You empower the touched weapon damage. Weapons with reach, such as As a standard action, you can project
with magic that causes it to emit a loud longspears, do not endanger their users a cone of fear or make a melee touch
clang when it is struck against a hard in this way. attack to use inflict critical wounds on
surface, such as a floor, wall, or creature. the creature touched (the caster level of
The weapon deals 1d6 points of sonic MaterialComponent:Pastemadefrom these effects equals your own). These
damage with each successful hit, and ground bones. effects are otherwise identical to the
any creature struck by the weapon must spells of the same names, but have
succeed on a Fortitude saving throw or Focus: An onyx worth 50 gp. saving throw DCs equal to what this
be deafened for 1 minute. spell’s save DC would be if the spell
DEATH DRAGON allowed a save.
DEATH ARMOR
Necromancy [Evil, Fear, Mind- DEATH PACT
Necromancy Affecting]
Level: Sorcerer/wizard 2 Necromancy
Components: V, S, M, F Level: Cleric 7 Level: Cleric 8, Pact 8
Casting Time: 1 standard action Components: V, S, DF Components: V, S, M, DF
Range: Personal Casting Time: 1 round Casting Time: 10 minutes
Target: You Range: Personal Range: Touch
Duration: 1 round/level Effect: Dragon-shaped armor of Target: Willing living creature

Yousmearyourselfwithwhitepaste,draw- energy and bones touched
ingaskullonyourbareflesh.Immediately, Duration: 1 round/level (D) Duration: Permanent until triggered
a wreath of black flames crackles to life Saving Throw: None
around you. Yousummonunholypowertogirdyourself Spell Resistance: No
in a dragon-shaped cocoon of bones and
The black flames created by this spell negative energy. With the last words of power, you make
injure creatures that contact them. Any theconvert’soathbindingandensureyour
The cocoon created by this spell gives deity’s aid when the worst befalls his new
The deadfall spell you a +4 enhancement bonus to natural servant.
crushes the life armor and a +4 deflection bonus to
fromits victims Armor Class. You are treated as armed This spell allows the target to enter
when you make unarmed attacks, and into a binding agreement with your
you deal damage as if your limbs were deity that brings the target back to life
short swords of an appropriate size. if it is slain.
You can use your off hand to attack,
incurring the standard two-weapon When this spell is cast, the subject’s
fighting penalties (PH 160). The cocoon Constitution is permanently lowered
prevents you from casting spells with
by 2 points. In exchange for this,
if the subject should die, a true
resurrection spell (PH 296) is
immediately cast upon the sub-
ject. However, the resurrected
creature does not regain the 2

Constitution points when returned
to life.

If the spell is dispelled before the
subject dies, it does not regain its 2
lost Constitution points. A wish or
miracle spell can return the lost Con-
stitution, but only after the death pact
has been activated or dispelled.
Material Component: A diamond
worth at least 1,000 gp.

DEATH THROES

Necromancy [Force]
Level: Cleric 5, sorcerer/wizard 5
Components: V, S

60

Casting Time: 1 standard action points of damage at the beginning of DECOY IMAGE
Range: Personal its turn each round thereafter for the
Target: You duration of the spell. A DC 15 Heal Illusion (Figment)
Duration: 1 hour/level or until you check or the application of any cure Level: Ranger 3
spell or other healing magic stops the Components: V, S
are killed festering. Only one wound festers at a Casting Time: 1 round
Saving Throw: None time; additional wounds taken while Range: Long (400 ft. + 40 ft./level)
Spell Resistance: No the first is still festering are not subject Effect: Figment that mimics you and
to this effect. Once festering has been
As the killing blow falls, you smile with all allies within 50 ft. of you
grim satisfaction even as the light of life Duration: 8 hours (D) CHAPTER 1
fades,knowingthatyourenemywillsoon Saving Throw: Will disbelief;
be joining you in the afterlife. SPELL
see text DESCRIPTIONS
If you are killed, your body is instanta- Spell Resistance: No
neously destroyed in an explosion that
deals 1d8 points of damage per caster Youfinishthespell,andmysticduplicatesof
level to everyone in a 30-foot-radius youandyouralliesappearaheadofyou.As
burst. you move forward, they set out as well.

This explosion destroys your body, In order to flush ambushes, you project Illus. by R. Spears
preventing any form of raising or resur- a duplicate image of yourself and
rection that requires part of the corpse. The deep breath spell gives Mialee some your companions.
A wish, miracle, or true resurrection confidence she’ll survive being dragged This spell creates an
spell can restore life. illusion complete with
beneath the water by the sahuagin visual images, sounds
DEATH WARD, MASS (including speech),
smells, textures, and
Necromancy temperature. It mimics
Level: Cleric 8, druid 9 exactly what you and any
Range: Close (25 ft. + of your allies within 50
feet of you do. If the terrain
5 ft./2 levels) differs significantly between
Targets: One creature/
that of the illusion and that of the
level, no two of which characters, or if any character takes an
are more than 30 ft. apart action the illusion can’t duplicate (for
instance, climbing a tree if none are
Sensingthesparkoflifeinyourallies present for the illusory duplicate to
throughyourmagic,youbolsterthatspark mimic) onlookers automatically receive
and protect it from harm. a saving throw. In addition, anyone who
moves out of the spell’s area disappears
This spell functions like death ward (PH from the illusion.
217), except as noted above.
stopped, however, any new wound DEEP BREATH
DECOMPOSITION taken while the subject is within the
area (before the spell expires) begins Conjuration (Creation) [Air]
Necromancy the process anew. Level: Druid 1, ranger 1, sorcerer/
Level: Druid 2
Components: V, S, DF For example, a subject who takes 6 wizard 1
Casting Time: 1 standard action points of damage from an attack while Components: V
Range: 50 ft. within the area of a decomposition spell Casting Time: 1 immediate action
Area: Living enemies within a 50-ft.- takes 3 points of damage from the Range: Personal
festering wound in the next round, and Target: You
radius emanation centered on you another 3 points in the round after that. Duration: 1 round/level
Duration: 1 round/level In the following round, that subject
Saving Throw: None receives 4 points of healing from a You let out a quick cry and instantly feel
Spell Resistance: Yes cure light wounds spell, so the festering your chest swell with air, as if you had
stops and the subject takes no festering takenadeepbreath.Strangely,youfeelno
Using your link to the natural world, you damage that round. In the next round, need to exhale.
createanairofdecaythatmakesdeathcome the subject remains within the ema-
quicker to the wounded. nation and takes another 3 points of Your lungs instantly fill with air,
damage in battle. The festering begins and continue to refill with air for the
Whenever an enemy within the area again, dealing 3 points of festering duration of the spell. When the spell’s
takes normal (not nonlethal) damage, damage in the following round. duration expires, you can continue
that wound festers for an additional 3

61

CHAPTER 1 to hold your breath as if you had just and strike a creature or object you The sphere can affect a maximum
gulped down a lungful of air. indicate as a ranged touch attack. Any of one creature or object per round,
SPELL creature struck by the sphere takes 3d6 and winks out if it exceeds the spell’s
DESCRIPTIONS You can cast this spell with an points of damage from the force of its range.
instant utterance, quickly enough to winds. In addition, Medium or smaller
save yourself from drowning after creatures must succeed on a Fortitude Focus: A gray pearl worth at least
being suddenly plunged into water. save or be knocked prone. Creatures 100 gp.
that fall prone must then succeed on
DEEPER DARKVISION a second Fortitude save or be swept up DEHYDRATE
by the sphere and driven 1d8×10 feet
Transmutation into the air, dropping 1d6 squares from Necromancy
Level: Ranger 4, sorcerer/wizard 3 their original position in a random Level: Druid 3
Components: V, S, M direction and taking falling damage Components: V, S, DF
Casting Time: 1 standard action as normal. If a window is within range, Casting Time: 1 standard action
Range: Touch Range: Medium (100 ft. + 10 ft./level)
Target: Creature touched Target: One living creature
Duration: 1 hour/level Duration: Instantaneous
Saving Throw: Will negates Saving Throw: Fortitude negates
Spell Resistance: Yes
(harmless)
Spell Resistance: Yes Withasqueezinggesture,youindicate
your target and see sweat pour
(harmless) off it.

Illus. by W. England You toss the powdered dried carrot You afflict the target with
into the air as you cast this spell, and a horrible, desiccating curse
itvanishes.Youchooseyourselfasthe that deals 1d6 points of Consti-
spell’srecipientandyoureyesbeginto tution damage, plus 1 additional
glow with an alien purple luster. point of Constitution damage per
three caster levels, to a maximum of
The subject gains the ability to see 1d6+5 at 15th level. Oozes, plants,
90 feet in total darkness and ignores and creatures with the aquatic
the 20% miss chance normally pres- subtype are more susceptible
ent in shadowy illumination (such to this spell than other targets.
as might be created by a darkness Such creatures take 1d8 points
spell). Deeper darkvision is black of Constitution damage, plus 1
and white only but otherwise additional point of Constitution
similar to normal sight. damage per three caster levels, to
a maximum of 1d8+5.
MaterialComponent:Apinchof
dried carrot or an agate. Scrolls provide spellcasters with a cheap DEIFIC
way to have access to spells they don’t VENGEANCE
DEFENESTRATING
SPHERE normally prepare Conjuration (Summoning)
Level: Cleric 2, Purification 2
Evocation [Air] the subject is automatically thrown in Components: V, S, DF
Level: Sorcerer/wizard 4 that direction. Casting Time: 1 standard action
Components: V, S, F Range: Close (25 ft. + 5 ft./2 levels)
Casting Time: 1 standard action If some obstacle prevents the subject Target: One creature
Range: Medium (100 ft. + 10 ft./level) creature from reaching its expelled Duration: Instantaneous
Effect: 2-ft.-radius sphere height, it takes 1d6 points of damage Saving Throw: Will half
Duration: 1 round/level (D) for every 10 feet of movement it was Spell Resistance: Yes
Saving Throw: Fortitude partial; unable to complete, so that a creature
hurled 50 feet up in a room with a 20- You call out to your deity, declaring your
see text foot ceiling would take 3d6 points of foe’s crimes and asking your deity to
Spell Resistance: Yes damage from the impact, then take 2d6 punish him.
points of damage when it falls back to
From the pearl you hold between your the ground. This spell deals 1d6 points of damage
thumbandringfingereruptsacloudygray per two caster levels (maximum 5d6), or
sphere of whirling air and howling wind 1d6 points per caster level (maximum
that flies to attack your enemies. 10d6) if the target is undead.

When you cast this spell, you create
a violently swirling sphere of air.
As a move action, you can make the
sphere travel up to 30 feet per round

62

DELAY DEATH the required saving throw against the Casting Time: 1 standard action CHAPTER 1
disease for the day that the spell is in Range: Close (25 ft. + 5 ft./2 levels)
Necromancy effect. During this period, the subject Target: Living creature SPELL
Level: Cleric 4 accrues no further ability damage from Duration: 1d6 rounds; see text DESCRIPTIONS
Components: V, S, DF the disease. A skipped saving throw Saving Throw: None or Fortitude
Casting Time: 1 immediate action counts as neither a success nor a failure
Range: Close (25 ft. + 5 ft./2 levels) for the purpose of recovery from the partial; see text
Target: One creature disease. Furthermore, the incubation Spell Resistance: Yes
Duration: 1 round/level period of any disease to which the
Saving Throw: Will negates subject is exposed during the spell’s You cry out the ancient words and make
duration does not begin until the spell the prescribed motions, and your foe lets
(harmless) expires. Delay disease does not cure any out a howl of pain as his blood boils in
Spell Resistance: Yes (harmless) damage that a disease might already his veins.
have dealt, and it has no effect on magi-
Yougesturetowardyourallyandcallupon cal or supernatural diseases. Demon dirge deals 2d6 points of damage
thepowerofyourbeliefs.Asoft,goldenglow each round for the duration of the
appearsonyourcompanion’schest,around DELUSIONS OF spell to any creature that has both the
his heart. chaotic and evil subtypes (such as a
GRANDEUR howler or a demon). No saving throw
The subject of this powerful spell is is allowed against this damage.
unable to die from hit point damage. Illusion (Phantasm) [Mind-Affecting]
While under the protection of this Level: Bard 2, sorcerer/wizard 2 If the target creature also possesses
spell, the normal limit of –9 hit points Components: V the tanar’ri subtype (MM 316), the
before a character dies is extended Casting Time: 1 standard action spell has a much more powerful effect.
without limit. A condition or spell that Range: Medium (100 ft. + 10 ft./level) In addition to the damage, a tanar’ri
destroys enough of the subject’s body Target: One creature is stunned for the duration of the
so as to not allow raise dead to work, Duration: 10 minutes/level spell unless it succeeds on a Fortitude
such as a disintegrate effect, still kills the Saving Throw: Will negates save.
creature, as does death brought about Spell Resistance: Yes
by ability score damage, level drain, or DEMONHIDE
a death effect. By shouting flattering comments at your
intended subject, you release the energy Abjuration [Evil]
The spell does not prevent the of the spell. The target of your spell glows Level: Blackguard 2
subject from entering the dying state momentarily with a white nimbus of Components: V, S, DF
by dropping to –1 hit points. It merely cracklingenergythatfadestoasicklygray Casting Time: 1 standard action
prevents death as a result of hit point before disappearing completely. Range: Touch
loss. Target: Evil creature touched
This powerful phantasm fools the Duration: 1 round/level
If the subject has fewer than –9 subject into believing itself more Saving Throw: Will negates
hit points when the spell’s duration competent and safe than it really is.
expires, it dies instantly. The spell makes any action the sub- (harmless)
ject considers attempting seem easily Spell Resistance: Yes (harmless)
DELAY DISEASE accomplished, requiring only a token
effort. Deadly wounds seem like mere You touch your minion with your holy
Conjuration (Healing) scratches, stalwart foes appear weak symbolandinvokethehorridwordsofthe
Level: Cleric 1, druid 1 and intimidated, and the subject’s lowerplanes.Afieryglowspreadsacross
Components: V, S, DF own attacks seem stronger and more your servant’s skin, leaving it with a deep
Casting Time: 1 standard action effective. As a result of its skewed per- red luster.
Range: Touch ceptions, the subject takes a –2 penalty
Target: Creature touched on attack rolls, saves, ability checks, The subject gains damage reduction
Duration: 24 hours and skill checks, as well as to Wis- 5/cold iron or good.
Saving Throw: Will negates dom. This penalty cannot reduce the
subject’s Wisdom below 1. Finally, the DESICCATING BUBBLE
(harmless) subject becomes so completely enam-
Spell Resistance: Yes (harmless) ored with its own (false) abilities that Necromancy
it cannot fight defensively or take the Level: Sorcerer/wizard 2
You press your focus to the creature and total defense action. Components: S, M/DF
implore the contagion that ravages it to Casting Time: 1 standard action
lie dormant. As the spell takes effect, a DEMON DIRGE Range: Medium (100 ft. + 10 ft./level)
dimyellowglowpassesoverthecreature’s Effect: 3-ft.-radius sphere of air
body. Transmutation Duration: 1 round/level
Level: Cleric 3, sorcerer/wizard 3 Saving Throw: Reflex negates
The progress of any nonmagical dis- Components: V, S, DF Spell Resistance: Yes
ease that already afflicts the target is
halted for the duration of the spell. 63
Delay disease allows the subject to skip

CHAPTER 1 From your outstretched hand bursts a 2nd Round: Types of favored enemies Diamondsteel enhances the strength
small sphere similar in appearance to a in the area and the number of each of one suit of metal armor. The armor
SPELL soapbubble.Itquicklyexpandsandspeeds type. provides damage reduction equal to
DESCRIPTIONS in the direction you indicate. half the AC bonus of the armor. This
3rd Round: The location and HD of damage reduction can be overcome
A globe of supernaturally dry air rolls each individual present. only by adamantine weapons. For
in whichever direction you point and example, a suit of full plate would
engulfs those it strikes. It moves 30 Note: Each round you can turn to provide damage reduction 4/ada-
feet per round and can leap up to 30 detect things in a new area. The spell mantine, and a +1 breastplate (+6 AC)
feet to strike a target. If it enters a can penetrate barriers, but 1 foot of would provide damage reduction
space with a creature, it stops moving stone, 1 inch of common metal, a thin 3/adamantine.
for the round and deals 2d4 points of sheet of lead, or 3 feet of wood or dirt
damage as it evaporates moisture from blocks detection. Material Component: Diamond dust
the subject. (The subject can negate worth at least 50 gp.
this damage with a successful Reflex DEVIL BLIGHT
save.) Oozes, creatures composed of DIMENSION DOOR,
water (such as water elementals), and Transmutation GREATER
creatures with the aquatic subtype take Level: Cleric 3, sorcerer/wizard 3
2d6 points of damage. Components: V, S, DF Conjuration [Teleportation]
Casting Time: 1 standard action Level: Sorcerer/wizard 5
The bubble moves as long as you Range: Close (25 ft. + 5 ft./2 levels) Range: Touch
actively direct it (a move action for Target: Living creature Target: You and touched objects or
you); otherwise, it merely stays at rest. Duration: 1d6 rounds
The surface of the bubble has a spongy, Saving Throw: None or Fortitude other touched willing creatures
yielding consistency (similar to that Duration: 1 round/2 levels
of a soap bubble, but not fragile and partial; see text
allowing objects to pass through it Spell Resistance: Yes Your flesh gives an involuntary shudder
without affecting the spell) and so does asyouwillyourselfelsewhere.Youvanish,
not cause damage except by absorbing You cry out the ancient words and make reappearing some distance away.
moisture. It cannot batter down large the prescribed motions, and your foe lets
obstacles. The bubble winks out if it out a shriek of agony as it stumbles under This spell functions like dimension
exceeds the spell’s range. the force of the spell. door (PH 221), except as noted above
and that you can transfer the targets
Arcane Material Component: A tiny This spell deals 2d6 points of damage once per round, up to a distance of 25
bag or bladder filled with air, and a per round for the duration of the spell feet + 5 feet per two levels, as a move
sprinkle of dust. to creatures that have both the lawful action that does not provoke attacks
and evil subtypes (such as a barghest of opportunity.
DETECT or a devil). No saving throw is allowed
against this damage. DINOSAUR STAMPEDE
FAVORED ENEMY
If the target creature also possesses Evocation [Force]
Divination the baatezu subtype (MM 306), it must Level: Druid 6
Level: Ranger 1 succeed on a Fortitude save or be Components: V, S, M
Components: V, S, DF stunned for the duration of the spell. Casting Time: 1 standard action
Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level)
Range: 60 ft. DIAMONDSTEEL Area: 20-ft.-radius spread
Area: Quarter circle emanating from Duration: 1 round/level (D)
Transmutation Saving Throw: Reflex half
you to the extreme of the range Level: Paladin 3, sorcerer/wizard 3 Spell Resistance: Yes
Duration: Concentration, up to 10 Components: V, S, M
Casting Time: 1 standard action Throwing down and shattering a fossil
minutes/level (D) Range: Touch tocompletethespell,youcalluponpotent
Saving Throw: None Target: Suit of metal armor touched naturalforcesandenergies,andmanifest
Spell Resistance: No Duration: 1 round/level them in the form of a swath of intangible,
Saving Throw: Will negates (object) spectral, stampeding dinosaurs.
Usingyourpassionforfightingyourfoe,you Spell Resistance: Yes (object)
reach out with your magic and your mind Creatures in the spell’s area take 1d12
to sense the presence of your enemies. You pass your hand over the suit of armor points of damage +1 point per caster
several times before finally touching it. level (up to +20). Creatures more
You can sense the presence of a favored As you do so, you feel a warmth grow than 10 feet above the ground are not
enemy. The amount of information in the palm of your hand. The warmth affected by dinosaur stampede.
revealed depends on how long you passes into the armor and manifests as a
study a particular area. sparkling shine. With a simple gesture (a free action),
you can make the spectral forms move
1st Round: Presence or absence of a
favored enemy in the area.

