CHAPTER 11: You bring into being a mobile, hemi- masterwork sword at that). The spell has Arcane Material Component: A lump of
spherical energy field that prevents the no effect on golems and other constructs alum soaked in vinegar.
SPELLS entrance of most types of living creatures. that are imbued with magic during their
The effect hedges out animals, aberra- creation process and are thereafter self- Antiplant Shell
200 tions, dragons, fey, giants, humanoids, supporting (unless they have been sum- Abjuration
magical beasts, monstrous humanoids, moned, in which case they are treated like Level: Drd 4
oozes, plants, and vermin, but not con- any other summoned creatures). Elemen- Components: V, S, DF
structs, elementals, outsiders, or undead. tals, corporeal undead, and outsiders are Casting Time: 1 standard action
See the Monster Manual for more about likewise unaffected unless summoned. Range: 10 ft.
creature types. These creatures’ spell-like or supernatural Area: 10-ft.-radius emanation, centered
abilities, however, may be temporarily on you
This spell may be used only defen- nullified by the field. Duration: 10 min./level (D)
sively, not aggressively. Forcing an abjura- Saving Throw: None
tion barrier against creatures that the Dispel magic does not remove the field. Spell Resistance: Yes
spell keeps at bay collapses the barrier Two or more antimagic fields sharing any
(see Abjuration, page 172). of the same space have no effect on each The antiplant shell spell creates an invis-
other. Certain spells, such as wall of force, ible, mobile barrier that keeps all crea-
Antimagic Field prismatic sphere, and prismatic wall, remain tures within the shell protected from
Abjuration unaffected by antimagic field (see the indi- attacks by plant creatures or animated
Level: Clr 8, Magic 6, Protection 6, vidual spell descriptions). Artifacts and plants. As with many abjuration spells,
Sor/Wiz 6 deities are unaffected by mortal magic forcing the barrier against creatures that
Components: V, S, M/DF such as this. (See the Dungeon Master ’s the spell keeps at bay strains and collapses
Casting Time: 1 standard action Guide for more about artifacts.) the field (see Abjuration, page 172).
Range: 10 ft.
Area: 10-ft.-radius emanation, centered Should a creature be larger than the Arcane Eye
on you area enclosed by the barrier, any part of it Divination (Scrying)
Duration: 10 min./level (D) that lies outside the barrier is unaffected Level: Sor/Wiz 4
Saving Throw: None by the field. Components: V, S, M
Spell Resistance: See text Casting Time: 10 minutes
Arcane Material Component: A pinch of Range: Unlimited
An invisible barrier surrounds you and powdered iron or iron filings. Effect: Magical sensor
moves with you. The space within this Duration: 1 min./level (D)
barrier is impervious to most magical Antipathy Saving Throw: None
effects, including spells, spell-like abili- Enchantment (Compulsion) [Mind- Spell Resistance: No
ties, and supernatural abilities. Likewise, Affecting]
it prevents the functioning of any magic Level: Drd 9, Sor/Wiz 8 You create an invisible magical sensor
items or spells within its confines. Components: V, S, M/DF that sends you visual information. You
Casting Time: 1 hour can create the arcane eye at any point you
An antimagic field suppresses any spell Range: Close (25 ft. + 5 ft./2 levels) can see, but it can then travel outside your
or magical effect used within, brought Target: One location (up to a 10-ft. line of sight without hindrance. An arcane
into, or cast into the area, but does not cube/level) or one object eye travels at 30 feet per round (300 feet
dispel it. A hasted creature, for example, is Duration: 2 hours/level (D) per minute) if viewing an area ahead as a
not hasted while inside the field, but the Saving Throw: Will partial human would (primarily looking at the
spell resumes functioning when the crea- Spell Resistance: Yes floor) or 10 feet per round (100 feet per
ture leaves the field. Time spent within an minute) if examining the ceiling and
antimagic field counts against the sup- You cause an object or location to ema- walls as well as the floor ahead. It sees
pressed spell’s duration. nate magical vibrations that repel either a exactly as you would see if you were there.
specific kind of intelligent creature or The eye can travel in any direction as long
Summoned creatures of any type and creatures of a particular alignment, as as the spell lasts. Solid barriers block its
incorporeal undead wink out if they enter defined by you. The kind of creature to be passage, but it can pass through a hole or
an antimagic field. They reappear in the affected must be named specifically—for space as small as 1 inch in diameter. The
same spot once the field goes away. Time example, red dragons, hill giants, wer- eye can’t enter another plane of existence,
spent winked out counts normally against erats, lammasus, cloakers, or vampires. A even through a gate or similar magical
the duration of the conjuration that is creature subtype (such as goblinoid) is portal.
maintaining the creature. If you cast not specific enough. Likewise, the spe-
antimagic field in an area occupied by a cific alignment to be repelled must be You must concentrate to use an arcane
summoned creature that has spell resist- named—for example, chaotic evil, cha- eye. If you do not concentrate, the eye is
ance, you must make a caster level check otic good, lawful neutral, or neutral. inert until you again concentrate.
(1d20 + caster level) against the creature’s
spell resistance to make it wink out. (The Creatures of the designated kind or Material Component: A bit of bat fur.
effects of instantaneous conjurations, alignment feel an overpowering urge to
such as create water, are not affected by an leave the area or to avoid the affected item. Arcane Lock
antimagic field because the conjuration A compulsion forces them to abandon the Abjuration
itself is no longer in effect, only its result.) area or item, shunning it and never will- Level: Sor/Wiz 2
ingly returning to it while the spell is in Components: V, S, M
A normal creature (a normally encoun- effect. A creature that makes a successful Casting Time: 1 standard action
tered griffon rather than a conjured one, saving throw can stay in the area or touch Range: Touch
for instance) can enter the area, as can the item but feels uncomfortable doing so. Target: The door, chest, or portal
normal missiles. Furthermore, while a This distracting discomfort reduces the touched, up to 30 sq. ft./level in size
magic sword does not function magically creature’s Dexterity score by 4 points.
within the area, it is still a sword (and a
Antipathy counters and dispels sympathy.
Duration: Permanent not require concentration and discerns You project your astral self onto the CHAPTER 11:
Saving Throw: None aura location and power more quickly. Astral Plane, leaving your physical body
Spell Resistance: No behind on the Material Plane in a state of SPELLS
You know the location and power of all suspended animation. The spell projects
An arcane lock spell cast upon a door, magical auras within your sight. An aura’s an astral copy of you and all you wear or 201
chest, or portal magically locks it. You can power depends on a spell’s functioning carry onto the Astral Plane. Since the
freely pass your own arcane lock without level or an item’s caster level, as noted in Astral Plane touches upon other planes,
affecting it; otherwise, a door or object the description of the detect magic spell you can travel astrally to any of these other
secured with this spell can be opened (page 219). If the items or creatures bear- planes as you will. To enter one, you leave
only by breaking in or with a successful ing the auras are in line of sight, you can the Astral Plane, forming a new physical
dispel magic or knock spell. Add 10 to the make Spellcraft skill checks to determine body (and equipment) on the plane of
normal DC to break open a door or portal the school of magic involved in each. existence you have chosen to enter.
affected by this spell. (A knock spell does (Make one check per aura; DC 15 + spell
not remove an arcane lock; it only sup- level, or 15 + one-half caster level for a While you are on the Astral Plane, your
presses the effect for 10 minutes.) nonspell effect.) astral body is connected at all times to your
physical body by a silvery cord. If the cord
Material Component: Gold dust worth If you concentrate on a specific crea- is broken, you are killed, astrally and phys-
25 gp. ture within 120 feet of you as a standard ically. Luckily, very few things can destroy
action, you can determine whether it has a silver cord (see the Dungeon Master’s Guide
Arcane Mark any spellcasting or spell-like abilities, for more information). When a second
Universal whether these are arcane or divine (spell- body is formed on a different plane, the
Level: Sor/Wiz 0 like abilities register as arcane), and the incorporeal silvery cord remains invisibly
Components: V, S strength of the most powerful spell or attached to the new body. If the second
Casting Time: 1 standard action spell-like ability the creature currently body or the astral form is slain, the cord
Range: 0 ft. has available for use. In some cases, arcane simply returns to your body where it rests
Effect: One personal rune or mark, all of sight may give a deceptively low read- on the Material Plane, thereby reviving it
which must fit within 1 sq. ft. ing—for example, when you use it on a from its state of suspended animation.
Duration: Permanent spellcaster who has used up most of his or Although astral projections are able to
Saving Throw: None her daily spell allotment. function on the Astral Plane, their actions
Spell Resistance: No affect only creatures existing on the Astral
Arcane sight can be made permanent Plane; a physical body must be material-
This spell allows you to inscribe your per- with a permanency spell. ized on other planes.
sonal rune or mark, which can consist of
no more than six characters. The writing Arcane Sight, Greater You and your companions may travel
can be visible or invisible. An arcane mark Divination through the Astral Plane indefinitely.
spell enables you to etch the rune upon Level: Sor/Wiz 7 Your bodies simply wait behind in a state
any substance (even stone or metal) with- of suspended animation until you choose
out harm to the material upon which it is This spell functions like arcane sight, to return your spirits to them. The spell
placed. If an invisible mark is made, a except that you automatically know lasts until you desire to end it, or until it is
detect magic spell causes it to glow and be which spells or magical effects are active terminated by some outside means, such
visible, though not necessarily under- upon any individual or object you see. as dispel magic cast upon either the physi-
standable. See invisibility, true seeing, a gem cal body or the astral form, the breaking
of seeing, or a robe of eyes likewise allows the Greater arcane sight doesn’t let you iden- of the silver cord, or the destruction of
user to see an invisible arcane mark. A read tify magic items. your body back on the Material Plane
magic spell reveals the words, if any. The (which kills you).
mark cannot be dispelled, but it can be Unlike arcane sight, this spell cannot be
removed by the caster or by an erase spell. made permanent with a permanency spell. Material Component: A jacinth worth at
If an arcane mark is placed on a living least 1,000 gp, plus a silver bar worth 5 gp
being, normal wear gradually causes the Astral Projection for each person to be affected.
effect to fade in about a month. Necromancy
Level: Clr 9, Sor/Wiz 9, Travel 9 Atonement
Arcane mark must be cast on an object Components: V, S, M Abjuration
prior to casting Drawmij’s instant summons Casting Time: 30 minutes Level: Clr 5, Drd 5
on the same object (see that spell descrip- Range: Touch Components: V, S, M, F, DF, XP
tion for details). Targets: You plus one additional willing Casting Time: 1 hour
creature touched per two caster levels Range: Touch
Arcane Sight Duration: See text Target: Living creature touched
Divination Saving Throw: None Duration: Instantaneous
Level: Sor/Wiz 3 Spell Resistance: Yes Saving Throw: None
Components: V, S Spell Resistance: Yes
Casting Time: 1 standard action By freeing your spirit from your physical
Range: Personal body, this spell allows you to project an This spell removes the burden of evil acts
Target: You astral body onto another plane altogether. or misdeeds from the subject. The crea-
Duration: 1 min./level (D) You can bring the astral forms of other ture seeking atonement must be truly
willing creatures with you, provided that repentant and desirous of setting right its
This spell makes your eyes glow blue and these subjects are linked in a circle with misdeeds. If the atoning creature com-
allows you to see magical auras within 120 you at the time of the casting. These mitted the evil act unwittingly or under
feet of you. The effect is similar to that of fellow travelers are dependent upon you some form of compulsion, atonement
a detect magic spell, but arcane sight does and must accompany you at all times. If operates normally at no cost to you. How-
something happens to you during the ever, in the case of a creature atoning for
journey, your companions are stranded
wherever you left them.
CHAPTER 11: deliberate misdeeds and acts of a know- XP Cost: When cast for the benefit of a You awaken a tree or animal to humanlike
ing and willful nature, you must inter- creature whose guilt was the result of sentience. To succeed, you must make a
SPELLS cede with your deity (requiring you to deliberate acts, the cost to you is 500 XP Will save (DC 10 + the animal’s current
expend 500 XP) in order to expunge the per casting (see above). HD, or the HD the tree will have once
subject’s burden. Many casters first awakened).
assign a subject of this sort a quest (see Augury
geas/quest) or similar penance to deter- Divination The awakened animal or tree is friendly
mine whether the creature is truly con- Level: Clr 2 toward you. You have no special empathy
trite before casting the atonement spell on Components: V, S, M, F or connection with a creature you awaken,
its behalf. Casting Time: 1 minute although it serves you in specific tasks or
Range: Personal endeavors if you communicate your
Atonement may be cast for one of sev- Target: You desires to it.
eral purposes, depending on the version Duration: Instantaneous
selected. An awakened tree has characteristics as
An augury can tell you whether a particu- if it were an animated object (see the Mon-
Reverse Magical Alignment Change: If a lar action will bring good or bad results ster Manual), except that it gains the plant
creature has had its alignment magically for you in the immediate future. For type and its Intelligence, Wisdom, and
changed, atonement returns its alignment example, if a character is considering Charisma scores are each 3d6. An awak-
to its original status at no cost in experi- destroying a weird seal that closes a portal, ened plant gains the ability to move its
ence points. an augury might determine whether that limbs, roots, vines, creepers, and so forth,
act is a good idea. and it has senses similar to a human’s.
Restore Class: A paladin who has lost
her class features due to committing an The base chance for receiving a mean- An awakened animal gets 3d6 Intel-
evil act may have her paladinhood ingful reply is 70% + 1% per caster level, ligence, +1d3 Charisma, and +2 HD. Its
restored to her by this spell. to a maximum of 90%; the DM makes the type becomes magical beast (augmented
roll secretly. The DM may determine animal). An awakened animal can’t serve
Restore Cleric or Druid Spell Powers: A that a question is so straightforward that as an animal companion, familiar, or spe-
cleric or druid who has lost the ability to a successful result is automatic, or so cial mount.
cast spells by incurring the anger of his vague as to have no chance of success. If
or her deity may regain that ability by the augury succeeds, you get one of four An awakened tree or animal can speak
seeking atonement from another cleric of results: one language that you know, plus one
the same deity or another druid. If the additional language that you know per
transgression was intentional, the casting r Weal (if the action will probably bring point of Intelligence bonus (if any).
cleric loses 500 XP for his intercession. If
the transgression was unintentional, he good results). XP Cost: 250 XP.
does not lose XP.
r Woe (for bad results). Baleful Polymorph
Redemption or Temptation: You may cast r Weal and woe (for both). Transmutation (Polymorph)
this spell upon a creature of an opposing r Nothing (for actions that don’t have Level: Drd 5, Sor/Wiz 5
alignment in order to offer it a chance to Components: V, S
change its alignment to match yours. The especially good or bad results). Casting Time: 1 standard action
prospective subject must be present for Range: Close (25 ft. + 5 ft./2 levels)
the entire casting process. Upon comple- If the spell fails, you get the “nothing” Target: One creature
tion of the spell, the subject freely result. A cleric who gets the “nothing” Duration: Permanent
chooses whether it retains its original result has no way to tell whether it was Saving Throw: Fortitude negates, Will
alignment or acquiesces to your offer and the consequence of a failed or successful partial; see text
changes to your alignment. No duress, augury. Spell Resistance: Yes
compulsion, or magical influence can
force the subject to take advantage of the The augury can see into the future only You force the subject to assume the form
opportunity offered if it is unwilling to about half an hour, so anything that might of a Small or smaller animal of no more
abandon its old alignment. This use of the happen after that does not affect the result. than 1 HD. The subject takes on all the
spell does not work on outsiders or any Thus, the result might not take into statistics and special abilities of an aver-
creature incapable of changing its align- account the long-term consequences of a age member of the assumed form in place
ment naturally. contemplated action. All auguries cast by of its own except as is normal for the
the same person about the same topic use polymorph subschool (see page 320) and
Though the spell description refers to the same dice result as the first casting. as follows.
evil acts, atonement can also be used on r "MM JUFNT XPSO PS DBSSJFE CZ UIF TVCKFDU
any creature that has performed acts Material Component: Incense worth at
against its alignment, whether those acts least 25 gp. fall to the ground in the subject’s space,
are evil, good, chaotic, or lawful. even if they could be worn or carried
Focus: A set of marked sticks, bones, or by the assumed form.
Note: Normally, changing alignment is similar tokens of at least 25 gp value. r *G UIF TVCKFDU SFNBJOT JO UIF BTTVNFE
up to the player (for PCs) or the DM (for form for 24 consecutive hours, it must
NPCs). This use of atonement simply Awaken attempt a Will save. If this save fails,
offers a believable way for a character to Transmutation the subject loses its ability to under-
change his or her alignment drastically, Level: Drd 5 stand language, as well as all other
suddenly, and definitively. Components: V, S, DF, XP memories of its previous form, and its
Casting Time: 24 hours Hit Dice and hit points change to
Material Component: Burning incense. Range: Touch match an average creature of its
Focus: In addition to your holy symbol Target: Animal or tree touched assumed form. These abilities and
or normal divine focus, you need a set of Duration: Instantaneous statistics return to normal if the effect
prayer beads (or other prayer device, such Saving Throw: Will negates is later ended.
as a prayer wheel or prayer book) worth at Spell Resistance: Yes
least 500 gp.
202
If the assumed form would prove fatal to Barkskin Casting Time: 1 standard action CHAPTER 11:
the creature—such as if you polymorph a Transmutation Range: Touch
landbound subject into a fish, or an air- Level: Drd 2, Rgr 2, Plant 2 Target: Creature touched SPELLS
borne subject into a toad—the subject Components: V, S, DF Duration: Permanent
gains a +4 bonus on the save. Casting Time: 1 standard action Saving Throw: Will negates
Range: Touch Spell Resistance: Yes
Bane Target: Living creature touched
Enchantment (Compulsion) [Fear, Mind- Duration: 10 min./level You place a curse on the subject. Choose
Affecting] Saving Throw: None one of the following three effects.
Level: Clr 1 Spell Resistance: Yes (harmless)
Components: V, S, DF r –6 decrease to an ability score (mini-
Casting Time: 1 standard action Barkskin toughens a creature’s skin. The
Range: 50 ft. effect grants a +2 enhancement bonus to mum 1).
Area: All enemies within 50 ft. the creature’s existing natural armor
Duration: 1 min./level bonus. This enhancement bonus increases r –4 penalty on attack rolls, saves, ability
Saving Throw: Will negates by 1 for every three caster levels above
Spell Resistance: Yes 3rd, to a maximum of +5 at caster level checks, and skill checks.
12th.
Bane fills your enemies with fear and r Each turn, the target has a 50% chance
doubt. Each affected creature takes a –1 The enhancement bonus provided by
penalty on attack rolls and a –1 penalty on barkskin stacks with the target’s natural to act normally; otherwise, it takes no
saving throws against fear effects. armor bonus, but not with other enhance- action.
ment bonuses to natural armor. A crea-
Bane counters and dispels bless. ture without natural armor has an effec- You may also invent your own curse, but
tive natural armor bonus of +0, much as a it should be no more powerful than those
Banishment character wearing only normal clothing described above, and the DM has final say
Abjuration has an armor bonus of +0. on the curse’s effect.
Level: Clr 6, Sor/Wiz 7
Components: V, S, F Bear’s Endurance The curse bestowed by this spell cannot
Casting Time: 1 standard action Transmutation be dispelled, but it can be removed with a
Range: Close (25 ft. + 5 ft./2 levels) Level: Clr 2, Drd 2, Rgr 2, Sor/Wiz 2 break enchantment, limited wish, miracle,
Targets: One or more extraplanar crea- Components: V, S, DF remove curse, or wish spell.
tures, no two of which can be more Casting Time: 1 standard action
than 30 ft. apart Range: Touch Bestow curse counters remove curse.
Duration: Instantaneous Target: Creature touched
Saving Throw: Will negates Duration: 1 min./level Bigby’s Clenched Fist
Spell Resistance: Yes Saving Throw: Will negates (harmless) Evocation [Force]
Spell Resistance: Yes Level: Sor/Wiz 8, Strength 8
A banishment spell is a more powerful ver- Components: V, S, F/DF
sion of the dismissal spell. It enables you The affected creature gains greater vitality
to force extraplanar creatures out of your and stamina. The spell grants the subject a This spell functions like Bigby’s interposing
home plane. As many as 2 Hit Dice of +4 enhancement bonus to Constitution, hand, except that the hand can interpose
creatures per caster level can be banished. which adds the usual benefits to hit itself, push, or strike one opponent that
You can improve the spell’s chance of suc- points, Fortitude saves, Constitution you select. The floating hand can move as
cess by presenting at least one object or checks, and so forth. far as 60 feet and can attack in the same
substance that the target hates, fears, or round. Since this hand is directed by you,
otherwise opposes. For each such object Hit points gained by a temporary its ability to notice or attack invisible or
or substance, you gain a +1 bonus on your increase in Constitution score are not concealed creatures is no better than
caster level check to overcome the target’s temporary hit points. They go away when yours.
spell resistance (if any), the saving throw the subject’s Constitution drops back to
DC increases by 2. For example, if this normal. They are not lost first as tempo- The hand attacks once per round, and
spell were cast on a demon that hated rary hit points are (see page 146). its attack bonus equals your caster level +
light and was vulnerable to holy water your Intelligence, Wisdom, or Charisma
and cold iron weapons, you might use Bear’s Endurance, Mass modifier (for a wizard, cleric, or sorcerer,
iron, holy water, and a torch in the spell. Transmutation respectively), +11 for the hand’s Strength
The three items would give you a +3 Level: Clr 6, Drd 6, Sor/Wiz 6 score (33), –1 for being Large. The hand
bonus on your check to overcome the Range: Close (25 ft. + 5 ft./2 levels) deals 1d8+11 points of damage on each
demon’s spell resistance and add 6 to the Targets: One creature/level, no two of attack, and any creature struck must make
spell’s save DC. which can be more than 30 ft. apart a Fortitude save (against this spell’s save
DC) or be stunned for 1 round. Directing
At the DM’s option, certain rare items Mass bear ’s endurance works like bear ’s the spell to a new target is a move action.
might work twice as well as a normal endurance, except that it affects multiple
item for the purpose of the bonuses (each creatures. The clenched fist can also interpose itself
providing a +2 bonus on the caster level as Bigby’s interposing hand does, or it can
check against spell resistance and Bestow Curse bull rush an opponent as Bigby ’s forceful
increasing the save DC by 4). Necromancy hand does, but at a +15 bonus on the
Level: Clr 3, Sor/Wiz 4 Strength check.
Arcane Focus: Any item that is distaste- Components: V, S
ful to the subject (optional, see above). Clerics who cast this spell name it for
their deities—Pelor’s clenched fist, for exam-
ple.
Arcane Focus: A leather glove.
Bigby’s Crushing Hand
Evocation [Force]
Level: Sor/Wiz 9, Strength 9
Components: V, S, M, F/DF
203
CHAPTER 11: This spell functions like Bigby’s interposing for being Large. Its grapple bonus is this Binding
hand, except that the hand can interpose same figure, except with a +4 modifier for Enchantment (Compulsion) [Mind-
SPELLS itself, push, or crush one opponent that being Large instead of –1. The hand holds Affecting]
you select. but does not harm creatures it grapples. Level: Sor/Wiz 8
Directing the spell to a new target is a Components: V, S, M
The crushing hand can grapple an oppo- move action. Casting Time: One minute
nent like Bigby ’s grasping hand does. Its Range: Close (25 ft. + 5 ft./2 levels)
grapple bonus equals your caster level + The grasping hand can also bull rush an Target: One living creature
your Intelligence, Wisdom, or Charisma opponent as Bigby’s forceful hand does, but Duration: See text (D)
modifier (for a wizard, cleric, or sorcerer, at a +16 bonus on the Strength check (+10 Saving Throw: Will negates; see text
respectively), +12 for the hand’s Strength for Strength 31, +4 for being Large, and a Spell Resistance: Yes
score (35), +4 for being Large. The hand +2 bonus for charging, which it always
deals 2d6+12 points of damage (lethal, not gets), or interpose itself as Bigby’s interpos- A binding spell creates a magical restraint
nonlethal) on each successful grapple ing hand does. to hold a creature. The target gets an ini-
check against an opponent. tial saving throw only if its Hit Dice equal
Clerics who cast this spell name it for at least one-half your caster level.
The crushing hand can also interpose their deities—Kord’s grasping hand, for
itself as Bigby’s interposing hand does, or it example. You may have as many as six assistants
can bull rush an opponent as Bigby’s force- help you with the spell. For each assistant
ful hand does, but at a +18 bonus. Arcane Focus: A leather glove. who casts suggestion, your caster level for
this casting of binding increases by 1. For
Directing the spell to a new target is a Bigby’s Interposing Hand each assistant who casts dominate animal,
move action. Evocation [Force] dominate person, or dominate monster, your
Level: Sor/Wiz 5 caster level for this casting of binding
Clerics who cast this spell name it for Components: V, S, F increases by a number equal to one-third
their deities—St. Cuthbert’s crushing hand, Casting Time: 1 standard action of that assistant’s level, provided that the
for example. Range: Medium (100 ft. + 10 ft./level) spell’s target is appropriate for a binding
Effect: 10-ft. hand spell. Since the assistants’ spells are cast
Arcane Material Component: The shell of Duration: 1 round/level (D) simply to improve your caster level for
an egg. Saving Throw: None the purpose of the binding spell, saving
Spell Resistance: Yes throws and spell resistance against the
Arcane Focus: A glove of snakeskin. assistants’ spells are irrelevant. Your caster
Bigby ’s interposing hand creates a Large level determines whether the target gets
Bigby’s Forceful Hand magic hand that appears between you and an initial Will saving throw and how long
Evocation [Force] one opponent. This floating, disembodied the binding lasts. All binding spells are dis-
Level: Sor/Wiz 6 hand then moves to remain between the missible.
Components: V, S, F two of you, regardless of where you move
or how the opponent tries to get around Regardless of the version of binding you
This spell functions like Bigby’s interposing it, providing cover (+4 AC) for you against cast, you can specify triggering condi-
hand, except that the forceful hand pursues that opponent. Nothing can fool the tions that end the spell and release the
and pushes away the opponent that you hand—it sticks with the selected oppo- creature whenever they occur. These trig-
designate. Treat this attack as a bull rush nent in spite of darkness, invisibility, gers can be as simple or elaborate as you
with a +14 bonus on the Strength check polymorphing, or any other attempt at desire, but the DM must agree that the
(+8 for Strength 27, +4 for being Large, hiding or disguise. The hand does not condition is reasonable and has a likeli-
and a +2 bonus for charging, which it pursue an opponent, however. hood of coming to pass. The conditions
always gets). The hand always moves with can be based on a creature’s name, iden-
the opponent to push that target back the A Bigby’s hand is 10 feet long and about tity, or alignment but otherwise must be
full distance allowed, and it has no speed that wide with its fingers outstretched. It based on observable actions or qualities.
limit. Directing the spell to a new target is has as many hit points as you do when Intangibles such as level, class, Hit Dice,
a move action. you’re undamaged, and its AC is 20 (–1 or hit points don’t qualify. For example, a
size, +11 natural). It takes damage as a bound creature can be released when a
A very strong creature could not push normal creature, but most magical effects lawful good creature approaches, but not
the hand out of its way because the latter that don’t cause damage do not affect it. when a paladin approaches. Once the
would instantly reposition itself between The hand never provokes attacks of op- spell is cast, its triggering conditions
the creature and you, but an opponent portunity from opponents. It cannot cannot be changed. Setting a release con-
could push the hand up against you by push through a wall of force or enter an dition increases the save DC (assuming a
successfully bull rushing it. antimagic field, but it suffers the full effect saving throw is allowed) by 2.
of a prismatic wall or prismatic sphere. The
Focus: A sturdy glove made of leather or hand makes saving throws as its caster. If you are casting any of the first three
heavy cloth. Disintegrate or a successful dispel magic versions of binding (those with limited
destroys it. durations), you may cast additional bind-
Bigby’s Grasping Hand ing spells to prolong the effect, since the
Evocation [Force] Any creature weighing 2,000 pounds or durations overlap. If you do so, the target
Level: Sor/Wiz 7, Strength 7 less that tries to push past the hand is gets a saving throw at the end of the first
Components: V, S, F/DF slowed to half its normal speed. The hand spell’s duration, even if your caster level
cannot reduce the speed of a creature was high enough to disallow an initial
This spell functions like Bigby’s interposing weighing more than 2,000 pounds, but it saving throw. If the creature succeeds on
hand, except the hand can also grapple still affects the creature’s attacks. this save, all the binding spells it has
one opponent that you select. The grasping received are broken.
hand gets one grapple attack per round. Directing the spell to a new target is a
Its attack bonus to make contact equals move action.
your caster level + your Intelligence,
Wisdom, or Charisma modifier (for wiz- Focus: A soft glove.
ards, clerics, and sorcerers, respectively),
204 +10 for the hand’s Strength score (31), –1
The binding spell has six versions. In addition to the specially made props Dazed: The creature can take no actions for
Choose one of the following versions suited to the specific type of binding (cost 1 round, though it defends itself normally.
when you cast the spell. 500 gp), the spell requires opals worth at
least 500 gp for each HD of the target and Weakened: The creature’s Strength score
Chaining: The subject is confined by a vellum depiction or carved statuette of decreases by 2d6 points for 2d4 rounds.
restraints that generate an antipathy spell the subject to be captured.
affecting all creatures who approach the Paralyzed: The creature is paralyzed and
subject, except you. The duration is one Blade Barrier helpless for 1d10 minutes. CHAPTER 11:
year per caster level. The subject of this Evocation [Force]
form of binding is confined to the spot it Level: Clr 6, Good 6, War 6 Killed: Living creatures die. Undead SPELLS
occupied when it received the spell. Components: V, S creatures are destroyed.
Casting Time: 1 standard action
Slumber: This version causes the subject Range: Medium (100 ft. + 10 ft./level) Furthermore, if you are on your home
to become comatose for as long as one Effect: Wall of whirling blades up to 20 ft. plane when you cast this spell, nonevil
year per caster level. The subject does not long/level, or a ringed wall of whirling extraplanar creatures within the area are
need to eat or drink while slumbering, nor blades with a radius of up to 5 ft./two instantly banished back to their home
does it age. This form of binding is more levels; either form 20 ft. high planes. Creatures so banished cannot return
difficult to cast than chaining, making it Duration: 1 min./level (D) for at least 24 hours. This effect takes place
slightly easier to resist. Reduce the spell’s Saving Throw: Reflex half or Reflex regardless of whether the creatures hear the
save DC by 1. negates; see text blasphemy. The banishment effect allows a
Spell Resistance: Yes Will save (at a –4 penalty) to negate.
Bound Slumber: This combination of
chaining and slumber lasts for as long as An immobile, vertical curtain of whirling Creatures whose Hit Dice exceed your
one month per caster level. Reduce the blades shaped of pure force springs into caster level are unaffected by blasphemy.
save DC by 2. existence. Any creature passing through
the wall takes 1d6 points of damage per Bless
Hedged Prison: The subject is trans- caster level (maximum 15d6), with a Enchantment (Compulsion) [Mind-
ported to or otherwise brought within a Reflex save for half damage. Affecting]
confined area (such as a labyrinth) from Level: Clr 1, Pal 1
which it cannot wander by any means. If you evoke the barrier so that it ap- Components: V, S, DF
The effect is permanent. Reduce the save pears where creatures are, each creature Casting Time: 1 standard action
DC by 3. takes damage as if passing through the Range: 50 ft.
wall. Each such creature can avoid the Area: The caster and all allies within a
Metamorphosis: The subject assumes wall (ending up on the side of its choice) 50-ft. burst, centered on the caster
gaseous form, except for its head or face. and thus take no damage by making a suc- Duration: 1 min./level
It is held harmless in a jar or other con- cessful Reflex save. Saving Throw: None
tainer, which may be transparent if you so Spell Resistance: Yes (harmless)
choose. The creature remains aware of its A blade barrier provides cover (+4 bonus
surroundings and can speak, but it cannot to AC, +2 bonus on Reflex saves) against Bless fills your allies with courage. Each
leave the container, attack, or use any of attacks made through it. ally gains a +1 morale bonus on attack rolls
its powers or abilities. The binding is per- and on saving throws against fear effects.
manent. The subject does not need to Blasphemy
breathe, eat, or drink while metamor- Evocation [Evil, Sonic] Bless counters and dispels bane.
phosed, nor does it age. Reduce the save Level: Clr 7, Evil 7
DC by 4. Components: V Bless Water
Casting Time: 1 standard action Transmutation [Good]
Minimus Containment: The subject is Range: 40 ft. Level: Clr 1, Pal 1
shrunk to a height of 1 inch or even less Area: Nonevil creatures in a 40-ft.-radius Components: V, S, M
and held within some gem, jar, or similar spread centered on you Casting Time: 1 minute
object. The binding is permanent. The sub- Duration: Instantaneous Range: Touch
ject does not need to breathe, eat, or drink Saving Throw: None or Will negates; Target: Flask of water touched
while contained, nor does it age. Reduce see text Duration: Instantaneous
the save DC by 4. Spell Resistance: Yes Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You can’t dispel a binding spell with Any nonevil creature within the area of a
dispel magic or a similar effect, though an blasphemy spell suffers the following ill This transmutation imbues a flask (1 pint)
antimagic field or Mordenkainen’s disjunction effects. of water with positive energy, turning it
affects it normally. A bound extraplanar into holy water (page 128).
creature cannot be sent back to its home HD Effect
plane due to dismissal, banishment, or a Equal to caster level Dazed Material Component: 5 pounds of pow-
similar effect. Up to caster level –1 Weakened, dazed dered silver (worth 25 gp).
Up to caster level –5 Paralyzed,
Components: The components for a weakened, dazed Bless Weapon
binding spell vary according to the ver- Up to caster level –10 Killed, paralyzed, Transmutation
sion of the spell, but they always include weakened, dazed Level: Pal 1
a continuous chanting utterance read Components: V, S
from the scroll or spellbook page contain- The effects are cumulative and concur- Casting Time: 1 standard action
ing the spell, somatic gestures, and mate- rent. No saving throw is allowed against Range: Touch
rials appropriate to the form of binding these effects. Target: Weapon touched
used. These components can include Duration: 1 min./level
such items as miniature chains of special Saving Throw: None
metals (silver for lycanthropes, cold iron Spell Resistance: No
for demons, and so forth), soporific herbs
of the rarest sort (for slumber bindings), a 205
bell jar of the finest crystal, and the like.
CHAPTER 11: This transmutation makes a weapon strike Like a blink dog (see the Monster normally. Their effects extend onto the
true against evil foes. The weapon is treated Manual), you “blink” back and forth Ethereal Plane from the Material Plane,
SPELLS as having a +1 enhancement bonus for the between the Material Plane and the but not vice versa. An ethereal creature
purpose of bypassing the damage reduc- Ethereal Plane. You look as though you’re can’t attack material creatures, and spells
206 tion of evil creatures or striking evil incor- winking in and out of reality very you cast while ethereal affect only other
poreal creatures (though the spell doesn’t quickly and at random. ethereal things. Certain material crea-
grant an actual enhancement bonus). The tures or objects have attacks or effects that
weapon also becomes good, which means Blinking has several effects, as follows. work on the Ethereal Plane (such as the
it can bypass the damage reduction of cer- Physical attacks against you have a 50% basilisk and its gaze attack). Treat other
tain creatures, particularly evil outsiders. miss chance, and the Blind-Fight feat ethereal creatures and objects as material.
