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