64

along the ground up to 40 feet per The subject creature gains a new bite a dangerous area (precarious footing,
round (moving its effective point of attack that does damage according to a huge fire, or a deadly trap is in the
origin). Creatures cannot be damaged the creature’s size: way) the subject creature moves around
more than once per round by dinosaur the hazard if it can or moves to attack
stampede. Fine 1 another creature if moving around the CHAPTER 1
Diminutive 1d2 hazard isn’t possible. If such movement
Material Component: A fossil. Tiny 1d3 brings the subject creature closer to SPELL
Small 1d4 another living creature, it attacks that DESCRIPTIONS
DIRE HUNGER Medium 1d6 creature instead. If the subject of the
Large 1d8 spell cannot detect or get to a living
Transmutation Huge 2d6 creature nearby, it goes looking for one
Level: Druid 5 Gargantuan 2d8 to attack.
Components: V, S Colossal 4d6
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) The subject creature adds 1-1/2 times its DIRGE Illus. by J. Jarvis
Target: One living creature Strength bonus to this damage. If the
Duration: 1 round/level creature already has a bite attack that Evocation [Sonic]
Saving Throw: Fortitude negates deals more damage, use that damage Level: Bard 6
Spell Resistance: Yes value instead. Components: V, S
Casting Time: 1 round
You feel pangs of hunger well up within The subject creature eschews all Range: 50 ft.
your abdomen as you complete the spell. other attacks or actions except for its Area: All enemies within a 50-ft.-
Ablood-redglowofenergyradiatesfrom new bite attack, but it defends itself
yourintendedtargetandthehungeryoufelt normally. It moves to attack the nearest radius burst centered on you
subsides.Thetargetcreature’sfaceelongates living creature it can get to and attacks Duration: 1 round/level
intoatoothy,dinosaurlikesnoutfilledwith this creature until it is dead or until Saving Throw: Fortitude negates
serratedteeth,anditsbellydistendsasifthe another living creature is closer. The Spell Resistance: Yes
creature were undernourished. subject creature attacks whatever living
creature is nearest, regardless of former Asyousing,translucentspectralskullsfloat
The spell’s subject becomes maddened allegiance or personal connection. down from the sky like falling snow.
by terrible pangs of hunger, viewing If moving toward the nearest living
all creatures as food sources. creature would move the creature into Your song draws the energies of
death and destruction down on your
enemies. Each round, any enemy in
the area takes 2 points of Strength
and Dexterity damage. Subjects can
attempt a Fortitude save each round to

negate the damage, but a successful
save does not prevent damage in
future rounds.

A dinosaur stampede
mows down anything in its path

65

CHAPTER 1 DIRGE OF DISCORD For the purpose of this spell, a Thecolorpoolglowswiththerust-shadeof
shapechanger is any creature with the Hades, but a few words and a spattering
SPELL Enchantment (Compulsion) [Evil, shapechanger type or a supernatural or of ink, and it glows with the amber of the
DESCRIPTIONS Mind-Affecting] extraordinary ability that allows it to BlessedFieldsofElysium.Thosewhopass
assume an alternate form. A wizard who through it will not know their error until
Level: Bard 3 knows alter self is not a shapechanger it is too late.
Components: V, S, M (since a spell is not a supernatural or
Casting Time: 1 standard action extraordinary ability), but a barghest This spell causes a color pool on the
Range: Close (25 ft. + 5 ft./2 levels) is (since it has the supernatural ability Astral Plane—an irregular patch of
Area: 20-ft.-radius spread to assume alternate forms, even though color containing a portal to another
Duration: Concentration + 1 round/ its type is outsider). plane—to appear to be a different color,
and thus, to lead to another plane. True
level MaterialComponent:Abalmofhoney seeing or analyze portal reveals the true
Saving Throw: Will negates and lotus flower costing 25 gp, smeared nature of the pool.
Spell Resistance: Yes on your eyelids.
Material Component: Four drops of
Illus. by W. England Youcreateanunholy,cacophonousdirge colored ink.
thatfillsthetargets’mindswiththescreams
ofthedying,thewailingofthedamned,and DISGUISE UNDEAD
the howling of the mad.
Illusion (Glamer)
Creatures affected by this spell take a Level: Sorcerer/wizard 2
–4 penalty on attack rolls and Dexter- Components: V, S, F
ity, a 50% reduction in their speed (to Casting Time: 1
a minimum of 5 feet), and must
make a Concentration check standard action
to cast any spell (DC equal to Range: Touch
this spell’s DC + the level of Target: 1 corporeal
the spell being cast).
undead
Material Component: Duration: 24 hours
A pinch of ashes from a Saving Throw: None
destrachan. Spell Resistance: Yes

DISCERN (harmless)

SHAPECHANGER One cannot just march a ghoul
into the Duke’s Court. But as the
Divination fumesissuingfromthecocoonsur-
Level: Sorcerer/wizard 2
Components: V, S, M round the creature, the form of
Casting Time: 1 round the ghoul is replaced with that
Range: Personal ofastatelycourtierarmedwith
Target: You arapier.Ofcourse,itwillhaveto
Duration: 1 round/level keep its mouth shut.

The smell of wet animal dander assaults Many wizards jealously guard their You make one undead—including its
yournoseevenastheperfumeofthemate- spellsbooks, placing magical and mundane clothing, armor, weapons, and equip-
rial component fades. You feel suddenly ment—look different. You can make
more suspicious of beings around you, as wards upon them it seem 1 foot shorter or taller, thin,
if some of them might not be what they fat, or in between. You cannot change
seem. DISCOLOR POOL the creature’s body type. For example,
a wight could look human, humanoid,
By taking a standard action to con- Illusion (Glamer) or like any other generally human-
centrate, you can see the true form of Level: Bard 2, sorcerer/wizard 2 shaped bipedal creature. Otherwise,
creatures within 60 feet. Each round, you Components: V, S, M the extent of the apparent change is
can examine one creature you can see to Casting Time: 1 standard action up to you. You could add or obscure
determine whether it is polymorphed, Range: Close (25 ft. + 5 ft./2 levels) a minor feature, such as a mole or a
disguised, or transmuted, and what its Target: One color pool beard, or make it look like an entirely
true form is. If you look at a shapechanger Duration: 1 hour/level (D) different creature.
in its true form, you immediately sense Saving Throw: Will disbelief (if
its shapechanging ability, but you can’t The spell does not provide the abili-
determine what other forms it might be interacted with) ties or mannerisms of the chosen form.
capable of assuming. Spell Resistance: No It does not alter the perceived tactile
(touch) or audible (sound) properties
of the undead or its equipment. A bat-

66

tleaxe made to look like a dagger still natural ability or as the result of casting Any spell effect operating on a crea- CHAPTER 1
functions as a battleaxe. a spell such as dragon breath (page 73). ture or unattended object that passes
When you successfully cast this spell, through the screen is affected as by a SPELL
This spell also foils magical means your breath weapon acts as a targeted targeted dispel magic (PH 223) at your DESCRIPTIONS
of detecting undead. The subject of dispel magic (PH 223). caster level. Attended items that pass
disguise undead detects as a creature of through are not affected by the screen,
the type simulated. For each creature or object that fails which is the only way the screen differs
its saving throw against your breath from a normal targeted casting of dispel
Creatures get Will saves to recog- weapon and that is the subject of one magic—attended items are essentially
nize the glamer as an illusion if they or more spells, you make a dispel check not targeted by the screen. Make a
interact with the subject (such as by against the highest level spell currently caster level check (1d20 + 1 per caster
touching the undead and having that in effect on the object or creature. A level, maximum +10) to dispel spell
not match what they see, in the case of dispel check is 1d20 + 1 per caster level effects (DC 11 + caster level) or sup-
this spell). (maximum +15) against a DC of 11 + press an unattended object’s magical
the spell’s caster level. If that check properties for 1d4 rounds (DC equal
Focus: A cocoon of a death’s head fails, you make dispel checks against to the item’s caster level). Spell effects
moth. progressively weaker spells until you not operating on objects or creatures
dispel one spell or until you fail all your cannot pass through the screen. A
DISPEL WARD checks. A creature’s magic items are not disintegrate or successful dispel magic
affected, and creatures and objects that removes dispelling screen, while an
Abjuration rolled successful saving throws against antimagic field suppresses it.
Level: Cleric 1, sorcerer/wizard 1 your breath weapon are likewise not
Components: V, S affected. Material Component: A sheet of fine
Casting Time: 1 standard action lead crystal.
Range: Medium (100 ft. + 10 ft./level) If a creature that is the effect of
Target: One warded object or area an ongoing spell (such as a monster DISPELLING SCREEN,
Duration: Instantaneous summoned by monster summoning), is
Saving Throw: None in the area and fails its saving throw GREATER
Spell Resistance: No against your breath weapon, you can
also make a dispel check to end the Abjuration
Yourheadthrobswithenergyasyourecite spell that conjured the creature (return- Level: Drow 6, sorcerer/wizard 7
thefinalfewphrasesofthespell.Amoment ing it whence it came).
later, the energy releases and the area you Thisspellfunctionslikedispellingscreen,
designatedasthespell’stargetglowssilver For each ongoing area or effect spell except that the maximum caster level
forseveralseconds.Youhearasoundlikea centered within the area of your breath bonus on the dispel check is +20.
mechanical object winding down. weapon, you make a dispel check to
dispel the spell. DISPLACER FORM
This spell functions like dispel magic
(PH 223), except that it can be used Spells are dispelled prior to the Transmutation
only in the targeted or area version, effect of your breath weapon being Level: Sorcerer/wizard 4
and it affects only abjuration magic resolved. Components: V, S, M
placed upon objects or areas (such as Casting Time: 1 standard action
arcanelock,explosiverunes,firetrap,glyph You can choose to automatically Range: Personal
of warding, and guards and wards.) The succeed on dispel checks against any Target: You
maximum bonus on the level check spell in the area that you have cast. Duration: 1 round/level (D)
is +10.
DISPELLING SCREEN Youdroptoyourhandsandkneesamoment
DISPELLING BREATH before your extremities morph into the
Abjuration limbs of a great black panther.
Abjuration Level: Sorcerer/wizard 4
Level: Sorcerer/wizard 5 Components: V, S, M When you cast this spell, you assume
Components: S Casting Time: 1 standard action the physical appearance and many of
Casting Time: 1 swift action Range: Close (25 ft. + 5 ft./2 levels) the qualities and abilities of a displacer
Range: Personal Effect: Energy wall whose area is beast (MM 66). While under the effect
Target: Your breath weapon of the spell, your creature type changes
Duration: 1 round up to one 10-ft. square/level, or a to magical beast, and your size changes
sphere or hemisphere with a radius to Large. You have the space and reach
Youexhaleacloudofpoisonousgasmixed of up to 1 ft./level of a displacer beast (15 feet/5 feet [10
withstarlightmotesthatgravitatetoward Duration: 1 minute/level (D) feet with tentacles]). You gain two
thespellcastersandsummonedmonsters Saving Throw: None tentacle attacks, which each deal 1d6
within the cloud. Spell Resistance: No points of damage + your Str modifier.
You gain the Strength, Dexterity, and
For this spell to function, you must Bytossingdownthesheetofcrystalinyour Constitution of an average displacer
have a breath weapon, either as a super- handandcompletingthemysteriouswords
ofpowerneededtoreleasetheenergyofthe
spell,youcreateanimmobile,shimmering
screen of violet energy.

67

CHAPTER 1

SPELL
DESCRIPTIONS

Displacer form gives a
spellcaster some obvious

advantages

Illus. by J. Engle beast (Str 18, Dex 15, Con 16), but you DISQUIETUDE DISRUPT UNDEAD,
retain your own mental ability scores.
Your base land speed becomes 40 feet. Enchantment (Compulsion) [Mind- GREATER
You gain darkvision out to 60 feet. You Affecting, Sonic]
also gain low-light vision. Necromancy
Level: Bard 2 Level: Sorcerer/wizard 3
Your class and level, hit points, Components: V, S Components: V, S
alignment, base attack bonus, and base Casting Time: 1 standard action Casting Time: 1 standard action
saving throw bonuses all remain the Range: Close (25 ft. + 5 ft./2 levels) Range: Close (25 ft. + 5 ft./2 levels)
same. You lose any spell-like abilities Target: One living creature Effect: Ray
of your own form, and you lose any Duration: 1 round/level Duration: Instantaneous
extraordinary special abilities from Saving Throw: Will negates Saving Throw: None
your own form. You retain any super- Spell Resistance: Yes Spell Resistance: Yes
natural abilities of your own form. You
keep all extraordinary special attacks Your spell warns of unseen dangers and A black ray fires from your outstretched
derived from class levels (such as a bar- untrustworthy allies. As you sing, your hand,piercingandpassingthroughnearby
barian’s rage or a rogue’s sneak attack), target eases away from her compatriots, undead.
but you lose any from your normal form doubt written on her face.
that are not derived from class levels. You must succeed on a ranged touch
You can speak and cast spells while The affected subject restricts its move- attack with the ray to strike a target.
in displacer beast form, but you must ment to avoid any physical contact, This spell functions like disrupt undead
physically touch any necessary material even with allies. Any ally that wishes (PH 223), except that this ray deals 1d8
components. Your natural armor bonus to touch the subject must make a suc- points of damage per caster level to
becomes +5, regardless of any natural cessful melee touch attack to do so. The any undead, to a maximum of 10d8. If
armor bonus from your normal form. subject must stay 15 feet away from all the damage is sufficient to destroy the
While in displacer beast form, you gain other creatures. If, at the beginning first target, then you can redirect the
the displacer beast’s displacement and of its turn, the creature is within 15 ray to another undead target within
resistance to ranged attacks abilities. feet of any creature, it must first move 15 feet of the first target. If you make a
Your equipment melds into your new away (beyond 15 feet from any creature) successful ranged touch attack on the
form and becomes nonfunctional. before taking any action. If the subject second target, that target takes half of
cannot safely move that distance, it the damage rolled for the first target.
Material Component: A single claw instead must take the total defense
from a displacer beast. action and remain in its space.

68

DISSONANT CHANT Duration: 1 round/level Buzzing under your breath like a fly, you CHAPTER 1
Saving Throw: Fortitude negates swatattheskyandtossthefly’swinginyour
Abjuration [Sonic] Spell Resistance: Yes hand into the air. The target of your spell SPELL
Level: Bard 2, sorcerer/wizard 2 becomesdistracted,startingatshadowsand DESCRIPTIONS
Components: V, S Bypointingandmakinganumberofloud, looking about for unseen assailants.
Casting Time: 1 standard action nonsensicalsoundsyoureleasethepowerof 69
Range: Close (25 ft. + 5 ft./2 levels) thespell.Thetargetattemptstospeak,but A creature affected by this spell is
Area: 100-foot-radius emanation spews forth only gibberish instead. flat-footed until the beginning of its
Duration: 1 round/level (D) next turn.
Saving Throw: None; see text For the duration of this spell, the sub-
Spell Resistance: Yes ject has a 50% chance to miscast spells Material Component: The dried wing
that have verbal components, and any of a fly.
Yourintricatehandmotionsslowandthen time the subject speaks (including the
stopevenasyoubeginchantingthearcane use of magic items activated by com- DISTRACTING RAY
wordsthatunlockthespell’spower.Asyou mand words), there is a 50% chance that
conclude,yourdisembodiedwordscontinue the utterance is completely incompre- Abjuration
on, growing both in tempo and volume. hensible and therefore ineffective. Level: Bard 2, sorcerer/wizard 2
Components: V, S
You create a distracting and discordant DISTRACT Casting Time: 1 standard action
chant. Affected creatures that attempt Range: Close (25 ft. + 5 ft./2 levels)
spellcasting or other activities that Enchantment (Compulsion) Effect: Ray
require concentration must make [Mind-Affecting] Duration: Instantaneous
Concentration checks (DC equal to Saving Throw: None
this spell’s DC + the level of the spell Level: Bard 1, sorcerer/wizard 1 Spell Resistance: No
being cast). Components: S
Casting Time: 1 standard action You blast a nearby creature with a multi-
The DCs of activities that already Range: Medium (100 ft. + 10 ft./level) coloredray.Therayexplodesoncontactto
require Concentration checks, such as Targets: One creature/level, no two form a dizzying array of bizarre swirling
casting defensively, increase by 4. and flashing lights around the targeted
of which are more than 30 ft. apart creature.
Creatures within the area gain a Duration: 1 round/level
+4 bonus on saving throws against Saving Throw: Will negates You must succeed on a ranged touch
language-dependent effects. Spell Resistance: Yes attack with the ray to strike a target.
This ray attempts to undo magic as it is
DISSONANT CHORD Thisspellarousesazestandappreciationfor being cast. Used in the same manner as
lifeinthetargets.Thetargetsaredistracted a counterspell (as a readied action), the
Evocation [Sonic] as they study the shapes of the clouds, the ray interferes with the manipulation of
Level: Bard 3 textureoftreebark,thepatternscarvedinto divine or arcane magic by dazzling the
Components: V, S astonewall,thetemperatureandscentofa target. If the ray successfully strikes a
Casting Time: 1 standard action breeze—anythingandeverythinggetstheir spellcaster, and that spellcaster is in
Range: 10 ft. attention, if just for a moment. the process of casting a spell, then the
Area: 10-ft.-radius burst centered on target spellcaster must make a Concen-
The targets of this spell must succeed tration check to avoid losing the spell.
you on a Will save or lose themselves to the The DC of the Concentration check is
Duration: Instantaneous urge to experience nearly everything. equal to 17 + the level of the spell the
Saving Throw: Fortitude half Failure indicates the creatures take a –4 target is casting.
Spell Resistance: Yes penalty on all Concentration, Listen,
Search, and Spot checks, and can take DIVINE AGILITY
Youemitaterrible,piercingnote.Thenote only a single standard or move action
pulsesintheair,radiatinglikeashockwave. each round, but not both. Creatures Transmutation
It slams into nearby creatures and rattles with more than 6 HD are unaffected. Level: Cleric 5
loose objects. Components: V, S
DISTRACT ASSAILANT Casting Time: 1 standard action
Creatures (other than you) in the Range: Touch
affected area take 1d8 points of sonic Enchantment (Compulsion) Target: Living creature touched
damage per two caster levels (maxi- [Mind-Affecting] Duration: 1 round/level
mum 5d8). Saving Throw: Will negates
Level: Assassin 1, sorcerer/wizard 1
DISTORT SPEECH Components: V, S, M (harmless)
Casting Time: 1 swift action Spell Resistance: No
Transmutation [Sonic] Range: Close (25 ft. + 5 ft./2 levels)
Level: Bard 1 Target: One creature Callingaloudonthedivinepowerofyour
Components: V, S Duration: 1 round deity, you imbue a living creature with
Casting Time: 1 standard action Saving Throw: Will negates agility and skill in combat.
Range: Close (25 ft. + 5 ft./2 levels) Spell Resistance: Yes
Target: One creature