(This effect overrides and suppresses any doesn’t help opponents, since you’re ethe- Blur
other alignment the weapon might have.) real and not merely invisible. If the Illusion (Glamer)
Individual arrows or bolts can be trans- attack is capable of striking ethereal crea- Level: Brd 2,Sor/Wiz 2
muted, but affected projectile weapons tures, the miss chance is only 20% (for Components: V
(such as bows) don’t confer the benefit to concealment). If the attacker can see Casting Time: 1 standard action
the projectiles they shoot. invisible creatures, the miss chance is Range: Touch
also only 20%. (For an attacker who can Target: Creature touched
In addition, all critical hit rolls against both see and strike ethereal creatures, Duration: 1 min./level (D)
evil foes are automatically successful, so there is no miss chance.) Likewise, your Saving Throw: Will negates (harmless)
every threat is a critical hit. This last effect own attacks have a 20% miss chance, Spell Resistance: Yes (harmless)
does not apply to any weapon that already since you sometimes go ethereal just as The subject’s outline appears blurred,
has a magical effect related to critical hits, you are about to strike. shifting and wavering. This distortion
such as a keen weapon or a vorpal sword. Any individually targeted spell has a grants the subject concealment (20% miss
50% chance to fail against you while chance).
Blight you’re blinking unless your attacker can
Necromancy target invisible, ethereal creatures. Your A see invisibility spell does not counter-
Level: Drd 4, Sor/Wiz 5 own spells have a 20% chance to activate act the blur effect, but a true seeing spell
Components: V, S, DF just as you go ethereal, in which case they does.
Casting Time: 1 standard action typically do not affect the Material Plane.
Range: Touch While blinking, you take only half Opponents that cannot see the subject
Target: One plant or plant creature damage from area attacks (but full damage ignore the spell’s effect (though fighting
Duration: Instantaneous from those that extend onto the Ethereal an unseen opponent carries penalties of
Saving Throw: Fortitude half; see text Plane). You strike as an invisible creature its own; see page 151).
Spell Resistance: Yes (with a +2 bonus on attack rolls), denying
your target any Dexterity bonus to AC. The subject of a blur spell.
This spell withers a single plant of any size. You take only half damage from falling,
An affected plant creature takes 1d6 points since you fall only while you are material.
of damage per level (maximum 15d6) and While blinking, you can step through
may attempt a Fortitude saving throw for (but not see through) solid objects. For
half damage. A plant that isn’t a creature each 5 feet of solid material you walk
(such as a tree or shrub) doesn’t receive a through, there is a 50% chance that you
save and immediately withers and dies. become material. If this occurs, you are
shunted off to the nearest open space and
This spell has no effect on the soil or take 1d6 points of damage per 5 feet so
surrounding plant life. traveled. You can move at only three-quar-
ters speed (because movement on the
Blindness/Deafness Ethereal Plane is at half speed, and you
Necromancy spend about half your time there and half
Level: Brd 2, Clr 3, Sor/Wiz 2 your time material.)
Components: V Since you spend about half your time
Casting Time: 1 standard action on the Ethereal Plane, you can see and
Range: Medium (100 ft. + 10 ft./level) even attack ethereal creatures. You inter-
Target: One living creature act with ethereal creatures roughly the
Duration: Permanent (D) same way you interact with material ones.
Saving Throw: Fortitude negates For instance, your spells against ethereal
Spell Resistance: Yes creatures are 20% likely to activate just as
you go material and be lost.
You call upon the powers of unlife to An ethereal creature is invisible, incor-
render the subject blinded or deafened, as poreal, and capable of moving in any
you choose. direction, even up or down. As an incor-
poreal creature, you can move through
Blink solid objects, including living creatures.
Transmutation An ethereal creature can see and hear the
Level: Brd 3, Sor/Wiz 3 Material Plane, but everything looks gray
Components: V, S and insubstantial. Sight and hearing on
Casting Time: 1 standard action the Material Plane are limited to 60 feet.
Range: Personal Force effects (such as magic missile and
Target: You wall of force) and abjurations affect you
Duration: 1 round/level (D)
Break Enchantment Targets: One creature/level, no two of Call Lightning Storm CHAPTER 11:
Abjuration which can be more than 30 ft. apart Evocation [Electricity]
Level: Brd 4, Clr 5, Luck 5, Pal 4, Level: Drd 5 SPELLS
Sor/Wiz 5 This spell functions like bull’s strength, Range: Long (400 ft. + 40 ft./level)
Components: V, S except that it affects multiple creatures. 207
Casting Time: 1 minute This spell functions like call lightning,
Range: Close (25 ft. + 5 ft./2 levels) Burning Hands except that each bolt deals 5d6 points of
Targets: Up to one creature per level, all Evocation [Fire] electricity damage (or 5d10 if created out-
within 30 ft. of each other Level: Fire 1, Sor/Wiz 1 doors in a stormy area), and you may call a
Duration: Instantaneous Components: V, S maximum of 15 bolts.
Saving Throw: See text Casting Time: 1 standard action
Spell Resistance: No Range: 15 ft. Calm Animals
Area: Cone-shaped burst Enchantment (Compulsion) [Mind-
This spell frees victims from enchant- Duration: Instantaneous Affecting]
ments, transmutations, and curses. Break Saving Throw: Reflex half Level: Animal 1, Drd 1, Rgr 1
enchantment can reverse even an instanta- Spell Resistance: Yes Components: V, S
neous effect, such as flesh to stone. For each Casting Time: 1 standard action
such effect, you make a caster level check A cone of searing flame shoots from your Range: Close (25 ft. + 5 ft./2 levels)
(1d20 + caster level, maximum +15) fingertips. Any creature in the area of the Targets: Animals within 30 ft. of each
against a DC of 11 + caster level of the flames takes 1d4 points of fire damage per other
effect. Success means that the creature is caster level (maximum 5d4). Flammable Duration: 1 min./level
free of the spell, curse, or effect. For a materials such as cloth, paper, parchment, Saving Throw: Will negates; see text
cursed magic item, the DC is 25. and thin wood burn if the flames touch Spell Resistance: Yes
them. A character can extinguish burning
If the spell is one that cannot be dis- items as a full-round action. This spell soothes and quiets animals, ren-
pelled by dispel magic, break enchantment dering them docile and harmless. Only
works only if that spell is 5th level or Call Lightning ordinary animals (those with Intelligence
lower. For instance, bestow curse cannot be Evocation [Electricity] scores of 1 or 2) can be affected by this
dispelled by dispel magic, but break enchant- Level: Drd 3 spell. All the subjects must be of the same
ment can dispel it. Components: V, S kind, and no two may be more than 30
Casting Time: 1 round feet apart. The maximum number of Hit
If the effect comes from some perma- Range: Medium (100 ft. + 10 ft./level) Dice of animals you can affect is equal to
nent magic item, such as a cursed sword, Effect: One or more 30-ft.-long vertical 2d4 + caster level. A dire animal or an
break enchantment does not remove the lines of lightning animal trained to attack or guard is
curse from the item, but it does frees the Duration: 1 min./level allowed a saving throw; other animals are
victim from the item’s effects. For Saving Throw: Reflex half not. (A druid could calm a normal bear or
example, a cursed item can change the Spell Resistance: Yes wolf with little trouble, but it’s more diffi-
alignment of its user. Break enchantment cult to affect a trained guard dog.)
allows the victim to be rid of the item and Immediately upon completion of the
negates the alignment change, but the spell, and once per round thereafter, you The affected creatures remain where
item’s curse is intact and affects the next may call down a 5-foot-wide, 30-foot-long, they are and do not attack or flee. They are
creature to pick up the item—even if it’s vertical bolt of lightning that deals 3d6 not helpless and defend themselves nor-
the recent recipient of the break enchant- points of electricity damage. The bolt of mally if attacked. Any threat (such as fire,
ment spell. lightning flashes down in a vertical stroke a hungry predator, or an imminent attack)
at whatever target point you choose breaks the spell on the threatened crea-
Bull’s Strength within the spell’s range (measured from tures.
Transmutation your position at the time). Any creature in
Level: Clr 2, Drd 2, Pal 2, Sor/Wiz 2, the target square or in the path of the bolt Calm Emotions
Strength 2 is affected. Enchantment (Compulsion) [Mind-
Components: V, S, M/DF Affecting]
Casting Time: 1 standard action You need not call a bolt of lightning Level: Brd 2, Clr 2, Law 2
Range: Touch immediately; other actions, even spell- Components: V, S, DF
Target: Creature touched casting, can be performed. However, each Casting Time: 1 standard action
Duration: 1 min./level round after the first you may use a stan- Range: Medium (100 ft. + 10 ft./level)
Saving Throw: Will negates (harmless) dard action (concentrating on the spell) to Area: Creatures in a 20-ft.-radius spread
Spell Resistance: Yes (harmless) call a bolt. You may call a total number of Duration: Concentration, up to 1
bolts equal to your caster level (maximum round/level (D)
The subject becomes stronger. The spell 10 bolts). Saving Throw: Will negates
grants a +4 enhancement bonus to Spell Resistance: Yes
Strength, adding the usual benefits to If you are outdoors and in a stormy
melee attack rolls, melee damage rolls, area—a rain shower, clouds and wind, hot This spell calms agitated creatures. You
and other uses of the Strength modifier. and cloudy conditions, or even a tornado have no control over the affected crea-
(including a whirlwind formed by a tures, but calm emotions can stop raging
Arcane Material Component: A few hairs, djinni or an air elemental of at least Large creatures from fighting or joyous ones
or a pinch of dung, from a bull. size; see the Monster Manual)—each bolt from reveling. Creatures so affected can-
deals 3d10 points of electricity damage not take violent actions (although they
Bull’s Strength, Mass instead of 3d6. can defend themselves) or do anything
Transmutation destructive. Any aggressive action against
Level: Clr 6, Drd 6, Sor/Wiz 6 This spell functions indoors or under-
Range: Close (25 ft. + 5 ft./2 levels) ground but not underwater.
CHAPTER 11: or damage dealt to a calmed creature Chain Lightning mands. However, it is by no means a true
immediately breaks the spell on all Evocation [Electricity] treant; it cannot converse with actual tre-
SPELLS calmed creatures. Level: Air 6, Sor/Wiz 6 ants or control trees. If the staff-treant is
Components: V, S, F reduced to 0 or fewer hit points, it crum-
This spell automatically suppresses Casting Time: 1 standard action bles to powder and the staff is destroyed.
(but does not dispel) any morale bonuses Range: Long (400 ft. + 40 ft./level) Otherwise, the staff returns to its normal
granted by spells such as bless, good hope, Targets: One primary target, plus one form when the spell duration expires (or
and rage, as well as negating a bard’s ability secondary target/level (each of which when the spell is dismissed), and it can be
to inspire courage or a barbarian’s rage must be within 30 ft. of the primary used as the focus for another casting of
ability. It also suppresses any fear effects target) the spell. The staff-treant is always at full
and removes the confused condition from Duration: Instantaneous strength when created, despite any
all targets. While the spell lasts, a sup- Saving Throw: Reflex half wounds it may have incurred the last time
pressed spell or effect has no effect. When Spell Resistance: Yes it appeared.
the calm emotions spell ends, the original
spell or effect takes hold of the creature This spell creates an electrical discharge Focus: The quarterstaff, which must be
again, provided that its duration has not that begins as a single stroke commenc- specially prepared. The staff must be a
expired in the meantime. ing from your fingertips. Unlike lightning sound limb cut from an ash, oak, or yew,
bolt, chain lightning strikes one object or then cured, shaped, carved, and polished
Cat’s Grace creature initially, then arcs to other (a process requiring twenty-eight days).
Transmutation targets. You cannot adventure or engage in other
Level: Brd 2, Drd 2, Rgr 2, Sor/Wiz 2 strenuous activity during the shaping and
Components: V, S, M The bolt deals 1d6 points of electricity carving of the staff.
Casting Time: 1 standard action damage per caster level (maximum 20d6)
Range: Touch to the primary target. After it strikes, Chaos Hammer
Target: Creature touched lightning can arc to a number of second- Evocation [Chaotic]
Duration: 1 min./level ary targets equal to your caster level Level: Chaos 4
Saving Throw: Will negates (harmless) (maximum 20). The secondary bolts each Components: V, S
Spell Resistance: Yes strike one target and deal half as much Casting Time: 1 standard action
damage as the primary one did (rounded Range: Medium (100 ft. + 10 ft./level)
The transmuted creature becomes more down). For example, a 19th-level sor- Area: 20-ft.-radius burst
graceful, agile, and coordinated. The spell cerer generates a primary bolt (19d6 Duration: Instantaneous (1d6 rounds);
grants a +4 enhancement bonus to Dex- points of damage) and as many as nine- see text
terity, adding the usual benefits to AC, teen secondary bolts (each of which Saving Throw: Will partial; see text
Reflex saves, and other uses of the Dex- deals half as much damage as the pri- Spell Resistance: Yes
terity modifier. mary bolt dealt). Each target can attempt
a Reflex saving throw for half damage. You unleash chaotic power to smite your
Material Component: A pinch of cat fur. You choose secondary targets as you like, enemies. The power takes the form of a
but they must all be within 30 feet of the multicolored explosion of leaping, rico-
Cat’s Grace, Mass primary target, and no target can be cheting energy. Only lawful and neutral
Transmutation struck more than once. You can choose (not chaotic) creatures are harmed by the
Level: Brd 6, Drd 6, Sor/Wiz 6 to affect fewer secondary targets than spell.
Range: Close (25 ft. + 5 ft./2 levels) the maximum (to avoid allies in the area,
Targets: One creature/level, no two of for example). The spell deals 1d8 points of damage
which can be more than 30 ft. apart per two caster levels (maximum 5d8) to
Focus: A bit of fur; a piece of amber, lawful creatures (or 1d6 points of damage
This spell functions like cat’s grace, except glass, or a crystal rod; plus one silver pin per caster level, maximum 10d6, to lawful
that it affects multiple creatures. for each of your caster levels. outsiders) and slows them for 1d6 rounds.
(See the slow spell.) A successful Will save
Cause Fear Changestaff reduces the damage by half and negates
Necromancy [Fear, Mind-Affecting] Transmutation the slow effect.
Level: Brd 1, Clr 1, Death 1, Sor/Wiz 1 Level: Drd 7
Components: V, S Components: V, S, F The spell deals only half damage
Casting Time: 1 standard action Casting Time: 1 round against creatures who are neither lawful
Range: Close (25 ft. + 5 ft./2 levels) Range: Touch nor chaotic, and they are not slowed. Such
Target: One living creature with 5 or Target: Your touched staff a creature can reduce the damage by half
fewer HD Duration: 1 hour/level (D) again (down to one-quarter) with a suc-
Duration: 1d4 rounds or 1 round; see Saving Throw: None cessful Will save.
text Spell Resistance: No
Saving Throw: Will partial Charm Animal
Spell Resistance: Yes You change a specially prepared quarter- Enchantment (Charm) [Mind-Affecting]
staff into a Huge treantlike creature, Level: Drd 1, Rgr 1
The affected creature becomes fright- about 24 feet tall. When you plant the end Target: One animal
ened. If the subject succeeds on a Will of the staff in the ground and speak a spe-
save, it is shaken for 1 round. Creatures cial command to conclude the casting of This spell functions like charm person,
with 6 or more Hit Dice are immune to the spell, your staff turns into a creature except that it affects a creature of the
this effect. that looks and fights just like a treant (see animal type. See the Monster Manual for
the Monster Manual). The staff-treant more information on creature types.
Cause fear counters and dispels remove defends you and obeys any spoken com-
fear.
208
Charm Monster Chill Metal Chill Touch CHAPTER 11:
Enchantment (Charm) [Mind-Affecting] Transmutation [Cold] Necromancy
Level: Brd 3, Sor/Wiz 4 Level: Drd 2 Level: Sor/Wiz 1 SPELLS
Target: One living creature Components: V, S, DF Components: V, S
Duration: One day/level Casting Time: 1 standard action Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) Range: Touch
This spell functions like charm person, Target: Metal equipment of one Targets: Creature or creatures touched
except that the effect is not restricted by creature/two levels, no two of which (up to one/level)
creature type or size. can be more than 30 ft. apart; or 25 lb. of Duration: Instantaneous
metal/level, none of which can be more Saving Throw: Fortitude partial or Will
Charm Monster, Mass than 30 ft. away from any of the rest negates; see text
Enchantment (Charm) [Mind-Affecting] Duration: 7 rounds Spell Resistance: Yes
Level: Brd 6, Sor/Wiz 8 Saving Throw: Will negates (object)
Components: V Spell Resistance: Yes (object) A touch from your hand, which glows with
Targets: One or more creatures, no two blue energy, disrupts the life force of living
of which can be more than 30 ft. apart Chill metal makes metal extremely cold. creatures. Each touch channels negative
Duration: One day/level Unattended, nonmagical metal gets no energy that deals 1d6 points of damage. The
saving throw. Magical metal is allowed a touched creature also takes 1 point of
This spell functions like charm monster, saving throw against the spell. (Magic Strength damage unless it makes a success-
except that mass charm monster affects a items’ saving throws are covered in the ful Fortitude saving throw. You can use this
number of creatures whose combined Dungeon Master’s Guide.) An item in a crea- melee touch attack up to one time per level.
HD do not exceed twice your level, or at ture’s possession uses the creature’s saving
least one creature regardless of HD. If throw bonus unless its own is higher. An undead creature you touch takes no
there are more potential targets than you damage of either sort, but it must make a
can affect, you choose them one at a time A creature takes cold damage if its successful Will saving throw or flee as if
until you choose a creature with too many equipment is chilled. It takes full damage if panicked for 1d4 rounds +1 round per
HD. its armor is affected or if it is holding, caster level.
touching, wearing, or carrying metal
Charm Person weighing one-fifth of its weight. The crea- Circle of Death
Enchantment (Charm) [Mind-Affecting] ture takes minimum damage (1 point or 2 Necromancy [Death]
Level: Brd 1, Sor/Wiz 1 points; see the table) if it’s not wearing Level: Sor/Wiz 6
Components: V, S metal armor and the metal that it’s carrying Components: V, S, M
Casting Time: 1 standard action weighs less than one-fifth of its weight. Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) Range: Medium (100 ft. + 10 ft./level)
Target: One humanoid creature On the first round of the spell, the Area: Several living creatures within a
Duration: 1 hour/level metal becomes chilly and uncomfortable 40-ft.-radius burst
Saving Throw: Will negates to touch but deals no damage. The same Duration: Instantaneous
Spell Resistance: Yes effect also occurs on the last round of the Saving Throw: Fortitude negates
spell’s duration. During the second (and Spell Resistance: Yes
This charm makes a humanoid creature also the next-to-last) round, icy coldness
regard you as its trusted friend and ally causes pain and damage. In the third, A circle of death snuffs out the life force of
(treat the target’s attitude as friendly; see fourth, and fifth rounds, the metal is living creatures, killing them instantly.
Influencing NPC Attitudes, page 72). If freezing cold, causing more damage, as
the creature is currently being threatened shown on the table below. The spell slays 1d4 HD worth of living
or attacked by you or your allies, however, creatures per caster level (maximum
it receives a +5 bonus on its saving throw. Round Metal Damage 20d4). Creatures with the fewest HD are
1 Temperature None affected first; among creatures with equal
The spell does not enable you to con- 2 Cold 1d4 points HD, those who are closest to the burst’s
trol the charmed person as if it were an 3–5 Icy 2d4 points point of origin are affected first. No crea-
automaton, but it perceives your words 6 Freezing 1d4 points ture of 9 or more HD can be affected, and
and actions in the most favorable way. You 7 Icy None Hit Dice that are not sufficient to affect a
can try to give the subject orders, but you Cold creature are wasted.
must win an opposed Charisma check to
convince it to do anything it wouldn’t Any heat intense enough to damage the Material Component: The powder of a
ordinarily do. (Retries are not allowed.) creature negates cold damage from the crushed black pearl with a minimum
An affected creature never obeys suicidal spell (and vice versa) on a point-for-point value of 500 gp.
or obviously harmful orders, but a basis. For example, if the damage roll
charmed fighter, for example, might from a chill metal spell indicates 5 points Clairaudience/Clairvoyance
believe you if you assured him that the of cold damage and the subject plunges Divination (Scrying)
only chance to save your life is for him to through a wall of fire in the same round Level: Brd 3, Knowledge 3, Sor/Wiz 3
hold back an onrushing red dragon for and takes 8 points of fire damage, it winds Components: V, S, F/DF
“just a few seconds.” Any act by you or up taking no cold damage and only 3 Casting Time: 10 minutes
your apparent allies that threatens the points of fire damage. Underwater, chill Range: Long (400 ft. + 40 ft./level)
charmed person breaks the spell. You must metal deals no damage, but ice immedi- Effect: Magical sensor
speak the person’s language to communi- ately forms around the affected metal, Duration: 1 min./level (D)
cate your commands, or else be good at making it more buoyant. Saving Throw: None
pantomiming. Spell Resistance: No
Chill metal counters and dispels heat
metal. Clairaudience/clairvoyance creates an invis-
ible magical sensor at a specific location
209
CHAPTER 11: that enables you to hear or see (your Casting Time: 10 minutes Duration: 1 min./level
choice) almost as if you were there. You Range: 0 ft. Saving Throw: Fortitude partial; see text
SPELLS don’t need line of sight or line of effect, Effect: One clone Spell Resistance: No
but the locale must be known—a place Duration: Instantaneous
210 familiar to you or an obvious one, such as Saving Throw: None This spell generates a bank of fog, similar
behind a door, around a corner, or in a Spell Resistance: No to a fog cloud, except that its vapors are yel-
grove of trees. Once you have selected the lowish green and poisonous. These vapors
locale, the sensor doesn’t move, but you This spell makes an inert duplicate of a automatically kill any living creature with
can rotate it in all directions to view the creature. If the original individual has 3 or fewer HD (no save). A living creature
area as desired. Unlike other scrying been slain, its soul immediately transfers with 4 to 6 HD is slain unless it succeeds
spells, this spell does not allow magically to the clone, creating a replacement (pro- on a Fortitude save (in which case it takes
or supernaturally enhanced senses to vided that the soul is free and willing to 1d4 points of Constitution damage on
work through it. If the chosen locale is return; see Bringing Back the Dead, page your turn each round while in the cloud).
magically dark, you see nothing. If it is 171). The original’s physical remains, A living creature with 6 or more HD takes
naturally pitch black, you can see in a 10- should they still exist, become inert and 1d4 points of Constitution damage on
foot radius around the center of the spell’s cannot thereafter be restored to life. If the your turn each round while in the cloud
effect. Clairaudience/clairvoyance functions original creature has reached the end of (a successful Fortitude save halves this
only on the plane of existence you are cur- its natural life span (that is, it has died of damage). Holding one’s breath doesn’t
rently occupying. natural causes), any cloning attempt fails. help, but creatures immune to poison are
unaffected by the spell.
Arcane Focus: A small horn (for hearing) To create the duplicate, you must have
or a glass eye (for seeing). a piece of flesh (not hair, nails, scales, or Unlike a fog cloud, the cloudkill moves
the like) with a volume of at least 1 cubic away from you at 10 feet per round,
Cloak of Chaos inch that was taken from the original rolling along the surface of the ground.
Abjuration [Chaotic] creature’s living body. The piece of flesh Figure out the cloud’s new spread each
Level: Chaos 8, Clr 8 need not be fresh, but it must be kept round based on its new point of origin,
Components: V, S, F from rotting (for example, by the gentle which is 10 feet farther away from the
Casting Time: 1 standard action repose spell). Once the spell is cast, the point of origin where you cast the spell.
Range: 20 ft. duplicate must be grown in a laboratory
Targets: One creature/level in a 20-ft.- for 2d4 months. Because the vapors are heavier than air,
radius burst centered on you they sink to the lowest level of the land,
Duration: 1 round/level (D) When the clone is completed, the origi- even pouring down den or sinkhole open-
Saving Throw: See text nal’s soul enters it immediately, if that ings; thus, the spell is ideal for slaying hives
Spell Resistance: Yes (harmless) creature is already dead. The clone is phys- of giant ants, for example. It cannot pene-
ically identical with the original and pos- trate liquids, nor can it be cast underwater.
A random pattern of color surrounds the sesses the same personality and memories
subjects, protecting them from attacks, as the original. In other respects, treat the Color Spray
granting them resistance to spells cast by clone as if it were the original character Illusion (Pattern) [Mind-Affecting]
lawful creatures, and causing lawful crea- raised from the dead, including the loss of Level: Sor/Wiz 1
tures that strike the subjects to become one level or 2 points of Constitution (if the Components: V, S, M
confused. This abjuration has four effects. original was a 1st-level character). If this Casting Time: 1 standard action
Constitution adjustment would give the Range: 15 ft.
First, each warded creature gains a +4 clone a Constitution score of 0, the spell Area: Cone-shaped burst
deflection bonus to AC and a +4 resist- fails. If the original creature has lost levels Duration: Instantaneous; see text
ance bonus on saves. Unlike protection since the flesh sample was taken and died Saving Throw: Will negates
from law, the benefit of this spell applies at a lower level than the clone would oth- Spell Resistance: Yes
against all attacks, not just against attacks erwise be, the clone is one level below the
by lawful creatures. level at which the original died. A vivid cone of clashing colors springs
forth from your hand, causing creatures
Second, each warded creature gains The spell duplicates only the original’s to become stunned, perhaps also blinded,
spell resistance 25 against lawful spells body and mind, not its equipment. and possibly knocking them uncon-
and spells cast by lawful creatures. scious. Each creature within the cone is
A duplicate can be grown while the affected according to its Hit Dice.
Third, the abjuration blocks possession original still lives, or when the original
and mental influence, just as protection soul is unavailable, but the resulting body 2 HD or less: The creature is uncon-
from law does. is merely a soulless bit of inert flesh, scious, blinded, and stunned for 2d4
which rots if not preserved. rounds, then blinded and stunned for 1d4
Finally, if a lawful creature succeeds on rounds, and then stunned for 1 round.
a melee attack against a warded creature, Material Component: The piece of flesh (Only living creatures are knocked
the offending attacker is confused for 1 and various laboratory supplies (cost unconscious.)
round (Will save negates, as with the con- 1,000 gp).
fusion spell, but against the save DC of 3 or 4 HD: The creature is blinded and
cloak of chaos). Focus: Special laboratory equipment stunned for 1d4 rounds, then stunned for
(cost 500 gp). 1 round.
Focus: A tiny reliquary containing some
sacred relic, such as a scrap of parchment Cloudkill 5 or more HD: The creature is stunned
from a chaotic text. The reliquary costs at Conjuration (Creation) for 1 round.
least 500 gp. Level: Sor/Wiz 5
Components: V, S Sightless creatures are not affected by
Clone Casting Time: 1 standard action color spray.
Necromancy Range: Medium (100 ft. + 10 ft./level)
Level: Sor/Wiz 8 Effect: Cloud spreads in 20-ft. radius, Material Component: A pinch each of
Components: V, S, M, F 20 ft. high powder or sand that is colored red, yellow,
and blue.
Command Duration: One day/level Commune CHAPTER 11:
Enchantment (Compulsion) [Language- Saving Throw: Will negates Divination
Dependent, Mind-Affecting] Spell Resistance: Yes Level: Clr 5 SPELLS
Level: Clr 1 Components: V, S, M, DF, XP
Components: V This spell allows you some degree of con- Casting Time: 10 minutes
Casting Time: 1 standard action trol over one or more plant creatures. Range: Personal
Range: Close (25 ft. + 5 ft./2 levels) Affected plant creatures can understand Target: You
Target: One living creature you, and they perceive your words and Duration: 1 round/level
Duration: 1 round actions in the most favorable way (treat
Saving Throw: Will negates their attitude as friendly). They will not You contact your deity—or agents there-
Spell Resistance: Yes attack you while the spell lasts. You can of—and ask questions that can be an-
try to give a subject orders, but you must swered by a simple yes or no. (A cleric of
You give the subject a single command, win an opposed Charisma check to con- no particular deity contacts a philosophi-
which it obeys to the best of its ability at vince it to do anything it wouldn’t ordi- cally allied deity.) You are allowed one
its earliest opportunity. You may select narily do. (Retries are not allowed.) A such question per caster level. The an-
from the following options. commanded plant never obeys suicidal or swers given are correct within the limits
obviously harmful orders, but it might be of the entity’s knowledge. “Unclear” is a
Approach: On its turn, the subject convinced that something very danger- legitimate answer, because powerful
moves toward you as quickly and directly ous is worth doing (see charm person). beings of the Outer Planes are not neces-
as possible for 1 round. The creature may sarily omniscient. In cases where a one-
do nothing but move during its turn, and You can affect a number of plant crea- word answer would be misleading or con-
it provokes attacks of opportunity for this tures whose combined level or HD do not trary to the deity’s interests, the DM
movement as normal. exceed twice your level. should give a short phrase (five words or
less) as an answer instead.
Drop: On its turn, the subject drops Command Undead
whatever it is holding. It can’t pick up any Necromancy The spell, at best, provides information
dropped item until its next turn. Level: Sor/Wiz 2 to aid character decisions. The entities
Components: V, S, M contacted structure their answers to fur-
Fall: On its turn, the subject falls to the Casting Time: 1 standard action ther their own purposes. If you lag, dis-
ground and remains prone for 1 round. It Range: Close (25 ft. + 5 ft./2 levels) cuss the answers, or go off to do anything
may act normally while prone but takes Targets: One undead creature else, the spell ends.
any appropriate penalties. Duration: One day/level
Saving Throw: Will negates; see text Material Component: Holy (or unholy)
Flee: On its turn, the subject moves Spell Resistance: Yes water and incense.
away from you as quickly as possible for 1
round. It may do nothing but move during This spell allows you some degree of con- XP Cost: 100 XP.
its turn, and it provokes attacks of oppor- trol over an undead creature. Assuming
tunity for this movement as normal. the subject is intelligent, it perceives your Commune with Nature
words and actions in the most favorable Divination
Halt: The subject stands in place for 1 way (treat its attitude as friendly). It will Level: Animal 5, Drd 5, Rgr 4
round. It may not take any actions but is not attack you while the spell lasts. You Components: V, S
not considered helpless. can try to give the subject orders, but you Casting Time: 10 minutes
must win an opposed Charisma check to Range: Personal
If the subject can’t carry out your com- convince it to do anything it wouldn’t Target: You
mand on its next turn, the spell automati- ordinarily do. (Retries are not allowed.) Duration: Instantaneous
cally fails. An intelligent commanded undead never
obeys suicidal or obviously harmful You become one with nature, attaining
Command, Greater orders, but it might be convinced that knowledge of the surrounding territory.
Enchantment (Compulsion) [Language- something very dangerous is worth doing You instantly gain knowledge of as many
Dependent, Mind-Affecting] (see charm person). as three facts from among the following
Level: Clr 5 subjects: the ground or terrain, plants,
Targets: One creature/level, no two of A nonintelligent undead creature minerals, bodies of water, people, general
which can be more than 30 ft. apart (such as a skeleton or zombie) gets no animal population, presence of woodland
Duration: 1 round/level saving throw against this spell. When creatures, presence of powerful unnatural
you control a mindless being, you can creatures, or even the general state of the
This spell functions like command, except communicate only basic commands, natural setting. For example, you could
that up to one creature per level may be such as “come here,” “go there,” “fight,” determine the location of any powerful
affected, and the activities continue “stand still,” and so on. Nonintelligent undead creatures, the location of all major
beyond 1 round. At the start of each com- undead won’t resist suicidal or obviously sources of safe drinking water, and the
manded creature’s action after the first, it harmful orders. location of any buildings (which register
gets another Will save to attempt to break as blind spots).
free from the spell. Each creature must Any act by you or your apparent allies
receive the same command. that threatens the commanded undead In outdoor settings, the spell operates
(regardless of its Intelligence) breaks in a radius of 1 mile per caster level. In
Command Plants the spell. natural underground settings—caves,
Transmutation caverns, and the like—the radius is lim-
Level: Drd 4, Plant 4, Rgr 3 Your commands are not telepathic. The ited to 100 feet per caster level. The spell
Components: V undead creature must be able to hear you. does not function where nature has been
Casting Time: 1 standard action replaced by construction or settlement,
Range: Close (25 ft. + 5 ft./2 levels) Material Component: A shred of raw such as in dungeons and towns.
Targets: Up to 2 HD/level of plant crea- meat and a splinter of bone.
tures, no two of which can be more
than 30 ft. apart 211
CHAPTER 11: Comprehend Languages This spell causes the targets to become disruption, giving it a –1 penalty on attack
Divination confused, making them unable to inde- rolls, damage rolls, and saves. Undead
SPELLS Level: Brd 1, Clr 1, Sor/Wiz 1 pendently determine what they will do. cannot be created within or summoned
Components: V, S, M/DF Roll on the following table at the begin- into a consecrated area.
Casting Time: 1 standard action ning of each subject’s turn each round to
Range: Personal see what the subject does in that round. If the consecrated area contains an altar,
Target: You shrine, or other permanent fixture dedi-
Duration: 10 min./level d% Behavior cated to your deity, pantheon, or aligned
01–10 Attack caster with melee or higher power, the modifiers given above
You can understand the spoken words of are doubled (+6 sacred bonus on turning
creatures or read otherwise incomprehen- ranged weapons (or close with checks, –2 penalties for undead in the
sible written messages. In either case, you caster if attack is not possible). area). You cannot consecrate an area with
must touch the creature or the writing. 11–20 Act normally. a similar fixture of a deity other than your
The ability to read does not necessarily 21–50 Do nothing but babble own patron.
impart insight into the material, merely incoherently.
its literal meaning. The spell enables you 51–70 Flee away from caster at top If the area does contain an altar, shrine,
to understand or read an unknown lan- possible speed. or other permanent fixture of a deity, pan-
guage, not speak or write it. 71–100 Attack nearest creature (for this theon, or higher power other than your
purpose, a familiar counts as part patron, the consecrate spell instead curses
Written material can be read at the of the subject’s self). the area, cutting off its connection with
rate of one page (250 words) per minute. the associated deity or power. This sec-
Magical writing cannot be read, though A confused character who can’t carry out ondary function, if used, does not also
the spell reveals that it is magical, but the indicated action does nothing but grant the bonuses and penalties relating
comprehend languages is often useful babble incoherently. Attackers are not to undead, as given above.
when deciphering treasure maps. This at any special advantage when attacking
spell can be foiled by certain warding a confused character. Any confused charac- Consecrate counters and dispels desecrate.
magic (such as the secret page and illusory ter who is attacked automatically Material Component: A vial of holy water
script spells). It does not decipher codes attacks its attackers on its next turn, as and 25 gp worth (5 pounds) of silver dust,
or reveal messages concealed in other- long as it is still confused when its turn all of which must be sprinkled around the
wise normal text. comes. Note that a confused character area.
will not make attacks of opportunity
Comprehend languages can be made per- against any creature that it is not Contact Other Plane
manent with a permanency spell. already devoted to attacking (either Divination
because of its most recent action or Level: Sor/Wiz 5
Arcane Material Component: A pinch of because it has just been attacked). Components: V
soot and a few grains of salt. Casting Time: 10 minutes
Arcane Material Component: A set of Range: Personal
Cone of Cold three nut shells. Target: You
Evocation [Cold] Duration: Concentration
Level: Sor/Wiz 5, Water 6 Confusion, Lesser
Components: V, S, M/DF Enchantment (Compulsion) [Mind- You send your mind to another plane of
Casting Time: 1 standard action Affecting] existence (an Elemental Plane or some
Range: 60 ft. Level: Brd 1 plane farther removed) in order to receive
Area: Cone-shaped burst Components: V, S advice and information from powers
Duration: Instantaneous Range: Close (25 ft. + 5 ft./2 levels) there. (See the accompanying table for
Saving Throw: Reflex half Target: One living creature possible consequences and results of the
Spell Resistance: Yes Duration: 1 round attempt.) The powers reply in a language
you understand, but they resent such con-
Cone of cold creates an area of extreme This spell causes a single creature to tact and give only brief answers to your
cold, originating at your hand and extend- become confused for 1 round. See the con- questions. (The DM answers all questions
ing outward in a cone. It drains heat, deal- fusion spell, above, to determine the exact with “yes,” “no,” “maybe,” “never,” “irrele-
ing 1d6 points of cold damage per caster effect on the subject. vant,” or some other one-word answer.)
level (maximum 15d6). You must concentrate on maintaining the
Consecrate spell (a standard action) in order to ask
Arcane Material Component: A very small Evocation [Good] questions at the rate of one per round. A
crystal or glass cone. Level: Clr 2 question is answered by the power during
Components: V, S, M, DF the same round. For every two caster
Confusion Casting Time: 1 standard action levels, you may ask one question.
Enchantment (Compulsion) [Mind- Range: Close (25 ft. + 5 ft./2 levels)
Affecting] Area: 20-ft.-radius emanation Contact with minds far removed from
Level: Brd 3, Sor/Wiz 4, Trickery 4 Duration: 2 hours/level your home plane increases the probabil-
Components: V, S, M/DF Saving Throw: None ity that you will incur a decrease to
Casting Time: 1 standard action Spell Resistance: No Intelligence and Charisma, but the
Range: Medium (100 ft. + 10 ft./level) chance of the power knowing the
Targets: All creatures in a 15-ft. radius This spell blesses an area with positive answer, as well as the probability of the
burst energy. Each Charisma check made to entity answering correctly, are likewise
Duration: 1 round/level turn undead within this area gains a +3 increased by moving to distant planes.
Saving Throw: Will negates sacred bonus. Every undead creature Once the Outer Planes are reached, the
Spell Resistance: Yes entering a consecrated area suffers minor power of the deity contacted determines
the effects. (Random results obtained
212 from the table are subject to DM
Contact Other Plane called on. The companion spell occurs
based solely on the stated conditions,
Avoid Int/Cha True Don’t Random regardless of whether you want it to.
Plane Contacted Decrease Answer Know Lie Answer You can use only one contingency spell
at a time; if a second is cast, the first one
Elemental Plane DC 7/1 week 01–34 35–62 63–83 84–100 (if still active) is dispelled.
(appropriate) (DC 7/1 week) (01–68) (69–75) (76–98) (99–100) Material Component: That of the com-
panion spell, plus quicksilver and an eye-
Positive/Negative Energy Plane DC 8/1 week 01–39 40–65 66–86 87–100 lash of an ogre mage, rakshasa, or similar
spell-using creature.
Astral Plane DC 9/1 week 01–44 45–67 68–88 89–100
Focus: A statuette of you carved from
Outer Plane, demideity DC 10/2 weeks 01–49 50–70 71–91 92–100 elephant ivory and decorated with gems
(worth at least 1,500 gp). You must carry
Outer Plane, lesser deity DC 12/3 weeks 01–60 61–75 76–95 96–100 the focus for the contingency to work.
Outer Plane, intermediate deity DC 14/4 weeks 01–73 74–81 82–98 99–100 Continual Flame
Evocation [Light]
Outer Plane, greater deity DC 16/5 weeks 01–88 89–90 91–99 100 Level: Clr 3, Sor/Wiz 2 CHAPTER 11:
Components: V, S, M
Avoid Int/Cha Decrease: You must succeed on an Intelligence check against this DC to avoid Casting Time: 1 standard action SPELLS
Range: Touch
a decrease in Intelligence and Charisma. If the check fails, your Intelligence and Charisma scores Target: Object touched
Effect: Magical, heatless flame
each fall to 8 for the stated duration, and you become unable to cast arcane spells. If you lose Duration: Permanent
Saving Throw: None
Intelligence and Charisma, the effect strikes as soon as the first question is asked, and no Spell Resistance: No
answer is received. (The entries in parentheses are for questions that pertain to the appropriate A flame, equivalent in brightness to a
torch, springs forth from an object that
Elemental Plane.) you touch. The effect looks like a regular
flame, but it creates no heat and doesn’t
Results of a Successful Contact: The DM rolls d% for the result shown on the table: use oxygen. A continual flame can be cov-
ered and hidden but not smothered or
True Answer: You get a true, one-word answer. Questions that cannot be answered in this way quenched.
are answered randomly. Light spells counter and dispel dark-
ness spells of an equal or lower level.
Don’t Know: The entity tells you that it doesn’t know.
Material Component: You sprinkle ruby
Lie: The entity intentionally lies to you. dust (worth 50 gp) on the item that is to
carry the flame.
Random Answer: The entity tries to lie but doesn’t know the answer, so it makes one up.
Control Plants
changes, the personalities of individual Contingency Transmutation
deities, and so on.) Evocation Level: Drd 8, Plant 8
Level: Sor/Wiz 6 Components: V, S, DF
On rare occasions, this divination may Components: V, S, M, F Casting Time: 1 standard action
be blocked by an act of certain deities or Casting Time: At least 10 minutes; see Range: Close (25 ft. + 5 ft./2 levels)
forces. text Targets: Up to 2 HD/level of plant crea-
Range: Personal tures, no two of which can be more
Contagion Target: You than 30 ft. apart
Necromancy [Evil] Duration: One day/level (D) or until Duration: 1 min./level
Level: Clr 3, Destruction 3, Drd 3, discharged Saving Throw: Will negates
Sor/Wiz 4 Spell Resistance: No
Components: V, S You can place another spell upon your
Casting Time: 1 standard action person so that it comes into effect under This spell enables you to control the
Range: Touch some condition you dictate when casting actions of one or more plant creatures for
Target: Living creature touched contingency. The contingency spell and the a short period of time. You command the
Duration: Instantaneous companion spell are cast at the same time. creatures by voice and they understand
Saving Throw: Fortitude negates The 10-minute casting time is the mini- you, no matter what language you speak.
Spell Resistance: Yes mum total for both castings; if the com- Even if vocal communication is impos-
panion spell has a casting time longer sible (in the area of a silence spell, for
The subject contracts a disease selected than 10 minutes, use that instead. instance), the controlled plants do not
from the table below, which strikes attack you. At the end of the spell, the
immediately (no incubation period). The The spell to be brought into effect by subjects revert to their normal behavior.
DC noted is for the subsequent saves (use the contingency must be one that affects
contagion’s normal save DC for the initial your person (feather fall, levitate, fly, teleport, Suicidal or self-destructive commands
saving throw). and so forth) and be of a spell level no are simply ignored.
higher than one-third your caster level
Disease DC Damage (rounded down, maximum 6th level).
Blinding sickness 16 1d4 Str1 The conditions needed to bring the
spell into effect must be clear, although
Cackle fever 16 1d6 Wis they can be general. For example, a contin-
gency cast with water breathing might pre-
Filth fever 12 1d3 Dex scribe that any time you are plunged into
or otherwise engulfed in water or similar
and 1d3 Con liquid, the water breathing spell instantly
comes into effect. Or a contingency could
Mindfire 12 1d4 Int bring a feather fall spell into effect any time
you fall more than 4 feet. In all cases, the
Red ache 15 1d6 Str contingency immediately brings into effect
the companion spell, the latter being “cast”
Shakes 13 1d8 Dex instantaneously when the prescribed cir-
cumstances occur. If complicated or con-
Slimy doom 14 1d4 Con voluted conditions are prescribed, the
whole spell combination (contingency and
1 Each time a victim takes 2 or more points the companion magic) may fail when
of Strength damage from blinding
sickness, he or she must make another
Fortitude save (using the disease’s save
DC) or be permanently blinded.
See the Dungeon Master ’s Guide for de- 213
scriptions of each disease, as well as for
the general effects of disease.
Control Undead one horizontal dimension by half and Area: 40 ft./level radius cylinder 40 ft.
Necromancy double the other horizontal dimension. high
Level: Sor/Wiz 7
Components: V, S, M Arcane Material Component: A drop of Duration: 10 min./level
Casting Time: 1 standard action water (for raise water) or a pinch of dust Saving Throw: Fortitude negates
Range: Close (25 ft. + 5 ft./2 levels) (for lower water). Spell Resistance: No
Targets: Up to 2 HD/level of undead
CHAPTER 11: creatures, no two of which can be Control Weather You alter wind force in the area surround-
more than 30 ft. apart Transmutation ing you. You can make the wind blow in a
SPELLS Duration: 1 min./level Level: Air 7, Clr 7, Drd 7, Sor/Wiz 7 certain direction or manner, increase its
Saving Throw: Will negates Components: V, S strength, or decrease its strength. The
Spell Resistance: Yes Casting Time: 10 minutes; see text new wind direction and strength persist
Range: 2 miles until the spell ends or until you choose to
This spell enables you to command Area: 2-mile-radius circle, centered on alter your handiwork, which requires
undead creatures for a short period of you; see text concentration. You may create an “eye” of
time. You command them by voice and Duration: 4d12 hours; see text calm air up to 80 feet in diameter at the
they understand you, no matter what lan- Saving Throw: None center of the area if you so desire, and you
guage you speak. Even if vocal communi- Spell Resistance: No may choose to limit the area to any cylin-
cation is impossible (in the area of a silence drical area less than your full limit (for
spell, for instance), the controlled undead You change the weather in the local area. It example, a 20-foot-diameter tornado cen-
do not attack you. At the end of the spell, takes 10 minutes to cast the spell and an tered 100 feet away).
the subjects revert to their normal behav- additional 10 minutes for the effects to
ior. Intelligent undead creatures remem- manifest. The current, natural weather Wind Direction: You may choose one of
ber that you controlled them. conditions are determined by the DM. You four basic wind patterns to function over
can call forth weather appropriate to the the spell’s area.
Material Component: A small piece of climate and season of the area you are in.
bone and a small piece of raw meat. • A downdraft blows from the center
Season Possible Weather
Control Water outward in equal strength in all direc-
Transmutation [Water] Spring Tornado, thunderstorm, sleet tions.
Level: Clr 4, Drd 4, Sor/Wiz 6, Water 4
Components: V, S, M/DF storm, or hot weather • An updraft blows from the outer edges
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level) Summer Torrential rain, heat wave, or in toward the center in equal strength
Area: Water in a volume of 10 ft./level by from all directions, veering upward
10 ft./level by 2 ft./level (S) hailstorm before impinging on the eye in the
Duration: 10 min./level (D) center.
Saving Throw: None; see text Autumn Hot or cold weather, fog, or
Spell Resistance: No • A rotation causes the winds to circle
sleet
Depending on the version you choose, the center in clockwise or counter-
the control water spell raises or lowers Winter Frigid cold, blizzard, or thaw clockwise fashion.
water.
Late winter Hurricane-force winds or early • A blast simply causes the winds to blow
Lower Water: This causes water or simi-
lar liquid to reduce its depth by as much spring (coastal area) in one direction across the entire area
as 2 feet per caster level (to a minimum from one side to the other.
depth of 1 inch). The water is lowered You control the general tendencies of the Wind Strength: For every three caster
within a squarish depression whose sides weather, such as the direction and inten- levels, you can increase or decrease wind
are up to caster level × 10 feet long. In sity of the wind. You cannot control spe- strength by one level. (The categories of
extremely large and deep bodies of water, cific applications of the weather—where wind strength are briefly described below,
such as a deep ocean, the spell creates a lightning strikes, for example, or the with more detail to be found in the Dun-
whirlpool that sweeps ships and similar exact path of a tornado. When you select a geon Master’s Guide.) Each round on your
craft downward, putting them at risk and certain weather condition to occur, the turn, a creature in the wind must make a
rendering them unable to leave by weather assumes that condition 10 min- Fortitude save or suffer the effect of being
normal movement for the duration of the utes later (changing gradually, not in the windy area.
spell. When cast on water elementals and abruptly). The weather continues as you Strong winds (21+ mph) make sailing
other water-based creatures, this spell acts left it for the duration, or until you use a difficult.
as a slow spell (Will negates). The spell has standard action to designate a new kind of A severe wind (31+ mph) causes minor
no effect on other creatures. weather (which fully manifests itself 10 ship and building damage.
minutes later). Contradictory conditions A windstorm (51+ mph) drives most
Raise Water: This causes water or similar are not possible simultaneously—fog and flying creatures from the skies, uproots
liquid to rise in height, just as the lower strong wind, for example. small trees, knocks down light wooden
water version causes it to lower. Boats structures, tears off roofs, and endangers
raised in this way slide down the sides of Control weather can do away with ships.
the hump that the spell creates. If the area atmospheric phenomena (naturally oc- Hurricane force winds (75+ mph) de-
affected by the spell includes riverbanks, curring or otherwise) as well as create stroy wooden buildings, sometimes
a beach, or other land nearby, the water them. uproot even large trees, and cause most
can spill over onto dry land. ships to founder.
A druid casting this spell doubles the A tornado (175+ mph) destroys all non-
With either version, you may reduce duration and affects a circle with a 3-mile fortified buildings and often uproots
radius. large trees.
214 Control Winds Create Food and Water
Transmutation [Air] Conjuration (Creation)
Level: Air 5, Drd 5 Level: Clr 3
Components: V, S Components: V, S
Casting Time: 1 standard action
Range: 40 ft./level
Casting Time: 10 minutes create a ghoul or a ghast instead of a doom to move (a standard action). As a
Range: Close (25 ft. + 5 ft./2 levels) mummy. Doing this may be a good idea, standard action, you can command any
Effect: Food and water to sustain three because created undead are not automati- number of the swarms to move toward
cally under the control of their animator. any prey within 100 feet of you. You
humans or one horse/level for 24 If you are capable of commanding cannot command any swarm to move
hours undead, you may attempt to command more than 100 feet away from you, and if
Duration: 24 hours; see text the undead creature as it forms (see Turn you move more than 100 feet from any
Saving Throw: None or Rebuke Undead, page 159). swarm, that swarm remains stationary,
Spell Resistance: No attacking any creatures in its area (but it
This spell must be cast at night. can be commanded again if you move
The food that this spell creates is simple Material Component: A clay pot filled with within 100 feet). CHAPTER 11:
fare of your choice—highly nourishing, grave dirt and another filled with brackish
if rather bland. Food so created decays water. The spell must be cast on a dead body. Crushing Despair SPELLS
and becomes inedible within 24 hours, You must place a black onyx gem worth at Enchantment (Compulsion) [Mind-
although it can be kept fresh for another least 50 gp per HD of the undead to be cre- Affecting]
24 hours by casting a purify food and drink ated into the mouth or eye socket of each Level: Brd 3, Sor/Wiz 4
spell on it. The water created by this spell corpse. The magic of the spell turns these Components: V, S, M
is just like clean rain water, and it doesn’t gems into worthless shells. Casting Time: 1 standard action
go bad as the food does. Range: 30 ft.
Create Water Area: Cone-shaped burst
Create Greater Undead Conjuration (Creation) [Water] Duration: 1 min./level
Necromancy [Evil] Level: Clr 0, Drd 0, Pal 1 Saving Throw: Will negates
Components: V, S Spell Resistance: Yes
Level: Clr 8, Death 8, Sor/Wiz 8 Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) An invisible cone of despair causes great
This spell functions like create undead, Effect: Up to 2 gallons of water/level sadness in the subjects. Each affected
except that you can create more powerful Duration: Instantaneous creature takes a –2 penalty on attack rolls,
and intelligent sorts of undead: shadows, Saving Throw: None saving throws, ability checks, skill checks,
wraiths, spectres, and devourers (see the Spell Resistance: No and weapon damage rolls.
Monster Manual for more information on
all types of undead). The type or types of This spell generates wholesome, drink- Crushing despair counters and dispels
undead you can create is based on your able water, just like clean rain water. good hope.
caster level, as shown on the table below. Water can be created in an area as small as
will actually contain the liquid, or in an Material Component: A vial of tears.
Caster Level Undead Created area three times as large—possibly creat-
15th or lower Shadow ing a downpour or filling many small Cure Critical Wounds
16th–17th Wraith receptacles. Conjuration (Healing)
18th–19th Spectre Level: Brd 4, Clr 4, Drd 5, Healing 4
20th or higher Devourer Note: Conjuration spells can’t create
substances or objects within a creature. This spell functions like cure light wounds,
Create Undead Water weighs about 8 pounds per gallon. except that it cures 4d8 points of damage
Necromancy [Evil] One cubic foot of water contains roughly +1 point per caster level (maximum +20).
Level: Clr 6, Death 6, Evil 6, Sor/Wiz 6 8 gallons and weighs about 60 pounds.
Components: V, S, M Cure Critical Wounds, Mass
Casting Time: 1 hour Creeping Doom Conjuration (Healing)
Range: Close (25 ft. + 5 ft./2 levels) Conjuration (Summoning) Level: Clr 8, Drd 9, Healing 8
Target: One corpse Level: Drd 7
Duration: Instantaneous Components: V, S This spell functions like mass cure light
Saving Throw: None Casting Time: 1 round wounds, except that it cures 4d8 points of
Spell Resistance: No Range: Close (25 ft. + 5 ft./2 levels)/ damage +1 point per caster level (maxi-
100 ft.; see text mum +40).
A much more potent spell than animate Effect: One swarm of centipedes/two
dead, this evil spell allows you to create levels Cure Light Wounds
more powerful sorts of undead: ghouls, Duration: 1 min./level Conjuration (Healing)
ghasts, mummies, and mohrgs (see the Saving Throw: None Level: Brd 1, Clr 1, Drd 1, Healing 1,
Monster Manual for more information on Spell Resistance: No Pal 1, Rgr 2
all types of undead). The type or types of Components: V, S
undead you can create is based on your When you utter the spell of creeping doom, Casting Time: 1 standard action
caster level, as shown on the table below. you call forth a mass of centipede swarms Range: Touch
(one per two caster levels, to a maximum Target: Creature touched
Caster Level Undead Created of ten swarms at 20th level), which need Duration: Instantaneous
11th or lower Ghoul not appear adjacent to one another. (See Saving Throw: Will half (harmless); see
12th–14th Ghast the Monster Manual for details on cen- text
15th–17th Mummy tipede swarms.) Spell Resistance: Yes (harmless); see text
18th or higher Mohrg
You may summon the centipede When laying your hand upon a living
You may create less powerful undead than swarms so that they share the area of creature, you channel positive energy that 215
your level would allow if you choose. For other creatures. The swarms remain sta- cures 1d8 points of damage +1 point per
example, at 16th level you could decide to tionary, attacking any creatures in their caster level (maximum +5).
area, unless you command the creeping
CHAPTER 11: Since undead are powered by negative This spell functions like mass cure light radius. All creatures in the area gain con-
energy, this spell deals damage to them wounds, except that it cures 3d8 points of cealment (20% miss chance). Even crea-
SPELLS instead of curing their wounds. An undead damage +1 point per caster level (maxi- tures that can normally see in such con-
creature can apply spell resistance, and can mum +35). ditions (such as with darkvision or
216 attempt a Will save to take half damage. low-light vision) have the miss chance in
Curse Water an area shrouded in magical darkness.
Cure Light Wounds, Mass Necromancy [Evil] Normal lights (torches, candles, lanterns,
Conjuration (Healing) Level: Clr 1 and so forth) are incapable of brightening
Level: Brd 5, Clr 5, Drd 6, Healing 5 Components: V, S, M the area, as are light spells of lower level
Components: V, S Casting Time: 1 minute (such as light or dancing lights). Higher-
Casting Time: 1 standard action Range: Touch level light spells (such as daylight) are not
Range: Close (25 ft. + 5 ft./2 levels) Target: Flask of water touched affected by darkness.
Target: One creature/level, no two of Duration: Instantaneous
which can be more than 30 ft. apart Saving Throw: Will negates (object) If darkness is cast on a small object that
Duration: Instantaneous Spell Resistance: Yes (object) is then placed inside or under a lightproof
Saving Throw: Will half (harmless) or covering, the spell’s effect is blocked until
Will half; see text This spell imbues a flask (1 pint) of water the covering is removed.
Spell Resistance: Yes (harmless) or Yes; with negative energy, turning it into
see text unholy water. Unholy water damages Darkness counters or dispels any light
good outsiders the way holy water dam- spell of equal or lower spell level.
You channel positive energy to cure 1d8 ages undead and evil outsiders.
points of damage +1 point per caster level Arcane Material Component: A bit of bat
(maximum +25) in each selected creature. Material Component: 5 pounds of pow- fur and either a drop of pitch or a piece of
dered silver (worth 25 gp). coal.
Like other cure spells, mass cure light
wounds deals damage to undead in its area Dancing Lights Darkvision
rather than curing them. Each affected Evocation [Light] Transmutation
undead may attempt a Will save for half Level: Brd 0, Sor/Wiz 0 Level: Rgr 3, Sor/Wiz 2
damage. Components: V, S Components: V, S, M
Casting Time: 1 standard action Casting Time: 1 standard action
Cure Minor Wounds Range: Medium (100 ft. + 10 ft./level) Range: Touch
Conjuration (Healing) Effect: Up to four lights, all within a 10- Target: Creature touched
Level: Clr 0, Drd 0 ft.-radius area Duration: 1 hour/level
Duration: 1 minute (D) Saving Throw: Will negates (harmless)
This spell functions like cure light wounds, Saving Throw: None Spell Resistance: Yes (harmless)
except that it cures only 1 point of Spell Resistance: No
damage. The subject gains the ability to see 60 feet
Depending on the version selected, you even in total darkness. Darkvision is black
Cure Moderate Wounds create up to four lights that resemble lan- and white only but otherwise like normal
Conjuration (Healing) terns or torches (and cast that amount of sight. Darkvision does not grant one the
Level: Brd 2, Clr 2, Drd 3, Healing 2, light), or up to four glowing spheres of ability to see in magical darkness.
Pal 3, Rgr 3 light (which look like will-o’-wisps), or
one faintly glowing, vaguely humanoid Darkvision can be made permanent
This spell functions like cure light wounds, shape. The dancing lights must stay within with a permanency spell.
except that it cures 2d8 points of damage a 10-foot-radius area in relation to each
+1 point per caster level (maximum +10). other but otherwise move as you desire Material Component: Either a pinch of
(no concentration required): forward or dried carrot or an agate.
Cure Moderate Wounds, Mass back, up or down, straight or turning cor-
Conjuration (Healing) ners, or the like. The lights can move up Daylight
Level: Brd 6, Clr 6, Drd 7 to 100 feet per round. A light winks out if Evocation [Light]
the distance between you and it exceeds Level: Brd 3, Clr 3, Drd 3, Pal 3,
This spell functions like mass cure light the spell’s range. Sor/Wiz 3
wounds, except that it cures 2d8 points of Components: V, S
damage +1 point per caster level (maxi- Dancing lights can be made permanent Casting Time: 1 standard action
mum +30). with a permanency spell. Range: Touch
Target: Object touched
Cure Serious Wounds Darkness Duration: 10 min./level (D)
Conjuration (Healing) Evocation [Darkness] Saving Throw: None
Level: Brd 3, Clr 3, Drd 4, Pal 4, Rgr 4, Level: Brd 2, Clr 2, Sor/Wiz 2 Spell Resistance: No
Healing 3 Components: V, M/DF
Casting Time: 1 standard action The object touched sheds light as bright
This spell functions like cure light wounds, Range: Touch as full daylight in a 60-foot radius, and
except that it cures 3d8 points of damage Target: Object touched dim light for an additional 60 feet beyond
+1 point per caster level (maximum +15). Duration: 10 min./level (D) that. Creatures that take penalties in
Saving Throw: None bright light also take them while within
Cure Serious Wounds, Mass Spell Resistance: No the radius of this magical light. Despite its
Conjuration (Healing) name, this spell is not the equivalent of
Level: Clr 7, Drd 8 This spell causes an object to radiate daylight for the purposes of creatures that
shadowy illumination out to a 20-foot are damaged or destroyed by bright light
(such as vampires). If daylight is cast on a
small object that is then placed inside or
under a lightproof covering, the spell’s
effects are blocked until the covering is caster level does not grant you access to This spell functions like darkness, except CHAPTER 11:
removed. more spells.) These effects last for 10 min- that the object radiates shadowy illumina-
utes per HD of the subject creature. tion in a 60-foot radius and the darkness SPELLS
Daylight brought into an area of magi- lasts longer.
cal darkness (or vice versa) is temporarily Death Ward
negated, so that the otherwise prevailing Necromancy Daylight brought into an area of deeper
light conditions exist in the overlapping Level: Clr 4, Death 4, Drd 5, Pal 4 darkness (or vice versa) is temporarily
areas of effect. Components: V, S, DF negated, so that the otherwise prevailing
Casting Time: 1 standard action light conditions exist in the overlapping
Daylight counters or dispels any dark- Range: Touch areas of effect.
ness spell of equal or lower level, such as Target: Living creature touched
darkness. Duration: 1 min./level Deeper darkness counters and dispels
Saving Throw: Will negates (harmless) any light spell of equal or lower level,
Daze Spell Resistance: Yes (harmless) including daylight and light.
Enchantment (Compulsion) [Mind-
Affecting] The subject is immune to all death spells, Delay Poison
Level: Brd 0, Sor/Wiz 0 magical death effects, energy drain, and Conjuration (Healing)
Components: V, S, M any negative energy effects (such as from Level: Brd 2, Clr 2, Drd 2, Pal 2, Rgr 1
Casting Time: 1 standard action inflict spells or chill touch). Components: V, S, DF
Range: Close (25 ft. + 5 ft./2 levels) Casting Time: 1 standard action
Target: One humanoid creature of 4 HD This spell doesn’t remove negative Range: Touch
or less levels that the subject has already gained, Target: Creature touched
Duration: 1 round nor does it affect the saving throw neces- Duration: 1 hour/level
Saving Throw: Will negates sary 24 hours after gaining a negative Saving Throw: Fortitude negates (harm-
Spell Resistance: Yes level. less)
Spell Resistance: Yes (harmless)
This enchantment clouds the mind of a Death ward does not protect against
humanoid creature with 4 or fewer Hit other sorts of attacks, such as hit point The subject becomes temporarily im-
Dice so that it takes no actions. Human- loss, poison, or petrification, even if those mune to poison. Any poison in its system
oids of 5 or more HD are not affected. A attacks might be lethal. or any poison to which it is exposed
dazed subject is not stunned, so attackers during the spell’s duration does not affect
get no special advantage against it. Deathwatch the subject until the spell’s duration has
Necromancy [Evil] expired. Delay poison does not cure any
Material Component: A pinch of wool or Level: Clr 1 damage that poison may have already
similar substance. Components: V, S done.
Casting Time: 1 standard action
Daze Monster Range: 30 ft. Delayed Blast Fireball
Enchantment (Compulsion) [Mind- Area: Cone-shaped emanation Evocation [Fire]
Affecting] Duration: 10 min./level Level: Sor/Wiz 7
Level: Brd 2, Sor/Wiz 2 Saving Throw: None Duration: 5 rounds or less; see text
Range: Medium (100 ft. + 10 ft./level) Spell Resistance: No
Target: One living creature of 6 HD or less This spell functions like fireball, except
Using the foul sight granted by the that it is more powerful and can detonate
This spell functions like daze, but daze powers of unlife, you can determine the up to 5 rounds after the spell is cast. The
monster can affect any one living creature condition of creatures near death within burst of flame deals 1d6 points of fire
of any type. Creatures of 7 or more HD are the spell’s range. You instantly know damage per caster level (maximum 20d6).
not affected. whether each creature within the area is
dead, fragile (alive and wounded, with 3 The glowing bead created by delayed
Death Knell or fewer hit points left), fighting off death blast fireball can detonate immediately if
Necromancy [Death, Evil] (alive with 4 or more hit points), undead, you desire, or you can choose to delay the
Level: Clr 2, Death 2 or neither alive nor dead (such as a con- burst for as many as 5 rounds. You select
Components: V, S struct). Deathwatch sees through any spell the amount of delay upon completing the
Casting Time: 1 standard action or ability that allows creatures to feign spell, and that time cannot change once it
Range: Touch death. has been set unless someone touches the
Target: Living creature touched bead (see below). If you choose a delay,
Duration: Instantaneous/10 minutes Deep Slumber the glowing bead sits at its destination
per HD of subject; see text Enchantment (Compulsion) [Mind- until it detonates. A creature can pick up
Saving Throw: Will negates Affecting] and hurl the bead as a thrown weapon
Spell Resistance: Yes Level: Brd 3, Sor/Wiz 3 (range increment 10 feet). If a creature
Range: Close (25 ft. + 5 ft./2 levels) handles and moves the bead within 1
You draw forth the ebbing life force of a round of its detonation, there is a 25%
creature and use it to fuel your own This spell functions like sleep, except that chance that the bead detonates while
power. Upon casting this spell, you touch it affects 10 HD of creatures. being handled.
a living creature that has –1 or fewer hit
points. If the subject fails its saving throw, Deeper Darkness Demand
it dies, and you gain 1d8 temporary hit Evocation [Darkness] Enchantment (Compulsion) [Mind-
points and a +2 bonus to Strength. Addi- Level: Clr 3 Affecting]
tionally, your effective caster level goes up Duration: One day/level (D) Level: Sor/Wiz 8
by +1, improving spell effects dependent Saving Throw: Will partial
on caster level. (This increase in effective Spell Resistance: Yes 217
CHAPTER 11: This spell functions like sending, but the Destruction If a creature falls into more than one
message can also contain a suggestion (see Necromancy [Death] category, the spell indicates the weaker of
SPELLS the suggestion spell), which the subject Level: Clr 7, Death 7 the two.
does its best to carry out. A successful Components: V, S, F
218 Will save negates the suggestion effect but Casting Time: 1 standard action Each round you can turn to detect a kind
not the contact itself. The demand, if Range: Close (25 ft. + 5 ft./2 levels) of animal or plant in a new area. The spell
received, is understood even if the sub- Target: One creature can penetrate barriers, but 1 foot of stone, 1
ject’s Intelligence score is as low as 1. If Duration: Instantaneous inch of common metal, a thin sheet of lead,
the message is impossible or meaningless Saving Throw: Fortitude partial or 3 feet of wood or dirt blocks it.
according to the circumstances that exist Spell Resistance: Yes
for the subject at the time the demand is The DM decides if a specific kind of
issued, the message is understood but the This spell instantly slays the subject and animal or plant is present.
suggestion is ineffective. consumes its remains (but not its equip-
ment and possessions) utterly. If the Detect Chaos
The demand’s message to the creature target’s Fortitude saving throw succeeds, it Divination
must be twenty-five words or less, includ- instead takes 10d6 points of damage. The Level: Clr 1
ing the suggestion. The creature can also only way to restore life to a character who
give a short reply immediately. has failed to save against this spell is to use This spell functions like detect evil, except
true resurrection, a carefully worded wish that it detects the auras of chaotic crea-
Material Component: A short piece of spell followed by resurrection, or miracle. tures, clerics of chaotic deities, chaotic
copper wire and some small part of the spells, and chaotic magic items, and you
subject—a hair, a bit of nail, or the like. Focus: A special holy (or unholy) sym- are vulnerable to an overwhelming
bol of silver marked with verses of anath- chaotic aura if you are lawful.
Desecrate ema (cost 500 gp).
Evocation [Evil] Detect Evil
Level: Clr 2, Evil 2 Detect Animals or Plants Divination
Components: V, S, M, DF Divination Level: Clr 1
Casting Time: 1 standard action Level: Drd 1, Rgr 1 Components: V, S, DF
Range: Close (25 ft. + 5 ft./2 levels) Components: V, S Casting Time: 1 standard action
Area: 20-ft.-radius emanation Casting Time: 1 standard action Range: 60 ft.
Duration: 2 hours/level Range: Long (400 ft. + 40 ft./level) Area: Cone-shaped emanation
Saving Throw: None Area: Cone-shaped emanation Duration: Concentration, up to 10 min./
Spell Resistance: Yes Duration: Concentration, up to 10 level (D)
min./level (D) Saving Throw: None
This spell imbues an area with negative Saving Throw: None Spell Resistance: No
energy. Each Charisma check made to Spell Resistance: No
turn undead within this area takes a –3 You can sense the presence of evil. The
profane penalty, and every undead crea- You can detect a particular kind of animal amount of information revealed depends
ture entering a desecrated area gains a +1 or plant in a cone emanating out from you on how long you study a particular area or
profane bonus on attack rolls, damage in whatever direction you face. You must subject.
rolls, and saving throws. An undead crea- think of a kind of animal or plant when
ture created within or summoned into using the spell, but you can change the 1st Round: Presence or absence of evil.
such an area gains +1 hit points per HD. animal or plant kind each round. The 2nd Round: Number of evil auras (crea-
amount of information revealed depends tures, objects, or spells) in the area and the
If the desecrated area contains an altar, on how long you search a particular area or power of the most potent evil aura pres-
shrine, or other permanent fixture dedi- focus on a specific kind of animal or plant. ent. If you are of good alignment, and the
cated to your deity or aligned higher strongest evil aura’s power is overwhelm-
power, the modifiers given above are dou- 1st Round: Presence or absence of that ing (see below), and the HD or level of the
bled (–6 profane penalty on turning kind of animal or plant in the area. aura’s source is at least twice your charac-
checks, +2 profane bonus and +2 hit ter level, you are stunned for 1 round and
points per HD for undead in the area). 2nd Round: Number of individuals of the spell ends.
Furthermore, anyone who casts animate the specified kind in the area, and the 3rd Round: The power and location of
dead within this area may create as many condition of the healthiest specimen. each aura. If an aura is outside your line of
as double the normal amount of undead sight, then you discern its direction but
(that is, 4 HD per caster level rather than 3rd Round: The condition (see below) not its exact location.