CHAPTER 1 You grant the subject a +10 enhance- resistance, if any, applies if the spell is DOLOROUS BLOW
ment bonus to Dexterity. cast on a creature.
SPELL Transmutation
DESCRIPTIONS DIVINE INSIGHT Divine interdiction interferes with a Level: Bard 3, sorcerer/wizard 3
cleric’s connection to her divine source Components: V, S
Illus. by W. O’Connor Divination of power, resulting in a temporary Casting Time: 1 standard action
Level: Cleric 2, paladin 2 loss of the ability to turn or rebuke Range: Touch
Components: V, S, DF creatures and loss of granted domain Target: Weapon touched
Casting Time: 1 standard action powers. Paladins, blackguards, and Duration: 1 minute/level
Range: Personal other classes capable of rebuking and Saving Throw: None
Target: You turning also suffer a temporary loss of Spell Resistance: No
Duration: 1 hour/level or until this ability. This affects the subject’s
ability to channel energy through the Alongingforbattlefillsyouasyoucomplete
discharged (D) use of a turn or rebuke attempt, and so this spell. Upon touching the intended
also interferes with the use of many weapon,thefeelingfadesevenasadullred
Clutching the focus of your spells to your divine feats. aura encompasses the weapon.
chest,youletyoureyesfluttershut.Asyou
complete the short prayer you feel your DIVINE PROTECTION For the duration of the spell, the
deity’s presence fill you with confidence. weapon’s threat range is doubled,
Enchantment (Compulsion) and its critical threats automatically
Once during the spell’s duration, you [Mind-Affecting] confirm, so every threat is a critical
can choose to use its effect. This spell hit. The latter effect does not apply to
grants you an insight bonus equal to 5 Level: Cleric 2, paladin 2 any weapon that already has a magical
+ your caster level (maximum bonus of Components: V, S, DF effect related to critical hits.
+15) on any single skill check. Activat- Casting Time: 1 standard action
ing the effect requires an immediate Range: Medium (100 ft. + 10 ft./level) Multiple effects that increase a
action. You must choose to use the Targets: Allies in a 20-ft.-radius burst weapon’s threat range (such as this
insight bonus before you make the Duration: 1 minute/level spell and the Improved Critical feat)
check you want to modify. Once used, Saving Throw: Will negates don’t stack. You can’t cast this spell on
the spell ends. a natural weapon, such as a claw.
(harmless)
You can’t have more than one divine Spell Resistance: Yes (harmless) DOOMTIDE
insight effect active on you at the same
time. Youcalluponyourholypowerstoaidyour Illusion (Pattern)
companions and a golden light appears Level: Cleric 5
DIVINE INTERDICTION from above, bathing them with sparkling Components: V, S, DF
radiance. Casting Time: 1 standard action
Abjuration Range: 80 ft.
Level: Cleric 2 Allies gain a +1 morale bonus to their Effect: Eight 10-ft. cubes extending
Components: V Armor Class and on saving throws.
Casting Time: 1 standard action straight from you
Range: Close (25 ft. +5 ft./2 levels) DIVINE SACRIFICE Duration: 1 round/level
Area: 10-ft.-radius emanation Saving Throw: Will negates
Evocation Spell Resistance: Yes
centered on a creature, object, or Level: Blackguard 1, paladin 1
point in space Components: V, S Youfillanareawithillusoryblack,creeping
Duration: 1 round/level Casting Time: 1 standard action mistthatvaguelyresemblesthousandsof
Saving Throw: Will negates or None Range: Personal slender grasping tentacles.
(object); see text Target: You
Spell Resistance: Yes or No (object); Duration: 1 round/level Creatures within the area must make
see text Will saves or be dazed for 1 round.
Giving up some of your life force to win Any creature moving into the mist, or
You shout out a plea, calling upon your the battle, you empower your next blow a creature that begins its turn in the
deity to quell the power of another deity’s against your foe. mist, must succeed on a Will save or
follower. also be dazed for 1 round.
Your first attack each round for the
This spell can be cast at a point in space, duration of the spell deals an extra The mist filling the area obscures all
but the effect is stationary unless cast 5d6 points of damage if it hits, and you sight, including darkvision, beyond 5
on a mobile object. The spell can be take 10 points of damage each time you feet. A creature within 5 feet has con-
cast on a creature, and the effect then make such an attack, whether or not the cealment. Creatures farther away have
radiates from the creature and moves attack is successful. total concealment.
as it moves. A creature can attempt a
Will save to negate the spell, and spell When you cast the spell, you decide
if the effect remains stationary or

70

Denied the power to turn undead by her
foe’s divine interdiction, a cleric falls before

a horde of undead

CHAPTER 1 if its point of origin moves straight DRACONIC MIGHT DRAGON ALLY
away from you at a rate of 10 feet per
SPELL round. Transmutation Conjuration (Calling)
DESCRIPTIONS Level: Paladin 4, sorcerer/wizard 5 Level: Dragon 7, sorcerer/wizard 7
A moderate wind disperses the effect Components: V, S Effect: One called dragon of 18 HD
Illus. by F. Vohwinkel in 4 rounds; a strong wind disperses the Casting Time: 1 standard action
mist in 1 round. Range: Touch or less
Target: Living creature touched
DOWNDRAFT Duration: 1 minute/level (D) This spell functions like lesser dragon
Saving Throw: Fortitude negates ally, except you can call a single dragon
Evocation [Air] of up to 18 HD.
Level: Cleric 3, druid 3 (harmless)
Components: V, S, M Spell Resistance: Yes (harmless) XP Cost: 250 XP.
Casting Time: 1 standard
Dragon ally summons a dragon to do your DRAGON ALLY,
action bidding, but only at a great price GREATER
Range: Long (400 ft. +
Upon casting this spell, your ally’s face is Conjuration (Calling)
40 ft./level) coveredbrieflywithafinepatternofyellow Level: Sorcerer/wizard 9
Area: Cylinder (20- scales.Thescalesfade,butthegoldenradi- Effect: One called
ance remains. dragon of 22 HD or less
ft. radius, 100 ft. The subject of the spell gains a +4
high) enhancement bonus to Strength, Con- This spell functions like
Duration: stitution, and Charisma. It also gains lesserdragonally,exceptyou
Instantaneous a +4 enhancement bonus to natural can call a single dragon of
Saving Throw: armor. Finally, it has immunity to up to 22 HD.
Reflex partial; magic sleep and paralysis effects.
see text XP Cost: 500 XP.
Spell Resistance: Special: Sorcerers cast this spell at +1
Yes caster level. DRAGON ALLY,
LESSER
Dropping the small
carving in your hand Conjuration (Calling)
to the ground, you Level: Sorcerer/
crush it with your wizard 5
foot as you recite the Components: V, XP
last few words of the
spell. In the distance Casting Time: 10
you see a column of air minutes
turn a hazy gray. The
air column then blasts Range: Close (25 ft.
toward the ground, and + 5 ft./2 levels)
you hear a distant
whoosh. Effect: One called
dragon of 15 HD
Downdraft sends a column of turbulent or less
air rushing toward the earth. Airborne
creatures caught in the area of a down- Duration: Instantaneous
draft must succeed on a Reflex save Saving Throw: None
or immediately plummet up to 100 Spell Resistance: No
feet straight downward, taking falling
damage (1d6 points of damage per 10 Youfeelsomeofyourlifeforcebeingpulled
feet fallen) if the downdraft makes from you in the casting of the spell. A
them hit the ground or collide with large dragon lands nearby. “You wish to
an object. Those who succeed on the discuss something?” it asks, eying your
Reflex save plummet only 50 feet. belongings.

Creatures already on the ground This spell calls a dragon. You can
must succeed on a Reflex save or be ask the dragon to perform one task
knocked prone by the spell. in exchange for a payment from you.
Tasks might range from the simple
Material Component: A balsa-wood (fly us across the chasm, help us fight
bird carving, which is crushed under- a battle) to the complex (spy on our
foot. enemies, protect us on our foray into
the dungeon). You must be able to com-
municate with the dragon to bargain
for its services.

72

The summoned dragon requires pay- Chromatic Dragons DRAGONSKIN CHAPTER 1
ment for its services, which takes the Black: 30-ft. line of acid, 1d8/2 caster
form of coins, gems, or other precious Transmutation SPELL
objects the dragon can add to its hoard. levels (maximum 10d8); Reflex half. Level: Sorcerer/wizard 3 DESCRIPTIONS
This payment must be made before the Blue: 30-ft. line of electricity, 1d8/2 Components: S, M
dragon agrees to perform any services. Casting Time: 1 standard action
The bargaining takes at least 1 round, caster levels (maximum 10d8); Reflex Range: Personal
so any actions by the creature begin in half. Target: You
the round after it arrives. Duration: 10 minutes/level
Green: 15-ft. cone of acid, 1d8/2 caster
Tasks requiring up to 1 minute per levels (maximum 10d8); Reflex half. You say nothing, but make the motions in
caster level require a payment of 50 gp theprescribedpatternandholdthedragon’s
per HD of the called dragon. For a task Red: 15-ft. cone of fire, 1d8/2 caster scale aloft. Your flesh erupts with hard,
requiring up to 1 hour per caster level, levels (maximum 10d8); Reflex half. colorful scales.
the creature requires a payment of
250 gp per HD. Long-term tasks (those White: 15-ft. cone of cold, 1d8/2 caster Your skin toughens and becomes
requiring up to 1 day per caster level) levels (maximum 10d8); Reflex half. scaly like that of a chromatic dragon,
require a payment of 500 gp per HD. of a color that you select. You gain
Metallic Dragons an enhancement bonus to natural
Especially hazardous tasks require Brass: 15-ft. cone of sleep, lasts 1d6 armor equal to +1 per two levels (to a
a greater gift, up to twice the given maximum of +5 at 10th level), as well
amount. A dragon never accepts less rounds; Will negates. as energy resistance 10 against the
than the indicated amount, even for a Bronze: 30-ft. line of electricity, 1d8/2 type of energy appropriate to the color
nonhazardous task. you select: acid (black or green), cold
caster levels (maximum 10d8); Reflex (white), electricity (blue), or fire (red).
At the end of its task, or when the half. Your energy resistance increases to 20
duration bargained for elapses, the at 10th level.
creature returns to the place it was Copper: 15-ft. cone of slow, lasts 1d6
called from (after reporting back to rounds; Will negates. Material Component: A dragon’s
you, if appropriate and possible). scale.
Gold: 15-ft. cone of fire, 1d8/2 caster
XP Cost: 100 XP. levels (maximum 10d8); Reflex half. Special: Sorcerers cast this spell at +1
Special: Sorcerers cast this spell at +1 caster level.
caster level. Silver: 15-ft. cone of paralysis, lasts
1d6 rounds; Fort negates. DREAM CASTING
DRAGON BREATH
Arcane Material Component: A drag- Illusion (Phantasm)
Evocation [Good or Evil] onscale of the appropriate color. [Mind-Affecting]; see text
Level: Cleric 5, sorcerer/wizard 4
Components: V, S, M/DF DRAGONSIGHT Level: Sorcerer/wizard 6
Casting Time: 1 standard action Casting Time: 1 hour
Range: Personal Transmutation Target: You and one dreamer
Target: You Level: Bard 5, sorcerer/wizard 5 Duration: 24 hours/level; see text
Duration: 1 round/level Components: V, S, F Saving Throw: Will negates; see text
Casting Time: 1 standard action
Using magic to mimic a dragon’s breath, Range: Personal Youcompletethespellwithafewlastges-
you spew forth a gout of energy. Target: You turesandarcanewords.Youfeelapressure
Duration: 1 hour/level (D) inyourmindasyoubegintorelaytheintent
You gain the ability to breathe a gout of of your dreaming contact.
energy as a standard action that mimics You cast this spell and your eyes enlarge
a dragon’s breath. Once you’ve used the and turn yellow and catlike, like those of This spell functions like dream (PH
breath attack, you must wait 1d4 rounds a dragon. 225), except as noted above and that you
before doing so again. can alter the sleeping person’s dreams
You gain the visual acuity of a dragon, to produce a specific desired effect. The
When you cast dragon breath, you including low-light vision, darkvision, dreamer gets a Will saving throw to
choose one true dragon whose breath and blindsense. resist the additional effects of this spell;
you’re emulating. If you choose a chro- if the save succeeds, the dream casting
matic dragon, then the spell gains the You can see four times as well as a spell can send only a message, in the
evil descriptor. If you choose a metallic normal human in low-light conditions manner of the dream spell. If the saving
dragon, then it gains the good descrip- and twice as well in normal light. Your throw fails, you decide what additional
tor. Particulars for the breath weapons darkvision is effective out to 10 feet per effect the message carries.
of each of the true dragons are provided caster level. You take half the normal
below. penalties for distance on Spot checks. Fear: Your image in the dream is sur-
rounded by intimidating imagery and
Your blindsense has a range of 5 feet an aura of power. For the duration of
per caster level.

None of these effects stack with
any low-light vision, darkvision, or
blindsense you might already have.

Focus: A dragon’s eye.

73

CHAPTER 1 the spell, any time the dreamer
can see you or knows you are
SPELL present, he is shaken. This is a
DESCRIPTIONS compulsion and fear effect.

Charm: Your image in the Dream sight gives a sleeping character the ability to pass through the world like a ghost
dream appears particularly
Illus. by B. Gagan helpful and kind. For the real creatures can. Your spirit can do hit points to –1) and is dying. In the
duration of the spell, the nothing but move and observe—it following round, it dies.
dreamer is under the effect cannot speak, attack, cast spells, or
ofacharmmonsterspell.This perform any other action. Coughing and other attempts by the
is a charm effect. subject to physically expel the water
At the end of the spell, your spirit from its lungs are useless. However,
Rage: Your image in the instantaneously returns to your body another creature can stabilize the
dream taunts and harasses and you wake up. If your body is dis- subject by making a DC 15 Heal check
the dreamer. For the dura- turbed or attacked while your spirit on the creature before it dies.
tion of the spell, any time is wandering, the spell ends immedi-
the dreamer can see you or ately. Undead, constructs, creatures that
knows you are present, he do not need to breathe, and creatures
preferentially attacks you if DROWN that can breathe water are unaffected
in a combat situation. The by this spell.
dreamer gains a +2 morale Conjuration (Creation) [Water]
bonus on saving throws, Level: Druid 6 DROWN, MASS
attack rolls, ability checks, Components: V, S
skill checks, and weapon Casting Time: 1 standard action Conjuration (Creation) [Water]
damage rolls when attacking Range: Close (25 ft. + 5 ft./2 levels) Level: Druid 9
you while under this effect. This Target: One living creature Targets: One or more creatures, no
is a compulsion effect. Duration: Instantaneous
Saving Throw: Fortitude negates two of which are more than 30 ft.
Harrow: Your image in the dream Spell Resistance: Yes apart.
behaves in a bizarre and irrational
manner. For the duration of the spell, Youspeakthewordsandmakethesignof Youspeakthewordsandmakethesignof
the dreamer behaves in an unusual thewave.Yourfoesputters,watergushing the wave, indicating each of your foes in
manner, gaining two random traits from his mouth, then collapses. turn.Theysputterandpitchforward,water
from Table 4–24: One Hundred Traits gushing from their mouths and nostrils.
(DMG 128), rerolling any results not You create water in the lungs of the
pertinent to behavior. If the dreamer subject, causing it to begin drowning This spell functions like drown, except
can see you or knows you are present, (DMG 304) as if it had failed to continue that it affects multiple creatures.
he is confused for 1 round/level. holding its breath. The subject’s hit
points immediately drop to 0, and it DUELWARD
DREAM SIGHT falls unconscious. In the next round,
it loses another hit point (bringing its Abjuration
Divination Level: Sorcerer/wizard 5
Level: Dream 6 Components: V, S, M
Components: S, DF Casting Time: 1 standard action
Casting Time: 1 round
Range: See text
Target: You
Duration: 1 minute/level (D)

Insleepyourspiritrisestotravelaboutand
observe the world.

You fall into a deep sleep while your
spirit leaves your body invisibly in
incorporeal form and travels to distant
locations. Your spirit can move 100 feet
per round, and can see and hear any-
thing you could if you were in the same
location. The spirit can be blocked
by any spell that wards incorporeal
creatures, and it can be detected and
attacked in the same way as incorpo-

74

Range: Personal whose diameter does not exceed 10 feet. either process). A tunnel secured with CHAPTER 1
Target: You A square-sided or rough tunnel can also earth lock can be bypassed by others in
Duration: 1 round/level or until be affected, as long as its diameter at the several ways. A DC 20 Escape Artist SPELL
point where the spell is cast does not check allows the creature making the DESCRIPTIONS
discharged (D) exceed 10 feet. check to squeeze through the constric-
Illus. by R. Spears
Theairaroundyoucrackleswithmagi- An earth lock spell causes a tunnel tion but leaves it intact.
calenergyasyoufinishutteringthe to constrict seconds before charging A DC 25 Strength
lastsyllablesofthespell’sformula. check breaks the
You immediately feel as if your minotaurs reach the gap constriction and
link to the arcane somehow has The constriction takes 1 round to ends the spell. A suc-
increased, filling you with confi- complete. Any Large or smaller ob- cessful dispel magic or
dence and a sense of security. ject or creature that partially blocks
the constriction point is pushed, un- knock spell opens the
While a duelward spell is in harmed, to one side or the other. (A constriction—the former
effect, counterspelling is an creature can decide which way to move; by ending the spell and
immediate action for you, al- an object moves randomly.) A Large or the latter by suppress-
lowing you to counterspell larger object or creature that blocks the ing it for 10 minutes. If a
even when it is not your turn constriction point prevents the spell creature burrows through
without having previously from working until moved. the earth lock, the spell
readied an action. You also You can freely pass through tunnels ends. The constricted
gain a +4 competence bonus that you have secured with this spell. tunnel can also be dug
on Spellcraft checks made to (The constriction opens and closes out normally.
identify spells being cast. on your command, taking 1 round for
Identifying a tunnel
The first time you successfully secured with earth lock (as
counterspell while the spell is in opposed to a tunnel that
effect (whether you counterspell just ends) requires a DC
as an immediate action or not), 20 Search check.
duelward is discharged.
Material Component: A
Material Component: A minia- diamond chip worth at
ture silk glove. least 50 gp, embedded in a
piece of charcoal.
EARTH LOCK
EARTH REAVER
Abjuration [Earth]
Level: Sorcerer/wizard 2 Transmutation [Fire]
Components: V, S, M Level: Cleric 5, sorcerer/
Casting Time: 1
wizard 5
standard action Components: V, S
Range: Close (25 ft. + Casting Time: 1

5 ft./2 levels) standard action
Target: One 1-foot Range: Medium (100 ft.

length of tunnel with a + 10 ft./level)
diameter of up to 10 feet Area: 20-ft.-radius spread
Duration: Permanent Duration: Instantaneous
Saving Throw: None Saving Throw: Reflex partial
Spell Resistance: No Spell Resistance: Yes

You scribe a spiral in the air with the Withastern,commandingword,youpoint
diamond-tipped bit of charcoal, chanting at a spot on the ground. An instant later,
thewordsofthespell.Immediatelythesides the earth at the indicated spot erupts in a
ofthecavernbegintocontract,sealingthe shower of rock, dirt, and fire.
passage behind you.
Creatures and objects within the area
You cause a 1-foot length of subter- take 4d6 points of damage from the
ranean tunnel to constrict, “locking” impact of the rock shards, as well as 3d6
it against others who might wish to points of fire damage; no saving throw
traverse its length. This spell affects applies to the damage. Creatures in
only naturally occurring tunnels or the area must also succeed on a Reflex
worked tunnels that are surrounded on saving throw or be knocked prone.
all sides by unworked, natural, subter-
ranean earth. You can affect any tunnel