2 HD per caster level). and location of each individual present. If Aura Power: An evil aura’s power de-
an animal or plant is outside your line of pends on the type of evil creature or ob-
If the area contains an altar, shrine, or sight, then you discern its direction but ject that you’re detecting and its HD, cast-
other permanent fixture of a deity, pan- not its exact location. er level, or (in the case of a cleric) class
theon, or higher power other than your level; see the accompanying table. If an
patron, the desecrate spell instead curses Conditions: For purposes of this spell, aura falls into more than one strength cat-
the area, cutting off its connection with the categories of condition are as follows: egory, the spell indicates the stronger of
the associated deity or power. This sec- the two.
ondary function, if used, does not also Normal: Has at least 90% of full normal For example, as indicated on the table,
grant the bonuses and penalties relating hit points, free of disease. an evil outsider with 12 HD has an over-
to undead, as given above. whelming aura of evil. A good cleric who
Fair: 30% to 90% of full normal hit casts this spell and directs it at the loca-
Desecrate counters and dispels consecrate. points remaining. tion of such a creature for longer than 1
Material Component: A vial of unholy round loses the spell and is stunned for 1
water and 25 gp worth (5 pounds) of silver Poor: Less than 30% of full normal hit round if his character level is 6th or lower.
dust, all of which must be sprinkled points remaining, afflicted with a disease,
around the area. or suffering from a debilitating injury.
Weak: 0 or fewer hit points remaining,
afflicted with a disease in the terminal
stage, or crippled.
Detect Evil Each round, you can turn to detect
———————— Aura Power ———————— magic in a new area. The spell can pene-
Creature/Object Faint Moderate Strong Overwhelming trate barriers, but 1 foot of stone, 1 inch of
Evil creature1 (HD) 10 or lower 11–25 26–50 51 or higher common metal, a thin sheet of lead, or 3
Evil undead (HD) 2 or lower 3–8 9–20 21 or higher feet of wood or dirt blocks it.
Evil outsider (HD) 1 or lower 2–4 5–10 11 or higher Detect magic can be made permanent
Cleric of an evil deity2 (class levels) 1 2–4 5–10 11 or higher with a permanency spell.
Evil magic item or spell (caster level) 2nd or lower 3rd–8th 9th–20th 21st or higher
1 Except for undead and outsiders, which have their own entries on the table. Detect Poison
2 Some characters who are not clerics may radiate an aura of equivalent power. The class Divination
description will indicate whether this applies. Level: Clr 0, Drd 0, Pal 1, Rgr 1, CHAPTER 11:
Sor/Wiz 0 SPELLS
Lingering Aura: An evil aura lingers Area: Cone-shaped emanation Components: V, S
after its original source dissipates (in the Duration: Concentration, up to 1 Casting Time: 1 standard action
case of a spell) or is destroyed (in the case min./level (D) Range: Close (25 ft. + 5 ft./2 levels)
of a creature or magic item). If detect evil is Saving Throw: None Target or Area: One creature, one
cast and directed at such a location, the Spell Resistance: No object, or a 5-ft. cube
spell indicates an aura strength of dim Duration: Instantaneous
(even weaker than a faint aura). How long You detect magical auras. The amount of Saving Throw: None
the aura lingers at this dim level depends information revealed depends on how Spell Resistance: No
on its original power: long you study a particular area or subject.
1st Round: Presence or absence of magi- You determine whether a creature, object,
Duration of cal auras. or area has been poisoned or is poisonous.
Original Strength Lingering Aura 2nd Round: Number of different magi- You can determine the exact type of
Faint 1d6 rounds cal auras and the power of the most potent poison with a DC 20 Wisdom check. A
Moderate 1d6 minutes aura. character with the Craft (alchemy) skill
Strong 1d6×10 minutes 3rd Round: The strength and location of may try a DC 20 Craft (alchemy) check if
Overwhelming 1d6 days each aura. If the items or creatures bearing the Wisdom check fails, or may try the
the auras are in line of sight, you can make Craft (alchemy) check prior to the Wis-
Animals, traps, poisons, and other poten- Spellcraft skill checks to determine the dom check.
tial perils are not evil, and as such this school of magic involved in each. (Make The spell can penetrate barriers, but 1
spell does not detect them. one check per aura; DC 15 + spell level, or foot of stone, 1 inch of common metal, a
Each round, you can turn to detect evil 15 + half caster level for a nonspell effect.) thin sheet of lead, or 3 feet of wood or dirt
in a new area. The spell can penetrate bar- Magical areas, multiple types of magic, blocks it.
riers, but 1 foot of stone, 1 inch of com- or strong local magical emanations may
mon metal, a thin sheet of lead, or 3 feet distort or conceal weaker auras. Detect Scrying
of wood or dirt blocks it. Aura Strength: An aura’s power depends Divination
on a spell’s functioning spell level or an Level: Brd 4, Sor/Wiz 4
Detect Good item’s caster level. If an aura falls into Components: V, S, M
Divination more than one category, detect magic indi- Casting Time: 1 standard action
Level: Clr 1 cates the stronger of the two. Range: 40 ft.
Lingering Aura: A magical aura lingers Area: 40-ft.-radius emanation centered
This spell functions like detect evil, except after its original source dissipates (in the on you
that it detects the auras of good creatures, case of a spell) or is destroyed (in the case Duration: 24 hours
clerics or paladins of good deities, good of a magic item). If detect magic is cast and Saving Throw: None
spells, and good magic items, and you are directed at such a location, the spell indi- Spell Resistance: No
vulnerable to an overwhelming good aura cates an aura strength of dim (even
if you are evil. Healing potions, antidotes, weaker than a faint aura). How long the You immediately become aware of any
and similar beneficial items are not good. aura lingers at this dim level depends on attempt to observe you by means of a
its original power: divination (scrying) spell or effect. The
Detect Law spell’s area radiates from you and moves
Divination Duration of as you move. You know the location of
Level: Clr 1 Original Strength Lingering Aura every magical sensor within the spell’s
Faint 1d6 rounds area.
This spell functions like detect evil, except Moderate 1d6 minutes If the scrying attempt originates
that it detects the auras of lawful crea- Strong 1d6×10 minutes within the area, you also know its loca-
tures, clerics of lawful deities, lawful Overwhelming 1d6 days tion; otherwise, you and the scrier imme-
spells, and lawful magic items, and you diately make opposed caster level checks
are vulnerable to an overwhelming lawful Outsiders and elementals are not magical (1d20 + caster level). If you at least match
aura if you are chaotic. in themselves, but if they are summoned, the scrier’s result, you get a visual image
the conjuration spell registers. of the scrier and an accurate sense of his
Detect Magic
Divination Detect Magic
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 ————————— Aura Power —————————
Components: V, S Spell or Object Faint Moderate Strong Overwhelming
Casting Time: 1 standard action Functioning spell (spell level) 3rd or lower 4th–6th 7th–9th 10th+ (deity-level)
Range: 60 ft. Magic item (caster level) 5th or lower 6th–11th 12th–20th 21st+ (artifact) 219
or her direction and distance from you. operate by pit, deadfall, or snaring; see the Casting Time: 1 standard action
Material Component: A small piece of spell snare), nor mechanically complex Range: 60 ft.
ones, nor those that have been rendered Area: Cone-shaped emanation
mirror and a miniature brass hearing safe or inactive. Duration: Concentration, up to 1
trumpet.
The amount of information revealed minute/ level (D)
Detect Secret Doors depends on how long you study a particu- Saving Throw: None
Divination lar area. Spell Resistance: No
Level: Brd 1, Knowledge 1, Sor/Wiz 1
CHAPTER 11: Components: V, S 1st Round: Presence or absence of hazards. You can detect the aura that surrounds
Casting Time: 1 standard action 2nd Round: Number of hazards and the undead creatures. The amount of informa-
SPELLS Range: 60 ft. location of each. If a hazard is outside tion revealed depends on how long you
Area: Cone-shaped emanation your line of sight, then you discern its study a particular area.
Duration: Concentration, up to 1 direction but not its exact location.
min./level (D) Each Additional Round: The general type 1st Round: Presence or absence of un-
Saving Throw: None and trigger for one particular hazard dead auras.
Spell Resistance: No closely examined by you.
Each round, you can turn to detect 2nd Round: Number of undead auras
You can detect secret doors, compart- snares and pits in a new area. The spell can in the area and the strength of the
ments, caches, and so forth. Only pas- penetrate barriers, but 1 foot of stone, 1 strongest undead aura present. If you
sages, doors, or openings that have been inch of common metal, a thin sheet of are of good alignment, and the strongest
specifically constructed to escape detec- lead, or 3 feet of wood or dirt blocks it. undead aura’s strength is overwhelming
tion are detected by this spell—an ordi- (see below), and the creature has HD of
nary trapdoor underneath a pile of crates Detect Thoughts at least twice your character level, you
would not be detected. The amount of Divination [Mind-Affecting] are stunned for 1 round and the spell
information revealed depends on how Level: Brd 2, Knowledge 2, Sor/Wiz 2 ends.
long you study a particular area or subject. Components: V, S, F/DF
Casting Time: 1 standard action 3rd Round: The strength and location of
1st Round: Presence or absence of secret Range: 60 ft. each undead aura. If an aura is outside
doors. Area: Cone-shaped emanation your line of sight, then you discern its
Duration: Concentration, up to 1 direction but not its exact location.
2nd Round: Number of secret doors and min./level (D)
the location of each. If an aura is outside Saving Throw: Will negates; see text Aura Strength: The strength of an un-
your line of sight, then you discern its Spell Resistance: No dead aura is determined by the HD of the
direction but not its exact location. undead creature, as given on the follow-
You detect surface thoughts. The amount ing table:
Each Additional Round: The mechanism of information revealed depends on how
or trigger for one particular secret portal long you study a particular area or subject. HD Strength
closely examined by you. 1 or lower Faint
1st Round: Presence or absence of 2–4 Moderate
Each round, you can turn to detect thoughts (from conscious creatures with 5–10 Strong
secret doors in a new area. The spell can Intelligence scores of 1 or higher). 11 or higher Overwhelming
penetrate barriers, but 1 foot of stone, 1
inch of common metal, a thin sheet of 2nd Round: Number of thinking Lingering Aura: An undead aura lingers
lead, or 3 feet of wood or dirt blocks it. minds and the Intelligence score of after its original source is destroyed. If
each. If the highest Intelligence is 26 or detect undead is cast and directed at such a
Detect Snares and Pits higher (and at least 10 points higher location, the spell indicates an aura
Divination than your own Intelligence score), you strength of dim (even weaker than a faint
Level: Drd 1, Rgr 1 are stunned for 1 round and the spell aura). How long the aura lingers at this
Components: V, S ends. This spell does not let you deter- dim level depends on its original power:
Casting Time: 1 standard action mine the location of the thinking minds
Range: 60 ft. if you can’t see the creatures whose Original Strength Duration of
Area: Cone-shaped emanation thoughts you are detecting. Faint Lingering Aura
Duration: Concentration, up to 10 Moderate 1d6 rounds
min./level (D) 3rd Round: Surface thoughts of any Strong 1d6 minutes
Saving Throw: None mind in the area. A target’s Will save pre- Overwhelming 1d6×10 minutes
Spell Resistance: No vents you from reading its thoughts, and 1d6 days
you must cast detect thoughts again to have
You can detect simple pits, deadfalls, and another chance. Creatures of animal intel- Each round, you can turn to detect un-
snares as well as mechanical traps con- ligence (Int 1 or 2) have simple, in- dead in a new area. The spell can pene-
structed of natural materials. The spell stinctual thoughts that you can pick up. trate barriers, but 1 foot of stone, 1 inch of
does not detect complex traps, including common metal, a thin sheet of lead, or 3
trapdoor traps. Each round, you can turn to detect feet of wood or dirt blocks it.
thoughts in a new area. The spell can pen-
Detect snares and pits does detect certain etrate barriers, but 1 foot of stone, 1 inch Arcane Material Component: A bit of
natural hazards—quicksand (a snare), a of common metal, a thin sheet of lead, or earth from a grave.
sinkhole (a pit), or unsafe walls of natural 3 feet of wood or dirt blocks it.
220 rock (a deadfall). However, it does not Dictum
reveal other potentially dangerous condi- Arcane Focus: A copper piece. Evocation [Lawful, Sonic]
tions, such as a cavern that floods during Level: Clr 7, Law 7
rain, an unsafe construction, or a natu- Detect Undead Components: V
rally poisonous plant. The spell does not Divination Casting Time: 1 standard action
detect magic traps (except those that Level: Clr 1, Pal 1, Sor/Wiz 1 Range: 40 ft.
Components: V, S, M/DF
Area: Nonlawful creatures in a mum load. You may also bring one addi- Range: Medium (100 ft. + 10 ft./level)
40-ft.-radius spread centered on you tional willing Medium or smaller creature Area: 20-ft.-radius emanation centered
(carrying gear or objects up to its maxi-
Duration: Instantaneous mum load) or its equivalent per three on a point in space
Saving Throw: None or Will negates; caster levels. A Large creature counts as Duration: One day/level
two Medium creatures, a Huge creature Saving Throw: None
see text counts as two Large creatures, and so Spell Resistance: Yes
Spell Resistance: Yes forth. All creatures to be transported must
be in contact with one another, and at You create a shimmering emerald barrier
Any nonlawful creature within the area of least one of those creatures must be in that completely blocks extradimensional
a dictum spell suffers the following ill contact with you. travel. Forms of movement barred in-
effects. clude astral projection, blink, dimension door,
If you arrive in a place that is already ethereal jaunt, etherealness, gate, maze, plane
HD Effect occupied by a solid body, you and each shift, shadow walk, teleport, and similar CHAPTER 11:
Equal to caster level Deafened creature traveling with you take 1d6 spell-like or psionic abilities. Once dimen-
Up to caster level –1 Slowed, deafened points of damage and are shunted to a sional lock is in place, extradimensional SPELLS
Up to caster level –5 Paralyzed, slowed, random open space on a suitable surface travel into or out of the area is not
deafened within 100 feet of the intended location. possible.
Up to caster level –10 Killed, paralyzed, If there is no free space within 100 feet,
slowed, deafened you and each creature traveling with you A dimensional lock does not interfere
take an additional 2d6 points of damage with the movement of creatures already
The effects are cumulative and concur- and are shunted to a free space within in ethereal or astral form when the spell is
rent. No saving throw is allowed against 1,000 feet. If there is no free space within cast, nor does it block extradimensional
these effects. 1,000 feet, you and each creature travel- perception or attack forms, such as a
ling with you take an additional 4d6 basilisk’s gaze. Also, the spell does not pre-
Deafened: The creature is deafened for points of damage and the spell simply vent summoned creatures from disap-
1d4 rounds. fails. pearing at the end of a summoning spell.
Slowed: The creature is slowed, as by the Dimensional Anchor Diminish Plants
slow spell, for 2d4 rounds. Abjuration Transmutation
Level: Clr 4, Sor/Wiz 4 Level: Drd 3, Rgr 3
Paralyzed: The creature is paralyzed and Components: V, S Components: V, S, DF
helpless for 1d10 minutes. Casting Time: 1 standard action Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level) Range: See text
Killed: Living creatures die. Undead Effect: Ray Target or Area: See text
creatures are destroyed. Duration: 1 min./level Duration: Instantaneous
Saving Throw: None Saving Throw: None
Furthermore, if you are on your home Spell Resistance: Yes (object) Spell Resistance: No
plane when you cast this spell, nonlawful
extraplanar creatures within the area are A green ray springs from your out- This spell has two versions.
instantly banished back to their home stretched hand. You must make a ranged Prune Growth: This version causes nor-
planes. Creatures so banished cannot touch attack to hit the target. Any crea-
return for at least 24 hours. This effect ture or object struck by the ray is covered mal vegetation (grasses, briars, bushes,
takes place regardless of whether the crea- with a shimmering emerald field that creepers, hedges, thistles, trees, vines, and
tures hear the dictum. The banishment completely blocks extradimensional so forth) within long range (400 feet + 40
effect allows a Will save (at a –4 penalty) travel. Forms of movement barred by a feet per level) to shrink to about one-third
to negate. dimensional anchor include astral projection, of their normal size, becoming untangled
blink, dimension door, ethereal jaunt, ethereal- and less bushy. The affected vegetation
Creatures whose HD exceed your ness, gate, maze, plane shift, shadow walk, tele- appears to have been carefully pruned
caster level are unaffected by dictum. port, and similar spell-like or psionic abili- and trimmed.
ties. The spell also prevents the use of a
Dimension Door gate or teleportation circle for the duration At your option, the area can be a 100-
Conjuration (Teleportation) of the spell. foot-radius circle, a 150-foot-radius semi-
Level: Brd 4, Sor/Wiz 4, Travel 4 circle, or a 200-foot-radius quarter-circle.
Components: V A dimensional anchor does not interfere You may also designate portions of the
Casting Time: 1 standard action with the movement of creatures already area that are not affected.
Range: Long (400 ft. + 40 ft./level) in ethereal or astral form when the spell is
Target: You and touched objects or other cast, nor does it block extradimensional Stunt Growth: This version targets nor-
touched willing creatures perception or attack forms such as a mal plants within a range of 1/2 mile,
Duration: Instantaneous basilisk’s gaze. Also, dimensional anchor reducing their potential productivity over
Saving Throw: None and Will negates does not prevent summoned creatures the course of the following year to one-
(object) from disappearing at the end of a sum- third below normal.
Spell Resistance: No and Yes (object) moning spell.
Diminish plants counters plant growth.
You instantly transfer yourself from your Dimensional Lock This spell has no effect on plant crea- 221
current location to any other spot within Abjuration tures.
range. You always arrive at exactly the Level: Clr 8, Sor/Wiz 8
spot desired—whether by simply visual- Components: V, S Discern Lies
izing the area or by stating direction, such Casting Time: 1 standard action Divination
as “900 feet straight downward,” or “up- Level: Clr 4, Pal 3
ward to the northwest, 45-degree angle, Components: V, S, DF
1,200 feet.” After using this spell, you can’t Casting Time: 1 standard action
take any other actions until your next Range: Close (25 ft. + 5 ft./2 levels)
turn. You can bring along objects as long
as their weight doesn’t exceed your maxi-
CHAPTER 11: Targets: One creature/level, no two of such as a mole or a beard, or look like an Target: One extraplanar creature
which can be more than 30 ft. apart entirely different person. Duration: Instantaneous
SPELLS Saving Throw: Will negates; see text
Duration: Concentration, up to 1 The spell does not provide the abilities Spell Resistance: Yes
222 round/level or mannerisms of the chosen form, nor
does it alter the perceived tactile (touch) This spell forces an extraplanar creature
Saving Throw: Will negates or audible (sound) properties of you or back to its proper plane if it fails a special
Spell Resistance: No your equipment. A battleaxe made to look Will save (DC = spell’s save DC – crea-
like a dagger still functions as a battleaxe. ture’s HD + your caster level). If the spell
Each round, you concentrate on one sub- is successful, the creature is instantly
ject, who must be within range. You know If you use this spell to create a disguise, whisked away, but there is a 20% chance
if the subject deliberately and knowingly you get a +10 bonus on the Disguise of actually sending the subject to a plane
speaks a lie by discerning disturbances in check. other than its own.
its aura caused by lying. The spell does not
reveal the truth, uncover unintentional A creature that interacts with the Dispel Chaos
inaccuracies, or necessarily reveal eva- glamer gets a Will save to recognize it as Abjuration [Lawful]
sions. Each round, you may concentrate an illusion. For example, a creature that Level: Clr 5, Law 5, Pal 4
on a different subject. touched you and realized that the tactile
sensation did not match the visual one This spell functions like dispel evil, except
Discern Location would be entitled to such a save. that you are surrounded by constant, blue,
Divination lawful energy, and the spell affects
Level: Clr 8, Knowledge 8, Sor/Wiz 8 Disintegrate chaotic creatures and spells rather than
Components: V, S, DF Transmutation evil ones.
Casting Time: 10 minutes Level: Destruction 7, Sor/Wiz 6
Range: Unlimited Components: V, S, M/DF Dispel Evil
Target: One creature or object Casting Time: 1 standard action Abjuration [Good]
Duration: Instantaneous Range: Medium (100 ft. + 10 ft./level) Level: Clr 5, Good 5, Pal 4
Saving Throw: None Effect: Ray Components: V, S, DF
Spell Resistance: No Duration: Instantaneous Casting Time: 1 standard action
Saving Throw: Fortitude partial (object) Range: Touch
A discern location spell is among the most Spell Resistance: Yes Target or Targets: You and a touched
powerful means of locating creatures or evil creature from another plane; or
objects. Nothing short of a mind blank A thin, green ray springs from your point- you and an enchantment or evil spell
spell or the direct intervention of a deity ing finger. You must make a successful on a touched creature or object
keeps you from learning the exact loca- ranged touch attack to hit. Any creature Duration: 1 round/level or until
tion of a single individual or object. Dis- struck by the ray takes 2d6 points of discharged, whichever comes first
cern location circumvents normal means of damage per caster level (to a maximum of Saving Throw: See text
protection from scrying or location. The 40d6). Any creature reduced to 0 or fewer Spell Resistance: See text
spell reveals the name of the creature or hit points by this spell is entirely disinte-
object’s location (place, name, business grated, leaving behind only a trace of fine Shimmering, white, holy energy sur-
name, building name, or the like), com- dust. A disintegrated creature’s equip- rounds you. This power has three effects.
munity, county (or similar political divi- ment is unaffected.
sion), country, continent, and the plane of First, you gain a +4 deflection bonus to
existence where the target lies. When used against an object, the ray AC against attacks by evil creatures.
simply disintegrates as much as one 10-
To find a creature with the spell, you foot cube of nonliving matter. Thus, the Second, on making a successful melee
must have seen the creature or have some spell disintegrates only part of any very touch attack against an evil creature from
item that once belonged to it. To find an large object or structure targeted. The another plane, you can choose to drive
object, you must have touched it at least ray affects even objects constructed that creature back to its home plane. The
once. entirely of force, such as Bigby ’s forceful creature can negate the effects with a suc-
hand or a wall of force, but not magical cessful Will save (spell resistance applies).
Disguise Self effects such as a globe of invulnerability or This use discharges and ends the spell.
Illusion (Glamer) an antimagic field.
Level: Brd 1, Sor/Wiz 1, Trickery 1 Third, with a touch you can automati-
Components: V, S A creature or object that makes a suc- cally dispel any one enchantment spell
Casting Time: 1 standard action cessful Fortitude save is partially affected, cast by an evil creature or any one evil
Range: Personal taking only 5d6 points of damage. If this spell. Exception: Spells that can’t be dis-
Target: You damage reduces the creature or object to 0 pelled by dispel magic also can’t be dis-
Duration: 10 min./level (D) or fewer hit points, it is entirely disinte- pelled by dispel evil. Saving throws and
grated. spell resistance do not apply to this effect.
You make yourself—including clothing, This use discharges and ends the spell.
armor, weapons, and equipment—look Only the first creature or object struck
different. You can seem 1 foot shorter or can be affected; that is, the ray affects only Dispel Good
taller, thin, fat, or in between. You cannot one target per casting. Abjuration [Evil]
change your body type. For example, a Level: Clr 5, Evil 5
human caster could look human, hu- Arcane Material Component: A lodestone
manoid, or like any other human-shaped and a pinch of dust. This spell functions like dispel evil, except
bipedal creature. Otherwise, the extent of that you are surrounded by dark, wavering,
the apparent change is up to you. You Dismissal unholy energy, and the spell affects good
could add or obscure a minor feature, Abjuration creatures and spells rather than evil ones.
Level: Clr 4, Sor/Wiz 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Dispel Law dispelled (the drow’s spell resistance a dispel check to counter the other spell- CHAPTER 11:
Abjuration [Chaotic] doesn’t help him); if she fails, that spell caster’s spell.
Level: Chaos 5, Clr 5 remains in effect. SPELLS
Dispel Magic, Greater
This spell functions like dispel evil, except If you target an object or creature that Abjuration 223
that you are surrounded by flickering, is the effect of an ongoing spell (such as a Level: Brd 5, Clr 6, Drd 6, Sor/Wiz 6
yellow, chaotic energy, and the spell af- monster summoned by monster summon-
fects lawful creatures and spells rather ing), you make a dispel check to end the This spell functions like dispel magic,
than evil ones. spell that conjured the object or creature. except that the maximum caster level on
your dispel check is +20 instead of +10.
Dispel Magic If the object that you target is a magic Additionally, greater dispel magic has a
Abjuration item, you make a dispel check against the chance to dispel any effect that remove
Level: Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, item’s caster level. If you succeed, all the curse can remove, even if dispel magic can’t
Sor/Wiz 3 item’s magical properties are suppressed dispel that effect.
Components: V, S for 1d4 rounds, after which the item
Casting Time: 1 standard action recovers on its own. A suppressed item Displacement
Range: Medium (100 ft. + 10 ft./level) becomes nonmagical for the duration of Illusion (Glamer)
Target or Area: One spellcaster, crea- the effect. An interdimensional interface Level: Brd 3, Sor/Wiz 3
ture, or object; or 20-ft.-radius burst (such as a bag of holding) is temporarily Components: V, M
Duration: Instantaneous closed. A magic item’s physical properties Casting Time: 1 standard action
Saving Throw: None are unchanged: A suppressed magic Range: Touch
Spell Resistance: No sword is still a sword (a masterwork Target: Creature touched
sword, in fact). Artifacts and deities are Duration: 1 round/level (D)
Because magic is powerful, so too is the unaffected by mortal magic such as this. Saving Throw: Will negates (harmless)
ability to dispel magic. You can use dispel Spell Resistance: Yes (harmless)
magic to end ongoing spells that have You automatically succeed on your
been cast on a creature or object, to tem- dispel check against any spell that you Emulating the natural ability of the dis-
porarily suppress the magical abilities cast yourself. placer beast (see the Monster Manual), the
of a magic item, to end ongoing spells subject of this spell appears to be about 2
(or at least their effects) within an area, Area Dispel: When dispel magic is used in feet away from its true location. The crea-
or to counter another spellcaster’s spell. this way, the spell affects everything ture benefits from a 50% miss chance as if
A dispelled spell ends as if its duration within a 20-foot radius. it had total concealment. However, unlike
had expired. Some spells, as detailed in actual total concealment, displacement
their descriptions, can’t be defeated by For each creature within the area that does not prevent enemies from targeting
dispel magic. Dispel magic can dispel (but is the subject of one or more spells, you the creature normally. True seeing reveals
not counter) spell-like effects just as it make a dispel check against the spell its true location.
does spells. with the highest caster level. If that
check fails, you make dispel checks Material Component: A small strip of
Note: The effect of a spell with an in- against progressively weaker spells until leather made from displacer beast hide,
stantaneous duration can’t be dispelled, you dispel one spell (which discharges twisted into a loop.
because the magical effect is already over the dispel magic spell so far as that target
before the dispel magic can take effect. is concerned) or until you fail all your Disrupt Undead
Thus, you can’t use dispel magic to repair checks. The creature’s magic items are Necromancy
fire damage caused by a fireball or to turn a not affected. Level: Sor/Wiz 0
petrified character back to flesh. In these Components: V, S
cases, the magic has departed, leaving For each object within the area that is Casting Time: 1 standard action
only burned flesh or perfectly normal the target of one or more spells, you make Range: Close (25 ft. + 5 ft./2 levels)
stone in its wake. dispel checks as with creatures. Magic Effect: Ray
items are not affected by an area dispel. Duration: Instantaneous
You choose to use dispel magic in one of Saving Throw: None
three ways: a targeted dispel, an area For each ongoing area or effect spell Spell Resistance: Yes
dispel, or a counterspell: whose point of origin is within the area of
the dispel magic spell, you can make a You direct a ray of positive energy. You
Targeted Dispel: One object, creature, or dispel check to dispel the spell. must make a ranged touch attack to hit,
spell is the target of the dispel magic spell. and if the ray hits an undead creature, it
You make a dispel check (1d20 + your For each ongoing spell whose area deals 1d6 points of damage to it.
caster level, maximum +10) against the overlaps that of the dispel magic spell, you
spell or against each ongoing spell cur- can make a dispel check to end the effect, Disrupting Weapon
rently in effect on the object or creature. but only within the overlapping area. Transmutation
The DC for this dispel check is 11 + the Level: Clr 5
spell’s caster level. If an object or creature that is the effect Components: V, S
of an ongoing spell (such as a monster Casting Time: 1 standard action
For example, Mialee, at 5th level, tar- summoned by monster summoning) is in Range: Touch
gets dispel magic on a drow who is under the area, you can make a dispel check to Targets: One melee weapon
the effects of haste, mage armor, and bull’s end the spell that conjured that object or Duration: 1 round/level
strength. All three spells were cast on the creature (returning it whence it came) in Saving Throw: Will negates (harmless,
drow by a 7th-level wizard. Mialee makes addition to attempting to dispel spells tar- object); see text
a dispel check (1d20 + 5 against DC 18) geting the creature or object. Spell Resistance: Yes (harmless, object)
three times, once each for the haste, mage
armor, and bull’s strength effects. If she suc- You may choose to automatically suc-
ceeds on a particular check, that spell is ceed on dispel checks against any spell
that you have cast.
Counterspell: When dispel magic is used
in this way, the spell targets a spellcaster
and is cast as a counterspell (page 170).
Unlike a true counterspell, however,
dispel magic may not work; you must make
CHAPTER 11: This spell makes a melee weapon deadly and weapon damage rolls for every three This spell functions like dominate person,
to undead. Any undead creature with HD caster levels you have (at least +1, maxi- except that the spell is not restricted by
SPELLS equal to or less than your caster level must mum +3). The bonus doesn’t apply to spell creature type.
succeed on a Will save or be destroyed damage.
224 utterly if struck in combat with this Dominate Person
weapon. Spell resistance does not apply Divine Power Enchantment (Compulsion) [Mind-
against the destruction effect. Evocation Affecting]
Level: Clr 4, War 4 Level: Brd 4, Sor/Wiz 5
Divination Components: V, S, DF Components: V, S
Divination Casting Time: 1 standard action Casting Time: 1 round
Level: Clr 4, Knowledge 4 Range: Personal Range: Close (25 ft. + 5 ft./2 levels)
Components: V, S, M Target: You Target: One humanoid
Casting Time: 10 minutes Duration: 1 round/level Duration: One day/level
Range: Personal Saving Throw: Will negates
Target: You Calling upon the divine power of your Spell Resistance: Yes
Duration: Instantaneous patron, you imbue yourself with strength
and skill in combat. Your base attack You can control the actions of any hu-
Similar to augury but more powerful, a bonus becomes equal to your character manoid creature through a telepathic link
divination spell can provide you with a level (max. +20; this effect may give you that you establish with the subject’s mind.
useful piece of advice in reply to a ques- additional attacks), you gain a +6 enhance- If you and the subject have a common
tion concerning a specific goal, event, or ment bonus to Strength, and you gain 1 language, you can generally force the sub-
activity that is to occur within one week. temporary hit point per caster level. ject to perform as you desire, within the
The advice can be as simple as a short limits of its abilities. If no common lan-
phrase, or it might take the form of a cryp- Dominate Animal guage exists, you can communicate only
tic rhyme or omen. Enchantment (Compulsion) [Mind- basic commands, such as “Come here,”
Affecting] “Go there,” “Fight,” and “Stand still.” You
For example, suppose the question is Level: Animal 3, Drd 3 know what the subject is experiencing,
“Will we do well if we venture into the Components: V, S but you do not receive direct sensory
ruined temple of Erythnul?” The DM Casting Time: 1 round input from it, nor can it communicate
knows that a terrible troll guarding 10,000 Range: Close (25 ft. + 5 ft./2 levels) with you telepathically.
gp and a +1 shield lurks near the entrance Target: One animal
but estimates that your party could beat Duration: 1 round/level Once you have given a dominated crea-
the troll after a hard fight. Therefore the Saving Throw: Will negates ture a command, it continues to attempt
divination response might be: “Ready oil Spell Resistance: Yes to carry out that command to the exclu-
and open flame light your way to wealth.” sion of all other activities except those
In all cases, the DM controls what infor- You can enchant an animal and direct it necessary for day-to-day survival (such as
mation you receive. If your party doesn’t with simple commands such as “Attack,” sleeping, eating, and so forth). Because of
act on the information, the conditions may “Run,” and “Fetch.” Suicidal or self-de- this limited range of activity, a Sense
change so that the information is no structive commands (including an order Motive check against DC 15 (rather than
longer useful. (For example, the troll could to attack a creature two or more size cate- DC 25) can determine that the subject’s
move away and take the treasure with it.) gories larger than the dominated animal) behavior is being influenced by an
are simply ignored. enchantment effect (see the Sense Motive
The base chance for a correct divination is skill description, page 81).
70% + 1% per caster level, to a maximum of Dominate animal establishes a mental
90%. The DM adjusts the chance if unusual link between you and the subject creature. Changing your instructions or giving a
circumstances require it (if, for example, The animal can be directed by silent dominated creature a new command is the
unusual precautions against divination mental command as long as it remains in equivalent of redirecting a spell, so it is a
spells have been taken). If the dice roll fails, range. You need not see the creature to move action.
you know the spell failed, unless specific control it. You do not receive direct sen-
magic yielding false information is at work. sory input from the creature, but you know By concentrating fully on the spell (a
what it is experiencing. Because you are standard action), you can receive full
As with augury, multiple divinations directing the animal with your own intelli- sensory input as interpreted by the
about the same topic by the same caster use gence, it may be able to undertake actions mind of the subject, though it still can’t
the same dice result as the first divination normally beyond its own comprehension, communicate with you. You can’t actu-
spell and yield the same answer each time. such as manipulating objects with its paws ally see through the subject’s eyes, so it’s
and mouth. You need not concentrate not as good as being there yourself, but
Material Component: Incense and a sac- exclusively on controlling the creature you still get a good idea of what’s going
rificial offering appropriate to your reli- unless you are trying to direct it to do on (the subject is walking through a
gion, together worth at least 25 gp. something it normally couldn’t do. Chang- smelly courtyard, the subject is talking
ing your instructions or giving a dominated to a guard, the guard looks suspicious,
Divine Favor creature a new command is the equivalent and so forth).
Evocation of redirecting a spell, so it is a move action.
Level: Clr 1, Pal 1 Subjects resist this control, and any
Components: V, S, DF Dominate Monster subject forced to take actions against its
Casting Time: 1 standard action Enchantment (Compulsion) [Mind- nature receives a new saving throw with a
Range: Personal Affecting] +2 bonus. Obviously self-destructive or-
Target: You Level: Sor/Wiz 9 ders are not carried out. Once control is
Duration: 1 minute Target: One creature established, the range at which it can be
exercised is unlimited, as long as you and
Calling upon the strength and wisdom of the subject are on the same plane. You
a deity, you gain a +1 luck bonus on attack need not see the subject to control it.
If you don’t spend at least 1 round con- Dream uses of the Charisma modifier. Sorcerers CHAPTER 11:
centrating on the spell each day, the sub- Illusion (Phantasm) [Mind-Affecting] and bards (and other spellcasters who rely
ject receives a new saving throw to throw Level: Brd 5, Sor/Wiz 5 on Charisma) affected by this spell do not SPELLS
off the domination. Components: V, S gain any additional bonus spells for the
Casting Time: 1 minute increased Charisma, but the save DCs for
Protection from evil or a similar spell can Range: Unlimited spells they cast while under this spell’s
prevent you from exercising control or Target: One living creature touched effect do increase.
using the telepathic link while the subject Duration: See text
is so warded, but such an effect neither Saving Throw: None Arcane Material Component: A few feath-
prevents the establishment of domination Spell Resistance: Yes ers or a pinch of droppings from an eagle.
nor dispels it.
You, or a messenger touched by you, Eagle’s Splendor, Mass
Doom sends a phantasmal message to others in Transmutation
Necromancy [Fear, Mind-Affecting] the form of a dream. At the beginning of Level: Brd 6, Clr 6, Sor/Wiz 6
Level: Clr 1 the spell, you must name the recipient Range: Close (25 ft. + 5 ft./2 levels)
Components: V, S, DF or identify him or her by some title that Target: One creature/level, no two of
Casting Time: 1 standard action leaves no doubt as to identity. The mes- which can be more than 30 ft. apart
Range: Medium (100 ft. + 10 ft./level) senger then enters a trance, appears in
Target: One living creature the intended recipient’s dream, and deliv- This spell functions like eagle’s splendor,
Duration: 1 min./level ers the message. The message can be of except that it affects multiple creatures.
Saving Throw: Will negates any length, and the recipient remembers
Spell Resistance: Yes it perfectly upon waking. The communi- Earthquake
cation is one-way. The recipient cannot Evocation [Earth]
This spell fills a single subject with a feel- ask questions or offer information, nor Level: Clr 8, Destruction 8, Drd 8,
ing of horrible dread that causes it to can the messenger gain any information Earth 7
become shaken. by observing the dreams of the recipient. Components: V, S, DF
Once the message is delivered, the mes- Casting Time: 1 standard action
Drawmij’s Instant Summons senger’s mind returns instantly to its Range: Long (400 ft. + 40 ft./level)
Conjuration (Summoning) body. The duration of the spell is the time Area: 80-ft.-radius spread (S)
Level: Sor/Wiz 7 required for the messenger to enter the Duration: 1 round
Components: V, S, M recipient’s dream and deliver the mes- Saving Throw: See text
Casting Time: 1 standard action sage. Spell Resistance: No
Range: See text
Target: One object weighing 10 lb. or If the recipient is awake when the spell When you cast earthquake, an intense but
less whose longest dimension is 6 ft. begins, the messenger can choose to wake highly localized tremor rips the ground.
or less up (ending the spell) or remain in the The shock knocks creatures down, col-
Duration: Permanent until discharged trance. The messenger can remain in the lapses structures, opens cracks in the
Saving Throw: None trance until the recipient goes to sleep, ground, and more. The effect lasts for 1
Spell Resistance: No then enter the recipient’s dream and de- round, during which time creatures on
liver the message as normal. A messenger the ground can’t move or attack. A spell-
You call some nonliving item from virtu- that is disturbed during the trance comes caster on the ground must make a Con-
ally any location directly to your hand. awake, ending the spell. centration check (DC 20 + spell level) or
lose any spell he or she tries to cast. The
First, you must place your arcane mark Creatures who don’t sleep (such as earthquake affects all terrain, vegetation,
(page 201) on the item. Then you cast this elves, but not half-elves) or don’t dream structures, and creatures in the area. The
spell, which magically and invisibly cannot be contacted by this spell. specific effect of an earthquake spell
inscribes the name of the item on a sap- depends on the nature of the terrain
phire worth at least 1,000 gp. Thereafter, The messenger is unaware of its own where it is cast.
you can summon the item by speaking a surroundings or of the activities around it
special word (set by you when the spell is while in the trance. It is defenseless both Cave, Cavern, or Tunnel: The spell col-
cast) and crushing the gem. The item physically and mentally (always fails any lapses the roof, dealing 8d6 points of blud-
appears instantly in your hand. Only you saving throw, for example) while in the geoning damage to any creature caught
can use the gem in this way. trance. under the cave-in (Reflex DC 15 half ) and
pinning that creature beneath the rubble
If the item is in the possession of Eagle’s Splendor (see below). An earthquake cast on the roof
another creature, the spell does not work, Transmutation of a very large cavern could also endanger
but you know who the possessor is and Level: Brd 2, Clr 2, Pal 2, Sor/Wiz 2 those outside the actual area but below
roughly where that creature is located Components: V, S, M/DF the falling debris.
when the summons occurs. Casting Time: 1 standard action
Range: Touch Cliffs: Earthquake causes a cliff to crum-
The inscription on the gem is invisible. Target: Creature touched ble, creating a landslide that travels hori-
It is also unreadable, except by means of a Duration: 1 min./level zontally as far as it fell vertically. An earth-
read magic spell, to anyone but you. Saving Throw: Will negates (harmless) quake cast at the top of a 100-foot cliff
Spell Resistance: Yes would sweep debris 100 feet outward
The item can be summoned from an- from the base of the cliff. Any creature in
other plane, but only if no other creature The transmuted creature becomes more the path takes 8d6 points of bludgeoning
has claimed ownership of it. poised, articulate, and personally forceful. damage (Reflex DC 15 half ) and is pinned
The spell grants a +4 enhancement bonus beneath the rubble (see below).
Material Component: A sapphire worth to Charisma, adding the usual benefits to
at least 1,000 gp. Charisma-based skill checks and other Open Ground: Each creature standing in
the area must make a DC 15 Reflex save or
225
CHAPTER 11: fall down. Fissures open in the earth, and The elementals obey you explicitly and Casting Time: 1 standard action
every creature on the ground has a 25% never attack you, even if someone else Range: Close (25 ft. + 5 ft./2 levels)
SPELLS chance to fall into one (Reflex DC 20 to manages to gain control over them. You Effect: Ray of negative energy
avoid a fissure). At the end of the spell, all do not need to concentrate to maintain Duration: Instantaneous
226 fissures grind shut, killing any creatures control over the elementals. You can dis- Saving Throw: None
still trapped within. miss them singly or in groups at any time. Spell Resistance: Yes
Structure: Any structure standing on When you use a summoning spell to You point your finger and utter the incan-
open ground takes 100 points of damage, summon an air, earth, fire, or water crea- tation, releasing a black ray of crackling
enough to collapse a typical wooden or ture, it is a spell of that type. For example, negative energy that suppresses the life
masonry building, but not a structure elemental swarm is a fire spell when you force of any living creature it strikes. You
built of stone or reinforced masonry. cast it to summon fire elementals and a must make a ranged touch attack to hit. If
Hardness does not reduce this damage, water spell when you use it to summon the attack succeeds, the subject gains 1d4
nor is it halved as damage dealt to objects water elementals. negative levels.
normally is. (See the Dungeon Master ’s
Guide for information on hit points for Endure Elements If the subject has at least as many nega-
walls and the like.) Any creature caught Abjuration tive levels as HD, it dies. Each negative
inside a collapsing structure takes 8d6 Level: Clr 1, Drd 1, Pal 1, Rgr 1, level gives a creature a –1 penalty on at-
points of bludgeoning damage (Reflex Sor/Wiz 1, Sun 1 tack rolls, saving throws, skill checks, abil-
DC 15 half ) and is pinned beneath the Components: V, S ity checks, and effective level (for deter-
rubble (see below). Casting Time: 1 standard action mining the power, duration, DC, and
Range: Touch other details of spells or special abilities).
River, Lake, or Marsh: Fissures open Target: Creature touched Additionally, a spellcaster loses one spell
underneath the water, draining away the Duration: 24 hours or spell slot from his or her highest avail-
water from that area and forming muddy Saving Throw: Will negates (harmless) able level. Negative levels stack.
ground. Soggy marsh or swampland Spell Resistance: Yes (harmless)
becomes quicksand for the duration of Assuming the subject survives, it re-
the spell, sucking down creatures and A creature protected by endure elements gains lost levels after a number of hours
structures. Each creature in the area must suffers no harm from being in a hot or equal to your caster level (maximum 15
make a DC 15 Reflex save or sink down in cold environment. It can exist comfort- hours). Usually, negative levels have a
the mud and quicksand. At the end of the ably in conditions between –50 and 140 chance of permanently draining the
spell, the rest of the body of water rushes degrees Fahrenheit without having to victim’s levels, but the negative levels
in to replace the drained water, possibly make Fortitude saves (as described in the from enervation don’t last long enough to
drowning those caught in the mud. Dungeon Master ’s Guide). The creature’s do so.
equipment is likewise protected.
Pinned beneath Rubble: Any creature An undead creature struck by the ray
pinned beneath rubble takes 1d6 points Endure elements doesn’t provide any pro- gains 1d4×5 temporary hit points for 1
of nonlethal damage per minute while tection from fire or cold damage, nor does hour.
pinned. If a pinned character falls uncon- it protect against other environmental
scious, he or she must make a DC 15 hazards such as smoke, lack of air, and so Enlarge Person
Constitution check or take 1d6 points of forth. Transmutation
lethal damage each minute thereafter Level: Sor/Wiz 1, Strength 1
until freed or dead. Energy Drain Components: V, S, M
Necromancy Casting Time: 1 round
Elemental Swarm Level: Clr 9, Sor/Wiz 9 Range: Close (25 ft. + 5 ft./2 levels)
Conjuration (Summoning) [see text] Saving Throw: Fortitude partial; see text Target: One humanoid creature
Level: Air 9, Drd 9, Earth 9, Fire 9, for enervation Duration: 1 min./level (D)
Water 9 Saving Throw: Fortitude negates
Components: V, S This spell functions like enervation, except Spell Resistance: Yes
Casting Time: 10 minutes that the creature struck gains 2d4 nega-
Range: Medium (100 ft. + 10 ft./level) tive levels, and the negative levels last This spell causes instant growth of a hu-
Effect: Two or more summoned crea- longer. manoid creature, doubling its height and
tures, no two of which can be more multiplying its weight by 8. This increase
than 30 ft. apart There is no saving throw to avoid gain- changes the creature’s size category to the
Duration: 10 min./level (D) ing the negative levels, but 24 hours after next larger one. The target gains a +2 size
Saving Throw: None gaining them, the subject must make a bonus to Strength, a –2 size penalty to
Spell Resistance: No Fortitude saving throw (DC = energy drain Dexterity (to a minimum of 1), and a –1
spell’s save DC) for each negative level. If penalty on attack rolls and AC due to its
This spell opens a portal to an Elemental the save succeeds, that negative level is increased size.
Plane and summons elementals from it. A removed. If it fails, the negative level also
druid can choose the plane (Air, Earth, goes away, but one of the subject’s charac- A humanoid creature whose size in-
Fire, or Water); a cleric opens a portal to ter levels is permanently drained. creases to Large has a space of 10 feet and
the plane matching his domain. a natural reach of 10 feet. This spell does
An undead creature struck by the ray not change the target’s speed.
When the spell is complete, 2d4 Large gains 2d4×5 temporary hit points for 1
elementals appear. Ten minutes later, 1d4 hour. If insufficient room is available for the
Huge elementals appear. Ten minutes desired growth, the creature attains the
after that, one greater elemental appears. Enervation maximum possible size and may make a
Each elemental has maximum hit points Necromancy Strength check (using its increased
per HD. Once these creatures appear, they Level: Sor/Wiz 4 Strength) to burst any enclosures in the
serve you for the duration of the spell. Components: V, S process. If it fails, it is constrained with-
out harm by the materials enclosing it—
the spell cannot be used to crush a crea- move at only half speed through the area. diately unfriendly toward you. Each crea- CHAPTER 11:
ture by increasing its size. Each round on your turn, the plants once ture with 4 or more HD or with a Wisdom
again attempt to entangle all creatures score of 16 or higher becomes hostile. SPELLS
All equipment worn or carried by a that have avoided or escaped entangle-
creature is similarly enlarged by the spell. ment. Entropic Shield 227
Melee and projectile weapons affected by Abjuration
this spell deal more damage (see Table 2–2 Note: The DM may alter the effects of Level: Clr 1, Luck 1
in the Dungeon Master’s Guide). Other mag- the spell somewhat, based on the nature Components: V, S
ical properties are not affected by this of the entangling plants. Casting Time: 1 standard action
spell. Any enlarged item that leaves an Range: Personal
enlarged creature’s possession (including a Enthrall Target: You
projectile or thrown weapon) instantly Enchantment (Charm) [Language Duration: 1 min./level (D)
returns to its normal size. This means that Dependent, Mind-Affecting, Sonic]
thrown weapons deal their normal Level: Brd 2, Clr 2 A magical field appears around you, glow-
damage, and projectiles deal damage Components: V, S ing with a chaotic blast of multicolored
based on the size of the weapon that fired Casting Time: 1 round hues. This field deflects incoming arrows,
them. Magical properties of enlarged items Range: Medium (100 ft. + 10 ft./level) rays, and other ranged attacks. Each
are not increased by this spell—an Targets: Any number of creatures ranged attack directed at you for which
enlarged +1 sword still has only a +1 en- Duration: 1 hour or less the attacker must make an attack roll (in-
hancement bonus, a staff-sized wand is Saving Throw: Will negates; see text cluding arrows, magic arrows, Melf ’s acid
still only capable of its normal functions, Spell Resistance: Yes arrow, ray of enfeeblement, and so forth) has
a giant-sized potion merely requires a a 20% miss chance (similar to the effects of
greater fluid intake to make its magical If you have the attention of a group of concealment). Other attacks that simply
effects operate, and so on. creatures, you can use this spell to hold work at a distance, such as a dragon’s
them spellbound. To cast the spell, you breath weapon, are not affected.
Multiple magical effects that increase must speak or sing without interruption
size do not stack, which means (among for 1 full round. Thereafter, those affected Erase
other things) that you can’t use a second give you their undivided attention, ignor- Transmutation
casting of this spell to further increase the ing their surroundings. They are consid- Level: Brd 1, Sor/Wiz 1
size of a humanoid that’s still under the ered to have an attitude of friendly while Components: V, S
effect of the first casting. under the effect of the spell (see the Dun- Casting Time: 1 standard action
geon Master’s Guide for information about Range: Close (25 ft. + 5 ft./2 levels)
Enlarge person counters and dispels NPC attitudes). Any potentially affected Target: One scroll or two pages
reduce person. creature of a race or religion unfriendly to Duration: Instantaneous
yours gets a +4 bonus on the saving throw. Saving Throw: See text
Enlarge person can be made permanent Spell Resistance: No
with a permanency spell. A creature with 4 or more HD or with a
Wisdom score of 16 or higher remains Erase removes writings of either magical or
Material Component: A pinch of pow- aware of its surroundings and has an atti- mundane nature from a scroll or from one
dered iron. tude of indifferent. It gains a new saving or two pages of paper, parchment, or similar
throw if it witnesses actions that it surfaces. With this spell, you can remove
Enlarge Person, Mass opposes. explosive runes, a glyph of warding, a sepia snake
Transmutation sigil, or an arcane mark, but not illusory script
Level: Sor/Wiz 4 The effect lasts as long as you speak or or a symbol spell. Nonmagical writing is
Target: One humanoid creature/level, sing, to a maximum of 1 hour. Those automatically erased if you touch it and no
no two of which can be more than enthralled by your words take no action one else is holding it. Otherwise, the chance
30 ft. apart while you speak or sing and for 1d3 of erasing nonmagical writing is 90%.
rounds thereafter while they discuss the
This spell functions like enlarge person, topic or performance. Those entering the Magic writing must be touched to be
except that it affects multiple creatures. area during the performance must also erased, and you also must succeed on a
successfully save or become enthralled. caster level check (1d20 + caster level)
Entangle The speech ends (but the 1d3-round delay against DC 15. (A natural 1 or 2 is always a
Transmutation still applies) if you lose concentration or failure on this check.) If you fail to erase
Level: Drd 1, Plant 1, Rgr 1 do anything other than speak or sing. explosive runes, a glyph of warding, or a sepia
Components: V, S, DF snake sigil, you accidentally activate that
Casting Time: 1 standard action If those not enthralled have unfriendly writing instead.
Range: Long (400 ft. + 40 ft./level) or hostile attitudes toward you, they can
Area: Plants in a 40-ft.-radius spread collectively make a Charisma check to try Ethereal Jaunt
Duration: 1 min./level (D) to end the spell by jeering and heckling. Transmutation
Saving Throw: Reflex partial; see text For this check, use the Charisma bonus of Level: Clr 7, Sor/Wiz 7
Spell Resistance: No the creature with the highest Charisma in Components: V, S
the group; others may make Charisma Casting Time: 1 standard action
Grasses, weeds, bushes, and even trees checks to assist (as described in Aid Range: Personal
wrap, twist, and entwine about creatures Another, page 65). The heckling ends the Target: You
in the area or those that enter the area, spell if this check result beats your Duration: 1 round/level (D)
holding them fast and causing them to Charisma check result. Only one such
become entangled. The creature can challenge is allowed per use of the spell. You become ethereal, along with your
break free and move half its normal speed equipment. For the duration of the spell,
by using a full-round action to make a DC If any member of the audience is at-
20 Strength check or a DC 20 Escape tacked or subjected to some other overtly
Artist check. A creature that succeeds on hostile act, the spell ends and the previ-
a Reflex save is not entangled but can still ously enthralled members become imme-
CHAPTER 11: you are in a place called the Ethereal waving members seem to spring forth read, dealing 6d6 points of force damage.
Plane, which overlaps the normal, physi- from the earth, floor, or whatever surface Anyone next to the runes (close enough to
SPELLS cal, Material Plane. When the spell is underfoot—including water. They read them) takes the full damage with no
expires, you return to material existence. grasp and entwine around creatures that saving throw; any other creature within
enter the area, holding them fast and 10 feet of the runes is entitled to a Reflex
An ethereal creature is invisible, insub- crushing them with great strength. save for half damage. The object on which
stantial, and capable of moving in any the runes were written also takes full
direction, even up or down, albeit at half Every creature within the area of the damage (no saving throw).
normal speed. As an insubstantial crea- spell must make a grapple check, opposed
ture, you can move through solid objects, by the grapple check of the tentacles. Treat You and any characters you specifically
including living creatures. An ethereal the tentacles attacking a particular target as instruct can read the protected writing
creature can see and hear on the Material a Large creature with a base attack bonus without triggering the runes. Likewise,
Plane, but everything looks gray and equal to your caster level and a Strength you can remove the runes whenever de-
ephemeral. Sight and hearing onto the score of 19. Thus, its grapple check modi- sired. Another creature can remove them
Material Plane are limited to 60 feet. fier is equal to your caster level +8. The ten- with a successful dispel magic or erase
Force effects (such as magic missile and tacles are immune to all types of damage. spell, but attempting to dispel or erase
wall of force) and abjurations affect an ethe- the runes and failing to do so triggers the
real creature normally. Their effects Once the tentacles grapple an oppo- explosion.
extend onto the Ethereal Plane from the nent, they may make a grapple check each
Material Plane, but not vice versa. An round on your turn to deal 1d6+4 points Note: Magic traps such as explosive runes
ethereal creature can’t attack material of bludgeoning damage. The tentacles are hard to detect and disable. A rogue
creatures, and spells you cast while ethe- continue to crush the opponent until the (only) can use the Search skill to find the
real affect only other ethereal things. Cer- spell ends or the opponent escapes. runes and Disable Device to thwart them.
tain material creatures or objects have The DC in each case is 25 + spell level, or
attacks or effects that work on the Ether- Any creature that enters the area of the 28 for explosive runes.
eal Plane (such as a basilisk’s gaze attack). spell is immediately attacked by the ten-
Treat other ethereal creatures and ethe- tacles. Even creatures who aren’t grappling Eyebite
real objects as if they were material. with the tentacles may move through the Necromancy [Evil]
area at only half normal speed. Level: Brd 6, Sor/Wiz 6
If you end the spell and become mate- Components: V, S
rial while inside a material object (such as Material Component: A piece of tentacle Casting Time: 1 standard action
a solid wall), you are shunted off to the from a giant octopus or a giant squid. Range: Close (25 ft. + 5 ft./2 levels)
nearest open space and take 1d6 points of Target: One living creature each round
damage per 5 feet that you so travel. Expeditious Retreat Duration: 1 round/three levels; see text
Transmutation Saving Throw: Fortitude negates
Etherealness Level: Brd 1, Sor/Wiz 1 Spell Resistance: Yes
Transmutation Components: V, S
Level: Clr 9, Sor/Wiz 9 Casting Time: 1 standard action Each round, you may target a single living
Range: Touch; see text Range: Personal creature, striking it with waves of evil
Targets: You and one other touched Target: You power. Depending on the target’s HD, this
creature/three levels Duration: 1 min./level (D) attack has as many as three effects.
Duration: 1 min./level (D)
Spell Resistance: Yes This spell increases your base land speed HD Effect
by 30 feet. (This adjustment is treated as 10 or more Sickened
This spell functions like ethereal jaunt, an enhancement bonus.) There is no 5–9 Panicked, sickened
except that you and other willing crea- effect on other modes of movement, such 4 or less Comatose, panicked,
tures joined by linked hands (along with as burrow, climb, fly, or swim. As with any sickened
their equipment) become ethereal. Be- effect that increases your speed, this spell
228 sides yourself, you can bring one creature affects your jumping distance (see the The effects are cumulative and concur-
per three caster levels to the Ethereal Jump skill, page 77). rent.
Plane. Once ethereal, the subjects need
not stay together. This spell need not be used as part of a Sickened: Sudden pain and fever sweeps
retreat; the name of the spell merely hints over the subject’s body. A sickened crea-
When the spell expires, all affected at the typical wizard’s attitude toward ture takes a –2 penalty on attack rolls,
creatures on the Ethereal Plane return to combat. weapon damage rolls, saving throws, skill
material existence. checks, and ability checks. A creature
Explosive Runes affected by this spell remains sickened for
Evard’s Black Tentacles Abjuration [Force] 10 minutes per caster level. The effects
Conjuration (Creation) Level: Sor/Wiz 3 cannot be negated by a remove disease or
Level: Sor/Wiz 4 Components: V, S heal spell, but a remove curse is effective.
Components: V, S, M Casting Time: 1 standard action
Casting Time: 1 standard action Range: Touch Panicked: The subject becomes pan-
Range: Medium (100 ft. + 10 ft./level) Target: One touched object weighing no icked for 1d4 rounds. Even after the panic
Area: 20-ft.-radius spread more than 10 lb. ends, the creature remains shaken for 10
Duration: 1 round/level (D) Duration: Permanent until discharged minutes per caster level, and it automati-
Saving Throw: None (D) cally becomes panicked again if it comes
Spell Resistance: No Saving Throw: See text within sight of you during that time. This
Spell Resistance: Yes is a fear effect.
This spell conjures a field of rubbery
black tentacles, each 10 feet long. These You trace these mystic runes upon a book, Comatose: The subject falls into a cata-
map, scroll, or similar object bearing writ- tonic coma for 10 minutes per caster
ten information. The runes detonate when level. During this time, it cannot be awak-
ened by any means short of dispelling the time of casting. The faerie fire does not tures.) If the Will save succeeds, the crea- CHAPTER 11:
effect. This is not a sleep effect, and thus cause any harm to the objects or creatures ture is shaken for 1 round.
elves are not immune to it. thus outlined. SPELLS
Material Component: Either the heart of
The spell lasts for 1 round per three False Life a hen or a white feather. 229
caster levels. You must spend a move action Necromancy
each round after the first to target a foe. Level: Sor/Wiz 2 Feather Fall
Components: V, S, M Transmutation
Fabricate Casting Time: 1 standard action Level: Brd 1, Sor/Wiz 1
Transmutation Range: Personal Components: V
Level: Sor/Wiz 5 Target: You Casting Time: 1 free action
Components: V, S, M Duration: 1 hour/level or until Range: Close (25 ft. + 5 ft./2 levels)
Casting Time: See text discharged; see text Targets: One Medium or smaller free-
Range: Close (25 ft. + 5 ft./2 levels) falling object or creature/level, no two
Target: Up to 10 cu. ft./level; see text You harness the power of unlife to grant of which may be more than 20 ft. apart
Duration: Instantaneous yourself a limited ability to avoid death. Duration: Until landing or 1
Saving Throw: None While this spell is in effect, you gain tem- round/level
Spell Resistance: No porary hit points equal to 1d10 +1 per Saving Throw: Will negates (harmless)
caster level (maximum +10). or Will negates (object)
You convert material of one sort into a Spell Resistance: Yes (object)
product that is of the same material. Thus, Material Component: A small amount of
you can fabricate a wooden bridge from a alcohol or distilled spirits, which you use The affected creatures or objects fall slowly,
clump of trees, a rope from a patch of to trace certain sigils on your body during though faster than feathers typically do.
hemp, clothes from flax or wool, and so casting. These sigils cannot be seen once Feather fall instantly changes the rate at
forth. Creatures or magic items cannot be the alcohol or spirits evaporate. which the targets fall to a mere 60 feet per
created or transmuted by the fabricate round (equivalent to the end of a fall from a
spell. The quality of items made by this False Vision few feet), and the subjects take no damage
spell is commensurate with the quality of Illusion (Glamer) upon landing while the spell is in effect.
material used as the basis for the new fab- Level: Brd 5, Sor/Wiz 5, Trickery 5 However, when the spell duration expires,
rication. If you work with a mineral, the Components: V, S, M a normal rate of falling resumes.
target is reduced to 1 cubic foot per level Casting Time: 1 standard action
instead of 10 cubic feet. Range: Touch The spell affects one or more Medium
Area: 40-ft.-radius emanation or smaller creatures (including gear and
You must make an appropriate Craft Duration: 1 hour/level (D) carried objects up to each creature’s maxi-
check to fabricate articles requiring a Saving Throw: None mum load) or objects, or the equivalent in
high degree of craftsmanship (jewelry, Spell Resistance: No larger creatures: A Large creature or object
swords, glass, crystal, and the like). counts as two Medium creatures or objects,
Any divination (scrying) spell used to a Huge creature or object counts as two
Casting requires 1 round per 10 cubic view anything within the area of this Large creatures or objects, and so forth.
feet (or 1 cubic foot) of material to be spell instead receives a false image (as the
affected by the spell. major image spell), as defined by you at the You can cast this spell with an instant
time of casting. As long as the duration utterance, quickly enough to save your-
Material Component: The original mate- lasts, you can concentrate to change the self if you unexpectedly fall. Casting the
rial, which costs the same amount as the image as desired. While you aren’t con- spell is a free action, like casting a quick-
raw materials required to craft the item to centrating, the image remains static. ened spell, and it counts toward the
be created. normal limit of one quickened spell per
Arcane Material Component: The ground round. You may even cast this spell when
Faerie Fire dust of a piece of jade worth at least 250 it isn’t your turn.
Evocation [Light] gp, which is sprinkled into the air when
Level: Drd 1 the spell is cast. This spell has no special effect on
Components: V, S, DF ranged weapons unless they are falling
Casting Time: 1 standard action Fear quite a distance. If the spell is cast on a
Range: Long (400 ft. + 40 ft./level) Necromancy [Fear, Mind-Affecting] falling item, such as a boulder dropped
Area: Creatures and objects within a Level: Brd 3, Sor/Wiz 4 from the top of a castle wall, the object
5-ft.-radius burst Components: V, S, M does half normal damage based on its
Duration: 1 min./level (D) Casting Time: 1 standard action weight, with no bonus for the height of
Saving Throw: None Range: 30 ft. the drop. (See the Dungeon Master’s Guide
Spell Resistance: Yes Area: Cone-shaped burst for information on falling objects.)
Duration: 1 round/level or 1 round; see
A pale glow surrounds and outlines the text Feather fall works only upon free-falling
subjects. Outlined subjects shed light as Saving Throw: Will partial objects. It does not affect a sword blow or
candles. Outlined creatures do not bene- Spell Resistance: Yes a charging or flying creature.
fit from the concealment normally pro-
vided by darkness (though a 2nd-level or An invisible cone of terror causes each Feeblemind
higher magical darkness effect functions living creature in the area to become pan- Enchantment (Compulsion) [Mind-
normally), blur, displacement, invisibil- icked unless it succeeds on a Will save. If Affecting]
ity, or similar effects. The light is too dim cornered, a panicked creature begins cow- Level: Sor/Wiz 5
to have any special effect on undead or ering. (See the Dungeon Master’s Guide for Components: V, S, M
dark-dwelling creatures vulnerable to more information on fear-panicked crea- Casting Time: 1 standard action
light. The faerie fire can be blue, green, or Range: Medium (100 ft. + 10 ft./level)
violet, according to your choice at the Target: One creature
Duration: Instantaneous
CHAPTER 11: Saving Throw: Will negates; see text Find Traps siles, one 11d6 and three 3d6 missiles, or
Spell Resistance: Yes Divination any other combination totaling up to four
SPELLS Level: Clr 2 acorns and 20d6 points of damage.
If the target creature fails a Will saving Components: V, S
throw, its Intelligence and Charisma Casting Time: 1 standard action Each acorn explodes upon striking any
scores each drop to 1, giving it roughly Range: Personal hard surface. In addition to its regular fire
the intellect of a lizard. The affected crea- Target: You damage, it deals 1 point of splash damage
ture is unable to use Intelligence- or Duration: 1 min./level per die, and it ignites any combustible
Charisma-based skills, cast spells, under- materials within 10 feet. A creature with-
stand language, or communicate coher- You gain intuitive insight into the work- in this area that makes a successful Reflex
ently. Still, it knows who its friends are ings of traps. You can use the Search skill saving throw takes only half damage; a
and can follow them and even protect to detect traps just as a rogue can. In addi- creature struck directly is not allowed a
them. The subject remains in this state tion, you gain an insight bonus equal to saving throw.
until a heal, limited wish, miracle, or wish one-half your caster level (maximum +10)
spell is used to cancel the effect of the fee- on Search checks made to find traps Holly Berry Bombs: You turn as many as
blemind. A creature that can cast arcane while the spell is in effect. eight holly berries into special bombs.
spells, such as a sorcerer or a wizard, takes The holly berries are usually placed by
a –4 penalty on its saving throw. Note that find traps grants no ability to hand, since they are too light to make
disable the traps that you may find. effective thrown weapons (they can be
Material Component: A handful of clay, tossed only 5 feet). If you are within 200
crystal, glass, or mineral spheres. Finger of Death feet and speak a word of command, each
Necromancy [Death] berry instantly bursts into flame, causing
Find the Path Level: Drd 8, Sor/Wiz 7 1d8 points of fire damage +1 point per
Divination Components: V, S caster level to every creature in a 5-foot-
Level: Brd 6, Clr 6, Drd 6, Knowledge 6, Casting Time: 1 standard action radius burst and igniting any combustible
Travel 6 Range: Close (25 ft. + 5 ft./2 levels) materials within 5 feet. A creature in the
Components: V, S, F Target: One living creature area that makes a successful Reflex saving
Casting Time: 3 rounds Duration: Instantaneous throw takes only half damage.
Range: Personal or touch Saving Throw: Fortitude partial
Target: You or creature touched Spell Resistance: Yes Material Component: The acorns or holly
Duration: 10 min./level berries.
Saving Throw: None or Will negates You can slay any one living creature
(harmless) within range. The target is entitled to a Fire Shield
Spell Resistance: No or Yes (harmless) Fortitude saving throw to survive the Evocation [Fire or Cold]
attack. If the save is successful, the crea- Level: Fire 5, Sor/Wiz 4, Sun 4
The recipient of this spell can find the ture instead takes 3d6 points of damage Components: V, S, M/DF
shortest, most direct physical route to a +1 point per caster level (maximum +25). Casting Time: 1 standard action
specified destination, be it the way into or The subject might die from damage even Range: Personal
out of a locale. The locale can be outdoors, if it succeeds on its saving throw. Target: You
underground, or even inside a maze spell. Duration: 1 round/level (D)
Find the path works with respect to lo- Fire Seeds
cations, not objects or creatures at a locale. Conjuration (Creation) [Fire] This spell wreathes you in flame and
Thus, the subject could not find the way Level: Drd 6, Fire 6, Sun 6 causes damage to each creature that at-
to “a forest where a green dragon lives” or Components: V, S, M tacks you in melee. The flames also pro-
“a hoard of platinum pieces,” but it could Casting Time: 1 standard action tect you from either cold-based or fire-
find the exit to a labyrinth. The location Range: Touch based attacks (your choice).
must be on the same plane as you are at Targets: Up to four touched acorns or up
the time of casting. to eight touched holly berries Any creature striking you with its body
Duration: 10 min./level or until used or a handheld weapon deals normal
The spell enables the subject to sense Saving Throw: None or Reflex half; see damage, but at the same time the attacker
the correct direction that will eventually text takes 1d6 points of damage +1 point per
lead it to its destination, indicating at ap- Spell Resistance: No caster level (maximum +15). This damage
propriate times the exact path to follow or is either cold damage (if the shield protects
physical actions to take. For example, the Depending on the version of fire seeds you against fire-based attacks) or fire damage
spell enables the subject to sense trip choose, you turn acorns into splash (if the shield protects against cold-based
wires or the proper word to bypass a glyph weapons that you or another character can attacks). If the attacker has spell resist-
of warding. The spell ends when the desti- throw, or you turn holly berries into bombs ance, it applies to this effect. Creatures
nation is reached or the duration expires, that you can detonate on command. wielding weapons with exceptional reach,
whichever comes first. Find the path can such as longspears, are not subject to this
be used to remove the subject and its com- Acorn Grenades: As many as four acorns damage if they attack you.
panions from the effect of a maze spell in a turn into special splash weapons that can
single round. be hurled as far as 100 feet. A ranged When casting this spell, you appear to
touch attack roll is required to strike the immolate yourself, but the flames are thin
This divination is keyed to the recipi- intended target. Together, the acorns are and wispy, giving off light equal to only
ent, not its companions, and its effect capable of dealing 1d6 points of fire half the illumination of a normal torch
does not predict or allow for the actions of damage per caster level (maximum 20d6), (10 feet). The color of the flames is deter-
creatures (including guardians). divided up among the acorns as you wish. mined randomly (50% chance of either
For example, a 20th-level druid could color)—blue or green if the chill shield is
Focus: A set of divination counters of create one 20d6 missile, two 10d6 mis- cast, violet or blue if the warm shield is
the sort you favor—bones, ivory counters, employed. The special powers of each ver-
sticks, carved runes, or the like sion are as follows.
230
Warm Shield: The flames are warm to Underwater, this ward deals half dam- Casting Time: 1 standard action CHAPTER 11:
the touch. You take only half damage age and creates a large cloud of steam. Range: Close (25 ft. + 5 ft./2 levels)
from cold-based attacks. If such an attack Targets: Fifty projectiles, all of which SPELLS
allows a Reflex save for half damage, you You can use the fire trapped object with-
take no damage on a successful save. out discharging it, as can any individual to must be in contact with each other at
whom the object was specifically attuned the time of casting
Chill Shield: The flames are cool to the when cast. Attuning a fire trapped object to Duration: 10 min./level
touch. You take only half damage from an individual usually involves setting a Saving Throw: None
fire-based attacks. If such an attack allows password that you can share with friends. Spell Resistance: No
a Reflex save for half damage, you take no
damage on a successful save. Note: Magic traps such as fire trap are You turn ammunition (such as arrows,
hard to detect and disable. A rogue (only) bolts, shuriken, and stones) into fiery pro-
Arcane Material Component: A bit of can use the Search skill to find a fire trap jectiles. Each piece of ammunition deals
phosphorus for the warm shield; a live fire- and Disable Device to thwart it. The DC an extra 1d6 points of fire damage to any
fly or glowworm or the tail portions of in each case is 25 + spell level (DC 27 for a target it hits. A flaming projectile can
four dead ones for the chill shield. druid’s fire trap or DC 29 for the arcane easily ignite a flammable object or struc-
version). ture, but it won’t ignite a creature it
Fire Storm strikes.