75

CHAPTER 1 EARTHBIND stone hammer or a sling stone) instead EARTHFAST
deal nonlethal damage, as does falling
SPELL Transmutation damage when the subject lands on rock Transmutation
DESCRIPTIONS Level: Druid 2, sorcerer/wizard 2 or earth. When the nonlethal damage Level: Druid 2
Components: V, S the subject has taken (from any source) Components: V, S
Casting Time: 1 standard action equals the subject’s current hit points, Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level) the spell ends, and any further damage Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature from a stone or earthen source causes Area: One stone structure or rock
Duration: 1 minute/level (D) damage normally.
Saving Throw: Fortitude negates formation, up to 25 cubic ft./level
Spell Resistance: Yes Material Component: A chunk of Duration: Instantaneous
granite. Saving Throw: None
Your foe will reach you in seconds. You Spell Resistance: Yes (object)
castthisspell,andyellowstripsofmagical EARTHEN GRASP
energyloopaboutitswings,hamperingits Gray bands extend from your fingertips,
flight and dragging it to ground. Transmutation [Earth] wrappingthemselvesaroundthewalllike
Level: Sorcerer/wizard 2 a brace, strengthening it for the coming
You hinder the subject creature’s abil- Components: V, S, M assault.
ity to fly (whether through natural or Casting Time: 1 standard action
magical means) for the duration of the Range: Close (25 ft. + 5 ft./2 levels) You reinforce a rock formation or stone
spell. If the target fails its saving throw, Effect: Animated earthen arm structure. The earthfast spell doubles
its fly speed (if any) becomes 0 feet. An Duration: 2 rounds/level the structure’s hit points and increases
airborne creature subjected to this spell Saving Throw: None its hardness to 10. This spell does not
falls to the ground as if under the effect Spell Resistance: Yes function on constructs.
of a feather fall spell. Even if a new effect
would grant the creature the ability Youraiseyourarmaboveyourhand,your EASY CLIMB
to fly, that effect is suppressed for the fingers flexed like talons. Nearby, an arm
duration of the earthbind spell. made of earth but as large as a person Transmutation
eruptsfromtheground,itshandgrasping Level: Ranger 2
Earthbind has no effect on other at the air. Components: V, S
forms of movement, or even on effects Casting Time: 1 standard action
that might grant airborne movement You bring forth from the ground an Range: Medium (100 ft. + 10 ft./level)
without granting a fly speed (such as arm made of dense, compacted earth or Area: Vertical path 10 ft. wide and
jumping or levitate or air walk spells). soil that can grapple your foes. You can
cause the arm to rise only out of earth, 20 ft. tall/level
EARTHEN GRACE mud, grass, or sand, and the spell fails if Duration: 10 minutes/level (D)
you attempt to cast it in an area with the Saving Throw: None (object)
Abjuration [Earth] wrong materials (including stone). Spell Resistance: Yes (object)
Level: Druid 2, sorcerer/wizard 3
Components: V, S, M Treat the arm as a Medium creature, By pushing upward with your hand and
Casting Time: 1 standard action with a base attack bonus equal to your speaking in a commanding voice, you
Range: Touch caster level and a Strength of 14 +2 per cause indentations to form in the surface
Target: Living creature touched three caster levels (16 at 3rd level, 18 at you designate.
Duration: 1 minute/level 6th level, and so on). The arm doesn’t
Saving Throw: Will negates move from the square it appears in, You create a path of handholds and foot-
but can make one grapple attempt per holds up the surface of a cliff face, tree
(harmless) round against any creature in its square trunk, wall, or other vertical obstacle.
Spell Resistance: Yes (harmless) or any adjacent square. Doing so does This effect changes the surface to the
not provoke attacks of opportunity. If equivalent of a very rough wall (Climb
Yousprinklethespell’scomponentonyour the arm can target multiple creatures, DC 10).
target,causingitsskintomomentarilytake you choose one. If you are unable
on the speckled gray look of granite. The to choose a target, the arm attacks a EASY TRAIL
smell of dust hangs heavily in the air. random creature within reach (possibly
including your allies). Each round Abjuration
You grant the subject an affinity for when it successfully pins a target, the Level: Druid 2, ranger 1
earth and stone. Any damage the subject hand deals lethal damage equal to 1d6 Components: V, S
takes from a stone or earthen source points + its Str modifier. Casting Time: 1 standard action
counts as nonlethal damage for the Range: 40 ft.
duration of the spell. Natural attacks The earthen arm has AC 15, hardness Area: 40-ft.-radius emanation
by creatures made of earth or stone 4, and 3 hit points per caster level. If
(such as stone golems), natural attacks reduced to 0 or fewer hit points, it centered on you
by creatures of the earth subtype, and crumbles to dust. Duration: 1 hour/level (D)
attacks by stone weapons (such as a Saving Throw: None
Material Component: A miniature Spell Resistance: Yes
hand sculpted from clay.

76

magical darkness, although it does CHAPTER 1
not otherwise improve the subject’s
ability to see in natural dark or SPELL
shadowy conditions. The subject DESCRIPTIONS
ignores the miss chance due to
lack of illumination other than
total darkness. While the spell is
in effect, a jet-black film covers
the subject’s eyes, a visual effect
that gives the spell its name.
Material Component: A pinch
of powdered black gemstone of
any type.

ECHO SKULL

Divination
Level: Druid 5
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Animal skull touched
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: Yes (object)

You cast the spell and the animal skull Illus. by E. Polak
in your hand glows green, the radiance
fadingquickly.Youcastyourperception
intotheskullandseeyourownformhold-
ing it. You switch your viewpoint back
andsettheskullaside,abletoeavesdrop
and surprise any trespassers.

You sweep your arm as if to push aside a The easy climb spell can create a path of You can see, hear, and speak through a
branchandsimultaneouslycalloutforthe escape where none existed before tiny dried animal skull at any distance.
plants around you to move aside. Obedi- As long as you and the skull remain on
ently, the plants surrounding you oblige. EBON EYES the same plane, you can see and hear
as if you were standing where it is, and
Anyone in the area of the spell (includ- Transmutation during your turn you can switch your
ing you) finds the undergrowth held Level: Assassin 1, cleric 1, sorcerer/ perception from its location to your
aside while they pass. This effect own or back again as a free action.
essentially provides a trail through wizard 1
any kind of undergrowth, and you Components: V, S, M Focus: A tiny dried animal skull.
treat any trackless terrain as having a Casting Time: 1 standard action
trail (PH 164). Once the effect of the Range: Touch ECTOPLASMIC ARMOR
spell passes, the plants return to their Target: Creature touched
normal shape. The DC to track anyone Duration: 10 minutes/level Abjuration
who traveled within the area of this Saving Throw: None Level: Sorcerer/wizard 1
spell increases by 5 (the equivalent of Spell Resistance: Yes (harmless) Components: V
hiding the trail). Casting Time: 1 standard action
Youfeel,morethansee,ablackhazeform Range: Touch
This spell has no effect on plant at the corner of your eyes. Upon touching Target: Creature touched
crea-tures (that is, they aren’t pushed yourintendedsubjectthehazedisappears Duration: 1 hour/level (D)
or held aside by its effect). andthecreature’seyesbecomeshroudedin Saving Throw: Will negates
blackness.
(harmless)
The subject of this spell gains the Spell Resistance: No
ability to see normally in natural and
Withafinalword,shimmeringtranslucent
slimeappearsaroundthetargetandfitsto
its form like a suit of plate.

77

CHAPTER 1 The subject of the spell gains a +5 armor range. You can shift the effect once caster levels you possess (maximum
bonus to AC, with an additional +1 to per round. four creatures). Each target must be
SPELL the bonus for every four caster levels in a square adjacent to another target.
DESCRIPTIONS you have (maximum +9 bonus at 16th Each of these spheres can absorb and The spell deals 1d6 points of electricity
level). This armor bonus applies only completely negate any spell or spell-like damage per two caster levels (maxi-
against incorporeal touch attacks. All ability, regardless of level, that directly mum 5d6) to each target. A creature
other attacks ignore the armor bonus targets the subject. The spheres do not that fails its Reflex save must make a
from ectoplasmic armor. automatically absorb all spells; the successful Will save or be stunned for
subject can choose whether or not to let 1 round.
ECTOPLASMIC them absorb any given spell cast upon
FEEDBACK it. (This option allows the creature to MaterialComponent:Aloopofcopper
benefit from helpful spells.) Area spells wire and a magnet.
Abjuration and spells that do not actually have
Level: Sorcerer/wizard 2 a target cannot be absorbed. Once a ELEMENTAL BODY
Components: V, S sphere has absorbed a spell or spell-like
Casting Time: 1 standard action ability, it simply fades away. Only spells Transmutation [see text]
Range: Personal and spell-like abilities of deific power Level: Sorcerer/wizard 7
Target: You can overcome the protection provided Components: V, S, M
Duration: 1 minute/level (D) by effulgent epuration. Casting Time: 1 standard action
Saving Throw: None Range: Personal
Spell Resistance: See text ELECTRIC JOLT Target: You
Duration: 1 hour/level
Ashimmeringsheathofenergysurrounds Evocation [Electricity]
you,promisingharmtoincorporealcrea- Level: Sorcerer/wizard 0 Drawinguponthepoweroftheelemental
tures that touch you. Components: V, S planes,yourtransformyourbodyinaflash
Casting Time: 1 standard action of light.
Any creature that hits you with an Range: Close (25 ft. + 5 ft./2 levels)
incorporeal touch attack takes 1d6 Effect: Ray You can transform your body into a
points of force damage +1 point per Duration: Instantaneous particular type of elemental substance.
caster level (maximum +10). If the Saving Throw: None You and your possessions appear to be
attacker has spell resistance, it applies Spell Resistance: Yes made of that element, though in the
to this effect. same general shape and size as your
Awhite-hotelectricsparkdancesonyour normal appearance.
EFFULGENT fingertip and then bolts toward your
EPURATION target. You gain the following abilities when
you cast elemental body:
Abjuration You release a small stroke of electrical
Level: Sorcerer/wizard 9 energy. You must succeed on a ranged • You have the benefits of the attune
Components: V, S touch attack with the ray to strike a form spell (page 17) with respect
Casting Time: 1 standard action target. The spell deals 1d3 points of to the appropriate element. If you
Range: Close (25 ft. + 5 ft./2 levels) electricity damage. choose a water body, for example,
Effect: One magic-absorbing sphere you can breathe normally on water-
ELECTRIC LOOP dominant planes.
per caster level
Duration: 1 round/level Evocation [Electricity] • You are immune to poison, sleep,
Saving Throw: Will negates Level: Sorcerer/wizard 2 paralysis, and stunning, and are not
Components: V, S, M subject to extra damage from critical
(harmless) Casting Time: 1 standard action hits or flanking. You gain darkvision
Spell Resistance: Yes (harmless) Range: Close (25 ft. + 5 ft./2 levels) out to 60 feet.
Targets: One creature/3 levels, each
Completingthepowerfulspell,youbring • Your creature type remains
into being floating spheres of silver, like of which is adjacent to another unchanged, so you are unaffected
bubbles of mercury. target by spells that target elementals, but
Duration: Instantaneous you gain the air, earth, fire, or water
When you cast this spell, you bring Saving Throw: Reflex half; see text subtype depending on the elemental
forth one floating, silvery sphere per Spell Resistance: Yes substance you chose.
caster level, each about the size of your
head. These spheres hover around you Spitting a harsh-sounding arcane word, In addition, you gain the following
to provide protection from magical yousnapyourfingers,andlightningleaps exceptional abilities according to the
effects. As a standard action, you can among your foes. element chosen:
shift the spell’s effect (and thus all the
spheres) to any other creature within You create one small stroke of lightning Air: Fly at your normal speed (perfect
that targets one creature per three maneuverability), air mastery (airborne
creatures take a –1 penalty on attack
rolls and damage rolls against you).

78

Earth: Earth mastery (you gain a +1 EMERALD FLAME FIST action to attempt a DC 15 Reflex save, CHAPTER 1
bonus on attack rolls and damage rolls which extinguishes the flames and
if both you and your foe touch the Evocation [Fire] ends the spell. SPELL
ground), push (you can start a bull rush Level: Sorcerer/wizard 7 DESCRIPTIONS
maneuver without provoking attacks of Components: V, S You can use this spell to attack
opportunity), +3 natural armor bonus Casting Time: 1 standard action an object. Nonmagical, unattended Illus. by C. Frank
to AC. Range: Touch objects are automatically engulfed in
Target: Creature or object touched green flame and take 3d6 points of fire
Fire: Fire immunity, burn (those Duration: 1 round/level; see text damage +1 point per caster level each
you hit in melee and those who attack Saving Throw: See text round.
you with natural weapons must make Spell Resistance: Yes
a Reflex save or catch fire, with a save Crackling emerald flames wreathe your ENERGIZED SHIELD
DC equal to that of a fire elemental of hand as you finish the spell, lighting the
the same size). area around you in a green glow. Abjuration [see text for lesser energized
shield]
Water: Swim at your normal speed, Emerald flame fist sends a
water mastery (you gain a +1 bonus on strong message to your foes Level: Cleric 3, paladin 2
attack rolls and damage rolls if both
you and your opponent touch One of your hands bursts into an aura This spell functions like lesser energized
water), drench (you can use of brilliant emerald flame, shedding shield, except that the energy resistance
your elemental form to light equal to that of a torch. With a
put out nonmagical open standard action, you can make a melee is 10 and damage dealt is 2d6.
flames and dispel magi- touch attack that deals 3d6 points of fire
cal fire you touch as if damage +1 point per caster level (maxi- ENERGIZED
casting dispel magic at mum +20). The creature you touch is SHIELD, LESSER
your caster level). engulfed by the fiercely hot aura of
flame. Each round at the beginning of Abjuration [see text]
Theelementalbody its turn, the creature is allowed a For- Level: Cleric 2, paladin 1
spell has the descrip- titude save to prevent further damage, Components: V, S, DF
tor of the element but on a failed save the creature is still Casting Time: 1
you choose. So, if engulfed in the flaming aura and again standard action
you choose a body of takes 3d6 points of fire damage +1 point Range: Touch
fire,elementalbodyisafire per caster level (maximum +20). Target: Shield touched
spell. Duration: 1 round/level
An engulfed creature that fails its Saving Throw: None
MaterialComponent:Abit Fortitude save can use a full-round Spell Resistance: No
of the element in question
from a plane other than the Asilveraurasurroundsthe
one where the spell is being cast. touchedshieldforamoment
before it appears to trans-
EMBRACE THE WILD form into the chosen type of
energy.Theshieldhumswith
Transmutation power.
Level: Druid 2, ranger 1
Components: V When this spell is cast, the shield
Casting Time: 1 standard action touched appears to be made entirely out
Range: Personal of one type of energy (fire, cold, elec-
Target: You tricity, acid, or sonic). Whoever bears
Duration: 10 minutes/level (D) the shield gains resistance 5 against the
chosen energy type. Additionally, if the
While picturing a certain kind of animal wielder successfully hits someone with
inyourmind,youcryoutinimitationofits the shield with a shield bash attack, the
mostcommoncall.Immediatelythereafter, victim takes 1d6 points of the appropri-
you perceive your surroundings as the ate energy damage in addition to the
animal you imagined would. normal shield bash damage. The energy
type must be chosen when the spell is
Upon casting the spell, you gain the cast and cannot be changed during the
senses of animal creatures. You gain duration of the spell. The energy resis-
low-light vision and either blindsense tance overlaps (and does not stack) with
out to 30 feet or scent (your choice). resist elements. A given shield cannot
You also gain a +2 bonus on Listen and be the subject of more than one lesser
Spot checks. energizedshieldorenergizedshieldspell
at the same time.

79

CHAPTER 1 The descriptor of this spell is the This abjuration grants a creature and levels. If a sphere is used to absorb
same as the energy type you choose its equipment complete immunity to damage, that sphere is destroyed.
SPELL when you cast it. damage from one of the five energy
DESCRIPTIONS types—acid, cold, electricity, fire, or When used to attack a creature
ENERGY EBB sonic. Energy immunity absorbs only with spell resistance, make one spell
hit point damage, so the recipient could resistance roll for all spheres that
Necromancy [Evil] still suffer side effects such as drown- attack the target in a round. Success
Level: Cleric 7, sorcerer/wizard 7 ing in acid, being deafened by a sonic or failure applies to all spheres striking
Components: V, S attack, or becoming immobilized in ice the creature that round.
Casting Time: 1 standard action (and thus helpless).
Range: Close (25 ft. + 5 ft./2 levels) Material Component: Five glass
Effect: Ray Energy immunity overlaps protection marbles.
Duration: 1 round/level from energy and resist energy. As long as
Saving Throw: Fortitude partial; energy immunity is in effect, the other ENERGY
spells absorb no damage.
see text TRANSFORMATION
Spell Resistance: Yes ENERGY SPHERES
FIELD
Youpointyourfingeranduttertheincanta- Evocation [Acid, Cold, Electricity,
tion,releasingablackneedleofcrackling Fire, Sonic] Transmutation
negativeenergythatsuppressesthelifeforce Level: Sorcerer/wizard 7
of any living creature it strikes. Level: Sorcerer/wizard 4 Components: V, S, M, XP
Components: V, S, M Casting Time: 4 rounds
This spell functions like enervation Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels)
(PH 226), except the creature struck Range: Close (25 ft. + 5 ft./2 levels) Area: 40-ft.-radius spread
gains negative levels over an extended Effect: Five floating spheres Duration: Permanent
period. Duration: 1 round/level or until Saving Throw: None
Spell Resistance: Yes
You must succeed on a ranged touch discharged
attack with the ray to strike a target. If Saving Throw: Reflex half; see text You hold the eye in your palm, sprinkle
the attack succeeds, the subject initially Spell Resistance: Yes; see text it with blood and diamonds, and speak
gains one negative level, then continues thewords.Slowlyitrisesfromyourhand,
to gain another negative level each You toss each of the marbles into the air, emitting a soft beam that illuminates the
round thereafter as its life force slowly makingtheincantationasyoudoso.Each chosen area. Then it disappears, and you
bleeds away. The drain can be stopped marbleturnsadifferentcolor—palegreen, place the spell within the magic trap.
only by a successful DC 23 Heal check white,blue,red,andviolet—andsettlesinto
or the application of a heal, restoration, orbit around your head. You create a lingering zone of transfor-
or greater restoration spell. mative magic that absorbs magic energy
You create a circle of five colored from magic items or spellcasting and
Each round after the first, on your spheres that orbit your head at a dis- uses it to power another spell tied to
turn, the affected creature can attempt tance of 1 foot. These spheres provide that location. For example, you could
a Fortitude saving throw to end the as much light as a torch and can be have an energy transformation field tied
effect. used offensively or defensively. Each to a summon monster V spell that would
sphere corresponds to one of the five summon a monster when the field had
If you strike an undead creature, types of energy (acid, cold, electricity, absorbed enough magic.
that creature gains 4d4×5 temporary fire, sonic).
hit points that last for up to 1 hour. The field absorbs the magic of spells
If used to attack, on your turn as a cast, spell-like or supernatural abilities
ENERGY IMMUNITY standard action you can direct one or that are activated, and magic items used
more spheres to strike a creature or within its dimensions. Each source of
Abjuration creatures in range, no two of which are magic provides spell levels of energy to
Level: Cleric 6, druid 6, sorcerer/ more than 30 feet apart. Each sphere the field equal to the spell level of the
deals 5 points of energy damage per effect used. Supernatural abilities that
wizard 7 five caster levels (maximum 20 points emulate spells provide energy equal
Components: V, S of damage) to a single creature, so to the spell level of the effect. Super-
Casting Time: 1 standard action an 11th-level caster’s sphere deals 10 natural abilities that do not emulate
Range: Touch points of energy damage. The subject spells provide energy equal to the HD
Target: Creature touched can make a Reflex save for half damage of the creature using the ability. For
Duration: 24 hours against each sphere. example, a cast fireball spell or a charge
Saving Throw: None from a wand of fireball would add three
Spell Resistance: Yes (harmless) If you are attacked with an effect that spell levels to the field’s store, a potion
causes energy damage, and the sphere of cure light wounds would add one, and
Asenseofsecurityfillsyouasyoucomplete of that type of energy is still present, a wish from a ring of three wishes would
thespell.Asyoutouchtheintendedtarget you can have that sphere absorb some of add nine. Items that don’t have a clearly
ofthespell,thefeelinglingersforamoment that energy damage. Each sphere grants defined spell level (such as the effects
before fading. you energy resistance 5 per five caster