Evocation [Fire] Material Component: A half-pound of
Level: Clr 8, Drd 7, Fire 7 gold dust (cost 25 gp) sprinkled on the Material Component: A drop of oil and a
Components: V, S warded object. small piece of flint.
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level) Fireball Flame Blade
Area: Two 10-ft. cubes per level (S) Evocation [Fire] Evocation [Fire]
Duration: Instantaneous Level: Sor/Wiz 3 Level: Drd 2
Saving Throw: Reflex half Components: V, S, M Components: V, S, DF
Spell Resistance: Yes Casting Time: 1 standard action Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level) Range: 0 ft.
When a fire storm spell is cast, the whole Area: 20-ft.-radius spread Effect: Swordlike beam
area is shot through with sheets of roaring Duration: Instantaneous Duration: 1 min./level (D)
flame. The raging flames do not harm nat- Saving Throw: Reflex half Saving Throw: None
ural vegetation, ground cover, and any Spell Resistance: Yes Spell Resistance: Yes
plant creatures in the area that you wish to
exclude from damage. Any other creature A fireball spell is an explosion of flame A 3-foot-long, blazing beam of red-hot fire
within the area takes 1d6 points of fire that detonates with a low roar and deals springs forth from your hand. You wield
damage per caster level (maximum 20d6). 1d6 points of fire damage per caster level this bladelike beam as if it were a scimitar.
(maximum 10d6) to every creature within Attacks with the flame blade are melee
Fire Trap the area. Unattended objects also take this touch attacks. The blade deals 1d8 points
Abjuration [Fire] damage. The explosion creates almost no of fire damage +1 point per two caster
Level: Drd 2, Sor/Wiz 4 pressure. levels (maximum +10). Since the blade is
Components: V, S, M immaterial, your Strength modifier does
Casting Time: 10 minutes You point your finger and determine not apply to the damage. A flame blade can
Range: Touch the range (distance and height) at which ignite combustible materials such as
Target: Object touched the fireball is to burst. A glowing, pea- parchment, straw, dry sticks, and cloth.
Duration: Permanent until discharged sized bead streaks from the pointing digit
(D) and, unless it impacts upon a material The spell does not function under-
Saving Throw: Reflex half; see text body or solid barrier prior to attaining the water.
Spell Resistance: Yes prescribed range, blossoms into the fire-
ball at that point. (An early impact results Flame Strike
Fire trap creates a fiery explosion when an in an early detonation.) If you attempt to Evocation [Fire]
intruder opens the item that the trap pro- send the bead through a narrow passage, Level: Clr 5, Drd 4, Sun 5, War 5
tects. A fire trap can ward any object that such as through an arrow slit, you must Components: V, S, DF
can be opened and closed (book, box, “hit” the opening with a ranged touch Casting Time: 1 standard action
bottle, chest, coffer, coffin, door, drawer, attack, or else the bead strikes the barrier Range: Medium (100 ft. + 10 ft./level)
and so forth). and detonates prematurely. Area: Cylinder (10-ft. radius, 40 ft. high)
Duration: Instantaneous
When casting fire trap, you select a The fireball sets fire to combustibles Saving Throw: Reflex half
point on the object as the spell’s center. and damages objects in the area. It can Spell Resistance: Yes
When someone other than you opens the melt metals with low melting points, such
object, a fiery explosion fills the area with- as lead, gold, copper, silver, and bronze. If A flame strike produces a vertical column
in a 5-foot radius around the spell’s center. the damage caused to an interposing bar- of divine fire roaring downward. The spell
The flames deal 1d4 points of fire damage rier shatters or breaks through it, the fire- deals 1d6 points of damage per caster
+1 point per caster level (maximum +20). ball may continue beyond the barrier if level (maximum 15d6). Half the damage
The item protected by the trap is not the area permits; otherwise it stops at the is fire damage, but the other half results
harmed by this explosion. barrier just as any other spell effect does. directly from divine power and is there-
fore not subject to being reduced by
A fire trapped item cannot have a second Material Component: A tiny ball of bat resistance to fire-based attacks, such as
closure or warding spell placed on it. guano and sulfur. that granted by protection from energy (fire),
fire shield (chill shield), and similar magic.
A knock spell does not bypass a fire trap. Flame Arrow
An unsuccessful dispel magic spell does Transmutation [Fire] 231
not detonate the spell. Level: Sor/Wiz 3
Components: V, S, M
CHAPTER 11: Flaming Sphere Duration: Instantaneous A bank of fog billows out from the point
Evocation [Fire] Saving Throw: Fortitude negates you designate. The fog obscures all sight,
SPELLS Level: Drd 2, Sor/Wiz 2 Spell Resistance: Yes including darkvision, beyond 5 feet. A
Components: V, S, M/DF creature within 5 feet has concealment
Casting Time: 1 standard action The subject, along with all its carried gear, (attacks have a 20% miss chance). Crea-
Range: Medium (100 ft. + 10 ft./level) turns into a mindless, inert statue. If the tures farther away have total concealment
Effect: 5-ft.-diameter sphere statue resulting from this spell is broken (50% miss chance, and the attacker can’t
Duration: 1 round/level or damaged, the subject (if ever returned use sight to locate the target).
Saving Throw: Reflex negates to its original state) has similar damage or
Spell Resistance: Yes deformities. The creature is not dead, but A moderate wind (11+ mph) disperses
it does not seem to be alive either when the fog in 4 rounds; a strong wind (21+
A burning globe of fire rolls in whichever viewed with spells such as deathwatch. mph) disperses the fog in 1 round.
direction you point and burns those it Only creatures made of flesh are affected
strikes. It moves 30 feet per round. As part by this spell. The spell does not function under-
of this movement, it can ascend or jump water.
up to 30 feet to strike a target. If it enters a Material Component: Lime, water, and
space with a creature, it stops moving for earth. Forbiddance
the round and deals 2d6 points of fire Abjuration
damage to that creature, though a suc- Fly Level: Clr 6
cessful Reflex save negates that damage. A Transmutation Components: V, S, M, DF
flaming sphere rolls over barriers less than Level: Sor/Wiz 3, Travel 3 Casting Time: 6 rounds
4 feet tall, such as furniture and low walls. Components: V, S, F/DF Range: Medium (100 ft. + 10 ft./level)
It ignites flammable substances it touches Casting Time: 1 standard action Area: 60-ft. cube/level (S)
and illuminates the same area as a torch Range: Touch Duration: Permanent
would. Target: Creature touched Saving Throw: See text
Duration: 1 min./level Spell Resistance: Yes
The sphere moves as long as you ac- Saving Throw: Will negates (harmless)
tively direct it (a move action for you); Spell Resistance: Yes (harmless) Forbiddance seals an area against all planar
otherwise, it merely stays at rest and travel into or within it. This includes all
burns. It can be extinguished by any The subject can fly at a speed of 60 feet (or teleportation spells (such as dimension
means that would put out a normal fire of 40 feet if it wears medium or heavy armor, door and teleport), plane shifting, astral
its size. The surface of the sphere has a or if it carries a medium or heavy load). It travel, ethereal travel, and all summon-
spongy, yielding consistency and so does can ascend at half speed and descend at ing spells. Such effects simply fail auto-
not cause damage except by its flame. It double speed, and its maneuverability is matically.
cannot push aside unwilling creatures or good. Using a fly spell requires only as
batter down large obstacles. A flaming much concentration as walking, so the In addition, it damages entering crea-
sphere winks out if it exceeds the spell’s subject can attack or cast spells normally. tures whose alignments are different
range. The subject of a fly spell can charge but from yours. The effect on those attempt-
not run, and it cannot carry aloft more ing to enter the warded area is based on
Arcane Material Component: A bit of tal- weight than its maximum load, plus any their alignment relative to yours (see
low, a pinch of brimstone, and a dusting armor it wears. below). A creature inside the area when
of powdered iron. the spell is cast takes no damage unless it
Should the spell duration expire while exits the area and attempts to reenter, at
Flare the subject is still aloft, the magic fails which time it is affected as normal.
Evocation [Light] slowly. The subject floats downward 60
Level: Brd 0, Drd 0, Sor/Wiz 0 feet per round for 1d6 rounds. If it Alignments identical: No effect. The crea-
Components: V reaches the ground in that amount of ture may enter the area freely (although
Casting Time: 1 standard action time, it lands safely. If not, it falls the rest not by planar travel).
Range: Close (25 ft. + 5 ft./2 levels) of the distance, taking 1d6 points of
Effect: Burst of light damage per 10 feet of fall. Since dispelling Alignments different with respect to either
Duration: Instantaneous a spell effectively ends it, the subject also law/chaos or good/evil: The creature takes
Saving Throw: Fortitude negates descends in this way if the fly spell is dis- 6d6 points of damage. A successful Will
Spell Resistance: Yes pelled, but not if it is negated by an save halves the damage, and spell resist-
antimagic field. ance applies.
This cantrip creates a burst of light. If you
cause the light to burst directly in front of Arcane Focus: A wing feather from any Alignments different with respect to both
a single creature, that creature is dazzled bird. law/chaos and good/evil: The creature takes
for 1 minute unless it makes a successful 12d6 points of damage. A successful Will
Fortitude save.Sightless creatures, as well Fog Cloud save halves the damage, and spell resist-
as creatures already dazzled, are not Conjuration (Creation) ance applies.
affected by flare. Level: Drd 2, Sor/Wiz 2, Water 2
Components: V, S At your option, the abjuration can
Flesh to Stone Casting Time: 1 standard action include a password, in which case crea-
Transmutation Range: Medium (100 ft. + 10 ft. level) tures of alignments different from yours
Level: Sor/Wiz 6 Effect: Fog spreads in 20-ft. radius, 20 ft. can avoid the damage by speaking the
Components: V, S, M high password as they enter the area. You must
Casting Time: 1 standard action Duration: 10 min./level select this option (and the password) at
Range: Medium (100 ft. + 10 ft./level) Saving Throw: None the time of casting.
Target: One creature Spell Resistance: No
Dispel magic does not dispel a forbid-
dance effect unless the dispeller’s level is
at least as high as your caster level.
You can’t have multiple overlapping for-
biddance effects. In such a case, the more
232
recent effect stops at the boundary of the Duration: 10 min./level Fox’s Cunning, Mass CHAPTER 11:
older effect. Saving Throw: None or Will negates Transmutation
Level: Brd 6, Sor/Wiz 6 SPELLS
Material Component: A sprinkling of (harmless) Range: Close (25 ft. + 5 ft./2 levels)
holy water and rare incenses worth at Spell Resistance: No or Yes (harmless) Target: One creature/level, no two of
least 1,500 gp, plus 1,500 gp per 60-foot which can be more than 30 ft. apart
cube. If a password is desired, this re- This spell grants you a powerful sixth sense
quires the burning of additional rare in- in relation to yourself or another. Once fore- This spell functions like fox’s cunning,
censes worth at least 1,000 gp, plus 1,000 sight is cast, you receive instantaneous except that it affects multiple creatures.
gp per 60-foot cube. warnings of impending danger or harm to
the subject of the spell. Thus, if you are the Freedom
Forcecage subject of the spell, you would be warned Abjuration
Evocation [Force] in advance if a rogue were about to attempt Level: Sor/Wiz 9
Level: Sor/Wiz 7 a sneak attack on you, or if a creature were Components: V, S
Components: V, S, M about to leap out from a hiding place, or if Casting Time: 1 standard action
Casting Time: 1 standard action an attacker were specifically targeting you Range: Close (25 ft. + 5 ft./2 levels) or
Range: Close (25 ft. + 5 ft./2 levels) with a spell or ranged weapon. You are see text
Area: Barred cage (20-ft. cube) or never surprised or flat-footed. In addition, Target: One creature
windowless cell (10-ft. cube) the spell gives you a general idea of what Duration: Instantaneous
Duration: 2 hours/level (D) action you might take to best protect your- Saving Throw: Will negates (harmless)
Saving Throw: None self—duck, jump right, close your eyes, Spell Resistance: Yes
Spell Resistance: No and so on—and gives you a +2 insight
bonus to AC and Reflex saves. This insight The subject is freed from spells and
This powerful spell brings into being an bonus is lost whenever you would lose a effects that restrict its movement, includ-
immobile, invisible cubical prison com- Dexterity bonus to AC. ing binding, entangle, grappling, imprison-
posed of either bars of force or solid walls ment, maze, paralysis, petrification, pin-
of force (your choice). When another creature is the subject of ning, sleep, slow, stunning, temporal stasis,
the spell, you receive warnings about that and web. To free a creature from imprison-
Creatures within the area are caught creature. You must communicate what ment or maze, you must know its name
and contained unless they are too big to you learn to the other creature for the and background, and you must cast this
fit inside, in which case the spell automat- warning to be useful, and the creature can spell at the spot where it was entombed or
ically fails. Teleportation and other forms be caught unprepared in the absence of banished into the maze.
of astral travel provide a means of escape, such a warning. Shouting a warning,
but the force walls or bars extend into the yanking a person back, and even telepath- Freedom of Movement
Ethereal Plane, blocking ethereal travel. ically communicating (via an appropriate Abjuration
spell) can all be accomplished before Level: Brd 4, Clr 4, Drd 4, Luck 4, Rgr 4
Like a wall of force spell, a forcecage resists some danger befalls the subject, provided Components: V, S, M, DF
dispel magic, but it is vulnerable to a disinte- you act on the warning without delay. The Casting Time: 1 standard action
grate spell, and it can be destroyed by a subject, however, does not gain the Range: Personal or touch
sphere of annihilation or a rod of cancellation. insight bonus to AC and Reflex saves. Target: You or creature touched
Duration: 10 min./level
Barred Cage: This version of the spell Arcane Material Component: A hum- Saving Throw: Will negates (harmless)
produces a 20-foot cube made of bands of mingbird’s feather. Spell Resistance: Yes (harmless)
force (similar to a wall of force spell) for
bars. The bands are a half-inch wide, with Fox’s Cunning This spell enables you or a creature you
half-inch gaps between them. Any crea- Transmutation touch to move and attack normally for the
ture capable of passing through such a Level: Brd 2, Sor/Wiz 2 duration of the spell, even under the
small space can escape; others are con- Components: V, S, M/DF influence of magic that usually impedes
fined. You can’t attack a creature in a Casting Time: 1 standard action movement, such as paralysis, solid fog, slow,
barred cage with a weapon unless the Range: Touch and web. The subject automatically suc-
weapon can fit between the gaps. Even Target: Creature touched ceeds on any grapple check made to resist
against such weapons (including arrows Duration: 1 min./level a grapple attempt, as well as on grapple
and similar ranged attacks), a creature in Saving Throw: Will negates (harmless) checks or Escape Artist checks made to
the barred cage has cover. All spells and Spell Resistance: Yes escape a grapple or a pin.
breath weapons can pass through the gaps
in the bars. The transmuted creature becomes smart- The spell also allows the subject to
er. The spell grants a +4 enhancement move and attack normally while under-
Windowless Cell: This version of the bonus to Intelligence, adding the usual water, even with slashing weapons such
spell produces a 10-foot cube with no way benefits to Intelligence-based skill as axes and swords or with bludgeoning
in and no way out. Solid walls of force checks and other uses of the Intelligence weapons such as flails, hammers, and
form its six sides. modifier. Wizards (and other spellcasters maces, provided that the weapon is
who rely on Intelligence) affected by this wielded in the hand rather than hurled.
Material Component: Ruby dust worth spell do not gain any additional bonus The freedom of movement spell does not,
1,500 gp, which is tossed into the air and spells for the increased Intelligence, but however, allow water breathing.
disappears when you cast the spell. the save DCs for spells they cast while
under this spell’s effect do increase. This Material Component: A leather thong,
Foresight spell doesn’t grant extra skill points. bound around the arm or a similar
Divination appendage.
Level: Drd 9, Knowledge 9, Sor/Wiz 9 Arcane Material Component: A few hairs,
Components: V, S, M/DF or a pinch of dung, from a fox.
Casting Time: 1 standard action
Range: Personal or touch 233
Target: See text
CHAPTER 11: Gaseous Form The gate itself is a circular hoop or disk from creatures rather dangerous. An uncon-
Transmutation 5 to 20 feet in diameter (caster’s choice), ori- trolled being may return to its home
SPELLS Level: Air 3, Brd 3, Sor/Wiz 3 ented in the direction you desire when it plane at any time.
Components: S, M/DF comes into existence (typically vertical and
234 Casting Time: 1 standard action facing you). It is a two-dimensional window A controlled creature can be com-
Range: Touch looking into the plane you specified when manded to perform a service for you.
Target: Willing corporeal creature touched casting the spell, and anyone or anything Such services fall into two categories:
Duration: 2 min./level (D) that moves through is shunted instantly to immediate tasks and contractual service.
Saving Throw: None the other side. Fighting for you in a single battle or tak-
Spell Resistance: No ing any other actions that can be accom-
A gate has a front and a back. Creatures plished within 1 round per caster level
The subject and all its gear become in- moving through the gate from the front are counts as an immediate task; you need not
substantial, misty, and translucent. Its transported to the other plane; creatures make any agreement or pay any reward
material armor (including natural armor) moving through it from the back are not. for the creature’s help. The creature
becomes worthless, though its size, Dex- departs at the end of the spell.
terity, deflection bonuses, and armor Planar Travel: As a mode of planar
bonuses from force effects (for example, travel, a gate spell functions much like a If you choose to exact a longer or more
from the mage armor spell) still apply. The plane shift spell, except that the gate opens involved form of service from a called
subject gains damage reduction 10/magic precisely at the point you desire (a cre- creature, you must offer some fair trade in
and becomes immune to poison and criti- ation effect). Deities and other beings return for that service. The service
cal hits. It can’t attack or cast spells with who rule a planar realm can prevent a gate exacted must be reasonable with respect
verbal, somatic, material, or focus compo- from opening in their presence or per- to the promised favor or reward; see the
nents while in gaseous form. (This does sonal demesnes if they so desire. Travelers lesser planar ally spell for appropriate
not rule out the use of certain spells that need not join hands with you—anyone rewards. (Some creatures may want their
the subject may have prepared using the who chooses to step through the portal is payment in “livestock” rather than in
feats Silent Spell, Still Spell, and Eschew transported. A gate cannot be opened to coin, which could involve complications.)
Materials.) The subject also loses super- another point on the same plane; the spell Immediately upon completion of the
natural abilities while in gaseous form. If works only for interplanar travel. service, the being is transported to your
it has a touch spell ready to use, that spell vicinity, and you must then and there
is discharged harmlessly when the gaseous You could position a gate in a hallway in turn over the promised reward. After this
form spell takes effect. order to absorb any attack or force is done, the creature is instantly freed to
coming at you by shunting it to another return to its own plane.
A gaseous creature can’t run, but it can plane. Whether the denizens of that plane
fly at a speed of 10 feet (maneuverability appreciate this tactic is, of course, another Failure to fulfill the promise to the
perfect). It can pass through small holes matter. letter results in your being subjected to
or narrow openings, even mere cracks, service by the creature or by its liege and
with all it was wearing or holding in its You may hold the gate open only for a master, at the very least. At worst, the
hands, as long as the spell persists. The brief time (no more than 1 round per creature or its kin may attack you.
creature is subject to the effects of wind, caster level), and you must concentrate on
and it can’t enter water or other liquid. It doing so, or else the interplanar connec- Note: When you use a calling spell such
also can’t manipulate objects or activate tion is severed. as gate to call an air, chaotic, earth, evil,
items, even those carried along with its fire, good, lawful, or water creature, it
gaseous form. Continuously active items Calling Creatures: The second effect of becomes a spell of that type. For example,
remain active, though in some cases their the gate spell is to call an extraplanar crea- gate is a chaotic and evil spell when you
effects may be moot (such as those that ture to your aid (a calling effect). By cast it to call a demon.
supply armor or natural armor bonuses). naming a particular being or kind of
being as you cast the spell, you cause the XP Cost: 1,000 XP (only for the calling
Arcane Material Component: A bit of gate to open in the immediate vicinity of creatures function).
gauze and a wisp of smoke. the desired creature and pull the subject
through, willing or unwilling. Deities and Geas/Quest
Gate unique beings are under no compulsion Enchantment (Compulsion) [Language-
Conjuration (Creation or Calling) to come through the gate, although they Dependent, Mind-Affecting]
Level: Clr 9, Sor/Wiz 9 may choose to do so of their own accord. Level: Brd 6, Clr 6, Sor/Wiz 6
Components: V, S, XP; see text This use of the spell creates a gate that Casting Time: 10 minutes
Casting Time: 1 standard action remains open just long enough to trans- Target: One living creature
Range: Medium (100 ft. + 10 ft./level) port the called creatures. This use of the Saving Throw: None
Effect: See text spell has an XP cost (see below).
Duration: Instantaneous or concentra- This spell functions similarly to lesser geas,
tion (up to 1 round/level); see text If you choose to call a kind of creature except that it affects a creature of any HD
Saving Throw: None instead of a known individual—for in- and allows no saving throw.
Spell Resistance: No stance, a bearded devil or a ghaele elad-
rin—you may call either a single creature Instead of taking penalties to ability
Casting a gate spell has two effects. First, it (of any HD) or several creatures. You can scores (as with lesser geas), the subject
creates an interdimensional connection call and control several creatures as long takes 3d6 points of damage each day it
between your plane of existence and a as their HD total does not exceed your does not attempt to follow the geas/quest.
plane you specify, allowing travel between caster level. In the case of a single crea- Additionally, each day it must make a
those two planes in either direction. ture, you can control it if its HD do not Fortitude saving throw or become sick-
exceed twice your caster level. A single ened. These effects end 24 hours after the
Second, you may then call a particular creature with more HD than twice your creature attempts to resume the geas/
individual or kind of being through the gate. caster level can’t be controlled. Deities quest.
and unique beings cannot be controlled
in any event. An uncontrolled being acts A remove curse spell ends a geas/quest
as it pleases, making the calling of such spell only if its caster level is at least two
higher than your caster level. Break en-
chantment does not end a geas/quest, but You preserve the remains of a dead crea- humanoid for the duration of the spell CHAPTER 11:
limited wish, miracle, and wish do. ture so that they do not decay. Doing so with a successful melee touch attack.
effectively extends the time limit on rais- SPELLS
Bards, sorcerers, and wizards usually ing that creature from the dead (see raise Additionally, the paralyzed subject ex-
refer to this spell as geas, while clerics call dead). Days spent under the influence of udes a carrion stench that causes all living
the same spell quest. this spell don’t count against the time creatures (except you) in a 10-foot-radius
limit. Additionally, this spell makes trans- spread to become sickened (Fortitude
Geas, Lesser porting a fallen comrade more pleasant. negates). A neutralize poison spell removes
Enchantment (Compulsion) [Language- the effect from a sickened creature, and
Dependent, Mind-Affecting] The spell also works on severed body creatures immune to poison are unaf-
Level: Brd 3, Sor/Wiz 4 parts and the like. fected by the stench.
Components: V
Casting Time: 1 round Arcane Material Component: A pinch of Material Component: A small scrap of
Range: Close (25 ft. + 5 ft./2 levels) salt, and a copper piece for each eye the cloth taken from clothing worn by a
Target: One living creature with 7 HD corpse has (or had). ghoul, or a pinch of earth from a ghoul’s
or less lair.
Duration: One day/level or until Ghost Sound
discharged (D) Illusion (Figment) Giant Vermin
Saving Throw: Will negates Level: Brd 0, Sor/Wiz 0 Transmutation
Spell Resistance: Yes Components: V, S, M Level: Clr 4, Drd 4
Casting Time: 1 standard action Components: V, S, DF
A lesser geas places a magical command on Range: Close (25 ft. + 5 ft./2 levels) Casting Time: 1 standard action
a creature to carry out some service or to Effect: Illusory sounds Range: Close (25 ft. + 5 ft./2 levels)
refrain from some action or course of Duration: 1 round/level (D) Targets: Up to three vermin, no two of
activity, as desired by you. The creature Saving Throw: Will disbelief (if inter- which can be more than 30 ft. apart
must have 7 or fewer Hit Dice and be able acted with) Duration: 1 min./level
to understand you. While a geas cannot Spell Resistance: No Saving Throw: None
compel a creature to kill itself or perform Spell Resistance: Yes
acts that would result in certain death, it Ghost sound allows you to create a volume
can cause almost any other course of activ- of sound that rises, recedes, approaches, You turn three normal-sized centipedes,
ity. The geased creature must follow the or remains at a fixed place. You choose two normal-sized spiders, or a single
given instructions until the geas is com- what type of sound ghost sound creates normal-sized scorpion into larger forms.
pleted, no matter how long it takes. when casting it and cannot thereafter Only one type of vermin can be trans-
change the sound’s basic character. muted (so a single casting cannot affect
If the instructions involve some open- both a centipede and a spider), and all
ended task that the recipient cannot com- The volume of sound created depends must be grown to the same size. The size
plete through his own actions (such as on your level. You can produce as much to which the vermin can be grown de-
“Wait here” or “Defend this area against noise as four normal humans per caster pends on your level; see the table below.
attack”), the spell remains in effect for a level (maximum twenty humans). Thus, The Monster Manual has game statistics
maximum of one day per caster level. A talking, singing, shouting, walking, for centipedes, spiders, and scorpions, as
clever recipient can subvert some in- marching, or running sounds can be cre- well as other kinds of vermin.
structions: For example, if you order the ated. The noise a ghost sound spell pro-
recipient to protect you from all harm, it duces can be virtually any type of sound Any giant vermin created by this spell
might place you in a nice, safe dungeon within the volume limit. A horde of rats do not attempt to harm you, but your con-
for the duration of the spell. running and squeaking is about the same trol of such creatures is limited to simple
volume as eight humans running and commands (“Attack,” “Defend,” “Stop,” and
If the subject is prevented from obey- shouting. A roaring lion is equal to the so forth). Orders to attack a certain crea-
ing the lesser geas for 24 hours, it takes a –2 noise from sixteen humans, while a roar- ture when it appears or guard against a
penalty to each of its ability scores. Each ing dire tiger is equal to the noise from particular occurrence are too complex for
day, another –2 penalty accumulates, up twenty humans. the vermin to understand. Unless com-
to a total of –8. No ability score can be re- manded to do otherwise, the giant vermin
duced to less than 1 by this effect. The Ghost sound can enhance the effective- attack whoever or whatever is near them.
ability score penalties are removed 24 ness of a silent image spell.
hours after the subject resumes obeying The DM can extend this spell’s effects to
the lesser geas. Ghost sound can be made permanent other kinds of insects, arachnids, or other
with a permanency spell. vermin, such as ants, bees, beetles, praying
A lesser geas (and all ability score penal- mantises, and wasps, if he so chooses.
ties) can be ended by break enchantment, Material Component: A bit of wool or a
limited wish, remove curse, miracle, or wish. small lump of wax. Caster Level Vermin Size
Dispel magic does not affect a lesser geas. 9th or lower Medium
Ghoul Touch 10th–13th Large
Gentle Repose Necromancy 14th–17th Huge
Necromancy Level: Sor/Wiz 2 18th–19th Gargantuan
Level: Clr 2, Sor/Wiz 3 Components: V, S, M 20th or higher Colossal
Components: V, S, M/DF Casting Time: 1 standard action
Casting Time: 1 standard action Range: Touch Glibness 235
Range: Touch Target: Living humanoid touched Transmutation
Target: Corpse touched Duration: 1d6+2 rounds Level: Brd 3
Duration: One day/level Saving Throw: Fortitude negates Components: S
Saving Throw: Will negates (object) Spell Resistance: Yes Casting Time: 1 standard action
Spell Resistance: Yes (object) Range: Personal
Imbuing you with negative energy, this
spell allows you to paralyze a single living
CHAPTER 11: Target: You spell effects of 3rd level or lower. The area type, subtype, or kind (such as aberration,
Duration: 10 min./level (D) or effect of any such spells does not drow, or red dragon). Glyphs can also be
SPELLS include the area of the lesser globe of invul- set with respect to good, evil, law, or
Your speech becomes fluent and more nerability. Such spells fail to affect any chaos, or to pass those of your religion.
believable. You gain a +30 bonus on Bluff target located within the globe. Excluded They cannot be set according to class, Hit
checks made to convince another of the effects include spell-like abilities and Dice, or level. Glyphs respond to invisible
truth of your words. (This bonus doesn’t spells or spell-like effects from items. creatures normally but are not triggered
apply to other uses of the Bluff skill, such However, any type of spell can be cast by those who travel past them ethereally.
as feinting in combat, creating a diversion through or out of the magical globe. Multiple glyphs cannot be cast on the
to hide, or communicating a hidden mes- Spells of 4th level and higher are not same area. However, if a cabinet has three
sage via innuendo.) affected by the globe, nor are spells drawers, each can be separately warded.
already in effect when the globe is cast.
If a magical effect is used against you The globe can be brought down by a tar- When casting the spell, you weave a
that would detect your lies or force you to geted dispel magic spell, but not by an area tracery of faintly glowing lines around
speak the truth (such as discern lies or zone dispel magic. You can leave and return to the warding sigil. A glyph can be placed to
of truth), the user of the effect must suc- the globe without penalty. conform to any shape up to the limita-
ceed on a caster level check (1d20 + caster tions of your total square footage. When
level) against a DC of 15 + your caster Note that spell effects are not disrupted the spell is completed, the glyph and trac-
level to succeed. Failure means the effect unless their effects enter the globe, and ery become nearly invisible.
does not detect your lies or force you to even then they are merely suppressed, not
speak only the truth. dispelled. For example, creatures inside Glyphs cannot be affected or bypassed by
the globe would still see a mirror image such means as physical or magical probing,
Glitterdust created by a caster outside the globe. If though they can be dispelled. Mislead, poly-
Conjuration (Creation) that caster then entered the globe, the morph, and nondetection (and similar magi-
Level: Brd 2, Sor/Wiz 2 images would wink out, to reappear when cal effects) can fool a glyph, though non-
Components: V, S, M the caster exited the globe. Likewise, a magical disguises and the like can’t.
Casting Time: 1 standard action caster standing in the area of a light spell
Range: Medium (100 ft. + 10 ft./level) would still receive sufficient illumination Read magic allows you to identify a
Area: Creatures and objects within 10-ft.- for vision, even though that part of the glyph of warding with a DC 13 Spellcraft
radius spread light spell’s area that lies within the globe check. Identifying the glyph does not dis-
Duration: 1 round/level would not be luminous. charge it and allows you to know the basic
Saving Throw: Will negates (blinding nature of the glyph (version, type of
only) If a given spell has more than one level damage caused, what spell is stored).
Spell Resistance: No depending on which character class is
casting it, use the level appropriate to the The DM may decide that the exact glyphs
A cloud of golden particles covers every- caster to determine whether lesser globe of available to you depend on your deity. He
one and everything in the area, causing invulnerability stops it. or she might also make new glyphs available
creatures to become blinded and visibly according to the magical research rules in
outlining invisible things for the duration Material Component: A glass or crystal the Dungeon Master’s Guide.
of the spell. All within the area are covered bead that shatters at the expiration of the
by the dust, which cannot be removed and spell. Note: Magic traps such as glyph of ward-
continues to sparkle until it fades. ing are hard to detect and disable. A rogue
Glyph of Warding (only) can use the Search skill to find the
Any creature covered by the dust takes Abjuration glyph and Disable Device to thwart it. The
a –40 penalty on Hide checks. Level: Clr 3 DC in each case is 25 + spell level, or 28
Components: V, S, M for glyph of warding.
Material Component: Ground mica. Casting Time: 10 minutes
Range: Touch Depending on the version selected, a
Globe of Invulnerability Target or Area: Object touched or up to glyph either blasts the intruder or activates
Abjuration 5 sq. ft./level a spell.
Level: Sor/Wiz 6 Duration: Permanent until discharged
(D) Blast Glyph: A blast glyph deals 1d8
This spell functions like lesser globe of Saving Throw: See text points of damage per two caster levels
invulnerability, except that it also excludes Spell Resistance: No (object) and Yes; (maximum 5d8) to the intruder and to all
4th-level spells and spell-like effects. see text within 5 feet of him or her. This damage is
acid, cold, fire, electricity, or sonic (cast-
236 Globe of Invulnerability, Lesser This powerful inscription harms those er’s choice, made at time of casting). Each
Abjuration who enter, pass, or open the warded area creature affected can attempt a Reflex
Level: Sor/Wiz 4 or object. A glyph of warding can guard a save to take half damage. Spell resistance
Components: V, S, M bridge or passage, ward a portal, trap a applies against this effect.
Casting Time: 1 standard action chest or box, and so on.
Range: 10 ft. Spell Glyph: You can store any harmful
Area: 10-ft.-radius spherical emanation, You set the conditions of the ward. Typ- spell of 3rd level or lower that you know.
centered on you ically, any creature entering the warded All level-dependent features of the spell
Duration: 1 round/level (D) area or opening the warded object with- are based on your caster level at the time
Saving Throw: None out speaking a password (which you set of casting the glyph. If the spell has a
Spell Resistance: No when casting the spell) is subject to the target, it targets the intruder. If the spell
magic it stores. Alternatively or in addi- has an area or an amorphous effect (such
An immobile, faintly shimmering magi- tion to a password trigger, glyphs can be as a cloud), the area or effect is centered
cal sphere surrounds you and excludes all set according to physical characteristics on the intruder. If the spell summons
(such as height or weight) or creature creatures, they appear as close as possible
to the intruder and attack. Saving throws
and spell resistance operate as normal,
except that the DC is based on the level of
the spell stored in the glyph.
Material Component: You trace the glyph Range: Close (25 ft. + 5 ft./2 levels) Area: Up to 200 sq. ft./level (S) CHAPTER 11:
with incense, which must first be sprin- Target or Area: One object or a 10-ft. Duration: 2 hours/level (D)
kled with powdered diamond worth at Saving Throw: See text SPELLS
least 200 gp. square Spell Resistance: See text
Duration: 1 round/level (D) 237
Glyph of Warding, Greater Saving Throw: See text This powerful spell is primarily used to
Abjuration Spell Resistance: No defend your stronghold. The ward protects
Level: Clr 6 200 square feet per caster level. The warded
A grease spell covers a solid surface with a area can be as much as 20 feet high, and
This spell functions like glyph of warding, layer of slippery grease. Any creature in shaped as you desire. You can ward several
except that a greater blast glyph deals up to the area when the spell is cast must make stories of a stronghold by dividing the area
10d8 points of damage, and a greater spell a successful Reflex save or fall. This save is among them; you must be somewhere
glyph can store a spell of 6th level or lower. repeated on your turn each round that the within the area to be warded to cast the
creature remains within the area. A crea- spell. The spell creates the following magi-
Material Component: You trace the glyph ture can walk within or through the area cal effects within the warded area.
with incense, which must first be sprin- of grease at half normal speed with a DC
kled with powdered diamond worth at 10 Balance check. Failure means it can’t Fog: Fog fills all corridors, obscuring all
least 400 gp. move that round (and must then make a sight, including darkvision, beyond 5 feet.
Reflex save or fall), while failure by 5 or A creature within 5 feet has concealment
Goodberry more means it falls (see the Balance skill (attacks have a 20% miss chance). Crea-
Transmutation for details). tures farther away have total concealment
Level: Drd 1 (50% miss chance, and the attacker cannot
Components: V, S, DF The DM should adjust saving throws use sight to locate the target). Saving
Casting Time: 1 standard action by circumstance. For example, a creature Throw: None. Spell Resistance: No.
Range: Touch charging down an incline that is suddenly
Targets: 2d4 fresh berries touched greased has little chance to avoid the Arcane Locks: All doors in the warded
Duration: One day/level effect, but its ability to exit the affected area are arcane locked. Saving Throw:
Saving Throw: None area is almost assured (whether it wants to None. Spell Resistance: No.
Spell Resistance: Yes or not).
Webs: Webs fill all stairs from top to
Casting goodberry upon a handful of freshly The spell can also be used to create a bottom. These strands are identical with
picked berries makes 2d4 of them magical. greasy coating on an item—a rope, ladder those created by the web spell, except that
You (as well as any other druid of 3rd or rungs, or a weapon handle, for instance. they regrow in 10 minutes if they are burned
higher level) can immediately discern Material objects not in use are always af- or torn away while the guards and wards spell
which berries are affected. Each transmuted fected by this spell, while an object lasts. Saving Throw: Reflex negates; see text
berry provides nourishment as if it were a wielded or employed by a creature re- for web. Spell Resistance: No.
normal meal for a Medium creature. The ceives a Reflex saving throw to avoid the
berry also cures 1 point of damage when effect. If the initial saving throw fails, the Confusion: Where there are choices in
eaten, subject to a maximum of 8 points of creature immediately drops the item. A direction—such as a corridor intersec-
such curing in any 24-hour period. saving throw must be made in each round tion or side passage—a minor confusion-
that the creature attempts to pick up or type effect functions so as to make it 50%
Good Hope use the greased item. A creature wearing probable that intruders believe they are
Enchantment (Compulsion) [Mind- greased armor or clothing gains a +10 cir- going in the opposite direction from the
Affecting] cumstance bonus on Escape Artist checks one they actually chose. This is an en-
Level: Brd 3 and on grapple checks made to resist or chantment, mind-affecting effect. Saving
Components: V, S escape a grapple or to escape a pin. Throw: None. Spell Resistance: Yes.
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level) Material Component: A bit of pork rind Lost Doors: One door per caster level is
Targets: One living creature/level, no or butter. covered by a silent image to appear as if it
two of which may be more than 30 ft. were a plain wall. Saving Throw: Will dis-
apart Greater (Spell Name) belief (if interacted with). Spell Resist-
Duration: 1 min./level Any spell whose name begins with greater ance: No.
Saving Throw: Will negates (harmless) is alphabetized in this chapter according to
Spell Resistance: Yes (harmless) the second word of the spell name. Thus, In addition, you can place your choice
the description of a greater spell appears of one of the following five magical
This spell instills powerful hope in the near the description of the spell on which effects.
subjects. Each affected creature gains a +2 it is based. Spell chains that have greater
morale bonus on saving throws, attack spells in them include those based on the 1. Dancing lights in four corridors. You
rolls, ability checks, skill checks, and spells arcane sight, command, dispel magic, can designate a simple program that
weapon damage rolls. glyph of warding, invisibility, magic fang, causes the lights to repeat as long as the
magic weapon, planar ally, planar binding, guards and wards spell lasts. Saving Throw:
Good hope counters and dispels crushing prying eyes, restoration, scrying, shadow conju- None. Spell Resistance: No.
despair. ration, shadow evocation, shout, and teleport.
2. A magic mouth in two places. Saving
Grease Guards and Wards Throw: None. Spell Resistance: No.
Conjuration (Creation) Abjuration
Level: Brd 1, Sor/Wiz 1 Level: Sor/Wiz 6 3. A stinking cloud in two places. The
Components: V, S, M Components: V, S, M, F vapors appear in the places you designate;
Casting Time: 1 standard action Casting Time: 30 minutes they return within 10 minutes if dis-
Range: Anywhere within the area to be persed by wind while the guards and wards
warded spell lasts. Saving Throw: Fortitude
negates; see text for stinking cloud. Spell
Resistance: No.
4. A gust of wind in one corridor or
room. Saving Throw: Fortitude negates.
Spell Resistance: Yes.
CHAPTER 11: 5. A suggestion in one place. You select an A gust of wind can’t move a creature chor, discern lies, dispel magic, endure elements,
area of up to 5 feet square, and any creature beyond the limit of its range. freedom of movement, invisibility purge, protec-
SPELLS who enters or passes through the area tion from energy, remove fear, resist energy,
receives the suggestion mentally. Saving Any creature, regardless of size, takes a silence, tongues, and zone of truth. Saving
Throw: Will negates. Spell Resistance: Yes. –4 penalty on ranged attacks and Listen throws and spell resistance might apply to
checks in the area of a gust of wind. these spells’ effects. (See the individual
The whole warded area radiates strong spell descriptions for details.)
magic of the abjuration school. A dispel The force of the gust automatically ex-
magic cast on a specific effect, if success- tinguishes candles, torches, and similar An area can receive only one hallow spell
ful, removes only that effect. A successful unprotected flames. It causes protected (and its associated spell effect) at a time.
Mordenkainen’s disjunction destroys the flames, such as those of lanterns, to dance
entire guards and wards effect. wildly and has a 50% chance to extinguish Hallow counters but does not dispel
those lights. unhallow.
Material Component: Burning incense, a
small measure of brimstone and oil, a In addition to the effects noted, a gust of Material Component: Herbs, oils, and
knotted string, and a small amount of wind can do anything that a sudden blast incense worth at least 1,000 gp, plus 1,000
umber hulk blood. of wind would be expected to do. It can gp per level of the spell to be included in
create a stinging spray of sand or dust, fan the hallowed area.
Focus: A small silver rod. a large fire, overturn delicate awnings or
hangings, heel over a small boat, and blow Hallucinatory Terrain
Guidance gases or vapors to the edge of its range. Illusion (Glamer)
Divination Level: Brd 4, Sor/Wiz 4
Level: Clr 0, Drd 0 Gust of wind can be made permanent Components: V, S, M
Components: V, S with a permanency spell. Casting Time: 10 minutes
Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level)
Range: Touch Hallow Area: One 30-ft. cube/level (S)
Target: Creature touched Evocation [Good] Duration: 2 hours/level (D)
Duration: 1 minute or until discharged Level: Clr 5, Drd 5 Saving Throw: Will disbelief (if inter-
Saving Throw: Will negates (harmless) Components: V, S, M, DF acted with)
Spell Resistance: Yes Casting Time: 24 hours Spell Resistance: No
Range: Touch
This spell imbues the subject with a touch Area: 40-ft. radius emanating from the You make natural terrain look, sound, and
of divine guidance. The creature gets a +1 touched point smell like some other sort of natural ter-
competence bonus on a single attack roll, Duration: Instantaneous rain. Thus, open fields or a road can be
saving throw, or skill check. It must Saving Throw: See text made to resemble a swamp, hill, crevasse,
choose to use the bonus before making Spell Resistance: See text or some other difficult or impassable ter-
the roll to which it applies. rain. A pond can be made to seem like a
Hallow makes a particular site, building, grassy meadow, a precipice like a gentle
Gust of Wind or structure a holy site. This has four slope, or a rock-strewn gully like a wide
Evocation [Air] major effects. and smooth road. Structures, equipment,
Level: Drd 2, Sor/Wiz 2 and creatures within the area are not hid-
Components: V, S First, the site or structure is guarded by den or changed in appearance.
Casting Time: 1 standard action a magic circle against evil effect.
Range: 60 ft. Material Component: A stone, a twig, and
Effect: Line-shaped gust of severe wind Second, all Charisma checks made to a bit of green plant.
emanating out from you to the ex- turn undead gain a +4 sacred bonus, and
treme of the range Charisma checks to command undead Halt Undead
Duration: 1 round take a –4 penalty. Spell resistance does not Necromancy
Saving Throw: Fortitude negates apply to this effect. (This provision does Level: Sor/Wiz 3
Spell Resistance: Yes not apply to the druid version of the spell.) Components: V, S, M
Casting Time: 1 standard action
This spell creates a severe blast of air (ap- Third, any dead body interred in a hal- Range: Medium (100 ft. + 10 ft./level)
proximately 50 mph) that originates from lowed site cannot be turned into an Targets: Up to three undead creatures,
you, affecting all creatures in its path. undead creature. no two of which can be more than 30
ft. apart
A Tiny or smaller creature on the Finally, you may choose to fix a single Duration: 1 round/level
ground is knocked down and rolled spell effect to the hallowed site. The spell Saving Throw: Will negates (see text)
1d4×10 feet, taking 1d4 points of non- effect lasts for one year and functions Spell Resistance: Yes
lethal damage per 10 feet. If flying, a Tiny throughout the entire site, regardless of
or smaller creature is blown back 2d6×10 the normal duration and area or effect. You This spell renders as many as three undead
feet and takes 2d6 points of nonlethal may designate whether the effect applies creatures immobile. A nonintelligent un-
damage due to battering and buffeting. to all creatures, creatures who share your dead creature (such as a skeleton or
faith or alignment, or creatures who zombie) gets no saving throw; an intelli-
Small creatures are knocked prone by adhere to another faith or alignment. For gent undead creature does. If the spell is
the force of the wind, or if flying are example, you may create a bless effect that successful, it renders the undead creature
blown back 1d6×10 feet. aids all creatures of your alignment or faith immobile for the duration of the spell (as if
in the area, or a bane effect that hinders the creature had been paralyzed). The effect
Medium creatures are unable to move creatures of the opposed alignment or an is broken if the halted creatures are attacked
forward against the force of the wind, or if enemy faith. At the end of the year, the or take damage.
flying are blown back 1d6×5 feet. chosen effect lapses, but it can be renewed
or replaced simply by casting hallow again. Material Component: A pinch of sulfur
Large or larger creatures may move and powdered garlic.
normally within a gust of wind effect. Spell effects that may be tied to a hal-
lowed site include aid, bane, bless, cause fear,
238 darkness, daylight, death ward, deeper dark-
ness, detect evil, detect magic, dimensional an-
Harm Heal Saving Throw: Will negates (object)
Necromancy Conjuration (Healing) Spell Resistance: Yes (object)
Level: Clr 6, Destruction 6 Level: Clr 6, Drd 7, Healing 6
Components: V, S Components: V, S Heat metal makes metal extremely warm. CHAPTER 11:
Casting Time: 1 standard action Casting Time: 1 standard action Unattended, nonmagical metal gets no
Range: Touch Range: Touch saving throw. Magical metal is allowed a SPELLS
Target: Creature touched Target: Creature touched saving throw against the spell. (Magic
Duration: Instantaneous Duration: Instantaneous items’ saving throws are covered in the
Saving Throw: Will half; see text Saving Throw: Will negates (harmless) Dungeon Master’s Guide.) An item in a crea-
Spell Resistance: Yes Spell Resistance: Yes (harmless) ture’s possession uses the creature’s
saving throw bonus unless its own is
Harm charges a subject with negative en- Heal enables you to channel positive en- higher.
ergy that deals 10 points of damage per ergy into a creature to wipe away injury
caster level (to a maximum of 150 points and afflictions. It immediately ends any A creature takes fire damage if its
at 15th level). If the creature successfully and all of the following adverse condi- equipment is heated. It takes full damage
saves, harm deals half this amount, but it tions affecting the target: ability damage, if its armor is affected or if it is holding,
cannot reduce the target’s hit points to blinded, confused, dazed, dazzled, deaf- touching, wearing, or carrying metal
less than 1. ened, diseased, exhausted, fatigued, feeble- weighing one-fifth of its weight. The crea-
minded, insanity, nauseated, sickened, ture takes minimum damage (1 point or 2
If used on an undead creature, harm stunned, and poisoned. It also cures 10 hit points; see the table) if it’s not wearing
acts like heal. points of damage per level of the caster, to metal armor and the metal that it’s carry-
a maximum of 150 points at 15th level. ing weighs less than one-fifth of its
Haste weight.
Transmutation Heal does not remove negative levels,
Level: Brd 3, Sor/Wiz 3 restore permanently drained levels, or re- On the first round of the spell, the
Components: V, S, M store permanently drained ability score metal becomes warm and uncomfortable
Casting Time: 1 standard action points. to touch but deals no damage. The same
Range: Close (25 ft. + 5 ft./2 levels) effect also occurs on the last round of the
Targets: One creature/level, no two of If used against an undead creature, heal spell’s duration. During the second (and
which can be more than 30 ft. apart instead acts like harm. also the next-to-last) round, intense heat
Duration: 1 round/level causes pain and damage. In the third,
Saving Throw: Fortitude negates (harm- Heal, Mass fourth, and fifth rounds, the metal is sear-
less) Conjuration (Healing) ing hot, causing more damage, as shown
Spell Resistance: Yes (harmless) Level: Clr 9, Healing 9 on the table below.
Range: Close (25 ft. + 5 ft./2 levels)
The transmuted creatures move and act Targets: One or more creatures, no two Round Metal Damage
more quickly than normal. This extra of which can be more than 30 ft. apart 1 Temperature None
speed has several effects. 2 Warm 1d4 points
This spell functions like heal, except as 3–5 Hot 2d4 points
When making a full attack action, a noted above. The maximum number of 6 Searing 1d4 points
hasted creature may make one extra attack hit points restored to each creature is 250. 7 Hot None
with any weapon he is holding. The attack Warm
is made using the creature’s full base attack Heal Mount
bonus, plus any modifiers appropriate to Conjuration (Healing) Any cold intense enough to damage the
the situation. (This effect is not cumula- Level: Pal 3 creature negates fire damage from the
tive with similar effects, such as that pro- Components: V, S spell (and vice versa) on a point-for-point
vided by a weapon of speed, nor does it Casting Time: 1 standard action basis. For example, if the damage roll
actually grant an extra action, so you can’t Range: Touch from a heat metal spell indicates 2 points
use it to cast a second spell or otherwise Target: Your mount touched of fire damage and the subject is hit by a
take an extra action in the round.) Duration: Instantaneous ray of frost in the same round and takes 3
Saving Throw: Will negates (harmless) points of cold damage, it winds up taking
A hasted creature gains a +1 bonus on Spell Resistance: Yes (harmless) no fire damage and only 1 point of cold
attack rolls and a +1 dodge bonus to AC damage. If cast underwater, heat metal
and Reflex saves. Any condition that This spell functions like heal, but it affects deals half damage and boils the surround-
makes you lose your Dexterity bonus to only the paladin’s special mount (typically ing water.
Armor Class (if any) also makes you lose a warhorse).
dodge bonuses. Heat metal counters and dispels chill
Heat Metal metal.
All of the hasted creature’s modes of Transmutation [Fire]
movement (including land movement, Level: Drd 2, Sun 2 Helping Hand
burrow, climb, fly, and swim) increase by Components: V, S, DF Evocation
30 feet, to a maximum of twice the sub- Casting Time: 1 standard action Level: Clr 3
ject’s normal speed using that form of Range: Close (25 ft. + 5 ft./2 levels) Components: V, S, DF
movement. This increase counts as an Target: Metal equipment of one Casting Time: 1 standard action
enhancement bonus, and it affects the creature/two levels, no two of which Range: 5 miles
creature’s jumping distance as normal for can be more than 30 ft. apart; or 25 lb. Effect: Ghostly hand
increased speed. of metal/level, all of which must be Duration: 1 hour/level
within a 30-ft. circle Saving Throw: None
Multiple haste effects don’t stack. Haste Duration: 7 rounds Spell Resistance: No
dispels and counters slow.
239
Material Component: A shaving of lico-
rice root.
CHAPTER 11: You create the ghostly image of a hand, meets the description, the hand locates takes 1 hour to consume, and the benefi-
which you can send to find a creature the closest creature. If that creature cial effects do not set in until this hour is
SPELLS within 5 miles. The hand then beckons to refuses to follow the hand, the hand does over. Every creature partaking of the feast
that creature and leads it to you if the crea- not seek out a second subject. is cured of all diseases, sickness, and
ture is willing to follow. nausea; becomes immune to poison for 12
If, at the end of 4 hours of searching, hours; and gains 1d8 temporary hit points
When the spell is cast, the hand ap- the hand has found no subject that +1 point per two caster levels (maximum
pears in front of you. You then specify a matches the description within 5 miles, it +10) after imbibing the nectarlike bever-
person (or any creature) by physical de- returns to you, displays an outstretched age that is part of the feast. The ambrosial
scription, which can include race, gender, palm (indicating that no such creature food that is consumed grants each crea-
and appearance but not ambiguous fac- was found), and disappears. ture that partakes a +1 morale bonus on
tors such as level, alignment, or class. attack rolls and Will saves and immunity
When the description is complete, the The ghostly hand has no physical form. to fear effects for 12 hours.
hand streaks off in search of a subject that It is invisible to anyone except you and a
fits the description. The amount of time it potential subject. It cannot engage in If the feast is interrupted for any rea-
takes to find the subject depends on how combat or execute any other task aside son, the spell is ruined and all effects of
far away she is. from locating a subject and leading it the spell are negated.
back to you. The hand can’t pass through
Distance Time to Locate solid objects but can ooze through small Heroism
100 ft. or less 1 round cracks and slits. The hand cannot travel Enchantment (Compulsion) [Mind-
1,000 ft. 1 minute more than 5 miles from the spot it ap- Affecting]
1 mile 10 minutes peared when you cast the spell. Level: Brd 2, Sor/Wiz 3
2 miles 1 hour Components: V, S
3 miles 2 hours Heroes’ Feast Casting Time: 1 standard action
4 miles 3 hours Conjuration (Creation) Range: Touch
5 miles 4 hours Level: Brd 6, Clr 6 Target: Creature touched
Components: V, S, DF Duration: 10 min./level
Once the hand locates the subject, it beck- Casting Time: 10 minutes Saving Throw: Will negates (harmless)
ons the creature to follow it. If the subject Range: Close (25 ft. + 5 ft./2 levels) Spell Resistance: Yes (harmless)
does so, the hand points in your direction, Effect: Feast for one creature/level
indicating the most direct feasible route.The Duration: 1 hour plus 12 hours; see text This spell imbues a single
hand hovers 10 feet in front of the subject, Saving Throw: None creature with great bravery
moving before it at a speed of as much as 240 Spell Resistance: No
feet per round. Once the hand leads the sub- and morale in battle.
ject back to you, it disappears. You bring forth a great feast, including a The target gains a +2
magnificent table, chairs, service, and morale bonus on attack
The subject is not compelled to follow food and drink. The feast rolls, saves, and skill
the hand or act in any particular way to- checks.
ward you. If the subject chooses not to
follow, the hand continues to beckon
for the duration of the spell, then
disappears. If the spell expires
while the subject is en route to
you, the hand disappears; the sub-
ject must then rely on her own devices
to locate you.
If more than one sub-
ject in a 5-mile radius
Heroism, Greater
Enchantment
(Compulsion) [Mind-
Affecting]
Level: Brd 5, Sor/Wiz 6
Duration: 1 min./level
This spell functions like heroism, except
the creature gains a +4 morale bonus on
attack rolls, saves, and skill
checks, immunity to fear
effects, and temporary
hit points equal to your
caster level (maxi-
mum 20).
Jozan casts holy smite
against a succubus.
240
Hide from Animals Hold Monster Casting Time: 1 standard action CHAPTER 11:
Abjuration Enchantment (Compulsion) [Mind- Range: Medium (100 ft. + 10 ft./level)
Level: Drd 1, Rgr 1 Affecting] Target: One portal, up to 20 sq. ft./level SPELLS
Components: S, DF Level: Brd 4, Law 6, Sor/Wiz 5 Duration: 1 min./level (D)
Casting Time: 1 standard action Components: V, S, M/DF Saving Throw: None
Range: Touch Target: One living creature Spell Resistance: No
Targets: One creature touched/level
Duration: 10 min./level (D) This spell functions like hold person, ex- This spell magically holds shut a door,
Saving Throw: Will negates (harmless) cept that it affects any living creature that gate, window, or shutter of wood, metal, or
Spell Resistance: Yes fails its Will save. stone. The magic affects the portal just as if
it were securely closed and normally
Animals cannot see, hear, or smell the Arcane Material Component: One hard locked. A knock spell or a successful dispel
warded creatures. Even extraordinary or metal bar or rod, which can be as small as magic spell can negate a hold portal spell.
supernatural sensory capabilities, such as a three-penny nail. For a portal affected by this spell, add 5 to
blindsense, blindsight, scent, and tremor- the normal DC for forcing open the portal.
sense, cannot detect or locate warded crea- Hold Monster, Mass
tures. Animals simply act as though the Enchantment (Compulsion) [Mind- Holy Aura
warded creatures are not there. Warded Affecting] Abjuration [Good]
creatures could stand before the hungriest Level: Sor/Wiz 9 Level: Clr 8, Good 8
of lions and not be molested or even Targets: One or more creatures, no two Components: V, S, F
noticed. If a warded character touches an of which can be more than 30 ft. apart Casting Time: 1 standard action
animal or attacks any creature, even with a Range: 20 ft.
spell, the spell ends for all recipients. This spell functions like hold person, ex- Targets: One creature/level in a 20-ft.-
cept that it affects multiple creatures and radius burst centered on you
Hide from Undead holds any living creature that fails its Will Duration: 1 round/level (D)
Abjuration save. Saving Throw: See text
Level: Clr 1 Spell Resistance: Yes (harmless)
Components: V, S, DF Hold Person
Casting Time: 1 standard action Enchantment (Compulsion) [Mind- A brilliant divine radiance surrounds the
Range: Touch Affecting] subjects, protecting them from attacks,
Targets: One touched creature/level Level: Brd 2, Clr 2, Sor/Wiz 3 granting them resistance to spells cast by
Duration: 10 min./level (D) Components: V, S, F/DF evil creatures, and causing evil creatures
Saving Throw: Will negates (harmless); Casting Time: 1 standard action to become blinded when they strike the
see text Range: Medium (100 ft. + 10 ft./level) subjects. This abjuration has four effects.
Spell Resistance: Yes Target: One humanoid creature
Duration: 1 round/level (D); see text First, each warded creature gains a +4
Undead cannot see, hear, or smell the Saving Throw: Will negates; see text deflection bonus to AC and a +4 resistance
warded creatures. Even extraordinary or Spell Resistance: Yes bonus on saves. Unlike protection from evil,
supernatural sensory capabilities, such as this benefit applies against all attacks, not
blindsense, blindsight, scent, and tremor- The subject becomes paralyzed and just against attacks by evil creatures.
sense, cannot detect or locate warded freezes in place. It is aware and breathes
creatures. Nonintelligent undead crea- normally but cannot take any actions, Second, each warded creature gains
tures are automatically affected and act as even speech. Each round on its turn, the spell resistance 25 against evil spells and
though the warded creatures are not subject may attempt a new saving throw spells cast by evil creatures.
there. An intelligent undead creature gets to end the effect. (This is a full-round
a single Will saving throw. If it fails, the action that does not provoke attacks of Third, the abjuration blocks possession
subject can’t see any of the warded crea- opportunity.) and mental influence, just as protection
tures. However, if it has reason to believe from evil does.
unseen opponents are present, it can at- A winged creature who is paralyzed
tempt to find or strike them. cannot flap its wings and falls. A swimmer Finally, if an evil creature succeeds on a
can’t swim and may drown. melee attack against a warded creature,
If a warded creature attempts to turn or the offending attacker is blinded (Forti-
command undead, touches an undead Arcane Focus: A small, straight piece of tude save negates, as blindness/deafness, but
creature, or attacks any creature (even iron. against holy aura’s save DC).
with a spell), the spell ends for all recipi-
ents. Hold Person, Mass Focus: A tiny reliquary containing some
Enchantment (Compulsion) [Mind- sacred relic, such as a scrap of cloth from
Hold Animal Affecting] a saint’s robe or a piece of parchment
Enchantment (Compulsion) [Mind- Level: Sor/Wiz 7 from a holy text. The reliquary costs at
Affecting] Targets: One or more humanoid crea- least 500 gp.
Level: Animal 2, Drd 2, Rgr 2 tures, no two of which can be more
Components: V, S than 30 ft. apart Holy Smite
Target: One animal Evocation [Good]
This spell functions like hold person, ex- Level: Good 4
This spell functions like hold person, ex- cept as noted above. Components: V, S
cept that it affects an animal instead of a Casting Time: 1 standard action
humanoid. Hold Portal Range: Medium (100 ft. + 10 ft./level)
Abjuration Area: 20-ft.-radius burst
Level: Sor/Wiz 1 Duration: Instantaneous (1 round); see 241
Component: V text
Saving Throw: Will partial; see text
Spell Resistance: Yes
You draw down holy power to smite your Any nongood creature within the area Duration: Concentration + 2 rounds
enemies. Only evil and neutral creatures that hears the holy word suffers the follow- Saving Throw: Will negates
are harmed by the spell; good creatures ing ill effects. Spell Resistance: Yes
are unaffected.
HD Effect A twisting pattern of subtle, shifting
The spell deals 1d8 points of damage Equal to caster level Deafened colors weaves through the air, fascinating
per two caster levels (maximum 5d8) to Up to caster level –1 Blinded, deafened creatures within it. Roll 2d4 and add your
each evil creature in the area (or 1d6 Up to caster level –5 Paralyzed, blinded, caster level (maximum 10) to determine
points of damage per caster level, maxi- deafened the total number of Hit Dice of creatures
mum 10d6, to an evil outsider) and causes Up to caster level –10 Killed, paralyzed, affected. Creatures with the fewest HD
it to become blinded for 1 round. A suc- blinded, deafened are affected first; and, among creatures
CHAPTER 11: cessful Will saving throw reduces damage with equal HD, those who are closest to
to half and negates the blinded effect. The effects are cumulative and concur- the spell’s point of origin are affected first.
SPELLS rent. No saving throw is allowed against Hit Dice that are not sufficient to affect a
The spell deals only half damage to these effects. creature are wasted. Affected creatures
creatures who are neither good nor evil, become fascinated by the pattern of
and they are not blinded. Such a creature Deafened: The creature is deafened for colors. Sightless creatures are not
can reduce that damage by half (down to 1d4 rounds. affected.
one-quarter of the roll) with a successful
Will save. Blinded: The creature is blinded for 2d4 A wizard or sorcerer need not utter a
rounds. sound to cast this spell, but a bard must
Holy Sword sing, play music, or recite a rhyme as a
Evocation [Good] Paralyzed: The creature is paralyzed and verbal component.
Level: Pal 4 helpless for 1d10 minutes.
Components: V, S Material Component: A glowing stick of
Casting Time: 1 standard action Killed: Living creatures die. Undead incense or a crystal rod filled with phos-
Range: Touch creatures are destroyed. phorescent material.
Target: Melee weapon touched
Duration: 1 round/level Furthermore, if you are on your home Hypnotism
Saving Throw: None plane when you cast this spell, nongood Enchantment (Compulsion) [Mind-
Spell Resistance: No extraplanar creatures within the area are Affecting]
instantly banished back to their home Level: Brd 1, Sor/Wiz 1
This spell allows you to channel holy power planes. Creatures so banished cannot Components: V, S
into your sword, or any other melee weapon return for at least 24 hours. This effect Casting Time: 1 round
you choose. The weapon acts as a +5 holy takes place regardless of whether the crea- Range: Close (25 ft. + 5 ft./2 levels)
weapon (+5 enhancement bonus on attack tures hear the holy word. The banishment Target: Several living creatures, no two
and damage rolls, extra 2d6 damage against effect allows a Will save (at a –4 penalty) of which may be more than 30 ft. apart
evil opponents). It also emits a magic circle to negate. Duration: 2d4 rounds (D)
against evil effect (as the spell). If the magic Saving Throw: Will negates
circle ends, the sword creates a new one on Creatures whose HD exceed your cast- Spell Resistance: Yes
your turn as a free action. The spell is auto- er level are unaffected by holy word.
matically canceled 1 round after the Your gestures and droning incantation
weapon leaves your hand. You cannot have Horrid Wilting fascinate nearby creatures, causing them
more than one holy sword at a time. Necromancy to stop and stare blankly at you. In addi-
Level: Sor/Wiz 8, Water 8 tion, you can use their rapt attention to
If this spell is cast on a magic weapon, Components: V, S, M/DF make your suggestions and requests seem
the powers of the spell supersede any that Casting Time: 1 standard action more plausible. Roll 2d4 to see how many
the weapon normally has, rendering the Range: Long (400 ft. + 40 ft./level) total Hit Dice of creatures you affect.
normal enhancement bonus and powers Targets: Living creatures, no two of Creatures with fewer HD are affected
of the weapon inoperative for the dura- which can be more than 60 ft. apart before creatures with more HD. Only
tion of the spell. This spell is not cumula- Duration: Instantaneous creatures that can see or hear you are
tive with bless weapon or any other spell Saving Throw: Fortitude half affected, but they do not need to under-
that might modify the weapon in any way. Spell Resistance: Yes stand you to be fascinated.
This spell does not work on artifacts. This spell evaporates moisture from the If you use this spell in combat, each
Note: A masterwork weapon’s bonus to body of each subject living creature, deal- target gains a +2 bonus on its saving
attack does not stack with an enhance- ing 1d6 points of damage per caster level throw. If the spell affects only a single
ment bonus to attack. (maximum 20d6). This spell is especially creature not in combat at the time, the
devastating to water elementals and plant saving throw has a penalty of –2.
Holy Word creatures, which instead take 1d8 points of
Evocation [Good, Sonic] damage per caster level (maximum 20d8). While the subject is fascinated by this
Level: Clr 7, Good 7 spell, it reacts as though it were two steps
Components: V Arcane Material Component: A bit of more friendly in attitude (see Influencing
Casting Time: 1 standard action sponge. NPC Attitudes, page 72). This allows you
Range: 40 ft. to make a single request of the affected
242 Area: Nongood creatures in a 40-ft.- Hypnotic Pattern creature (provided you can communicate
radius spread centered on you Illusion (Pattern) [Mind-Affecting] with it). The request must be brief and rea-
Duration: Instantaneous Level: Brd 2, Sor/Wiz 2 sonable. Even after the spell ends, the
Saving Throw: None or Will negates; Components: V (Brd only), S, M; see creature retains its new attitude toward
see text text you, but only with respect to that particu-
Spell Resistance: Yes Casting Time: 1 standard action lar request.
Range: Medium (100 ft. + 10 ft./level)
Effect: Colorful lights in a 10-ft.-radius
spread
A creature that fails its saving throw writing. Only the person (or people) des- to another creature. Only a creature CHAPTER 11:
does not remember that you enspelled it. ignated by you at the time of the casting with an Intelligence score of at least 5
are able to read the writing; it’s unintelli- and a Wisdom score of at least 9 can SPELLS
Ice Storm gible to any other character, although an receive this bestowal. Only cleric spells
Evocation [Cold] illusionist recognizes it as illusory script. from the schools of abjuration, divina-
Level: Drd 4, Sor/Wiz 4, Water 5 tion, and conjuration (healing) can be
Components: V, S, M/DF Any unauthorized creature attempting transferred. The number and level of
Casting Time: 1 standard action to read the script triggers a potent illusory spells that the subject can be granted de-
Range: Long (400 ft. + 40 ft./level) effect and must make a saving throw. A pends on its Hit Dice; even multiple
Area: Cylinder (20-ft. radius, 40 ft. high) successful saving throw means the crea- castings of imbue with spell ability can’t
Duration: 1 round ture can look away with only a mild sense exceed this limit.
Saving Throw: None of disorientation. Failure means the crea-
Spell Resistance: Yes ture is subject to a suggestion implanted HD of Spells
in the script by you at the time the illu- Recipient Imbued
Great magical hailstones pound down for sory script spell was cast. The suggestion 2 or lower One 1st-level spell
1 full round, dealing 3d6 points of blud- lasts only 30 minutes. Typical suggestions 3–4 One or two 1st-level spells
geoning damage and 2d6 points of cold include “Close the book and leave,” 5 or higher One or two 1st-level spells
damage to every creature in the area. A –4 “Forget the existence of the book,” and so and one 2nd-level spell
penalty applies to each Listen check made forth. If successfully dispelled by dispel
within the ice storm’s effect, and all land magic, the illusory script and its secret mes- The transferred spell’s variable character-
movement within its area is at half speed. sage disappear. The hidden message can istics (range, duration, area, and the like)
At the end of the duration, the hail disap- be read by a combination of the true seeing function according to your level, not the
pears, leaving no aftereffects (other than spell with the read magic or comprehend level of the recipient.
the damage dealt). languages spell.
Once you cast imbue with spell ability,
Arcane Material Component: A pinch of The casting time depends on how long you cannot prepare a new 4th-level spell
dust and a few drops of water. a message you wish to write, but it is to replace it until the recipient uses the
always at least 1 minute. imbued spells or is slain, or until you dis-
Identify miss the imbue with spell ability spell. In
Divination Material Component: A lead-based ink the meantime, you remain responsible to
Level: Brd 1, Magic 2, Sor/Wiz 1 (cost of not less than 50 gp). your deity or your principles for the use
Components: V, S, M/DF to which the spell is put. If the number of
Casting Time: 1 hour Illusory Wall 4th-level spells you can cast decreases,
Range: Touch Illusion (Figment) and that number drops below your cur-
Target: One touched object Level: Sor/Wiz 4 rent number of active imbue with spell abil-
Duration: Instantaneous Components: V, S ity spells, the more recently cast imbued
Saving Throw: None Casting Time: 1 standard action spells are dispelled.
Spell Resistance: No Range: Close (25 ft. + 5 ft./2 levels)
Effect: Image 1 ft. by 10 ft. by 10 ft. To cast a spell with a verbal component,
The spell determines all magic properties Duration: Permanent the subject must be able to speak. To cast a
of a single magic item, including how to Saving Throw: Will disbelief (if inter- spell with a somatic component, it must
activate those functions (if appropriate), acted with) have humanlike hands. To cast a spell
and how many charges are left (if any). Spell Resistance: No with a material component or focus, it
must have the materials or focus.
Identify does not function when used This spell creates the illusion of a wall,
on an artifact (see the Dungeon Master’s floor, ceiling, or similar surface. It appears Implosion
Guide for details on artifacts). absolutely real when viewed, but physical Evocation
objects can pass through it without diffi- Level: Clr 9, Destruction 9
Arcane Material Component: A pearl of at culty. When the spell is used to hide pits, Components: V, S
least 100 gp value, crushed and stirred traps, or normal doors, any detection abil- Casting Time: 1 standard action
into wine with an owl feather; the infu- ities that do not require sight work nor- Range: Close (25 ft. + 5 ft./2 levels)
sion must be drunk prior to spellcasting. mally. Touch or a probing search reveals Targets: One corporeal creature/round
the true nature of the surface, though Duration: Concentration (up to 4
Illusory Script such measures do not cause the illusion to rounds)
Illusion (Phantasm) [Mind-Affecting] disappear. Saving Throw: Fortitude negates
Level: Brd 3, Sor/Wiz 3 Spell Resistance: Yes
Components: V, S, M Imbue with Spell Ability
Casting Time: 1 minute or longer; see Evocation You create a destructive resonance in a
text Level: Clr 4, Magic 4 corporeal creature’s body. For each round
Range: Touch Components: V, S, DF you concentrate, you cause one creature
Target: One touched object weighing no Casting Time: 10 minutes to collapse in on itself, killing it. (This
more than 10 lb. Range: Touch effect, being instantaneous, cannot be
Duration: One day/level (D) Target: Creature touched; see text dispelled.)