80

of most rods) use the prerequisite caster tion of its previous casting has expired. has an equal chance of absorbing a spell CHAPTER 1
level needed to create that item (so If a linked spell requires concentration effect in that area.
an immovable rod would provide two to maintain, the field expends one spell SPELL
spell levels every time it was activated level for every hour of concentration Material Component: Three drops of DESCRIPTIONS
because of its levitate prerequisite). (the field’s concentration is interrupted your blood, an eye from any human-
Effects that are absorbed give no indi- only by its complete destruction). oid, and 5,000 gp worth of powdered Illus. by R. Horsley
cation of where the magic went; they Spells that require a target will target diamond.
simply vanish. the living creature nearest to the
field. XP Cost: 250 XP.
The field absorbs only magic that is
actually used within its area. Ongoing Typical spells linked to an energy ENERGY VORTEX
magical effects that enter the area, transformation field are blindness/deaf-
including spells cast from outside ness,fireball,suggestion,summonmonster, Evocation [see text]
the area into the field or continually or wall of force. Spells that have a costly Level: Cleric 3, druid 3
functioning items such as a +1 mace, material component or an XP cost Components: V, S
are often visibly reduced, but do not cannot be linked to a field, but those Casting Time: 1 standard action
have their actual effects hindered. For with a costly focus can if the focus Range: 20 ft.
example, a continual flame would dim object is present within the field (typi- Targets: All creatures within a 20-ft.-
slightly, but its overall magic would cally sealed into a wall or in a secret
not be affected. compartment). radius burst centered on you
Duration: Instantaneous
An energy transformation field has Only Mordenkainen’s disjunction, Saving Throw: Reflex half
a single spell linked to it. When the limited wish, wish, or similar spells can Spell Resistance: Yes
field has absorbed spell levels equal destroy the energy transformation field.
to the spell level of its linked spell, it Spellsoflowerlevel,suchasdispelmagic Energy wells up inside you and explodes
automatically casts that spell at a point andgreaterdispelmagic,areabsorbedby outward in a furious burst.
within the field designated by you at it, and an antimagic field prevents it from
the time of the casting of the field. This absorbing magical energy within the Whenyoucastenergyvortex,youchoose
expends those absorbed spell levels field but does not otherwise hamper one of four energy types: acid, cold,
(although unused levels remain until this spell. If two or more field spells electricity, or fire. A blast of that energy
they are used or expire). The cast spell share an overlapping area, each field type bursts in all directions from you,
functions as if cast by you in terms of dealing 1d8 points of damage +1 point
duration and all level-based spell per caster level (maximum +20) to
effects. Absorbed spell levels fade nearby creatures other than you. If
at a rate of one per day if not
used. The field auto- you are willing to take the
matically triggers damage yourself, you
its linked spell if deal twice as
it has enough
stored spell
levels and
the dura-

This gnome druid chose to cast a cold version of energy vortex 81

CHAPTER 1 much damage. You don’t get a Reflex ENHANCE FAMILIAR • Gain the extraordinary abilities of
save, but spell resistance applies, as do the new form.
SPELL any resistances and immunities you Universal
DESCRIPTIONS have to the energy type. Level: Sorcerer/wizard 3 • The new form assumed is stronger
Components: V, S than normal and gains a +2 bonus
The descriptor of this spell is the Casting Time: 1 standard action to Strength.
same as the energy type you choose Range: Touch
when you cast it. Target: Familiar touched • The new form assumed is more agile
Duration: 1 hour/level than normal and gains a +2 bonus to
ENERVATING BREATH Saving Throw: None Dexterity.
Spell Resistance: Yes (harmless)
Necromancy • The new form assumed is healthier
Level: Sorcerer/wizard 9 After you touch the target familiar, the than normal and gains a +2 bonus to
Components: S creatureperksupandappearsmorealert. Constitution.
Casting Time: 1 swift action
Range: Personal You infuse your familiar with vigor, A druid can be affected by more than
Target: Your breath weapon granting it a +2 competence bonus on one enhance wild shape spell at a time,
Duration: 1 round saves, attack rolls, and melee damage but a different wild shape enhancement
rolls, as well as a +2 dodge bonus to must be chosen each time.
Your breath weapon explodes from your Armor Class.
mouth, brilliant but mixed with sharp ENLARGE PERSON,
spikes of living darkness. ENHANCE WILD SHAPE GREATER

For this spell to function, you must Transmutation Transmutation
have a breath weapon, either as a super- Level: Druid 4 Level: Sorcerer/wizard 5
natural ability or as the result of casting Components: V, S Range: Touch
a spell such as dragon breath (page 73). Casting Time: 1 minute Duration: 1 hour/level (D)
When you successfully cast this spell, Range: Personal
you can modify your breath weapon so Target: You Yourintendedsubjectbeginstogrowrapidly
that it is laced with negative energy. In Duration: 1 hour/level as you complete the spell.
addition to the normal energy damage
your breath weapon deals, creatures You call upon the primordial energies of This spell functions like enlarge person
that fail their saving throws against nature to fill you with the raw power of (PH 226), except as noted above.
the breath weapon gain 2d4 negative nature. A feral feeling grows within you,
levels. seeking release. ENRAGE ANIMAL

If the subject gains at least as many This spell infuses your wild shape abil- Enchantment (Compulsion)
negative levels as it has Hit Dice, it dies. ity with magical energy, magnifying [Mind-Affecting]
Each negative level gives a creature and enhancing its power. The type
the following penalties: –1 penalty on of enhancement must be chosen at Level: Druid 1, ranger 1
attack rolls, saving throws, skill checks, the time the spell is cast and cannot Components: V, S
ability checks, and effective level (for be changed once the spell is in effect. Casting Time: 1 standard action
determining the power, duration, DC, The next time you activate your wild Range: Medium (100 ft. + 10 ft./level)
and other details of spells or special shape ability (during the duration of Target: One animal
abilities). Additionally, a spellcaster enhance wild shape), this spell enhances Duration: Concentration +1 round/
loses one spell or spell slot from her your new form in the way you selected.
highest available level. The enhancement to your wild shape level
remains as long as you stay in that form Saving Throw: None
Assuming the subjects survive, (or until the spell’s duration expires) Spell Resistance: Yes
they regain lost levels after a number but does not apply to your next wild
of hours equal to your caster level. shape form. If you do not activate your Youfeelinexplicablyangryasyounearthe
Ordinarily, negative levels have a wild shape ability during the duration conclusionofthespell’scasting.Thefeeling
chance of permanently draining the of enhance wild shape, the spell has no subsidesslightlyasyoureleasethespellinto
subject’s level, but the negative levels effect. your target.
from enervating breath don’t last long
enough to do so. You select one of the following Enrage animal affects only creatures
enhancements when you cast this of the animal type and bestows a +4
If an undead creature is caught spell. morale bonus to Strength and Con-
within the breath weapon, it gains stitution, a +2 morale bonus on Will
2d4×5 temporary hit points before • Assume the form of a plant with your saves, and a –2 penalty to Armor Class.
taking damage from the breath weapon. next wild shape. This effect is otherwise identical to a
These temporary hit points last for up barbarian’s rage (PH 25), except that
to 1 hour. the animal is not fatigued at the end
of the rage.

82

ENTANGLING STAFF Target: One creature Casting Time: 1 standard action
Duration: 1 round Range: Medium (100 ft. + 10 ft./level)
Transmutation Saving Throw: Will negates Effect: Cocoon of force around one
Level: Druid 3, sorcerer/wizard 4 Spell Resistance: Yes
Components: V, S, F Large or smaller creature
Casting Time: 1 swift action Youcastthespellandapurpleglowappears Duration: 1 round/level (D)
Range: Touch in your mark’s eyes. You hold out your Saving Throw: Reflex negates
Target: Quarterstaff touched hand and demand the object it holds in a Spell Resistance: Yes
Duration: 1 round/level (D) compelling voice.
Saving Throw: Yes (harmless, Crushingacaterpillarbetweenyourfingers,
you create a tight cocoon of shimmering CHAPTER 1
object) blue-green energy around your foe.
Spell Resistance: Yes (harmless) SPELL
A cocoon of force encloses a crea- DESCRIPTIONS
Rapping your staff with a knuckle, you ture of size Large or smaller,
cause it to sprout wriggling vines that containing it for the spell’s
grab and lash at the air. duration or until the co-
coon is destroyed. The
Each time you successfully strike Entangling staff makes cocoon has hardness 10 Illus. by M. Phillippi
a foe with the staff (a normal a simple piece of wood and 10 hit points per
melee attack), you deal normal caster level. The envel-
damage and can attempt to into a surprisingly oping cocoon prevents the
start a grapple as a free action versatile weapon creature trapped inside
without provoking attacks from moving or cast-
of opportunity. This grapple You enchant a creature so that ing spells with somatic
attempt does not require a it feels suddenly compelled to give you components. The cocoon
separate touch attack. You gain what it is holding when you cast this is too confining to permit
a +8 bonus on grapple checks you spell. On the creature’s next action, it effective attacks with any-
cause by striking a foe with the moves as close to you as it can get in a thing larger than a natural or
entangling staff. You can attempt single round and offers you the object light weapon (and the creature
to grapple creatures up to one size as a standard action. This spell allows inside can attack only the
category larger than you. you to act out of turn and accept the cocoon in any event).
“gift” if the creature reaches you to You can attach a sec-
If your grapple check succeeds, your hand you the object (assuming you have ond spell to the cocoon
quarterstaff’s vines constrict your foe, a free hand and can accept it). The sub- by casting it at the co-
dealing 2d6 points of damage (you ject defends itself normally and acts as coon. When the enveloping
can choose to deal nonlethal damage it wishes on subsequent rounds, includ-
instead of normal damage if you wish). ing attempting to get the object back if cocoon spell ends or is dismissed, the
You then have two choices: desired. If the subject is prevented from attached spell automatically affects
doing as the spell compels, the spell has the creature inside, with no save al-
Release: You release your opponent no effect. For example, if the subject is lowed (although spell resistance, if
from the grapple. Some vines remain paralyzed and cannot move or drop the any, still applies). If the cocoon is de-
clinging to your foe, leaving it entan- item, nothing happens. stroyed before it is dismissed or the
gled for the duration of the spell. You spell duration ends, the attached spell
can attack different enemies in later ENVELOPING COCOON is wasted.
rounds with the staff, potentially grap-
pling and constricting or entangling Evocation [Force] Any of the following spells from
them. Level: Druid 6 this book can be attached to an envel-
Components: V, S, M oping cocoon: infestation of maggots,
Maintain: You maintain your hold. In languor,miasma,andphantasmaldisori-
subsequent rounds, you deal constric- entation. In addition, a cocoon can be
tion damage with a successful grapple used in conjunction with these spells
check. You can then choose to release from the Player’s Handbook: baleful
or maintain the hold again. polymorph, blight, contagion, dominate
animal, flame strike, and poison (the
Focus: A quarterstaff. subject fails the initial save but can
attempt the second save).
ENTICE GIFT
Material Component: A live cater-
Enchantment [Mind-Affecting] pillar.
Level: Bard 2, Greed 2, sorcerer/

wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)

83

CHAPTER 1 ERADICATE EARTH ETHEREAL BREATH they were material, and does not affect
material creatures in its area.
SPELL Abjuration [Earth] Transmutation
DESCRIPTIONS Level: Sorcerer/wizard 3 Level: Sorcerer/wizard 5 ETHEREAL CHAMBER
Components: V, S, M Components: S
Illus. by R. Spears Casting Time: 1 standard action Casting Time: 1 swift action Evocation [Force]
Range: 40 ft. Range: Personal Level: Sorcerer/wizard 2
Area: 40-ft.-radius burst centered Target: Your breath weapon Components: V, S, M
Duration: Casting Time: 1 standard action
on you
Duration: Instantaneous 1 round Range: Close (25 ft. +
Saving Throw: Fortitude half 5 ft./2 levels)
Spell Resistance: Yes After the casting of ethereal breath, Target: One ethereal
a dragon’s breath weapon affects creature
Yougraspthestonefirmlyand incorporeal creatures Duration: 1 minute/
point your fist outward. You level
feel the stone vanish, and a You exhale a blast of fire down the cor- Saving Throw:
huge,silentexplosionripples ridor,butnoneofthefurnishingstakeany Reflex negates
through the air. damage. On another plane of existence, a Spell Resistance:
hordeofetherealmaraudersisnownothing Yes
A shock wave radiates more than smoldering meat.
from you, seismically For this spell to function, you must You pinch a piece of
damaging all nearby have a breath weapon, either as a super- glass between your
creatures that have the natural ability or as the result of casting fingers and as it crum-
earth subtype. Any such a spell such as dragon breath (page 73). bles to nothingness, a
creature that is within When you successfully cast this spell, glassyprisonspringsinto
the area of the spell you can modify your breath weapon to being.
takes 1d8 points of manifest on the Ethereal Plane instead
damage per caster of on the Material Plane. (You must be You create a translucent
level (maximum on the Material Plane, or on another prison of pure crystalline
10d8). plane with a coexistent Ethereal Plane, force around a target on
for this spell to function.) Your breath the Ethereal Plane. You
MaterialCompo- weapon affects ethereal creatures as if must be able to see or oth-
nent: A small stone. erwise target the creature
you wish to affect.
ESSENCE OF The subject affected by
THE RAPTOR the chamber cannot move on
either the Ethereal Plane or its coter-
Transmutation minous planes for the duration of the
Level: Druid 4 spell but is otherwise unaffected. The
Components: V, S subject cannot move onto another
Casting Time: 1 standard action plane while inside the chamber, in-
Range: Personal cluding the Material Plane.
Target: You The subject within the crystalline
Duration: 10 minutes/level (D) prison cannot make physical attacks
or be attacked and is unaffected by
You infuse yourself with the essence of a most spells and supernatural abilities.
prehistoricraptor.Newsensationsassault Gaze attacks and sonic spells function
youasyounoticesounds,smells,andother through the walls of the crystalline
elements of your surroundings that you prison, but a creature within the
could not perceive before. chamber gains a +2 bonus on saving
throws.
Your physical appearance does not The target of ethereal chamber can
change. Your speed increases to 60 feet break the crystalline prison by making
(if it is already 60 feet or faster, it does a Strength check (DC 10 + caster level).
not change), and you gain a +8 bonus on A disintegrate spell destroys an ethereal
Hide, Jump, Listen, Spot, and Survival chamber.
checks. MaterialComponent:Apieceoftrans-
lucent glass.
You also gain the scent ability (MM
314).

84

ETHEREAL MOUNT Once per round after that for the wooden, plaster, or stone walls, but not CHAPTER 1
duration of the spell, you can target through metal or harder materials. If a
Conjuration (Creation) another creature with your glare as a wall’s thickness is more than 1 foot per SPELL
Level: Bard 4, sorcerer/wizard 4 standard action. You can’t target the caster level, then a single excavate spell DESCRIPTIONS
Effect: One quasi-real mount, plus same creature twice with a single simply makes a niche or short tunnel
casting of the spell, regardless of the with the stated dimensions. Several
one additional mount/2 levels outcome of its saves. excavate spells can be used in succession
to breach very thick walls by forming
Yourspelldrawsetherintoform,creating EXACTING SHOT a continuing passage. Unlike passwall,
a misty mount for you to ride. excavate is an instantaneous effect that
Transmutation does not end and cannot be dispelled;
This spell functions like phantom steed Level: Ranger 2 any passage it creates is permanent.
(PH 260), except as noted here. You Components: V, S
call into being one or more quasi-real Casting Time: 1 swift action Material Component: A pinch of
mounts. These mounts accept only you Range: Touch excavated earth.
and those that you designate as riders. Target: Ranged weapon touched
The mounts appear as horses or any Duration: 1 minute/level EXPEDITIOUS RETREAT,
other commonly ridden mounts, but Saving Throw: Will negates SWIFT
they have a foggy, almost translucent
nature, and their colors shift across the (harmless, object) Transmutation
spectrum over time. Spell Resistance: Yes (harmless, Level: Bard 1, sorcerer/wizard 1
Components: V
These mounts have AC 18 (–1 size, object) Casting Time: 1 swift action
+4 natural armor, +5 Dex), and hit Duration: 1 round
points equal to 10 + your caster level. Asyoucompletethecomplicatedritualof
They do not fight and have no attacks. thespellyouseeinyourmind’seyethevital In a breathless voice you call out, as if you
If reduced to 0 hit points, an ethereal areas of your favored enemy’s anatomy. were already running a race.
mount melts into the ethereal fog from
which it came. All rolls made to confirm critical This spell functions like expeditious
threats by the target weapon against retreat (PH 228), except as noted
An ethereal mount has a speed of your favored enemies automatically above.
240 feet on the Ethereal Plane and can succeed, so every threat is a critical
carry its rider’s weight plus 10 pounds hit. The affected weapon also ignores EXPLOSIVE CASCADE
per level. (If the Deep Ethereal is used any miss chance due to concealment
in your cosmology, then the amount whenever you fire at a favored enemy Evocation [Fire]
of time to reach destinations is halved (unless the target has total conceal- Level: Sorcerer/wizard 4
while on an ethereal mount.) ment, in which case the normal miss Components: V, S, M
chance applies). If the ranged weapon Casting Time: 1 standard action
EVIL GLARE or the projectile fired has any magical Range: Close (25 ft. + 5 ft./2 levels)
effect or property related to critical hits, Area: One 5-ft. square/level, all of
Necromancy [Evil, Fear, this spell has no effect on it.
Mind-Affecting] which must be connected in one
EXCAVATE continuous path (S)
Level: Cleric 7, sorcerer/wizard 7 Duration: Instantaneous
Components: V, S, DF Transmutation Saving Throw: Reflex half
Casting Time: 1 standard action Level: Sorcerer/wizard 8 Spell Resistance: Yes
Range: 30 feet Components: V, S, M
Target: Living creatures Casting Time: 1 standard action Youholdthemetaltubeoutfromyourbody
Duration: 1 round/level; see text Range: Close (25 ft. + 5 ft./2 levels) and cast the spell. A bright ball of flame
Saving Throw: Will negates Effect: One 5-ft.-by-5-ft. opening, manifestsandskipsacrossthebattlefield,
Spell Resistance: Yes immolating targets in its path.
1 ft./level deep
You cast this spell and your eyes begin to Duration: Instantaneous You create a path of flame when you
tingle, brimming with dark energy. You Saving Throw: None cast this spell. Anything along this
shootaglanceatyourrival,andshefreezes Spell Resistance: No path takes 1d6 points of fire damage
in her tracks from your malignant glare. per caster level (maximum 10d6) to all
You toss the bit of earth against the wall creatures and objects it touches. The
Immediately upon completion of the and it glitters and burns as it strikes the flame lights up the area as if it were a
casting of this spell, you target a living stone.Therockvaporizeswhereithitsand torch, and small sparks and decaying
creature within range with your glare; apassageopensbeforeyou,burrowinginto flames remain in the area for 1 round,
that creature becomes paralyzed with the wall. shedding light as candles but dealing
fear for 1d8 rounds. You must be able no damage. A creature or object can
to see the creature, and it must be able As with passwall (PH 259), this spell
to see you (though it need not meet allows you to create a passage through
your gaze).