Saving Throw: Will negates; see text Duration: Permanent until discharged
Spell Resistance: Yes (D) You can target a particular creature
Saving Throw: Will negates (harmless) only once with each casting of the spell.
You write instructions or other informa- Spell Resistance: Yes (harmless)
tion on parchment, paper, or any suitable Implosion has no effect on creatures in
writing material. The illusory script appears You transfer some of your currently pre- gaseous form or on incorporeal creatures.
to be some form of foreign or magical pared spells, and the ability to cast them,
243
CHAPTER 11: Imprisonment Inflict Critical Wounds damage and a Will save negates the
Abjuration Necromancy damage instead of halving it.
SPELLS Level: Sor/Wiz 9 Level: Clr 4, Destruction 4
Components: V, S Inflict Moderate Wounds
Casting Time: 1 standard action This spell functions like inflict light Necromancy
Range: Touch wounds, except that you deal 4d8 points of Level: Clr 2
Target: Creature touched damage +1 point per caster level (maxi-
Duration: Instantaneous mum +20). This spell functions like inflict light
Saving Throw: Will negates; see text wounds, except that you deal 2d8 points of
Spell Resistance: Yes Inflict Critical Wounds, Mass damage +1 point per caster level (maxi-
Necromancy mum +10).
When you cast imprisonment and touch a Level: Clr 8
creature, it is entombed in a state of sus- Inflict Moderate Wounds, Mass
pended animation (see the temporal stasis This spell functions like mass inflict light Necromancy
spell) in a small sphere far beneath the wounds, except that it deals 4d8 points of Level: Clr 6
surface of the earth. The subject remains damage +1 point per caster level (maxi-
there unless a freedom spell is cast at the mum +40). This spell functions like mass inflict light
locale where the imprisonment took wounds, except that it deals 2d8 points of
place. Magical search by a crystal ball, a Inflict Light Wounds damage +1 point per caster level (maxi-
locate object spell, or some other similar Necromancy mum +30).
divination does not reveal the fact that a Level: Clr 1, Destruction 1
creature is imprisoned, but discern location Components: V, S Inflict Serious Wounds
does. A wish or miracle spell will not free Casting Time: 1 standard action Necromancy
the recipient, but will reveal where it is Range: Touch Level: Clr 3
entombed. If you know the target’s name Target: Creature touched
and some facts about its life, the target Duration: Instantaneous This spell functions like inflict light
takes a –4 penalty on its save. Saving Throw: Will half wounds, except that you deal 3d8 points of
Spell Resistance: Yes damage +1 point per caster level (maxi-
Incendiary Cloud mum +15).
Conjuration (Creation) [Fire] When laying your hand upon a creature,
Level: Fire 8, Sor/Wiz 8 you channel negative energy that deals Inflict Serious Wounds, Mass
Components: V, S 1d8 points of damage +1 point per caster Necromancy
Casting Time: 1 standard action level (maximum +5). Level: Clr 7
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud spreads in 20-ft. radius, 20 Since undead are powered by negative This spell functions like mass inflict light
ft. high energy, this spell cures such a creature of a wounds, except that it deals 3d8 points of
Duration: 1 round/level like amount of damage, rather than harm- damage +1 point per caster level (maxi-
Saving Throw: Reflex half; see text ing it. mum +35).
Spell Resistance: No
Inflict Light Wounds, Mass Insanity
An incendiary cloud spell creates a cloud of Necromancy Enchantment (Compulsion) [Mind-
roiling smoke shot through with white- Level: Clr 5, Destruction 5 Affecting]
hot embers. The smoke obscures all sight Components: V, S Level: Sor/Wiz 7
as a fog cloud does. In addition, the white- Casting Time: 1 standard action Components: V, S
hot embers within the cloud deal 4d6 Range: Close (25 ft. + 5 ft./2 levels) Casting Time: 1 standard action
points of fire damage to everything with- Targets: One creature/level, no two of Range: Medium (100 ft. + 10 ft./level)
in the cloud on your turn each round. All which can be more than 30 ft. apart Target: One living creature
targets can make Reflex saves each round Duration: Instantaneous Duration: Instantaneous
to take half damage. Saving Throw: Will half Saving Throw: Will negates
Spell Resistance: Yes Spell Resistance: Yes
As with a cloudkill spell, the smoke
moves away from you at 10 feet per round. Negative energy spreads out in all direc- The affected creature suffers from a con-
Figure out the smoke’s new spread each tions from the point of origin, dealing 1d8 tinuous confusion effect, as the spell.
round based on its new point of origin, points of damage +1 point per caster level
which is 10 feet farther away from where (maximum +25) to nearby living enemies. Remove curse does not remove insanity.
you were when you cast the spell. By con- Greater restoration, heal, limited wish, mira-
centrating, you can make the cloud (actu- Like other inflict spells, mass inflict light cle, or wish can restore the creature.
ally its point of origin) move as much as wounds cures undead in its area rather
60 feet each round. Any portion of the than damaging them. A cleric capable of Insect Plague
cloud that would extend beyond your spontaneously casting inflict spells can Conjuration (Summoning)
maximum range dissipates harmlessly, also spontaneously cast mass inflict spells. Level: Clr 5, Drd 5
reducing the remainder’s spread there- Components: V, S, DF
after. Inflict Minor Wounds Casting Time: 1 round
Necromancy Range: Long (400 ft. + 40 ft./level)
As with fog cloud, wind disperses the Level: Clr 0 Effect: One swarm of locusts/three
smoke, and the spell can’t be cast under- Saving Throw: Will negates levels, each of which must be adjacent
water. to at least one other swarm
This spell functions like inflict light Duration: 1 min./level
244 wounds, except that you deal 1 point of
Saving Throw: None remotely trigger traps, open a portcullis Invisibility Sphere CHAPTER 11:
Spell Resistance: No to release attack dogs, and so forth. If the Illusion (Glamer)
subject attacks directly, however, it im- Level: Brd 3, Sor/Wiz 3 SPELLS
You summon a number of swarms of mediately becomes visible along with all Components: V, S, M
locusts (one per three levels, to a maxi- its gear. Spells such as bless that specifi- Area: 10-ft.-radius emanation around the 245
mum of six swarms at 18th level). The cally affect allies but not foes are not creature or object touched
swarms must be summoned so that each attacks for this purpose, even when they
one is adjacent to at least one other swarm include foes in their area. This spell functions like invisibility, except
(that is, the swarms must fill one contigu- that this spell confers invisibility upon all
ous area). You may summon the locust See Table 8–5: Attack Roll Modifiers creatures within 10 feet of the recipient.
swarms so that they share the area of and Table 8–6: Armor Class Modifiers, The center of the effect is mobile with the
other creatures. Each swarm attacks any page 151, for the effects of invisibility on recipient.
creatures occupying its area. The swarms combat.
are stationary after being summoned, and Those affected by this spell can see
won’t pursue creatures that flee. Invisibility can be made permanent (on each other and themselves as if unaffect-
objects only) with a permanency spell. ed by the spell. Any affected creature
See the Monster Manual for details on moving out of the area becomes visible,
locust swarms. Arcane Material Component: An eyelash but creatures moving into the area after
encased in a bit of gum arabic. the spell is cast do not become invisible.
Invisibility Affected creatures (other than the recipi-
Illusion (Glamer) Invisibility, Greater ent) who attack negate the invisibility
Level: Brd 2, Sor/Wiz 2, Trickery 2 Illusion (Glamer) only for themselves. If the spell recipient
Components: V, S, M/DF Level: Brd 4, Sor/Wiz 4 attacks, the invisibility sphere ends.
Casting Time: 1 standard action Components: V, S
Range: Personal or touch Target: You or creature touched Iron Body
Target: You or a creature or object weigh- Duration: 1 round/level (D) Transmutation
ing no more than 100 lb./level Saving Throw: Will negates (harmless) Level: Earth 8, Sor/Wiz 8
Duration: 1 min./level (D) Components: V, S, M/DF
Saving Throw: Will negates (harmless) This spell functions like invisibility, ex- Casting Time: 1 standard action
or Will negates (harmless, object) cept that it doesn’t end if the subject Range: Personal
Spell Resistance: Yes (harmless) or Yes attacks. Target: You
(harmless, object) Duration: 1 min./level (D)
Invisibility, Mass
The creature or object touched becomes Illusion (Glamer) This spell transforms your body into liv-
invisible, vanishing from sight, even from Level: Sor/Wiz 7 ing iron, which grants you several power-
darkvision. If the recipient is a creature Components: V, S, M ful resistances and abilities.
carrying gear, that vanishes, too. If you Range: Long (400 ft. + 40 ft./level)
cast the spell on someone else, neither Targets: Any number of creatures, no You gain damage reduction 15/adaman-
you nor your allies can see the subject, two of which can be more than 180 ft. tine. You are immune to blindness, critical
unless you can normally see invisible apart hits, ability score damage, deafness, dis-
things or you employ magic to do so. ease, drowning, electricity, poison, stun-
This spell functions like invisibility, except ning, and all spells or attacks that affect
Items dropped or put down by an in- that the effect is mobile with the group and your physiology or respiration, because
visible creature become visible; items is broken when anyone in the group attacks. you have no physiology or respiration
picked up disappear if tucked into the Individuals in the group cannot see each while this spell is in effect. You take only
clothing or pouches worn by the creature. other. The spell is broken for any individual half damage from acid and fire of all kinds.
Light, however, never becomes invisible, who moves more than 180 feet from the However, you also become vulnerable to
although a source of light can become so nearest member of the group. (If only two all special attacks that affect iron golems.
(thus, the effect is that of a light with no individuals are affected, the one moving
visible source). Any part of an item that away from the other one loses its invisibil- You gain a +6 enhancement bonus to
the subject carries but that extends more ity. If both are moving away from each your Strength score, but you take a –6
than 10 feet from it becomes visible, such other, they both become visible when the penalty to Dexterity as well (to a mini-
as a trailing rope. distance between them exceeds 180 feet.) mum Dexterity score of 1), and your
speed is reduced to half normal. You have
Of course, the subject is not magically Material Component: An eyelash en- an arcane spell failure chance of 50% and a
silenced, and certain other conditions can cased in a bit of gum arabic. –8 armor check penalty, just as if you were
render the recipient detectable (such as clad in full plate armor. You cannot drink
stepping in a puddle). The spell ends if Invisibility Purge (and thus can’t use potions) or play wind
the subject attacks any creature. For pur- Evocation instruments.
poses of this spell, an attack includes any Level: Clr 3
spell targeting a foe or whose area or ef- Components: V, S Your unarmed attacks deal damage
fect includes a foe. (Exactly who is a foe Casting Time: 1 standard action equal to a club sized for you (1d4 for Small
depends on the invisible character’s per- Range: Personal characters or 1d6 for Medium characters),
ceptions.) Actions directed at unattended Target: You and you are considered armed when
objects do not break the spell. Causing Duration: 1 min./level (D) making unarmed attacks.
harm indirectly is not an attack. Thus, an
invisible being can open doors, talk, eat, You surround yourself with a sphere of Your weight increases by a factor of ten,
climb stairs, summon monsters and have power with a radius of 5 feet per caster causing you to sink in water like a stone.
them attack, cut the ropes holding a rope level that negates all forms of invisibility. However, you could survive the crushing
bridge while enemies are on the bridge, Anything invisible becomes visible while pressure and lack of air at the bottom of
in the area. the ocean—at least until the spell dura-
tion expires.
CHAPTER 11: Arcane Material Component: A small Target or Targets: One weapon or fifty Components: V, S
piece of iron that was once part of either projectiles, all of which must be in Casting Time: 1 standard action
SPELLS an iron golem, a hero’s armor, or a war contact with each other at the time of Range: Personal
machine. casting Target: You
246 Duration: Instantaneous
Ironwood Duration: 10 min./level
Transmutation Saving Throw: Will negates (harmless, You instantly know the direction of north
Level: Drd 6 from your current position. The spell is
Components: V, S, M object) effective in any environment in which
Casting Time: 1 minute/lb. created Spell Resistance: Yes (harmless, object) “north” exists, but it may not work in
Range: 0 ft. extraplanar settings. Your knowledge of
Effect: An ironwood object weighing up This spell makes a weapon magically north is correct at the moment of casting,
to 5 lb./level keen, improving its ability to deal telling but you can get lost again within mo-
Duration: One day/level (D) blows. This transmutation doubles the ments if you don’t find some external ref-
Saving Throw: None threat range of the weapon. A threat range erence point to help you keep track of
Spell Resistance: No of 20 becomes 19–20, a threat range of direction.
19–20 becomes 17–20, and a threat range
Ironwood is a magical substance created by of 18–20 becomes 15–20. The spell can be Legend Lore
druids from normal wood. While re- cast only on piercing or slashing weapons. Divination
maining natural wood in almost every If cast on arrows or crossbow bolts, the Level: Brd 4, Knowledge 7, Sor/Wiz 6
way, ironwood is as strong, heavy, and re- keen edge on a particular projectile ends Components: V, S, M, F
sistant to fire as steel. Spells that affect after one use, whether or not the missile Casting Time: See text
metal or iron (such as heat metal) do not strikes its intended target. (Treat shuriken Range: Personal
function on ironwood. Spells that affect as arrows, rather than as thrown weapons, Target: You
wood (such as wood shape) do affect iron- for the purpose of this spell.) Duration: See text
wood, although ironwood does not burn.
Using this spell with wood shape or a Multiple effects that increase a weap- Legend lore brings to your mind legends
wood-related Craft check, you can fashion on’s threat range (such as the keen edge about an important person, place, or thing.
wooden items that function as steel items. spell and the Improved Critical feat) don’t If the person or thing is at hand, or if you
Thus, wooden plate armor and wooden stack. You can’t cast this spell on a natural are in the place in question, the casting
swords can be created that are as durable weapon, such as a claw. time is only 1d4×10 minutes. If you have
as their normal steel counterparts. These only detailed information on the person,
items are freely usable by druids. Knock place, or thing, the casting time is 1d10
Transmutation days, and the resulting lore is less complete
Further, if you make only half as much Level: Sor/Wiz 2 and specific (though it often provides
ironwood as the spell would normally Components: V enough information to help you find the
allow, any weapon, shield, or suit of armor Casting Time: 1 standard action person, place, or thing, thus allowing a
so created is treated as a magic item with a Range: Medium (100 ft. + 10 ft./level) better legend lore result next time). If you
+1 enhancement bonus. Target: One door, box, or chest with an know only rumors, the casting time is 2d6
area of up to 10 sq. ft./level weeks, and the resulting lore is vague and
Material Component: Wood shaped into Duration: Instantaneous; see text incomplete (though it often directs you to
the form of the intended ironwood object. Saving Throw: None more detailed information, thus allowing a
Spell Resistance: No better legend lore result next time).
Jump
Transmutation The knock spell opens stuck, barred, During the casting, you cannot engage
Level: Drd 1, Rgr 1, Sor/Wiz 1 locked, held, or arcane locked doors. It in other than routine activities: eating,
Components: V, S, M opens secret doors, as well as locked or sleeping, and so forth. When completed,
Casting Time: 1 standard action trick-opening boxes or chests. It also the divination brings legends (if any)
Range: Touch loosens welds, shackles, or chains (pro- about the person, place, or things to your
Target: Creature touched vided they serve to hold closures shut). If mind. These may be legends that are still
Duration: 1 min./level (D) used to open a arcane locked door, the spell current, legends that have been forgotten,
Saving Throw: Will negates (harmless) does not remove the arcane lock but simply or even information that has never been
Spell Resistance: Yes suspends its functioning for 10 minutes. generally known. If the person, place, or
In all other cases, the door does not relock thing is not of legendary importance, you
The subject gets a +10 enhancement itself or become stuck again on its own. gain no information. As a rule of thumb,
bonus on Jump checks. The enhance- Knock does not raise barred gates or simi- characters who are 11th level and higher
ment bonus increases to +20 at caster lar impediments (such as a portcullis), nor are “legendary,” as are the sorts of crea-
level 5th, and to +30 (the maximum) at does it affect ropes, vines, and the like. tures they contend with, the major magic
caster level 9th. The effect is limited by the area. A 3rd- items they wield, and the places where
level caster can cast a knock spell on a door they perform their key deeds.
Material Component: A grasshopper’s of 30 square feet or less (for example, a
hind leg, which you break when the spell standard 4-foot-by-7-foot door). Each spell Examples of legend lore results include
is cast. can undo as many as two means of pre- the following.
venting egress. Thus if a door is locked,
Keen Edge barred, and held, or quadruple locked, A divination about a mysterious magic
Transmutation opening it requires two knock spells. axe you have at hand: “Woe to the evildoer
Level: Sor/Wiz 3 whose hand touches the axe, for even the
Components: V, S Know Direction haft chops the hand of the evil ones. Only
Casting Time: 1 standard action Divination a true Son or Daughter of Stone, one who
Range: Close (25 ft. + 5 ft./2 levels) Level: Brd 0, Drd 0 loves Moradin and whom Moradin loves,
may awaken the true powers of the axe, not allow more. The chests are nonmagi- (string and a bit of wood) if this benefit is CHAPTER 11:
and only with the sacred word ‘Rudnogg’ cal and can be fitted with locks, wards, to be included.
on the lips.” and so on, just as any normal chest can be. SPELLS
Focus: The focus of the alarm spell
A divination about a legendary paladin To hide the chest, you cast the spell (silver wire and a tiny bell) if this benefit 247
about whom you know many details: while touching both the chest and the is to be included.
“Vanashon has been denied the glory of replica. The chest vanishes into the Ethe-
death and the duty of life. He waits pa- real Plane. You need the replica to recall Leomund’s Tiny Hut
tiently beneath the Forbidden Mountain.” the chest. After sixty days, there is a Evocation [Force]
(The paladin has been turned to stone in cumulative chance of 5% per day that the Level: Brd 3, Sor/Wiz 3
the caverns under the mountain.) chest is irretrievably lost. If the miniature Components: V, S, M
of the chest is lost or destroyed, there is Casting Time: 1 standard action
A divination about ancient ruins about no way, not even with a wish spell, that the Range: 20 ft.
which you have only a passing reference large chest can be summoned back, al- Effect: 20-ft.-radius sphere centered on
in a partially damaged tome: “The sor- though an extraplanar expedition might your location
cerer who called herself Ryth built a li- be mounted to find it. Duration: 2 hours/level (D)
brary without words and a temple with- Saving Throw: None
out gods. Those who read and those who Living things in the chest eat, sleep, Spell Resistance: No
pray tore it down in a night and a day.” and age normally, and they die if they run
(These clues may be enough for you to out of food, air, water, or whatever they You create an unmoving, opaque sphere
find out more and get the details you need need to survive. of force of any color you desire around
to cast a better legend lore.) yourself. Half the sphere projects above
Focus: The chest and its replica. the ground, and the lower hemisphere
Material Component: Incense worth at passes through the ground. As many as
least 250 gp. Leomund’s Secure Shelter nine other Medium creatures can fit into
Conjuration (Creation) the field with you; they can freely pass
Focus: Four strips of ivory (worth 50 gp Level: Brd 4, Sor/Wiz 4 into and out of the hut without harming
each) formed into a rectangle. Components: V, S, M, F; see text it. However, if you remove yourself from
Casting Time: 10 minutes the hut, the spell ends.
Leomund’s Secret Chest Range: Close (25 ft. + 5 ft./2 levels)
Conjuration (Summoning) Effect: 20-ft.-square structure The temperature inside the hut is 70° F
Level: Sor/Wiz 5 Duration: 2 hours/level (D) if the exterior temperature is between 0°
Components: V, S, F Saving Throw: None and 100° F. An exterior temperature
Casting Time: 10 minutes Spell Resistance: No below 0° or above 100° lowers or raises the
Range: See text interior temperature on a 1-degree-for-1
Target: One chest and up to 1 cu. ft. of You conjure a sturdy cottage or lodge made basis (thus, if it’s –20° outside, inside the
goods/caster level of material that is common in the area hut it’s 50°). The hut also provides protec-
Duration: Sixty days or until discharged where the spell is cast—stone, timber, or tion against the elements, such as rain,
Saving Throw: None (at worst) sod. The floor is level, clean, and dust, and sandstorms. The hut withstands
Spell Resistance: No dry. In all respects the lodging resembles a any wind of less than hurricane force, but
normal cottage, with a sturdy door, two a hurricane (75+ mph wind speed) or
You hide a chest on the Ethereal Plane for shuttered windows, and a small fireplace. greater force destroys it.
as long as sixty days and can retrieve it at
will. The chest can contain up to 1 cubic The shelter has no heating or cooling The interior of the hut is a hemisphere.
foot of material per caster level (regard- source (other than natural insulation You can illuminate it dimly upon com-
less of the chest’s actual size, which is qualities). Therefore, it must be heated as mand or extinguish the light as desired.
about 3 feet by 2 feet by 2 feet). If any a normal dwelling, and extreme heat ad- Although the force field is opaque from
living creatures are in the chest, there is a versely affects it and its occupants. The the outside, it is transparent from within.
75% chance that the spell simply fails. dwelling does, however, provide consid- Missiles, weapons, and most spell effects
Once the chest is hidden, you can retrieve erable security otherwise—it is as strong can pass through the hut without affect-
it by concentrating (a standard action), as a normal stone building, regardless of ing it, although the occupants cannot be
and it appears next to you. its material composition. The dwelling seen from outside the hut (they have total
resists flames and fire as if it were stone. It concealment).
The chest must be exceptionally well is impervious to normal missiles (but not
crafted and expensive, constructed for the sort cast by siege engines or giants). Material Component: A small crystal
you by master crafters. If made princi- bead that shatters when the spell duration
pally of wood, it must be ebony, rose- The door, shutters, and even chimney expires or the hut is dispelled.
wood, sandalwood, teak, or the like, and are secure against intrusion, the former
all of its corner fittings, nails, and hard- two being arcane locked and the latter se- Leomund’s Trap
ware must be platinum. If constructed of cured by an iron grate at the top and a Illusion (Glamer)
ivory, the metal fittings of the chest must narrow flue. In addition, these three areas Level: Sor/Wiz 2
be gold. If the chest is fashioned from are protected by an alarm spell. Finally, an Components: V, S, M
bronze, copper, or silver, its fittings must unseen servant is conjured to provide ser- Casting Time: 1 standard action
be silver or electrum (a valuable metal). vice to you for the duration of the shelter. Range: Touch
The cost of such a chest is never less than Target: Object touched
5,000 gp. Once it is constructed, you must The secure shelter contains rude furnish- Duration: Permanent (D)
make a tiny replica (of the same materials ings—eight bunks, a trestle table, eight Saving Throw: None
and perfect in every detail), so that the stools, and a writing desk. Spell Resistance: No
miniature of the chest appears to be a per-
fect copy. (The replica costs 50 gp.) You Material Component: A square chip of This spell makes a lock or other small
can have but one pair of these chests at stone, crushed lime, a few grains of sand, mechanism seem to be trapped to anyone
any given time—even a wish spell does a sprinkling of water, and several splinters
of wood. These must be augmented by the
components of the unseen servant spell
CHAPTER 11: who can detect traps. You place the spell Light • Duplicate any sorcerer/wizard spell of
upon any small mechanism or device, Evocation [Light]
SPELLS such as a lock, hinge, hasp, cork, cap, or Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 6th level or lower, provided the spell is
ratchet. Any character able to detect traps, Components: V, M/DF not of a school prohibited to you.
248 or who uses any spell or device enabling Casting Time: 1 standard action
trap detection, is 100% certain a real trap Range: Touch • Duplicate any other spell of 5th level or
exists. Of course, the effect is illusory and Target: Object touched
nothing happens if the trap is “sprung”; its Duration: 10 min./level (D) lower, provided the spell is not of a
primary purpose is to frighten away Saving Throw: None school prohibited to you.
thieves or make them waste precious time. Spell Resistance: No
• Duplicate any sorcerer/wizard spell of
If another Leomund’s trap is active This spell causes an object to glow like a
within 50 feet when the spell is cast, the torch, shedding bright light in a 20-foot- 5th level or lower, even if it’s of a pro-
casting fails. radius (and dim light for an additional 20 hibited school.
feet) from the point you touch. The effect
Material Component: A piece of iron is immobile, but it can be cast on a mov- • Duplicate any other spell of 4th level or
pyrite touched to the object to be trapped able object. Light taken into an area of
while the object is sprinkled with a spe- magical darkness does not function. lower, even if it’s of a prohibited school.
cial dust requiring 50 gp to prepare.
A light spell (one with the light de- • Undo the harmful effects of many
Lesser (Spell Name) scriptor) counters and dispels a darkness
Any spell whose name begins with lesser spell (one with the darkness descriptor) spells, such as geas/quest or insanity.
is alphabetized in this chapter according of an equal or lower level.
to the second word of the spell name. • Produce any other effect whose power
Thus, the description of a lesser spell Arcane Material Component: A firefly or a
appears near the description of the spell piece of phosphorescent moss. level is in line with the above effects,
on which it is based. Spell chains that such as a single creature automatically
have lesser spells in them include those Lightning Bolt hitting on its next attack or taking a –7
based on the spells confusion, geas, globe of Evocation [Electricity] penalty on its next saving throw.
invulnerability, planar ally, planar binding, Level: Sor/Wiz 3
and restoration. Components: V, S, M A duplicated spell allows saving throws
Casting Time: 1 standard action and spell resistance as normal (but the
Levitate Range: 120 ft. save DC is for a 7th-level spell). When a
Transmutation Area: 120-ft. line limited wish duplicates a spell that has an
Level: Sor/Wiz 2 Duration: Instantaneous XP cost, you must pay that cost or 300 XP,
Components: V, S, F Saving Throw: Reflex half whichever is more. When a limited wish
Casting Time: 1 standard action Spell Resistance: Yes spell duplicates a spell with a material
Range: Personal or close (25 ft. + 5 ft./ component that costs more than 1,000 gp,
2 levels) You release a powerful stroke of electrical you must provide that component.
Target: You or one willing creature or energy that deals 1d6 points of electricity
one object (total weight up to 100 lb./ damage per caster level (maximum 10d6) XP Cost: 300 XP or more (see above).
level) to each creature within its area. The bolt
Duration: 1 min./level (D) begins at your fingertips. Liveoak
Saving Throw: None Transmutation
Spell Resistance: No The lightning bolt sets fire to combustibles Level: Drd 6
and damages objects in its path. It can melt Components: V, S
Levitate allows you to move yourself, an- metals with a low melting point, such as Casting Time: 10 minutes
other creature, or an object up and down lead, gold, copper, silver, or bronze. If the Range: Touch
as you wish. A creature must be willing to damage caused to an interposing barrier Target: Tree touched
be levitated, and an object must be unat- shatters or breaks through it, the bolt may Duration: One day/level (D)
tended or possessed by a willing creature. continue beyond the barrier if the spell’s Saving Throw: None
You can mentally direct the recipient to range permits; otherwise, it stops at the bar- Spell Resistance: No
move up or down as much as 20 feet each rier just as any other spell effect does.
round; doing so is a move action. You This spell turns an oak tree into a protec-
cannot move the recipient horizontally, Material Component: A bit of fur and an tor or guardian. The spell can be cast on
but the recipient could clamber along the amber, crystal, or glass rod. only a single tree at a time; while liveoak is
face of a cliff, for example, or push against in effect, you can’t cast it again on another
a ceiling to move laterally (generally at Limited Wish tree. The tree on which the spell is cast
half its base land speed). Universal must be within 10 feet of your dwelling
Level: Sor/Wiz 7 place, within a place sacred to you, or
A levitating creature that attacks with a Components: V, S, XP within 300 feet of something that you
melee or ranged weapon finds itself in- Casting Time: 1 standard action wish to guard or protect.
creasingly unstable; the first attack has a Range: See text
–1 penalty on attack rolls, the second –2, Target, Effect, or Area: See text Liveoak must be cast on a healthy, Huge
and so on, to a maximum penalty of –5. A Duration: See text oak. A triggering phrase of up to one word
full round spent stabilizing allows the Saving Throw: None; see text per caster level is placed on the targeted
creature to begin again at –1. Spell Resistance: Yes oak. For instance, “Attack any persons
who come near without first saying
Focus: Either a small leather loop or a A limited wish lets you create nearly any ‘sacred mistletoe’ ” is an eleven-word trig-
piece of golden wire bent into a cup shape type of effect. For example, a limited wish ger phrase that you could use at 11th level
with a long shank on one end. can do any of the following things. or higher. The liveoak spell triggers the
tree into animating as a treant (see the
Monster Manual). At the DM’s option, you
can extrapolate statistics for a smaller tree
from the treant statistics if you cast liveoak
on a smaller oak.
If liveoak is dispelled, the tree takes root
immediately, wherever it happens to be. If
released by you, the tree tries to return to
its original location before taking root.
Locate Creature Target: You You point your finger at an object and can CHAPTER 11:
Divination Duration: 1 hour/level (D) lift it and move it at will from a distance.
Level: Brd 4, Sor/Wiz 4 As a move action, you can propel the ob- SPELLS
Components: V, S, M This spell increases your base land speed ject as far as 15 feet in any direction,
Duration: 10 min./level by 10 feet. (This adjustment counts as an though the spell ends if the distance
enhancement bonus.) It has no effect on between you and the object ever exceeds
This spell functions like locate object, ex- other modes of movement, such as the spell’s range.
cept this spell locates a known or familiar burrow, climb, fly, or swim.
creature. Magic Circle against Chaos
Material Component: A pinch of dirt. Abjuration [Lawful]
You slowly turn and sense when you Level: Clr 3, Law 3, Pal 3, Sor/Wiz 3
are facing in the direction of the creature Lullaby
to be located, provided it is within range. Enchantment (Compulsion) [Mind- This spell functions like magic circle
You also know in which direction the Affecting] against evil, except that it is similar to pro-
creature is moving, if any. Level: Brd 0 tection from chaos instead of protection from
Components: V, S evil, and it can imprison a nonlawful
The spell can locate a creature of a spe- Casting Time: 1 standard action called creature.
cific kind (such as a human or a unicorn) Range: Medium (100 ft. + 10 ft./level)
or a specific creature known to you. It Area: Living creatures within a 10-ft.- Magic Circle against Evil
cannot find a creature of a certain type radius burst Abjuration [Good]
(such as humanoid or animal). To find a Duration: Concentration + 1 Level: Clr 3, Good 3, Pal 3, Sor/Wiz 3
kind of creature, you must have seen such round/level (D) Components: V, S, M/DF
a creature up close (within 30 feet) at least Saving Throw: Will negates Casting Time: 1 standard action
once. Spell Resistance: Yes Range: Touch
Area: 10-ft.-radius emanation from
Running water blocks the spell. It Any creature within the area that fails a touched creature
cannot detect objects. It can be fooled by Will save becomes drowsy and inatten- Duration: 10 min./level
mislead, nondetection, and polymorph spells. tive, taking a –5 penalty on Listen and Saving Throw: Will negates (harmless)
Spot checks and a –2 penalty on Will Spell Resistance: No; see text
Material Component: A bit of fur from a saves against sleep effects while the lullaby
bloodhound. is in effect. Lullaby lasts for as long as the All creatures within the area gain the
caster concentrates, plus up to 1 round effects of a protection from evil spell, and no
Locate Object per caster level thereafter. nongood summoned creatures can enter
Divination the area either. You must overcome a crea-
Level: Brd 2, Clr 3, Sor/Wiz 2, Travel 2 Mage Armor ture’s spell resistance in order to keep it at
Components: V, S, F/DF Conjuration (Creation) [Force] bay (as in the third function of protection
Casting Time: 1 standard action Level: Sor/Wiz 1 from evil), but the deflection and resist-
Range: Long (400 ft. + 40 ft./level) Components: V, S, F ance bonuses and the protection from
Area: Circle, centered on you, with a Casting Time: 1 standard action mental control apply regardless of ene-
radius of 400 ft. + 40 ft./level Range: Touch mies’ spell resistance.
Duration: 1 min./level Target: Creature touched
Saving Throw: None Duration: 1 hour/level (D) This spell has an alternative version
Spell Resistance: No Saving Throw: Will negates (harmless) that you may choose when casting it. A
Spell Resistance: No magic circle against evil can be focused in-
You sense the direction of a well-known or ward rather than outward. When focused
clearly visualized object. The spell locates An invisible but tangible field of force inward, the spell binds a nongood called
such objects as apparel, jewelry, furniture, surrounds the subject of a mage armor creature (such as those called by the lesser
tools, weapons, or even a ladder. You can spell, providing a +4 armor bonus to AC. planar binding, planar binding, and greater
search for general items such as a stairway, Unlike mundane armor, mage armor en- planar binding spells) for a maximum of 24
a sword, or a jewel, in which case you tails no armor check penalty, arcane spell hours per caster level, provided that you
locate the nearest one of its kind if more failure chance, or speed reduction. Since cast the spell that calls the creature within
than one is within range. Attempting to mage armor is made of force, incorporeal 1 round of casting the magic circle. The
find a certain item, such as a particular creatures can’t bypass it the way they do creature cannot cross the circle’s boun-
piece of jewelry, requires a specific and normal armor. daries. If a creature too large to fit into the
accurate mental image; if the image is not spell’s area is the subject of the spell, the
close enough to the actual object, the spell Focus: A piece of cured leather. spell acts as a normal protection from evil
fails. You cannot specify a unique item spell for that creature only.
(such as “Baron Vulden’s signet ring”) Mage Hand
unless you have observed that particular Transmutation A magic circle leaves much to be desired
item firsthand (not through divination). Level: Brd 0, Sor/Wiz 0 as a trap. If the circle of powdered silver laid
Components: V, S down in the process of spellcasting is
The spell is blocked by even a thin Casting Time: 1 standard action broken, the effect immediately ends. The
sheet of lead. Creatures cannot be found Range: Close (25 ft. + 5 ft./2 levels) trapped creature can do nothing that dis-
by this spell. Polymorph any object fools it. Target: One nonmagical, unattended turbs the circle, directly or indirectly, but
object weighing up to 5 lb. other creatures can. If the called creature
Arcane Focus: A forked twig. Duration: Concentration has spell resistance, it can test the trap once
Saving Throw: None a day. If you fail to overcome its spell resist-
Longstrider Spell Resistance: No ance, the creature breaks free, destroying
Transmutation the circle. A creature capable of any form of
Level: Drd 1, Rgr 1, Travel 1 249
Components: V, S, M
Casting Time: 1 standard action
Range: Personal