85

CHAPTER 1 be affected only once by each casting Callingupontheessenceofelementalwater, EYE OF THE
of this spell. you surround your target creature with
SPELL a swirling blue and red aura. The aura HURRICANE
DESCRIPTIONS If the damage from the flame destroys seeps into the creature a moment before
an interposing barrier, the flame can water spurts forth from its pores. It cries Abjuration [Air]
move beyond the barrier if it has area out in pain. Level: Druid 4
remaining. Components: V, S
This brutal spell causes the targeted Casting Time: 1 standard action
Material Component: Bat guano, creature to dehydrate horribly as the Range: 40 ft.
sulfur, and copper packed into a metal moisture in its body is forcibly extracted Area: 40-ft.-radius emanation
tube with one closed end. through its eyes, nostrils, mouth, and
pores. This deals 1d6 points of damage centered on you, with 10-ft.-radius
EXTEND TENTACLES per caster level (maximum 20d6), or quiet area centered on you
half damage on a successful Fortitude Duration: 1 round/level
Transmutation save. If the targeted creature is slain Saving Throw: Fortitude negates;
Level: Cleric 2, sorcerer/wizard 2 by this spell, the extracted moisture is see text
Components: V transformed into a water elemental of Spell Resistance: Yes
Casting Time: 1 standard action a size equal to the slain creature (up to
Range: Personal Huge). The water elemental is under Your voice trails off into whispers as you
Target: You your control, as if you summoned it, near the end of the spell’s complex ritual.
Duration: 1 round/level and disappears after 1 minute. The whispers begin to build upon one
another, echoing in the air around you,
Youwriggleyourtentaclesinacomplicated This spell has no effect on living swirlingandtwistinguntiltheybecomea
choreography of movement, and your creatures with the fire subtype. steadycacophony.Thewindgathersspeed,
tentacles lengthen. creating a spherical vortex around you.

Illus. by J. Jarvis This spell lengthens your tentacles, With this spell, you create a swirling
increasing the reach of your tentacle miniature storm that provides a mea-
attacks by 5 feet. The tentacles attack sure of protection, but leaves you and
as normal. If you do not already have those near you unaffected.
tentacles, the spell has no effect on
you. The storm that surrounds
you has hurricane-force
EXTRACT WATER winds spinning in a circle
ELEMENTAL with you at the center.

Transmutation [Water] Normal ranged attacks
Level: Druid 6, sorcerer/wizard 6 through the hurricane’s
Components: V, S windy area are impos-
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level) sible, and even heavier
Target: One living creature projectiles such as siege
Duration: Instantaneous weapons and giant boul-
Saving Throw: Fortitude half ders take a –8 penalty on
Spell Resistance: Yes the attack roll.
Creatures who move inside
Horrific but effective, the spell’s area suffer effects
extract water elemental kills a foe depending on their size and
by turning the water in its body into whether they’re airborne.
Each creature must
a separate creature
make a saving throw
at the beginning of
its turn or when
it enters the af-
fected area.

86

Medium or smaller creatures must any spell of 3rd level or lower that has dire bats travel together, never separat- CHAPTER 1
succeed on a Fortitude save or be a range other than personal through ing by more than 40 feet. They fly with a
knocked 1d4×10 feet away from the the eye. Any spell so cast functions as speed of 40 feet if viewing an area ahead SPELL
eye of the hurricane’s center and take though it had been cast from the eye’s as a human would (primarily looking DESCRIPTIONS
1d4 points of nonlethal damage per 10 location rather than yours. Casting any at the floor) or at half speed (speed 20
feet traveled in this manner. Creatures spell of higher than 3rd level through feet) if examining the ceiling and walls
blown away are knocked prone as well. the eye not only produces no effect as well as the floor ahead. The bats can
Flying creatures are blown back 2d6×10 (though the spell is still expended), travel in any direction as long as the
feet and take 2d6 points of nonlethal but it destroys the eye of power and ends spell lasts.
damage. the spell.
You must concentrate to control the
Large creatures must succeed on a Unlike an arcane eye, an eye of power dire bats. If you do not concentrate, the
Fortitude save or be knocked prone by is visible and corporeal, so it can be bats move to attack the closest active
the force of the wind. Flying creatures destroyed. The eye is a Fine object with creature. Once concentration lapses,
are instead blown back 1d6×10 feet. AC 18 and 77 hit points. It uses your the spell ends 5 rounds later.
save bonuses for saving throws.
Huge creatures must succeed on Material Component: A bit of bat fur.
a Fortitude save or be checked. Fly- Material Component: A bit of bat fur.
ing creatures are instead blown back FAITH HEALING
1d6×5 feet. EYES OF THE KING
Conjuration (Healing)
Gargantuan and Colossal creatures Conjuration (Summoning) [Evil] Level: Blackguard 1, cleric 1, paladin 1
can move through the spell’s area with- Level: Hunger 6 Components: V, S
out adverse consequences. Components: V, S, M Casting Time: 1 standard action
Casting Time: 1 minute Range: Touch
Even creatures that succeed on their Range: Unlimited Target: Living creature touched
saving throws must attempt them again Effect: Magical sensor Duration: Instantaneous
whenever they start a turn inside the Duration: Concentration + 5 rounds, Saving Throw: Will half (harmless)
spell’s area or whenever they move back Spell Resistance: Yes (harmless)
into it. up to 1 minute/level (D)
Saving Throw: None Youplaceyourhandsonyourloyalacolyte
The spell’s area is effectively a sphere. Spell Resistance: No and blue-silver radiance discharges from
Although the area is centered on you, yourhands.Thehorrendouswoundsacross
you’re not within the wind. If you move, Letting a bit of bat fur loose to float on the his chest heal, leaving no scar.
the eye of the hurricane moves as well air,yousummonhuge,glowinggreenbats
to keep you in the center. If you cast to serve as your eyes. When laying your hand upon a living
eye of the hurricane so that creatures are creature, you channel positive energy
inside the eye when the spell begins, You summon four fiendish dire bats that cures 8 points of damage +1 point
they must make Fortitude saves when (MM 62) that blaze with a faint ghoul- per caster level (up to +5). The spell
your movement brings the area of wind green light (they glow as bright as a works only on a creature that worships
upon them. Thereafter, if you move the candle). These fiendish dire bats have the same deity as you. A target with no
spell area into a square occupied by damage reduction 5/magic; resistance deity or a different deity from yours
another creature, that creature makes to acid 5 and fire 5; spell resistance 9; is unaffected by the spell, even if the
a Fortitude save at the beginning of its and a smite good attack that provides a target would normally be harmed by
next turn (assuming the windy area of +4 bonus on one damage roll. positive energy.
the spell is still on it).
The bats allow you to see through FALSE GRAVITY
EYE OF POWER their eyes, from their perspective,
using your own visual senses. If you Transmutation
Divination (Scrying) have darkvision, low-light vision, or Level: Sorcerer/wizard 3
Level: Sorcerer/wizard 9 spells cast that enhance your visual Components: V, S, M
Components: V, S, M senses, such as true seeing or see invis- Casting Time: 1 standard action
Casting Time: 10 minutes ibility, you continue to gain the benefit Range: Touch
Range: Unlimited of those abilities or spells through the Target: Creature touched
Effect: Magical sensor eyes of your bat minions. The bats also Duration: 1 minute/level
Duration: 1 minute/level (D) give you the benefit of their blindsense Saving Throw: Will negates
Saving Throw: None ability for the purpose of viewing their
Spell Resistance: No surroundings for the duration of the (harmless)
spell. Spell Resistance: Yes (harmless)
Yourinvocationcreatesaminiaturefloating
eyeoffaintlyglowingblueenergy.Spying You can summon the bats at any You clatter the magnets in your hand and
yourenemyfromthesafetyofyourmagical point you can see, but they can then setyourfootonthewall.Yoursecondstep
sensor, you unleash your spell. travel outside your line of sight without carriesyouontothewall,andyoucanwalk
hindrance. Even while outside your up it with ease.
This spell functions like arcane eye (PH line of sight, they follow your mental
200), except as noted here. You can cast directions on where to explore. The

87

The subject of this spell can travel on call the familiar forth or it can leave the expires or if the spell ends abnormally
any solid surface as though that surface space on its own. (as above), the familiar appears in your
possessed its own gravity. For example, space unharmed.
the subject could walk or even run Once inside, the familiar has total
up a wall as though the wall were a coverandtotalconcealment,andasafree Material Component: A tiny golden
perfectly level floor. The subject can action, you or the familiar can further needle and a strip of fine cloth given a
switch “down” as often as it likes during seal the space to make it air- half twist and fastened at the ends.
the spell’s duration, though only once tight and
per round, as a free action. Unattended FANGS OF THE
CHAPTER 1 objects fall, as normal. VAMPIRE KING

SPELL The subject of false gravity can fly Transmutation [Evil]
DESCRIPTIONS by choosing a solid surface and Level: Assassin 3,
letting itself fall through
Illus. by C. Frank the air toward it. A charac- blackguard 3,
ter “flying” in this fashion Deathbound 3
moves at 30 feet per round Components: V, S
and can make one turn, in Casting Time: 1
any direction, once per round,
by redefining its personal grav- standard action
ity. A creature falling in this Range: Personal
fashion loses all “downward” Target: You
momentum when it changes its Duration: 1 minute/level
gravity.
Hissinganevillaugh,yousprout
Material Component: A pair of sharp fangs to drain the blood of
magnets.
your foes.
FAMILIAR POCKET
You grow vampirelike fangs
Universal that allow you to make bite
Level: Sorcerer/wizard 1 attacks as a natural attack.
Components: V, S, M Your bite attack deals 1d6
Casting Time: 1 standard points of damage + your Str
modifier, and 1 point of Constitu-
action tion damage. If you make a full attack
Range: Touch with other weapons, you can make a
Target: One container or garment bite attack as a natural secondary attack
(–5 penalty on the attack roll).
with a pocket touched
Duration: 1 hour/level (D) Fangs of the vampire king turns a FANTASTIC MACHINE
Saving Throw: None spellcaster into a bloodsucking horror
Spell Resistance: No Conjuration [Creation]
waterproof. The air supply inside the Level: Craft 6, Gnome 6
You move your hand along the mouth of sealed space lasts for 1 hour, but with Components: V, S, DF
thepocketintendedforyourfamiliar,and the pocket unsealed, the familiar can Casting Time: 1 standard action
a line of glowing white energy follows in remain inside indefinitely. The familiar Range: Medium (100 ft. + 10 ft./level)
its wake. The glow fades, and the space cannot attack or cast spells from within Effect: A 10-ft. machine
seemsstrangelylargerinsidethananormal the space, but can use supernatural or Duration: 1 minute/level (D)
pocket. spell-like abilities as normal (provided Saving Throw: None
they don’t require line of sight, which Spell Resistance: No
When you cast this spell, a garment the pocket blocks). You continue to
or container becomes a safe haven for gain the special ability granted by your Your spell generates an illusory, many-
a Tiny or smaller familiar. The spell familiar. While inside the pocket, the armed,noisy,massivemechanicalconstruct
turns the target pocket into a comfort- familiar continues to benefit from the of impressive appearance.
able extradimensional space (about 1 share spells ability as if it were adjacent
cubic foot). The familiar can fit inside to you. This spell creates a bizarre, but useful,
the space without creating any notice- machine that you can command to
able bulge in the item. Whenever the The spell ends if the familiar pocket perform any simple, physical task that
familiar is touching you, you can whisk is placed within or taken into another can be described in twenty-five words
it inside the space as a free action by extradimensional space (such as a or less. You can order the machine to
speaking a command word chosen portable hole). If your familiar is within perform the same task over and over,
by you when the spell is cast. If the the pocket when the spell duration but you can’t change the task. You must
familiar can speak, it can command specify the task when you cast the spell.
itself inside. As a free action, you can The machine always acts on your turn

88

in the initiative order. (It can act during a speed of 60 feet. It can swim or fly at the subject at the time of casting, they CHAPTER 1
the turn you cast the spell.) a speed of 20 feet (poor). It has 16 HD, are suspended for the spell’s dura-
88 hit points, AC 20 (–1 size, +11 natu- tion. (Thus, an unconscious subject SPELL
The machine functions as a Large ral), and hardness 20. Its saving throw becomes conscious and functional.) DESCRIPTIONS
animated object (MM 13). It trundles modifiers are Fortitude +5, Reflex +5, When the spell ends, any effects
over the ground at a speed of 40 feet. and Will +0. suspended by the spell that have not
It can swim or fly at a speed of 10 feet expired in the interim (such as the
(clumsy). It has 22 hit points, AC 14 (–1 The machine has a Strength of 22. fatigued condition, which normally
size, +5 natural), and hardness 10. Its A light load for the machine is up to requires 8 hours of rest to recover
saving throw modifiers are Fortitude 346 pounds, a medium load is 347–692 from) return. Effects that expired
+1, Reflex +1, Will –4. pounds, and a heavy load is 693–1,040 during the duration of this spell do
pounds. The machine can fly or swim not resume when it ends.
The machine has a Strength of 16. only when lightly loaded.
A light load for the machine is up to In addition to these effects, the sub-
172 pounds; a medium load is 173–346 The machine can lift a weight of up ject gains the benefit of the Endurance
pounds; and a heavy load is 347–520 to 2,080 pounds to a height of 15 feet. feat for the duration of the spell.
pounds. The machine can fly or swim It can push or drag 5,200 pounds. It
only when lightly loaded. can excavate 20,000 pounds of loose FAVORABLE SACRIFICE
rock each minute (which is sufficient
The machine can lift a weight of up to clear a 5-by-5-by-5-foot space in Abjuration
to 1,040 pounds to a height of 15 feet. 1 round). It can excavate sand or loose Level: Cleric 3
It can push or drag 2,600 pounds. It soil at twice that rate. Components: V, S, M
can excavate 7,000 pounds of loose Casting Time: 1 standard action
rock each minute (which is sufficient The machine makes slam attacks Range: Touch
to clear a 5-by-5-by-5-foot space in 3 with an attack bonus of +17/+12 for Target: Creature touched
rounds). It can excavate sand or loose 1d8+9 points of damage. It deals triple Duration: 1 hour/level
soil at twice that rate. slam damage (3d8+27) against stone Saving Throw: Will negates
or metal. The machine can hurl Small
The machine has an attack bonus rocks (if any are at hand) with an attack (harmless)
of +5 and can make one slam attack bonus of +12/+7. Its range increment is Spell Resistance: Yes (harmless)
each round that deals 1d8+4 points of 150 feet, and it can throw a rock up to
damage. It deals triple slam damage 10 range increments. A thrown rock The gems vaporize in your hand as you
(3d8+12) against stone or metal. The deals 2d6+9 points of damage. intone the spell. The rising vapors sur-
machine can hurl Small rocks (if any roundyourally,grantinghimtheblessing
are at hand) with an attack bonus of FAVOR OF THE MARTYR of your beliefs.
+3. Its range increment is 150 feet,
and it can throw a rock up to 10 range Necromancy The subject receives the protection of
increments. A thrown rock deals 2d6+4 Level: Paladin 4 a divine power commensurate with
points of damage. Components: V, S the value of the expended material
Casting Time: 1 standard action component. Only one of the benefits
FANTASTIC MACHINE, Range: Medium (100 ft. + 10 ft./level) described below applies per casting of
Target: One willing creature this spell; they do not stack.
GREATER Duration: 1 minute/level
Saving Throw: None By expending 250 gp, you grant the
Conjuration [Creation] Spell Resistance: Yes (harmless) subject damage reduction 5/magic;
Level: Craft 9 resistance to acid, cold, electricity, fire,
Calling upon the saints of your order, you and sonic 10; and spell resistance equal
This spell functions like fantastic imbuethepersoninneedwiththepowerto to your caster level.
machine, but you can concentrate on resist the dire forces arrayed against you.
controlling the machine’s every action By expending 1,000 gp, you grant the
or specify a simple program, such as to The subject gains immunity to nonle- subject damage reduction 10/magic;
collect all the logs in an area and stack thal damage, charm and compulsion resistance to acid, cold, electricity, fire,
them in a neat pile, plow a field, drive effects, and attacks that function and sonic 15; and spell resistance equal
piles, or the like. The machine can specifically by causing pain, such to your caster level +5.
perform only fairly simple physical as the wrack spell (see page 243). It
tasks. Directing the machine’s actions is further immune to effects that By expending 10,000 gp, you grant
or changing its programmed move- would cause it to be dazed, exhausted, the subject damage reduction 20/magic;
ment is a standard action for you. The fatigued, nauseated, sickened, stag- resistance to acid, cold, electricity, fire,
machine always acts on your turn in gered, or stunned. The subject remains and sonic 20; and spell resistance equal
the initiative order. (It can act during conscious at –1 to –9 hit points and to your caster level +10.
the turn you cast the spell.) can take a single action each round
while in that state, and does not lose Material Component: Gems worth a
Except where noted below, the hit points for acting. If any of the total of 250 gp, 1,000 gp, or 10,000 gp.
machine functions as a Large animated above conditions were in effect on
object (MM 13) constructed from ada-
mantine. It trundles over the ground at

89

CHAPTER 1 FEARSOME GRAPPLE Components: V, S Duration: Instantaneous plus
Casting Time: 1 standard action 1 round/level; see text
SPELL Transmutation Range: 30 ft.
DESCRIPTIONS Level: Sorcerer/wizard 2 Area: 30-ft.-radius emanation Saving Throw: Reflex partial
Components: V Spell Resistance: Yes
Casting Time: 1 immediate action centered on you
Range: Personal Duration: 1 round/level Yourbreathbecomescoldandfrostyasyou
Target: You Saving Throw: Will negates intone this spell, and blue-white crystals
Duration: 1 round/level Spell Resistance: Yes eruptfromthesoil,chillairswirlingaround
their needle-sharp tips.
Twoshort,otyughliketentaclessproutfrom Wrenchinglifefromtheirbodieswithyour
under your arms to hang limply at your magic, your foes’ remains stir and rise as Razor-sharp ice crystals surround the
sides. When you think of grappling, the ghouls under your control. targets. Each target takes 1d6 points
tentacles twitch to life and wave about as of damage per caster level (maximum
if seeking a foe. Humanoid creatures in the area with 20d6); half of this damage is cold
–1 to –9 hit points that fail their saving damage, and half is slashing. In addi-
You grow two tentacles that grant you throws die and immediately rise as tion, each target’s speed is reduced
a +4 circumstance bonus on grapple ghouls (MM 118) under your control. by 20 feet for 1 round per caster level.
checks. These tentacles cannot attack, You choose whether the ghouls follow Creatures that succeed on Reflex saving
hold objects, manipulate items, or per- you, or whether they can remain where throws take half damage and their
form any action other than grappling. formed and attack any creature (or just movement is unaffected.
If your caster level is at least 9th, you a specific kind of creature) the ghouls
grow four tentacles instead, and the notice. The ghouls remain until they Focus: A silver shuriken worth 50 gp
circumstance bonus increases to +8. are destroyed. that looks like a snowflake.

FELL THE The ghouls that you create remain FIENDFORM
GREATEST FOE under your control indefinitely. No
matter how many ghouls you gener- Transmutation [Evil]
Transmutation ate with this spell, however, you can Level: Sorcerer/wizard 5
Level: Assassin 2, cleric 3, paladin 2, control only 4 HD worth of undead Components: V, S, M
creatures per caster level (this includes Casting Time: 1 standard action
ranger 2 undead from all sources under your Range: Personal
Components: V, S, M control). If you exceed this number, all Target: You
Casting Time: 1 standard action the newly created creatures fall under Duration: 1 minute/level
Range: Touch your control, and any excess undead
Target: Creature touched from previous castings become uncon- The bone in your hand cracks and then
Duration: 1 round/level trolled (you choose which creatures are crumblestodustasyoucompletethespell.
Saving Throw: Fortitude negates released). If you are a cleric, any undead Youseewithinyoursubconsciousabesti-
you might command by virtue of your aryofterriblefiendsevenasdarkwhispers
(harmless) power to command or rebuke undead in your mind attempt to convince you
Spell Resistance: Yes (harmless) do not count toward the limit. which form to take.

You touch the creature, and its muscles Creatures that fall to –1 hit points or This spell functions like alter self (PH
ripple with yellow energy. fewer in the area after the spell is cast 197), except that you can take the
are likewise subject to its effect and rise form of any fiendish creature, demon,
The subject gains the ability to deal as ghouls on your next turn. or devil that can be summoned by a
greater damage against larger creatures. summon monster I, II, III, or IV spell
For every size category of an opponent No creature can be affected by (MM 287), regardless of size. You
bigger than the subject of the spell, the this spell more than once per round, can assume only one form with each
subject deals an extra 1d6 points of regardless of the number of times that use of the spell, but you gain all that
damage on any successful melee attack. the area of the spell passes over it. This form’s extraordinary, spell-like, and
For example, a Medium creature would spell does not affect creatures that are supernatural abilities, and your type
deal an extra 1d6 points of damage already dead, or creatures that are killed changes to outsider. Spells and effects
against a Large creature, 2d6 against by reducing their hit points to –10. that harm or ward evil outsiders affect
Huge, 3d6 against Gargantuan, or 4d6 you, and any effect that would normally
against a Colossal creature. FIELD OF ICY RAZORS banish an outsider to its home plane
instead ends the spell and leaves you
Material Component: A dragon’s claw Evocation [Cold] dazed for 1 round per caster level.
or a giant’s fingernail. Level: Sorcerer/wizard 8
Components: V, S, F MaterialComponent:Abonefromany
FIELD OF GHOULS Casting Time: 1 standard action fiendish creature, half-fiend, demon, or
Range: Medium (100 ft. + 10 ft./level) devil.
Necromancy [Death, Evil] Targets: One creature/level, no two
Level: Hunger 7
of which are more than 60 ft. apart

90

CHAPTER 1

SPELL
DESCRIPTIONS

A field of icy razors stops a centaur’s charge Illus. by B. Hagan

FIERCE PRIDE OF THE A celestial lion called by this spell You speak the words of this spell, and a
has damage reduction 5/magic; resis- bluemarkthatonlyyoucanseeappearson
BEASTLANDS tance to acid 5, cold 5, and electricity youropponent,highlightingaweakspotin
5; spell resistance 9; and a smite evil her defense.
Conjuration (Summoning) attack that provides a +5 bonus on one
[Chaotic, Good] damage roll. You gain the ability to perceive weak
points in your opponent’s armor.
Level: Cleric 8, sorcerer/wizard 8 A celestial dire lion called by this Your first melee or ranged attack each
Components: V, S spell has damage reduction 5/magic; round is resolved as a touch attack,
Casting Time: 10 minutes resistance to acid 10, cold 10, and disregarding the subject’s armor, shield,
Range: Medium (100 ft. + 10 ft./level) electricity 10; spell resistance 13; and and natural armor bonuses (including
Effect: Two or more summoned a smite evil attack that provides a +8 any enhancement bonuses) to Armor
bonus on one damage roll. Class. Other AC bonuses, such as dodge
creatures, no two of which are bonuses, deflection bonuses, and luck
more than 30 ft. apart The creatures obey you explicitly and bonuses, still apply.
Duration: 10 minutes/level (D) never attack you, even if someone else
Saving Throw: None manages to gain control over them. You FIND TEMPLE
Spell Resistance: No do not need to concentrate to maintain
control over the creatures. You can Divination
Green-white fog rises from the ground as dismiss them singly or in groups at Level: Paladin 1
youintonethisspell,andgreatfelineshad- any time. Components: V, S, DF
owstakesshapewithinthemistycloud.The Casting Time: 1 standard action
first of a pride of golden-pelted lions with FIND THE GAP Range: 10 miles + 1 mile/level
silver eyes emerges from the fog. Area: Circle centered on you, with a
Divination
When the spell is complete, 2d4 celes- Level: Assassin 3, paladin 3, ranger 3 radius of 10 miles + 1 mile/level
tial lions (MM 274) appear. Ten minutes Components: V Duration: 1 hour/level
later, 1d4 celestial dire lions (MM 63) Casting Time: 1 standard action Saving Throw: None
appear. Each creature has maximum Range: Personal Spell Resistance: No
hit points per Hit Die. Once these Target: You
creatures appear, they serve you for the Duration: 1 round/level
duration of the spell.

91

CHAPTER 1 At ease and filled with a reassuring calm, two of which are more than 30 ft. dealt by the fire shuriken (including
youcloseyoureyesforamomenttoallow apart your Strength bonus and sneak attack
SPELL your deity to guide you to a holy place. Duration: 1 round/level (D) damage) is also fire damage. The
DESCRIPTIONS Saving Throw: Will negates shuriken disappear when they hit, so
With this spell, you can easily find a (harmless) they cannot set fire to combustibles or
Illus. by P. Martin place to worship and possible aid or Spell Resistance: Yes (harmless) damage objects.
shelter from the priests within. When
the spell is cast, you sense the direction Withafewfrenziedmotionsyoucomplete You can create one fire shuriken per
of the nearest temple to your god. If the spell, bathing your allies in halos of three caster levels, up to a maximum of
there is none within the spell’s area, the magical flame. six at 18th level.
spell instead shows you the direction of
the nearest temple dedicated to a god This spell functions like fire shield (PH Material Component: A shuriken
of the same alignment as yours. You 230), except as noted above. coated with pine sap and sulfur.
can also specify a particular temple to
search for, but you must have visited FIRE SHURIKEN FIRE SPIDERS
the temple personally at some point in
the past (seeing the temple through a Evocation [Fire] Conjuration (Summoning) [Fire]
divination does not count). Level: Assassin 2 Level: Sorcerer/wizard 6
Components: V, S, M Components: V, S, M
FINS TO FEET Casting Time: 1 standard action Casting Time: 1 standard action
Range: 0 ft. Range: Close (25 ft. + 5 ft./2 levels)
Transmutation Effect: One magic shuriken/3 levels Effect: Fiery spiders that cover a
Level: Druid 2, sorcerer/wizard 2 Duration: Instantaneous
Components: V, S Saving Throw: None 10-ft.-radius spread
Casting Time: 1 standard action Spell Resistance: Yes Duration: 1 round/level
Range: Touch Saving Throw: Reflex half
Target: Willing creature touched With dark intent you complete the quick Spell Resistance: Yes
Duration: 1 hour/level motions of the spell and find in your hand
Saving Throw: Fortitude negates several shuriken composed of flame. Tiny lights appear in the darkness—one,
ten, over a hundred. As they appear, the
(harmless) This spell creates shuriken formed of soundofinsectilechitteringincreases,until
Spell Resistance: Yes (harmless) magical fire that you can throw as a aswarmingarmyofflaming,otherworldly
normal ranged attack. You are automati- arachnids is gathered together at your
Thenaga’slowerextremitiesthrashabout cally considered proficient with the fire command.
and slowly transform into humanoid shuriken, which have a range incre-
limbs. ment of 10 feet, threaten a critical hit You call forth a teeming mass of fire
on a roll of 19–20, and deal 3d6 points elementals the size of common spiders.
This spell transforms tails, tentacles, or of fire damage each on a successful A creature that starts its turn in the
finned extremities into humanoid legs hit (although you and your posses- affected area takes 4d6 points of fire
and feet. Creatures so affected lose any sions take no damage as the shuriken damage. Each round, you can use a
natural swim speed they possess, but are thrown). Any additional damage move action to direct the spiders to
gain a land speed instead. Transmuted move up to 30 feet. If the spiders are
Medium creatures have a base land left undirected, they move at a speed
speed of 30 feet, Small and smaller of 15 feet toward the nearest living
creatures have a base land speed of 20
feet, and Large or larger creatures have
a base land speed of 40 feet.

The subject loses any natu-
ral attacks based on its tail
or tentacles.

FIRE SHIELD,

MASS

Evocation [Fire or Cold]
Level: Sorcerer/wizard 5
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. +

5 ft./2 levels)
Targets: One or more

allied creatures, no

92 Fire spiders are nearly impossible to defeat by attacking individual ones

creature, if one isn’t already in the FIRE WINGS Casting Time: 1 standard action CHAPTER 1
affected area. Range: Medium (100 ft. + 10 ft./level)
Transmutation [Fire] Area: One 5-ft.-radius burst/level (S) SPELL
As fire elementals, the fire spiders Level: Druid 3 Duration: Instantaneous DESCRIPTIONS
have immunity to fire and are thwarted Components: V, S, M, F Saving Throw: Reflex half
by barriers that block neutral outsiders. Casting Time: 1 round Spell Resistance: Yes
Any cold spell of 3rd level or higher Range: Personal
can disperse the fire spiders, ending Target: You Theflaskofalchemist’sfirevanishesfrom
the spell. Duration: 1 minute/level your hand and the ground erupts beneath
your foes, shooting multiple fountains of
Material Component: A pinch of In a flash of light and a roar of fire, your fiery liquid upward.
sulfur. arms become wings of flame.
Each burst deals 1d6 points of fire
FIRE STRIDE This spell transforms your arms into damage per caster level (maximum
wings of brilliant fire. The flame does 10d6) to all creatures within the area.
Transmutation [Teleportation] not damage you or any items you carry. All subjects hit by the burst in the
Level: Sorcerer/wizard 4 Because your arms are transformed, round the spell is cast or within the
Components: V, S you cannot hold items in your hands area in the following round take 1d6
Casting Time: 1 standard action or cast spells that require somatic com- points of fire damage per two caster
Range: Personal ponents, but rings, bracers, and other levels (maximum 5d6). A character
Target: You items worn on your arms when you cast struck in the round the spell is cast
Duration: 10 minutes/level or until the spell still function normally. The can attempt to extinguish the flames
wings allow you to fly at a speed of 60 on itself as a full-round action with a
expended; see text feet (or 40 feet if you wear medium or successful DC 15 Reflex save.
heavy armor), with good maneuverabil-
You draw arcane power into your body, ity. You can charge but not run while Burst effects that overlap do not deal
wrapping your feet and legs with wisps flying, and you cannot carry more than additional damage (a creature can be
of flame. a light load aloft. Using a fire wings spell affected by only one burst).
requires only as much concentration as
You gain the ability to step into fires walking, so you can take other actions Material Component: A flask of alche-
and move from one fire to another. The normally. mist’s fire (worth 20 gp).
fires you enter and move between must
be at least as big around as you are. Fire If the spell duration expires while FIREBURST
elementals and other fire creatures are you are aloft, you descend at a rate of 60
not considered “fires” for the purpose of feet per round for 1d6 rounds, then fall Evocation [Fire]
this spell, nor are sources of great heat, the rest of the distance if you haven’t Level: Sorcerer/wizard 2
such as pools of lava. already landed. Because dispelling a Components: V, S, M
spell effectively ends it, the subject also Casting Time: 1 standard action
Once in a fire, you instantly know descends in this way if the fire wings Range: 10 ft.
the locations of all suitable fires within spell is dispelled, but not if it is negated Effect: Burst of fire extending 10 ft.
long range (400 ft. + 40 ft./level) and by an antimagic field.
can transport yourself to one of them. from you
Each transport counts as a full-round If you are not flying, you can make up Duration: Instantaneous
action. With each casting of the spell, to two attacks each round with the fire Saving Throw: Reflex half
you can transport yourself once per wings as if they were natural weapons. Spell Resistance: Yes
caster level. If a fire’s location doesn’t A successful attack deals 2d6 points of
offer enough space for you (for example, fire damage. With a grand circular gesture the air
a fire contained inside a furnace too around you fills with flame. An instant
small to hold you or a fire already The wings can be extinguished (and laterthefireexplodesoutward,engulfing
occupied by a big cauldron), it is not a the spell canceled) by a quench spell, everything close to you.
viable destination and you don’t sense immersion in water, or a wind of hur-
its location. If a fire rests on a surface ricane or greater force. Fireburst causes a powerful explosion
that can’t support you, it is still a viable of flame to burst from you, damag-
destination and you suffer the appro- Material Component: The feather of a ing anyone within 10 feet of you. All
priate consequences if you transport bird, which you must burn when you creatures and objects within that area,
yourself to it. For example, if you cast the spell. except for you and any creatures or
transport yourself into a fire burning objects that share your space, take 1d8
in a pit full of oil, you fall into the oil Focus: A golden amulet shaped like a points of fire damage per caster level
when you arrive there. phoenix (worth 150 gp). (maximum 5d8).

Fire stride provides no protection FIREBRAND Material Component: A bit of sulfur.
against fire, so it is advisable to obtain
such protection before using the Evocation [Fire]
spell. Level: Sorcerer/wizard 5
Components: V, S, M

93

CHAPTER 1 FIREBURST, GREATER Area: One 20-ft. cube/level (S) Thecomplicatedgesturesofthespellend
Duration: 1 hour/level with a punch of your fist, which now has
SPELL Evocation [Fire] Saving Throw: None the texture and look of stone.
DESCRIPTIONS Level: Sorcerer/wizard 5 Spell Resistance: No
Effect: Burst of fire extending 15 ft. Youstompontheground,andfiresnuffsout You transform one of your hands into a
Illus. by C. Frank all around you, rippling away to nothing- mighty fist of living stone, gaining a +6
from you ness faster than you can blink. enhancement bonus to Strength for the
This spell functions like quench purposes of attack rolls, grapple checks,
This spell functions like fireburst, (PH 267), except as noted above. In or breaking and crushing items. In
except that it affects creatures within addition, it has the following effects. addition, you gain the ability to make
15 feet of you and deals 1d10 points of one natural slam attack, dealing 1d6
fire damage per caster level (maximum A sorcerer keeps a flame dagger at the
15d10). ready while she casts another spell points of damage + your
new Strength bonus (or
FIRES OF PURITY While fireward remains in effect, no 1-1/2 times your Strength
magical fire effect can function inside bonus if you make no other
Evocation [Fire] its area. This effect is similar to that of attacks in that round). You
Level: Druid 6, Purification 6, an antimagic field, but only magical fire
is suppressed. Any nonmagical fire cre- can make the slam attack
sorcerer/wizard 6 ated inside or brought into the spell’s as a natural secondary attack
Components: V, S, DF area is immediately extinguished as with the normal –5 penalty,
Casting Time: 1 standard well.
or a –2 penalty if you have
action FIST OF STONE the Multiattack feat (MM
Range: Touch 304), as part of a full
Target: Creature touched Transmutation [Earth] attack action. However,
Duration: 1 round/level Level: Sorcerer/wizard 1 you cannot gain more
Saving Throw: See text Components: V, S, M than one slam attack
Spell Resistance: Yes (harmless); Casting Time: 1 standard action per round with this
Range: Personal spell due to a high
see text Target: You base attack bonus (+6
Duration: 1 minute or higher).
You touch the target, and it bursts into Your fist undergoes
flames that do not harm it, although no change in size or form,
theheatyoufeelfromthefireseems remaining as flexible and
quite real to you.
responsive as it would nor-
The creature you touch bursts mally be while under the
into magical flames that do spell’s effect.
not harm the subject, but are Material Component: A pebble
capable of harming anyone else inscribed with a stylized fist design.
who comes into contact with
the creature. FLAME DAGGER

With a successful melee attack, Evocation [Fire]
the subject deals an extra 1 point Level: Sorcerer/wizard 2
of fire damage per caster level (maxi- Components: V, S, M
mum +15). If the defender has spell Casting Time: 1 standard action
resistance, it applies to this effect. Range: 0 ft.
Creatures that make successful melee Effect: A daggerlike beam
attacks against the subject are suscep- Duration: 1 minute/level (D)
tible to the same damage unless they Saving Throw: None
attack with weapons that have reach, Spell Resistance: Yes
such as longspears.
Youevokethespellandablazingbeamof
The subject of fires of purity takes only red-hotfirespringsforthfromyourhand,
half damage from fire-based attacks. ready to be used as a weapon.
If such an attack allows a Reflex save
for half damage, the subject takes no You create a bladelike beam that you
damage on a successful save. can wield as if it were a dagger. Attacks
with a flame dagger are melee touch
FIREWARD attacks, and the blade deals 1d4 points
of fire damage +1 point per caster level
Transmutation (to a maximum of +10). Because the
Level: Druid 5 blade is immaterial, your Strength
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)

94

modifier does not apply to the damage. FLASHBURST Flensing has no effect on creatures in CHAPTER 1
A flame dagger can ignite combustible gaseous form.
materials such as parchment, straw, dry Evocation [Fire] SPELL
sticks, cloth, and so on. Level: Sorcerer/wizard 3 Material Component: An onion. DESCRIPTIONS
Components: V, S, M/DF
This spell does not function under- Casting Time: 1 standard action FLESHSHIVER
water. Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius burst Necromancy
Material Component: A candle. Duration: Instantaneous; see text Level: Sorcerer/wizard 6
Saving Throw: Will partial; see text Components: V, S, M
FLAME OF FAITH Spell Resistance: Yes Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Evocation Ablindingflashoflightfollowsthecasting Target: One living creature
Level: Cleric 3, paladin 2 of this spell. Duration: Instantaneous
Components: V, S, M Saving Throw: Fortitude partial;
Casting Time: 1 standard action Flashburst creates a blinding, dazzling
Range: Touch flash of light. Sighted creatures within see text
Target: Nonmagical weapon touched the area are blinded for 2d8 rounds. Spell Resistance: Yes
Duration: 1 round/level A successful Will save negates the
Saving Throw: None blindness. Creatures in the area are Breaking the bone in the grip of your fist,
Spell Resistance: No dazzled for 1 round even if their save youhearthesickeningbutsatisfyingcrunch
was successful. Creatures outside the of your foe’s bones breaking beneath his
Usingyourfaithasaguideforyourmagic, area, but within 120 feet of the burst, squeezing flesh.
you touch the weapon and it bursts into can be blinded for 2d8 rounds if they
flame. have line of sight to the burst (Will A creature with Hit Dice less than or
negates). Creatures outside the burst equal to your caster level is automati-
You can temporarily turn any single area are not dazzled. cally stunned for 1 round (no saving
normal or masterwork melee weapon throw). A creature with Hit Dice
into a magic, flaming one. For the dura- Arcane Material Component: A pinch greater than your caster level is allowed
tion of the spell, the weapon acts as a of sulfur or phosphorus. a saving throw to negate the stunning
+1 flaming burst weapon. effect.
FLENSING
Material Component: A lump of phos- In the following round, the target
phorus, touched to the target weapon. Transmutation [Evil] must make a Fortitude save or take
Level: Sorcerer/wizard 8 1d6 points of damage per caster level
FLAME WHIPS Components: V, S, M (maximum 15d6) and be nauseated by
Casting Time: 1 standard action the pain for 1d4+2 rounds.
Transmutation Range: Close (25 ft. + 5 ft./2 levels)
Level: Sorcerer/wizard 4 Target: One corporeal creature Material Component: A bone, which
Components: V, S Duration: 4 rounds is snapped during the casting of the
Casting Time: 1 standard action Saving Throw: Fortitude partial; spell.
Range: Personal
Effect: Flaming whips see text FLIGHT OF THE
Duration: 1 round/level (D) Spell Resistance: Yes DRAGON

At the conclusion of this spell, your arms With a cruel utterance, you complete the Transmutation
stretchintowhiplikeappendagesandburst spell and unleash its terrible energy. A Level: Sorcerer/wizard 4
into flames. sickeninglywetrippingsoundaccompanies Components: V, M
thesightofstripsoffleshbeingtornaway, Casting Time: 1 standard action
Your forelimbs transform into flam- as if some invisible hand was attempting Range: Personal
ing whips. You gain two melee touch to peel your target like an onion. Target: You
attacks with a 15-foot reach that each Duration: 10 minutes/level (D)
deal 6d6 points of fire damage. Attacks When you cast this spell, you liter-
with these flaming whips replace any ally strip the flesh from a corporeal Thewing-clawvaporizesinapuffofacrid
natural attacks you had with those creature’s body, inflicting incredible smoke, and you feel the muscles of your
limbs. pain and psychological trauma. Each shoulderswarmfromtheeldritchenergies
round, the subject takes 2d6 points coursing within. Great draconian wings
While this spell is in effect, you of damage, 1d6 points of Charisma unfurl from your shoulders and reach
cannot cast spells with material com- damage, and 1d6 points of Constitution toward the sky.
ponents, nor can you carry items with damage. A successful Fortitude save
your forelimbs. Any items worn on negates the ability damage and reduces A powerful pair of wings sprout from
your forelimbs cease functioning while the hit point damage by half for that your shoulders, granting you a fly speed
the spell is active. round, but does not end the spell. of 100 feet (average). You can’t carry
aloft more than a light load.

95

CHAPTER 1 When flying long distances, you FLY, SWIFT
can fly at 15 miles per hour
SPELL (or 24 miles per hour Transmutation
DESCRIPTIONS at a hustle). Level: Bard 2, druid 3,
sorcerer/wizard 2
Material Compo- Components: V
nent: A dragon’s wing Casting Time: 1 swift
claw. action
Range: Personal
Special: Sorcerers Target: You
cast this spell at +1 Duration: 1 round
caster level.
You squawk twice like an
FLOATING eagleandsuddenlylongfor
the freedom of the skies.
DISK, GREATER
This spell functions like
Evocation [Force] fly (PH 232), except as
Level: Sorcerer/ noted above.

Illus. by R. Horsley wizard 4 FOCUSING
Components: V, S, M CHANT
Casting Time: 1
Enchantment
standard action (Compulsion)
Range: Close (25 ft. + [Mind-Affecting]
Level: Bard 1
5 ft./2 levels) Components: V
Effect: 3-ft.-diameter Casting Time: 1 swift
action
disk of force Range: Personal
Duration: 1 Target: You
Duration: 1 minute (D)
hour/level
Saving Throw: You chant softly under your breath
and concentrate on the sound of your
None voice. Distractions fade from your
Spell Resistance: consciousness,allowingyoutofocuson
the task at hand.
No
You gain a +1 circumstance bonus on
Letting the mercury drip to the attack rolls, skill checks, and ability
groundyoucreateaslightlyconcave checks for the duration of the spell.
disk of energy. It hovers several feet
above the ground. Mass fly allows a whole squad of drow FOEBANE
to gain control of the battlefield
ThisspellfunctionslikeTenser’sfloating Evocation
disk (PH 294), except that the created This spell functions like fly (PH 232), Level: Ranger 4
disk does not need to stay within 3 feet except as noted here. This spell confers Components: V, S
of the surface beneath it. However, the the power of flight upon all targeted Casting Time: 1 standard action
disk must remain within 15 feet of you creatures. Each recipient of the spell Range: Touch
at all times. You can concentrate (as a must remain within 30 feet of at least Target: Weapon touched
standard action) on the disk to make it one other recipient, or the spell ends Duration: 1 round/level (D)
move with a fly speed of 20 feet (per- for the creature that is separated from Saving Throw: Will negates
fect). This allows you to sit on the disk the others. If only two individuals
and command it to carry you about. are affected, the spell ends for both if (harmless, object)
the distance between them exceeds Spell Resistance: Yes (harmless,
Material Component: A drop of mer- 30 feet.
cury. object)

FLY, MASS Holding aloft the weapon, you name the
kind of creature you wish to slay. With a
Transmutation flash,theweapontakesonablueglowthat
Level: Sorcerer/wizard 5
Components: V, S
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two

of which are more than 30 ft. apart

Asyourgesturespointoutwhichcreatures
receivethebenefitsofyourspell,theyseem
lighter on their feet.

96

quickly fades to a barely perceptible aura one Tiny, two Diminutive, or four Fine Curling your hand into a claw, you finish CHAPTER 1
surrounding it. creatures for 1 hour. the final gesture. Your foes see no result
from your spell, but you know they’re in SPELL
When you cast this spell, choose one Like a wall of force spell, a force chest for a surprise. DESCRIPTIONS
of your favored enemies. Against crea- is immune to damage of all kinds and
tures of the selected enemy kind, the resists dispel magic, but it is susceptible Force claw creates a Medium claw of
weapon acts as a +5 magic weapon and to disintegrate and Mordenkainen’s dis- invisible force at any spot you desig-
deals an extra 2d6 points of damage. junction, and it can be destroyed by a nate within the spell’s range. The claw
Furthermore, while you wield the sphereofannihilationorarodofcancella- guards the area of a 20-foot cube that
weapon, you gain a +4 resistance bonus tion. The box is a spell effect, and Open you specify. You can move the claw’s
on saving throws against effects created Lock and Use location up to 60 feet to another point
by creatures of that kind. Magic Device within range each round on your turn
cannot open it. as a move action.
The spell is automatically canceled
1 round after the weapon leaves your The claw is able to make attacks of Illus. by R. Spears
hand for any reason. You cannot have opportunity against any enemy that
more than one foebane weapon active provokes such attacks within the
at a time. guarded area. It has a +10 bonus on
the attack roll and deals 1d8+6 points
If this spell is cast on a magic weapon, of damage with a successful hit. It can
the powers of the spell supersede any make an unlimited number of attacks of
that the weapon normally has, render-
ing the normal enhancement bonus opportunity each round, though
and powers of the weapon inopera- it can make only one such attack
tive for the duration of the spell. per opportunity.
This spell is not cumulative with
any other spell that might modify Material Component: A
the weapon in any way. This spell small, dried claw from an
does not work on artifacts.
animal.
FORCE CHEST
FORCE
Evocation [Force]
Level: Sorcerer/wizard 4 LADDER
Components: V, S, M
Casting Time: 1 standard Evocation [Force]
Level: Sorcerer/
action
Range: 0 ft. wizard 2
Effect: Box of force 2 ft. on Components: V,

a side S, F
Duration: 24 hours/level Casting Time: 1

(D) standard action
Saving Throw: None Range: Close (25 ft. +
Spell Resistance: No
5 ft./2 levels)
Holding your hands as if to A force chest spell gives a lich a sense Effect: One ladder of force up
gripabox,youfeelthepressure of security when confronted by to 60 ft. long
ofoneappearasyoucompletethespell.The troublesome adventurers Duration: 1 minute/level
passwordyouchoosetounlocktheboxechoes Saving Throw: None
through your mind. MaterialComponent:A2-inch-square Spell Resistance: No
glass cube.
This spell brings into being a lidded box Youconcentrateonthesmallsilvermodel
of force. The box appears in your hands, FORCE CLAW of the ladder in your outstretched hand.
and you can choose to make it either A transparent ladder, visible only by its
invisible or merely translucent. The Evocation [Force] edges, appears.
chest has no weight worth noting. Level: Sorcerer/wizard 4
Components: V, S, M You create an immobile transparent
Solid walls of force form the chest’s Casting Time: 1 standard action ladder made of force. The ladder is 2 feet
five sides and lid. You and other crea- Range: Medium (100 ft. + 10 ft./level) wide and anywhere from 10 to 60 feet
tures cannot open the lid except by first Effect: Invisible claw of force long, with rungs spaced 1 foot apart.
speaking the password (determined by Duration: 1 round/level (D) The ladder functions as a normal ladder
you at the time of casting). Both objects Saving Throw: None and can support any weight. It can be
and Tiny and smaller creatures can fit Spell Resistance: Yes destroyed by anything that destroys a
in the box; it holds enough air to supply wall of force.

Focus: A miniature silver ladder
(50 gp).

97

CHAPTER 1 FORCE MISSILES Waiving your arm about your head to You catch the drop of water on the string
trace the curve of a dome, you call up a and snap it at your target. The waterdrop
SPELL Evocation [Force] hemisphere of force as clear as glass. swells and becomes a blue-green wave
DESCRIPTIONS Level: Sorcerer/wizard 4 of magical force, tumbling toward your
Components: V, S You create an unmoving, transpar- opponents.
Illus. by S. Belledin Casting Time: 1 standard action ent sphere of force centered on you.
Range: Medium (100 ft. + 10 ft./level) The sphere negates force effects and This spell initiates a bull rush against
Targets: Up to four creatures, no two provides an impassable barrier against all creatures within 10 feet. The force-
incorporeal creatures. Spells with the wave has a +10 bonus on the bull rush
of which are more than 30 ft. apart force descriptor do not affect anything attempt. All creatures are pushed to
Duration: Instantaneous within the sphere, and any force spell the extent of the bull rush result, and
Saving Throw: None that overlaps the area, such as wall of the result of the bull rush can push
Spell Resistance: Yes force, is automatically countered. Incor- creatures beyond the spell’s normal
poreal creatures, or creatures with the range.
Sparking bolts of blue magic, like giant force descriptor must make a Will save
magic missiles, streak from your out- to enter the area of the sphere. Focus: A small piece of string and a
stretched hand to strike your foes and drop of water.
explode in sparkling bursts. Forceward does not push a creature
out of the way if you move toward an FORESTFOLD
You create powerful missiles of magical incorporeal creature or force effect,
force, each of which darts from your and such creatures are treated as if Transmutation
fingertips and unerringly strikes its they automatically succeeded on their Level: Druid 3, ranger 3
target, dealing 2d6 points of damage. saving throws against this spell. Components: V, S
The missile then explodes in a burst Casting Time: 1 standard action
of force that deals half this amount of FORCEWAVE Range: Personal
damage to any creatures adjacent to the Target: You
primary target. Evocation [Force] Duration: 1 hour/level (D)
Level: Sorcerer/wizard 4
The missile strikes unerringly, even Components: V, S, F Warmth fills your feet, and as you glance
if the target is in melee or has anything Casting Time: 1 swift action down,youseethatyourfeethavechanged
less than total cover or concealment. A Range: 10 ft. shape slightly, enabling you to better tra-
caster cannot single out specific parts Effect: 10-ft. burst of force centered verseaparticulartypeofterrain.Youalso
of a creature. The spell can target and notice a shift in the color of your skin and
damage unattended objects. on you clothingtomatchthecolorsmostcommonly
Duration: Instantaneous found in your environment.
You gain one missile for every four Saving Throw: None
caster levels. You can make more than You change your coloring and attune
one missile strike a single target, Spell Resistance: Yes your footfalls to one specific kind of ter-
if desired. However, rain (aquatic, desert, plains, forest, hills,
you must designate mountains, marsh, or underground).
targets before rolling While you are in terrain of that kind,
for spell resistance you gain a +10 competence bonus on
or damage. Hide and Move Silently checks. You
retain these bonuses even if you leave
FORCEWARD the designated terrain and return
within the duration of the spell.
Abjuration [Force]
Level: Sorcerer/wizard 4 FORTIFY FAMILIAR
Components: V, S
Casting Time: 1 round Universal
Range: 15 ft. Level: Sorcerer/wizard 3
Effect: 15-ft.-radius sphere Components: V, S
Casting Time: 1 standard action
centered on you Range: Touch
Duration: 1 minute/level Target: Familiar touched
Saving Throw: Will negates; Duration: 1 hour/level
Saving Throw: None
see text Spell Resistance: Yes (harmless)
Spell Resistance:

Yes

A druid uses the freeze spell to encase You touch your familiar, and you see that
a despoiler of nature in ice the creature seems more robust.

98

This spell makes your familiar Saving Throw: None You must succeed on a ranged touch CHAPTER 1
tougher, granting it 2d8 temporary hit Spell Resistance: No attack with the ray to strike a target.
points and a +2 enhancement bonus A target struck takes 2d6 points of SPELL
to its natural armor. It also has a 25% Calling upon the strength of the earth, cold damage. A creature struck must DESCRIPTIONS
chance to avoid extra damage from you lend some of the stability of stone to succeed on a Reflex save or be encased
sneak attacks or critical hits (although your allies. in a 5-inch-thick sheath of ice and be
such attacks still deal normal damage immobilized (and thus helpless). A
if successful). Temporary hit points As long as they do not move and remain creature encased in ice takes 2d6 points
gained in this fashion last for up to standing on solid ground, the subject of cold damage each round until freed.
1 hour. creatures gain a +2 bonus to Armor A target encased in ice is aware and
Class and a +4 bonus on Strength breathes normally but cannot speak or
FORTUNATE FATE checks made to resist being bull rushed move other than to attempt to escape by
or tripped. making a Strength check (see below). It
Conjuration (Healing) can still execute purely mental actions,
Level: Cleric 7 If this spell is cast in mountainous such as using a spell-like ability. A
Components: V, S terrain, the bonus on Strength checks spellcaster can cast a spell with no
Casting Time: 1 minute granted by this spell increases to +6. verbal or somatic component as long
Range: Touch as the spell lacks a focus or material
Target: Living creature touched FREEZE component, or the material component,
Duration: 10 minutes/level or until focus, or divine focus is already in the
Conjuration (Creation) [Cold] spellcaster’s hand.
discharged Level: Druid 6
Saving Throw: None (harmless) Components: V, S, DF The ice blocks line of effect. A
Spell Resistance: Yes (harmless) Casting Time: 1 standard action winged creature cannot flap its wings
Range: Medium (100 ft. + 10 ft./level) and falls. A swimmer can’t swim but,
Agoldenauraspreadsoutfromyourfinger- Effect: Ray because ice floats, the encased swim-
tips,suffusingyourallywithagoldenglow Duration: 1 round/2 levels mer will rise to the surface and bob
that brightens, then fades into her skin. Saving Throw: Reflex partial; about.

You surround the subject with an aura see text A DC 22 Strength check breaks the
that immediately heals the creature if it Spell Resistance: Yes ice, freeing the encased creature. Crea-
is subjected to an effect that would kill
it (reduce its hit points to –10 or below). tures other than the target can also
When this event occurs, the fortunate attack the ice. The ice has hardness
fate spell intervenes by immediately
triggering a heal spell upon 0 and 15 hit points. When the
the target. If the effect is one duration of the spell expires,
that causes harm in a way the ice melts and the encased
that a heal spell can repair creature is freed. Damage
(disease, hit point damage, that would harm the creature
ability damage, or poison), must first deal enough
the target does not actually damage to destroy the ice
die, saved by the heal. If the before the creature takes
effect is one that heal cannot damage, and damage dealt
countermand (such as ability to the ice is subtracted from
drain, old age, negative levels, damage that would be dealt to
disintegration, ability drain, the creature.
or death effects), the fortunate
fate spell cannot prevent the FREEZING FOG
creature’s death.
Conjuration (Creation)
FOUNDATION OF Callingupondivinepower,yourhandturns [Cold]
cold and numb as you complete the spell.
STONE A moment later, a thin blue ray swirled Level: Sorcerer/
withwhitestreaksfromyouroutstretched wizard 6
Transmutation [Earth] hand, leaving a light fog in the air where Components: V, S
Level: Cleric 1, druid 1 it passed. Casting Time: 1
Components: V, S, DF standard action
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) Range: Medium
Target: One creature/level, no two of (100 ft. + 10 ft./level)

which are more than 30 ft. apart Effect: Fog spreads in a 20-ft. radius,
Duration: 1 round/level 20 ft. high

Duration: 1 minute/level
Saving Throw: Reflex partial;

see text
Spell Resistance: No

99

CHAPTER 1 Acoolmistrisesfromtheareayouindicate. damaged by the frost breath that fail Casting Time: 1 standard action
The thick mist blocks your ability to see their Reflex save are dazed for 1 round Range: Touch
SPELL within it, but the ground at its edge has by the sudden shock of cold. Target: Creature with at least two
DESCRIPTIONS turned white with frost.
Material Component: Three drops arms or tentacles touched
A bank of freezing mist billows out of water or fragments of ice (which Duration: 10 minutes/level
from the point you designate, obscur- are held in a cupped palm and blown Saving Throw: Fortitude negates
ing all sight (including darkvision) toward the target).
beyond 5 feet. A creature within 5 (harmless)
feet has concealment, while creatures FUGUE Spell Resistance: Yes (harmless)
farther away have total concealment.
Evocation [Sonic] Convulsing, the touched subject’s limbs
Each round on your turn, the frigid Level: Bard 4 begintooozetogetherwithasickeningnoise
mist deals 1d6 points of cold damage Components: V, S, F like a pot of melted wax splattering on the
to each creature and object within it. Casting Time: 1 standard action floor. With a lurch they form into one pair
The fog is so thick that any creature Range: Medium (100 ft. + 10 ft./level) of massive limbs.
attempting to move through it pro- Area: 30-ft.-radius spread
gresses at a maximum speed of 5 feet Duration: Concentration, up to You cause a creature’s multiple arms
(regardless of its normal speed) and or tentacles to fuse together into a
takes a –2 penalty on melee attack rolls 1 round/level single pair of stronger limbs. Only
and damage rolls and a –6 penalty on Saving Throw: Will negates limbs that the creature can use as
ranged weapon attack rolls (but not Spell Resistance: Yes arms or grasping limbs are affected by
ranged spell attack rolls). A creature or the spell (so basilisks and monstrous
object that falls into the fog from above Upon completing the spell, a discordant centipedes, neither of which use their
is slowed, so that each 10 feet of mist cacophony of haunting and alien music limbs to attack or manipulate objects,
it passes through effectively reduces risesupintheareayoudesignate.Although are unaffected).
overall falling damage by 1d6. thestrangemusicreachesyourears,youfeel
no effect from it. For every set of limbs fused into the
Freezing fog also coats all solid sur- primary set of limbs, the creature gains
faces in its area with a slick, icy rime, Creatures that fail their save become +4 to Strength when using those fused
and on your turn each round, each affected by the haunting fugue in limbs (affecting activities that would
creature in the area of the fog must semirandom ways. On each affected use those limbs, but not activities
make a successful Reflex save or fall creature’s turn (as long as it remains in relying on its bite, legs, and so on). For
prone. A creature that manages to stand the affected area), you make a Perform example, a girallon under the effect of
must make a DC 10 Balance check in check. The check result determines this spell would have one pair of arms
order to move, falling prone if it fails how the victim’s mind and body are and Strength 26 for the purpose of
its save by 5 or more. Creatures in the affected by the spell. You can select using those arms. A behir, which has
fog can’t take a 5-foot step. any of the effects for which your three pairs of limbs that it can use as
Perform check equals or exceeds the arms, would end up with one pair of
A severe wind disperses the cloud in required DC. arm-limbs with a +8 bonus to Strength
1 round. The spell does not function for those arms (its six legs would be
underwater. DC Result unaffected).
15 Victim takes 3d6 points of
FROST BREATH The loss of limbs might reduce the
nonlethal damage number of attacks available to the
Evocation [Cold] 20 Victim takes 3d6 points of subject.
Level: Cleric 2, druid 2, sorcerer/
sonic damage If the subject has only two arms or
wizard 2 25 Victim is knocked prone tentacles, they are fused into a single
Components: V, S, M 30 Victim is nauseated for 1 round limb, and the creature gains a +4 bonus
Casting Time: 1 standard action 35 Victim is stunned for 1 round to Strength on attack rolls made with
Range: 30 ft. 40 Victim attacks nearest target that limb.
Area: Cone-shaped burst
Duration: Instantaneous All creatures that succeed on their saves G’ELSEWHERE CHANT
Saving Throw: Reflex half against the spell are disoriented and
Spell Resistance: Yes take a –2 penalty on attack rolls and Conjuration [Sonic, Teleportation]
skill checks as long as they remain in Level: Bard 3
Givingaforcefulexhaleacrossyourcupped the affected area. Components: V, S
hand,yourbreathshootsforthtingedwith Casting Time: 1 standard action
frost and crystals of ice. Focus: A miniature violin bow made Range: Touch
of platinum worth 250 gp. Target: One creature or object
You breathe a cone of intense cold at
your foes. The spell deals 1d4 points of FUSE ARMS touched
cold damage per two caster levels (max- Duration: Instantaneous
imum 5d4). In addition, all creatures Transmutation Saving Throw: Will negates
Level: Cleric 2, sorcerer/wizard 2 Spell Resistance: Yes
Components: V, S

100


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